The T13 Roleplaying Game

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 the Stakes see the Stakes rules page for details), although Wounds can be summoned, applied and so on outside of Ordeals also. The different Levels of Wound have radically different effects on the Character (or Descendant) that’s Wounded.

NameDescriptionWound RollWound OrdealNegative NormalNegative ExtremePositive NormalPositive ExtremeTraumaBase PipsMin Pips
UnwoundedThe Target is not affected or wounded in anyway. This is the normal state of a healthy person.There are no special rules for when you are healthy.Discard.DiscardDiscardDiscard.DiscardNone00
DistractThe Target is distracted by the attack, or more likely a feint or insult. This is nothing more than a momentary break of concentration.Lose a Success Level / Gain Failure Level or -6 Score on next Roll the Character makes and then Discard.Lose a Success Level / Add Failure Level
  • Draw -1 Card on next Draw and then Discard.
  • Or -3 Pips to the next Card played and Discard.
  • Or +3 Pips to the next Attack on the Character, then Discard.
Mild Momentary Emotional influence (tears in eyes, heightened heart rate, grimace, etc) which will relieve 1 Stress if displayed.Must scream, swear, or otherwise vocally express the emotion momentarily which will relieve Pips Stress.Mild Momentary Emotional Influence (Smile, Pupil Dilation, Eyebrow twitches, etc) relieves 1 Stress.Must speak, laugh, gasp, moan, tick, or otherwise vocally express the emotion momentarily which will relieve Pips Stress.The Trauma is a mild Shock, that has a momentary Distracting effect, that relieves Pips Stress if this emotional shock is displayed somehow.22
FleshThe Target is wounded and must stop and acknowledge that fact. It may be a scratch, a shallow cut, a small burn, a bruise, even a light shoulder shooting (in an 80’s action movie).Lose one die from each pool on the next roll you make (e.g.3d6 + 2d10+5 becomes 2d6 + 1d10+5) then DiscardDiscard an Ordeal card from the next Full-Action, Re-open a Stabilized Wound or aggravate another Wound 1 Level and then Discard. Will display negative emotion (crying, furrowed brow, grimace, etc) until Stabilized / Discarded displaying the emotion will relieve Pips Stress.Will display and vocalise the Negative Emotion until Stabilized / Discarded, displaying the emotion will relieve 1 Shock or Strain. Additionally gain 1 GRT, to reflect the inability to do anything but express the emotion.Will display positive emotion (smiling, dilated pupils, etc) until Stabilized / Discarded, displaying the emotion will relieve Pips Stress.Stimulated/Excited. Ignore GRT and RT Chips and act immediately (with the dice or card Wound penalties) then Discard the Wound along with relieving the Pips in Stress and 1 Shock or Strain.The Trauma is a moderate Shock that shakes a Character or Descendant and forces them to Discard a card from their Pool or Hand. This will relieve the Discarded Card’s Pips Stress. Additionally if the Trauma would replace a Stabilised Trauma it will instead re-open that Trauma and make it active again.55
MaimingThe Target is injured enough for it to impact their abilities slightly. This is suitable for small stabs and slashes, black eyes, torn muscle tissue, deep bruising, joint dislocation and minor bone damage.Lose 1 Proficiency Slot from affected Annex (including Personality Proficiencies) and recalculate. If all Proficiencies are Maimed, the Annex is Crippled.Maimed Annexes lose Proficiency Slots too, but may lose access to Nimbeds affected or take a -1 Card Draw Penalty until Healed / Recalculated. If all Proficiencies are Maimed, the Annex is Crippled.Proficiency lost from Personality Profs. Must display and vocalise negative emotion until Stabilised or Discarded. Vocalising the emotion will relieve Pips Stress and 1 Strain or Shock.Proficiency lost from Personality Profs. Emotional state interferes with all activity. All Proficiency Dice are reduced one dice size (1d6 becomes 1d4) until Stabilised / Discarded.Gain 1 Proficiency (permanently) and must display and vocalise positive emotion until Stabilised / Discarded. Vocalising the emotion will relieve Pips Stress.Gain 2 Proficiencies (permanently), plus must express the emotion vocally and physically (shaking, moaning, laughing, trembling, heavy breathing) until Stabilised. Expressing the emotion physically will relieve Pips Stress and 1 Strain or Shock.The Trauma creates a mental blockage that removes access to one Proficiency. This can restrict or alter an Annex. Altering an Annex will relieve all Stress or Strain stored upon the Annex. The Trauma also reduces all Proficiency Dice one step (d6 becomes d4), but this will relieve Stress by 1 per reduced Proficiency Die rolled.88
CripplingThe Target is seriously wounded, losing access to whole abilities. Faints, Knock-outs, deep cuts, broken bones, torn tendons, nerve damage are all classic examples.Lose 1 Annex Slot (usually the largest one involved in the Roll) until Healed. Once healed Proficiencies may be repurchased for 1 Chi each. Then the Annex will regenerate at Phoenix / Incarna Score Boons per Day. It may be purchased back for the normal cost (Boon in Chi + 2/5/8/12) instantly (or altered and purchased back as a new Annex, if narratively appropriate).Crippled Annexes cannot be used as long as the Wound is in play. If applied to a Personality Annex (or a Descendant Master Annex) then the Alternate is unconscious (or the Descendant is lost or useless). They may not use that Alternate (or Descendant) until the Wound is healed (or found / fixed).Paradoxical emotional display, (such as nervous laughter) as long as exposed to Emotional source, will focus attention on emotional source, until Stabilized, Discarded or Healed. Displaying Paradoxical emotions will relieve Pips Stress, and 1 Strain or Shock.Faint or Paralysis. Automatically affects the Personality Annex. Loses consciousness or is Paralysed when the source is present until Healed. Loss of consciousness will relieve Pips Stress and Pips Reduced Strains or Shocks.Paradoxical Emotional display, such as crying with laughter. Displaying the Paradoxical emotions will relieve Pips Stress and 1 Strain or Shock. May Gain 2 Proficiencies.Over-wrought collapse / Insight. Target loses consciousness (or at least coherent responsiveness) until Stabilised. Loss of consciousness will relieve Pips Stress and Pips Reduced Strain or Shock. May gain a new Skill Annex/Descendant.Powerful Traumas can destroy an Annex, removing access to it completely. However, loss of an Annex will relieve Stress equal to the Annex Boon, as well as all Strains on the Annex. Additionally this Trauma causes a blackout or loss of consciousness, that will last at least for the remaining GRT, and is usually enough to remove a Character from an Ordeal.1210
MortalThe Target is so seriously injured that the effects are usually “permanent”, impacting the life of the Character in some way, often this is expressed as a “Dying” or “Bleeding” Hitch. Permanent damage can include losing body parts (Lament, Loss of Sense, or Malformed Hitches), mental traumas (Fears, Scars, Madness, Paranoia, Dependence, Defensive, etc), poor health (Fatigued, Vulnerable, Impoverished) and of course scars (Scars Hitches are the default).Create a "Dying / Broken / Burning" Quirk Hitch that slowly grows +1 Hitch Boon per Miasma Boon as Chi Limit Duration) until healed. If no Hitch can be increased or added by the Mortal Wound then decrease an appropriate Facet (Hitch, Incarna, Persona or Core usually) by a Boon equal to the Wounded Character’s Miasma Score. I-Ching, Personality, Proficiency slots and Annexes affected should be recalculated. If the Hitch becomes a Flaw the Wound will automatically upgrade to a Carnage Wound.Treat as though the Personality Annex or Master Annex has been Crippled, until the end of the Round. Then add a new "Dying / Broken / Burning" Quirk Hitch with a Boon of Miasma Score (to a Max of Half the Incarna Boon). Or increase a Quirk Hitch by 1 Boon at the end of each Round.Extreme reaction (Scream and Faint). As Normal, but does not create a "Dying" Hitch, instead adding any appropriate Hitch. Plus Consciousness is usually lost until Stabilised. Loss of consciousness will relieve Pips Stress and Reduced Pips Strains or Shocks.Psychological Trauma. Creates any normal Hitch type. At Yarn-Teller’s discretion Mortal Wounds can also alter the Persona, or Core Facet choice (Ref arbitrates). Plus Consciousness is usually lost until the Wound is Healed (not Stabilized). Loss of consciousness will relieve Pips Stress and Reduced Pips Strains and Shocks, however a Trauma or Stress Effect may be added (Pull and Play a Card).Extreme reaction (Incoherence, babbling, writhing). As Normal but creates a suitable Quirk Hitch rather than “Dying” such as Emotional or Scars. Consciousness is usually lost until Stabilised / Discarded. Loss of consciousness will relieve Pips Stress and Pips Reduced Strains or Shocks. May Gain a new Skill Annex / Descendant or Resolve another Quirk Hitch.Bliss out. May create any Flaw Hitch. At Yarn-Teller's discretion Mortal Wounds can also alter the wounded character’s Persona, or Core Facet choices. Consciousness is usually lost until healed. Gains a new Talent Annex / Descendant or Resolves a Flaw Handicap. Loss of consciousness will relieve all current Stress and Pips Strains or Shocks.Trauma creates a Quirk Hitch, usually based on the Facet of the Card. Traumatic Hitch Creation relieves all current Stress, Strain and Shock. Traumatic Quirks are rarely deadly. Mortal Trauma will cause loss of consciousness until Stabilised, but upon awakening the Character’s Core or Persona will have changed to another randomly determined Facet.1612
CarnageThe Target should be dead, all exploded or turned to stone, or something. Sometimes though, they keep on going… for a while. And just occasionally, they get better.Immediate loss of consciousness is expected (well immediate loss of life is expected). Create a "Dead/Destroyed" Flaw Hitch, or increase the Boon of any Flaw Hitch by 1 Boon per (Miasma Boon treated as a Yarn Limit Duration) until healed. May instead alter the target’s Facet choices (turning to stone would be a forced change to a Burden Incarna, etc). Alternatively Decrease Character Scale by 1 or remove a Character's access to the Wounded Alternate.Immediately Treat Personality / Master Descendant as Crippled. At the end of the Round either create a new “Dead / Destroyed” Flaw Hitch (Half the Hitch Facet Boon + Miasma Score) or increase a Flaw Hitch by Miasma Score. If the Hitch Boon rises above the Hitch Facet Boon the Wound increases to Carnage+. Alternatively Decrease Character Scale by 1 or remove access to Alternate.Traumatic Experience. Can create a Flaw Hitch of any Type, as the Ref / Yarn-Teller decides. Consciousness is always lost until the wound is Stabilised. Loss of consciousness will relieve all current Stress and Pips Reduced Strains or Shocks. Note may remove a Character's access to the Wounded Alternate as the Alternate potentially now has a “Dead” Hitch.Extreme Psychological Trauma. Creates Maximised Flaw Hitches of any type, but favours… Emotion, Vague (Amnesia), Bias, Loss of Sense (e.g. Hysterical Blindness) or Taboo Hitches. Consciousness is always lost until fully healed (Coma) and may remove a Character's access to the Wounded Alternate. Can create a new Split Alternate. Loss of Consciousness will relieve all current Stress, Strains and Shocks. Additionally Pull and Play 1 card as an associated Trauma.Ecstatic Event. May Gain a new Talent Annex / Descendant. Can Create or Resolve a Flaw Hitch of any type, Consciousness is usually lost until Stabilised, and access to the Alternate may be lost. Can remove all current Stress, Strain and Shock.Ego Death. May create or Resolve Flaw Hitches of any type but favours… Duty, Dependence, Madness, Vague (Amnesia), Paranoia, Loss of Sense (e.g. Hysterical Blindness) or Taboo Hitches. Consciousness is always lost until fully healed (coma). May create a new Alternate, Integrate an Alternate one Step toward Coalesce, or Gain a new Power Annex / Descendant. Can remove 1 ongoing Stress Effect as well as all current Stress, Strains and Shock.Trauma creates a Flaw Hitch, usually based on the Facet of the Card. Traumatic Hitch Creation relieves all current Stress, Strain and Shock. Traumatic Flaws are occasionally deadly. Consciousness is lost until the Trauma is Stabilised. When consciousness is recovered the Character or Descendant will have lost one Level of Scale or access to one Alternate.2114
Carnage+Saved for those moments when people get atomised, aerosolised, spagettified, crushed, eaten. You know β€” Dead, dead.Creates a new Woe “Dead / Destroyed / Eaten” Hitch (Incarna Boon + Miasma Score) or increases a Woe Hitch by 1 Boon for Miasma Boon Yarn Limit Duration.Immediately treat Personality / Master Annex as Crippled, plus Draw an additional Wound Card and apply (it ignores all Defences). At the end of the Round creates a Woe Hitch of Boon equal to Incarna + Miasma Score, and each Round after increases a Woe Hitch by Miasma Score. May decrease Woe Facet Boon by Miasma Score, or decrease Scale by Miasma Draw. May Alter Incarna, Personality, Core as Yarn-Teller likes.Tortured. Can create Woe Hitches of any type. Usually Removes or de-integrates the Alternate (even creating a new Character with the previous Character as a Past-life Alternate). May convert a Character to a goblin, demon, undead, ghost, revenant, etc.Schism. Can Create Woe Hitches. Always removes or de-integrates the Alternate while making it demonic, undead, past-life, etcRapture. May Gain a Power Annex or Descendant, or Gain a new Alternate or Integrate an Alternate one step. May additionally create or Resolve a Woe. Consciousness is always lost until the Wound is Healed. 1 ongoing Stress Effect may be removed along with all current Stress, Strain and Shock.Elysium. Gain Super-Skill / Power Annex or Descendant, or Increase Scale by 1, or Add or Integrate an Alternate (often Demonic, Divine, Immortal, Bulmäs or Faery in nature). May additionally Resolve or Create a Woe. All ongoing Stress, Strain and Shock effects are removed from the Character.Trauma creates a Woe Hitch, usually based on the Facet of the Card. Traumatic Hitch Creation relieves all current Stress, Strain and Shock. There is always a loss of consciousness, which lasts until the Trauma is Stabilised and often Traumatic Woes are deadly, often permanently removing access to the Alternate or de-integrating them completely such that the Alternates find themselves trapped in each others worlds until they can re-integrate enough to escape.2615
NameDescriptionWound RollWound OrdealNegative NormalNegative ExtremePositive NormalPositive ExtremeTraumaBase PipsMin Pips

Summoning Wounds

In T13 we normally use Ordeal Cards to Summon Wounds. Although Wounds can also be summoned, stabilised and healed by Scores and Chi, when appropriate. However, these methods all mimic the Ordeal Cards with Chi replacing Pips, or being used to calculate required Scores in Sway. See the Sway Table Rules for details.

The cards played to attack, summon a Wound as follows.

  1. The highest card defines the maximum Wound Level that can be summoned by the attack (this is the Wound Limit Card or just the Wound Card). So, at most Stakes, an Ace or a Joker must be in an attack to unlock Carnage Wounds.
  2. The Total Pips must beat the Summoning Cost of the Wound for the current Stakes. So the Ace of Spades (16 Pips) can summon a Mortal Wound at High Stakes, but an Ace of Diamonds (14 Pips) can summon only a Crippling Wound.   
    Additional cards can help increase the Wound (as can Tricks). To play the Ace of Spades as a Carnage Wound requires only a 3 of Spades or 5 of any other suit.
  3. Pips that are left over from the attack may purchase additional lower wounds, or may stay with the original as additional Difficulty.
    e.g. Play an Ace of Spades and a Jack of Diamonds in High Stakes you could have a 27 Pip Carnage Wound or a 21 Pip Carnage Wound and a 6 Pip Flesh Wound.
  4. The Attack classes of each Facet have differing effects that may modify the Wound level:
      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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    πŸ’¦

    Mode: πŸ’¦

    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.

    ☠

    Mode: ☠

    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).

    ) β€” Duck attacks force the defender to duck and dive for cover. Duck Attacks are Psych, Splash, Festering Attacks.
    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(
    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”«

    Mode: πŸ”«

    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€” 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.
    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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”₯

    Mode: πŸ”₯

    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.

    ) 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.
    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(
    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’¦

    Mode: πŸ’¦

    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€” 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    😱

    Mode: 😱

    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€” 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    😱

    Mode: 😱

    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.

    πŸŒ™

    Mode: πŸŒ™

    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.

    πŸ’¦

    Mode: πŸ’¦

    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€” 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.
    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(
    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”«

    Mode: πŸ”«

    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€” Rip attacks are the types of attacks made by strong powerful forces, like a bear’s claws. They are normally Physical, but can be Economic (then called a β€œRip-Off”) and do Normal Damage. Rip attacks can become Grip attacks that Restrain their targets with a Restrain critical on any Critical.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸŒ™

    Mode: πŸŒ™

    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.

    ) 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 aren’t specifically Curses. Malign attacks do Waning Damage.
    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(
    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’¦

    Mode: πŸ’¦

    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€” 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    😱

    Mode: 😱

    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€” 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ—‘

    Mode: πŸ—‘

    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 πŸ”² Penetration Pips can be used to bypass the Pip wall, by add.
    • Against Parry βš”πŸ” 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 πŸ‘£πŸ¦‹πŸ‘Ÿ that have to beat the Pips also have to beat the points of Penetration.
    • When Soaked β˜”πŸ’­ or Blocked πŸ›‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

    ) 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’¦

    Mode: πŸ’¦

    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€” Overload attacks can be Psychological (Overwhelming emotions), Energy (Blinding Lights, Deafening Sounds), Magical or Economic, and Splash.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    😱

    Mode: 😱

    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.

    ☠

    Mode: ☠

    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).

    ) 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.
    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(
    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”«

    Mode: πŸ”«

    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.

    ☠

    Mode: ☠

    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).

    ) 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.
    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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸŒ™

    Mode: πŸŒ™

    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.

    ) β€” A Lecture attack represents a stern talking to or a magical attack to bind another’s actions or knowledge. Lectures are Psych or Magic attacks and Waning.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”₯

    Mode: πŸ”₯

    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.

    ) 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 another’s insult by asking if they’d like some ointment for that burn. Burn attacks usually leave behind β€œBurns” rather than other β€œScars”, and can alter a target’s Incarna to Phoenix as they create β€œBurning” rather than β€œDying” Hitches. Burn attacks are particularly Destructive to flammable things.
    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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ—‘

    Mode: πŸ—‘

    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 πŸ”² Penetration Pips can be used to bypass the Pip wall, by add.
    • Against Parry βš”πŸ” 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 πŸ‘£πŸ¦‹πŸ‘Ÿ that have to beat the Pips also have to beat the points of Penetration.
    • When Soaked β˜”πŸ’­ or Blocked πŸ›‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

    ) 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”₯

    Mode: πŸ”₯

    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.

    ) 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 Character’s own abilities. Quash attacks can be any type, but are especially Destructive to Descendants.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ☠

    Mode: ☠

    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).

    πŸ—‘

    Mode: πŸ—‘

    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 πŸ”² Penetration Pips can be used to bypass the Pip wall, by add.
    • Against Parry βš”πŸ” 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 πŸ‘£πŸ¦‹πŸ‘Ÿ that have to beat the Pips also have to beat the points of Penetration.
    • When Soaked β˜”πŸ’­ or Blocked πŸ›‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.

    ) 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 Character’s Persona or Core too). Curses Penetrate and Fester.
    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(
    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”₯

    Mode: πŸ”₯

    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.

    ) 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 β€œHacked” 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.
    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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ”«

    Mode: πŸ”«

    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€” 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.
    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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ’°

    Mode: πŸ’°

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    🎭

    Mode: 🎭

    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.

    ) β€” Wyrd attacks can be of any Type or Mode, and modify the Stage creating a Trap Obstacle.
    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(
    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    🎭

    Mode: 🎭

    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.

    ) β€” Yonder attacks can be energy, psychological, physical or magic. They usually affect the Target’s 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.
    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 Defender’s 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(
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    🎭

    Mode: 🎭

    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.

    ) 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.
      Facet    Attack  
    ModeNameTextActive DefencesPassive Defences
    πŸ’°ResourceDamage 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.
    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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.

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⚑Energy 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.
    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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.

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐MagicMagic 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).
    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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.

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’PhysicalThe 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.
    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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.

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    πŸ‘€PsychPsych (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.
    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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.

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ModeNameTextActive DefencesPassive Defences
  5. The Damage Type may also alter the Wound Level:
    ModeNameTextRules
    πŸ”«NormalThe Standard against which other Attacks are measured. Everything is standard, no weird rules.No Special Rules. Normal Attacks obey the normal rules for Reach and Range additional Targets cost +3 Pips per Target.
    πŸ’¦SplashThe Attack affects multiple targets, but a bit less than what it says on the Card.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.
    πŸ”₯DestructiveDestructive 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.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.
    πŸŒ™WaningWaning attacks are diminished, and fading, but like the moon, they never really go away.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.
    πŸ—‘PenetratesSome attacks cut deeper than others. They penetrate, making the attack harder to block, soak and be stopped by armour.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 πŸ”² Penetration Pips can be used to bypass the Pip wall, by add.
    • Against Parry βš”πŸ” 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 πŸ‘£πŸ¦‹πŸ‘Ÿ that have to beat the Pips also have to beat the points of Penetration.
    • When Soaked β˜”πŸ’­ or Blocked πŸ›‘, Penetration allows Pips to leak from the original Attack Card to the Wound inside the Soak-Layer, whenever the Attacker wants to use them.
    🎭StageAffects the Stage, Location, or the Target’s position in it.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.
    😱ShockingShocking Attacks cause the Defender to pause for some reason (fright, laughter, stunning damage, or whatever) if any Wound actually makes it to the CharacterEach 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.
    ☠FesteringSome 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…All Wounds Fester Automatically (restricting how the Wound can be treated and healed).
    ModeNameTextRules

Soaking Wounds and Reducing Damage

When a Character or Descendant potentially takes damage from an attack, the Wounds may be reduced by the Characters various Soak-Layers of armour and other protection (such as dodges, parries, Chi expenditure, and so on).

In T13 we talk about Soak-Layers implying that these are layers that must be penetrated to cause a Wound. You might begin with an outer layer such as a Power-Field, or Force-Shroud, then perhaps a cloak made from Advanced-Kevlar, over an Advanced Polymer Plate and steel chain-mail shirt, over a padded vest, before you finally get down to a “Tough” Annex. Depending upon the Stakes, you will get to use some, or all, of these Soak-Layers to reduce and absorb the damage. In general, we start at the outer-most layer and work in, although Players should choose which layers are used first.

Armour and Shields tend to accumulate damage as they protect you, and can quickly end up destroyed if you don’t take time to repair, and replace it, as it fails.

ModeTypeNameTextRule
πŸ‘£ActiveDodgeDodging 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
βš”ActiveParryDeflecting 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)
πŸ›‘ActiveBlockingBlocking 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˜”PassiveSoakSoaking 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 Annex’s 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.
      TypeMinimum SoakMaximum Soak
      Facet / “Saving Throw” 510
      Skill 511
      Talent513 (K)
      Power515
      Super-Annex 216+ (any)
      Mud / Clay / Foam810
      Cloth/Wool/Fur Descendant37
      Silk / Padding Descendant28
      Leather Descendant49
      Foam Plastic Descendant38
      Hard Plastic Descendant711 (J)
      Advanced Polymer Descendant3 14
      Chainmail Descendant913 (K)
      Thin Wood Descendant47
      Thick Wood Descendant311 (J)
      Laminated Wood Descendant312
      Turtle Shell Armour711 (J)
      Stone Armour912 (Q)
      Bronze plate Descendant812 (Q)
      Steel plate Descendant614 (A)
      Orichalcum plate Descendant515 (Joker)
      Vibro-field Descendant410
      Power field Descendant12 (Q)15 (Joker)
      Force-field Descendant815 (Joker)
      Toon/Femite Descendant616 (suited Ace)
      Nullite Descendant416 (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.
  • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.
πŸ”²PassivePrepared DefenceWhen 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).
πŸ‘ŸPassivePassive DodgeT13 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.
πŸ’­Passive PsychPassive 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.
πŸ”Active PsychFocusFocus 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.
    πŸ¦‹Active PsychIgnoreIgnoring 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.
    ModeTypeNameTextRule

    Hero and Yarn-Teller Characters can also use Chi to lower wounds a level, or even remove them entirely, if they have enough Chi available. This can also be used to make repairs to armour and other defences as they accumulate Wounds.

    Chi used in this way must meet the Base Chi cost for a Wound of that type at “Lower” Stakes. So when struck by a Carnage Wound the cost to reduce it to a Mortal Wound is 21 Chi. This can then be repeated, so the Mortal Wound can be reduced for 16 Chi, and so on… Removing a Carnage Wound entirely would cost. 21+16+12+8+5+2 = 64 Chi (see Chi Rules Page).
    Heroes and Yarn-Tellers can also play Wyrd Tarot or Yarn-Cards to reduce, remove and affect Wounds in other ways.

    This Soaking or reducing of damage must take place during the Ordeal Round. At the end of the Ordeal Round the damage is applied.

    Applying Wounds

    All Wounds are applied at the end of an Ordeal Round as follows.

    • Distract Wounds: Any Distract Wounds that have not been dealt with in the Round can be discarded by matching Limit Pip Equivalents from the remaining Ordeal Pool. E.g. Dealing with 4 Distracts in High Stakes causes Frank the Psycho to hand over 2 Pips per Distract, he discards an 8♦ to be rid of them all.
    • Flesh Wounds can be discarded for a cost of 1 card for each Wound, drawn randomly from the remaining Ordeal Pool, or they will automatically aggravate a Wound already in place one level and are then are discarded. E.g. 3 Flesh Wounds could cost 3 cards from your Pool or two cards could aggravate the third into a Crippling Wound.
    • Maiming Wounds cost a Proficiency Slot and this should be deleted at this time. This will impact the affected Annex, usually removing an Umbral or Nimbed, depending on the Wounded Proficiency, but Annexes can be disabled by losing Root, Channel or Tangle.
    • Crippling Wounds cost an Annex slot, and should have been applied during the Round (although you can do it now). Nothing more is generally required although note that a Crippled active Personality Annex stops the Character from entering the next Round (as they are unconscious) unless an Alt takes over the body.
    • Carnage and Mortal Wounds add Hitches to Characters and Descendants. They should be applied at this time as the Wound, Yarn-Teller, and Referee recommends. These often stop a Character from entering the next round (although Quantum Immortality may be invoked by some Heroes, letting another Alternate take over the body).

    Recording Wounds

    In T13 we record the total Pips and Suit of the Limit card that created the Wound on the Character or Descendant when the Wound is taken, we also keep a track of how the Wound has so far been treated (or not).
    e.g. A 17 Pip Diamonds suited Crippling Wound would be noted on the affected Annex as “Crippled: 17♦“. You might also want to note the freshness of the Wound and the Damage Type, if they will have any effect.

    Wounds on Characters begin as Fresh, but quickly become Untreated, or Stabilised, and can become Reopened, or Festering with time.

    IconNameDescriptionRules
    πŸ’FreshWhen a Wound is so fresh you are still holding the card.When you reach the end of the Round, note the Suit and Pips of the Wound as appropriate (next to a Proficiency / Annex Slot or Hitch) and Discard the card, this Wound is now Untreated ⏱️. Hitch causing Mortal+ Wounds will increase the Hitch at the end of the next Round again.
    ⏱️UntreatedAny Wound on the Character or Descendant that has been there for a little while.Untreated Wounds linger doing their thing. Depending on the situation Untreated Wounds will begin to Fester after a few minutes / hours / days. Untreated Wounds create an Unsoakable Distract on the Character or Descendant every time they act.
    πŸ€’TreatedThis Wound has been cleaned and sealed, by medicine, therapy, magic, surgery, or first-aid.A Treated Wound can be thought of as behaving like a -1 Level Wound, so a Crippling Wound behaves like a Maiming Wound. Hitches will no longer increase automatically in Mortal+ Wounds. Treated Wounds can be re-opened by any Flesh Wound, but with time will Stabilize.
    πŸ€•StabilizedThis Wound begun naturally or narratively healing, the wound may have bled and clotted, or the bones may have begun to repair, the fever has broken, or the nightmares are no longer every night.A Stabilized Wound is a Wound on pause. It no longer has its active effect, but still isn’t fully healed yet. Any Action that “breaks” the Wound, such as using a Crippled Annex, or Maimed Proficiency, or triggering the Hitch of a Stabilized Mortal Wound will create Stress equal to the Wound Pips. Any Action that creates Shock or any fresh Flesh Wound will re-open the Wound.
    πŸŽƒRe-openedWhen you stretch a wound and it starts bleeding again, it’s re-opened.Re-opened Wounds go back to being active, Maims block Proficiencies, Crippling block Annexes and Mortal+ Wounds go back to increasing Hitches. Re-opened Wounds cause an Unsoakable Distract whenever the Character or Descendant acts.
    ☠️FesteringFestering Wounds are untreated (or re-opened) Wounds that have gone bad, or have been poisoned by a Toxin. Sometimes specific attacks create Festering Wounds other times they have just been left too long (days normally, hours in a jungle, minutes in a sewer or based on the Toxin involved) without treatment.Festering Wounds create an Unsoakable Flesh Wound (which will try to aggravate the original wound) every time the Character acts (performs a full or half-action). Kind Yarn-Tellers may allow half-actions to create an Unsoakable Distract instead.
    IconNameDescriptionRules

    Stabilising, Healing and Treating Wounds

    In T13, unlike many Dungeon-based RPGs, we don’t always have a Healer / Cleric Character in the Party. For this reason we have multiple ways that a Character might be healed, we also have the slightly cinematic concept of a Stabilized Wound, which is a sort of half-way healed Wound that allows you to carry on doing things (but might reopen if you over-tax yourself). Most often during an Ordeal, if you are injured, you aren’t going to have much chance to get Magical or Divine Healing, but you can quite easily Stabilize your Wounds.

    Narrative Healing is used during the Round usually when you are in combat, but is often very limited in what it can achieve (see the table below). However, you can Stabilize Wounds relatively easily by playing a card that matches suit (or use a β™₯ Trump) and beats the Pips of the individual Wound.

    Wounds can also be treated, in various ways, to try and cure or fix them.

    This is the complete table of Wound treatment methods, you can see which ones are instantly usable, and those that have a separate Ordeal of their own. In general, a Healer will require some experience with using their type of Healing on a given Character Incarna, or they will suffer penalties (usually requiring at least one suitable Proficiency or a guaranteed Failure Level). Surgery on an Earth Incarna Character is quite different to that on a Flesh Incarna, and would be penalised, although once they’ve said “Damnit, I’m a Doctor not a bricklayer” a couple of times, and purchased a Stonemason Proficiency then they would lose the automatic Failure Level on that Incarna.

    NameIconDescriptionRulesApplicable WoundsBest ResultWorst Result
    Chirurgery☀The forerunner of modern surgery and medicine, a combination of faith healing, herbalism, astrology, magic and surgical techniques (largely conducted without anaesthetics). As likely to kill as to cure.Chirurgery Ordeal β€” High Stakes
    • Maximum Wound Level Healed equals Chirugeon’s Phoenix Facet Score (e.g. at Boon 13 up to Crippling).
    • May automatically Stabilize any wound with Pip Score lower than Half the Chirugeon’s Phoenix Boon
    • Beat total Pips of all Wounds with Hearts (+2 Pips for Trump) or Suited cards and Heal the Level of the Wound by one (Mortal becomes Crippling). Failure to Heal all Wounds will aggravate all Wounds by one Level (Mortal becomes Carnage).
    • Halve Diff if all Wounds are Treated πŸ€’ or Stabilized πŸ€• first.
    • Double Diff if any Wound is Festering ☠️.
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    – 1 Level to all Wounds and wounds are “Treated”.Aggravate all Wounds 1 Level. All Wounds now Fester if any Wound did.
    First-AidπŸš‘The techniques of the Paramedic, these techniques are intended to keep someone from dying, or losing body-parts. First-aid is about stabilizing Wounds, so that surgeons, or medicines can treat them more easily. Although good first-aid practices will also encourage natural regeneration.First Aid β€” Takes place within a standard Ordeal (same Stakes as Ordeal).
    • Match Suit (or use ♥) and match or beat Pips of each individual Wound.
    • Diff x2 if Reopened πŸŽƒ.
    • Diff x3 if Festering ☠️
    • Can only Treat a Wound
    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    Treats Wound πŸ€’ (Halves Diff to Heal)Aggravate 1 Level.
    HealingπŸ™Magic, Prayers, or super-technology can all be super effective at healing certain Wounds. Micro and Nano-surgery technology can reattach, or regrow limbs which would have been lost. Spells can reweave limbs and Prayers can even bring people back from the dead.Healing Ordeal β€” Soul stakes
    • Beat total Pips of all current Wounds + Age of oldest Wound in Chi (Extend Duration) with Hearts .
    • Ordeal is 3 Stages long, Preparation ( Trump), Enchantment ( Trump), Cleansing ( Trump). Failure in any Stage results in complete failure.
    πŸ‘€

    Mode: πŸ‘€

    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:

    πŸ”

    Mode: πŸ”

    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.
    πŸ¦‹

    Mode: πŸ¦‹

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ’­

    Mode: πŸ’­

    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.

    ⚑

    Mode: ⚑

    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:

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    βš’

    Mode: βš’

    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:

    βš”

    Mode: βš”

    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)

    πŸ‘£

    Mode: πŸ‘£

    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

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    ⭐

    Mode: ⭐

    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:

    βš”

    Mode: βš”

    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)

    πŸ›‘

    Mode: πŸ›‘

    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:

    πŸ”²

    Mode: πŸ”²

    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).

    πŸ‘Ÿ

    Mode: πŸ‘Ÿ

    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.

    β˜”

    Mode: 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 Annex’s 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.
        TypeMinimum SoakMaximum Soak
        Facet / “Saving Throw” 510
        Skill 511
        Talent513 (K)
        Power515
        Super-Annex 216+ (any)
        Mud / Clay / Foam810
        Cloth/Wool/Fur Descendant37
        Silk / Padding Descendant28
        Leather Descendant49
        Foam Plastic Descendant38
        Hard Plastic Descendant711 (J)
        Advanced Polymer Descendant3 14
        Chainmail Descendant913 (K)
        Thin Wood Descendant47
        Thick Wood Descendant311 (J)
        Laminated Wood Descendant312
        Turtle Shell Armour711 (J)
        Stone Armour912 (Q)
        Bronze plate Descendant812 (Q)
        Steel plate Descendant614 (A)
        Orichalcum plate Descendant515 (Joker)
        Vibro-field Descendant410
        Power field Descendant12 (Q)15 (Joker)
        Force-field Descendant815 (Joker)
        Toon/Femite Descendant616 (suited Ace)
        Nullite Descendant416 (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.
    • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

    Heals all Wounds completely removing them.Failure results in Yarn-Teller or Ref’s choice of:
    1. Wounds are duplicated to Healer
    2. Healer is attacked by Psych or magical versions of the Wounds (but may Soak)
    3. All Wounds Fester ☠️
    4. All Wounds Re-open
    5. No changes of any sort (are you sure? This one is really boring)
      Jury-riggingπŸ”¨Jury-rigging is a technique of repair where an attempt is made to negate a Wound for a while. It is rarely intended to be a permanent fix, but simply a quick-fix that can be later improved. Jury-rigging is usually intended for Descendants, but jury-rigging can be used to splint broken limbs, bind wounds, and clean wounds.Jury-rigging Test β€” Jury-rigging is about creating a fast and dirty quick fix.
      • Match Suit (or β™₯️) and Beat the Pips of a Wound.
      • Difficulty is Pips for most Wounds.
      • Diff ×2 for Festering Wounds
      • Success Stabilizes the Wound immediately for a period equal to the Pips beaten by as a Yarn Extend Duration after which the wound will immediately Fester ☠️. Failure will make the Wound Fester ☠️ automatically and apply a Fresh πŸ’ copy of the original.
      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Stabilizes a Wound for a Yarn Extend Duration equal to the Pips over the Difficulty.Wound automatically Festers ☠️ and a Fresh πŸ’ copy is applied.
      MedicineπŸ₯Potions, poultices, and pills that are scientifically proven to make money for doctors, pharmacists and drug companies. Not every cure works, and not every Wound type is treatable, depending on the time period. These are usually Descendants taken for a period of treatment, that may have side-effects (often quirk or Flaw Hitches) such as Consuming. Medicine can be as simple as chewing the right leaf, or wearing a sling for a day or it can involve weeks of expensive therapies.Medicine Ordeal
      • Beat a Wound’s Pips x2 with cards (match Suit or ).
      • Difficulty equals Pips if StabilizedπŸ€• or Treated πŸ€’
      • Pips x3 if Festering ☠️
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Wound is Treated.Aggravate 1 Level.
      Narrative Healingβœ’οΈNarrative Healing is the sort of healing that most people work on themselves during the story. Narrative Healing often represents wounds that initially look worse than they are, or at least hurt more, but that later are forgotten or shrugged off. Narrative Healing’s effectiveness varies with the Genre. In some, it hardly works at all, in others you can shrug off explosions (looking at you 80’s action movies and cartoons).Narrative Healing β€” Takes place during the Standard Ordeal (usually during the Fight)
      It may may only effect Fresh Wounds (that is Wounds that are still cards), so can only be used during the Round when the Wound was first applied. The Referee and Yarn-Teller decide the Maximum Narrative Healing Pips based on the Genre between 3 (for realistic) and 13 (for 80s Action movies and cartoons).
      • Narrative Healing with a lower Wound card. The card must be within the Maximum Narrative Healing Pips of the Wound being healed, and be Suited or a Heart. E.g. If the Max Narrative Heal Pips are 8, a Joker (Pips 15) can be replaced with any card from a 7 to an Ace (14). This healing card replaces the original (potentially) Carnage+ Wound as a new Fresh Maiming, Crippling, Mortal or Carnage Wound, as appropriate.
      • Regardless of Genre a suited (or ♥) card of greater Pips than the Wound will Stabilize the Wound (Skipping Treated Wounds). For example, if you have a K Mortal Wound, you may Narrative Heal with an Ace of or or the Q and K of (due to the +2 Trump Pips) and Stabilize the Wound.
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      ⭐

      Mode: ⭐

      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:

      βš”

      Mode: βš”

      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)

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Wound Stabilized / Wound replaced with lower Wound, wound remains FreshWound Unchanged
      Natural RegenerationπŸ›οΈBodies are generally pretty good at repairing themselves, but there are limits to what natural Regeneration can achieve (unless you are super-powered or a sea cucumber).Regeneration Ordeal β€” High Stakes
      • Characters use their Phoenix Facet to handle their regeneration, but they may have a dedicated Annex (like an overly chatty mercenary mutant) or Descendant (or both) to improve on that.
      • Natural Regeneration is slow but steady, if the wound can be healed, it will, eventually.
      • The Largest Wound that Natural Regeneration can Heal is calculated from the Character’s Phoenix Score doubled (or a regeneration Annex Score could stand in here), as the Limit Pips (so 1 for Distract, 7 for Carnage). So an Average Character with a 13 Phoenix, can heal up to a Crippling Wound themselves.
      • Natural Regeneration can attempt to Stabilize any Wound with a Pip Score lower than Half the Phoenix or Annex Boon. Stabilizing a Wound this way is common during combat.
      • A Wound is Stabilized by playing the same Suit as the Wound or Hearts to match, or beat, the Pips of the Wound (or Rolling a Score equal to twice the Pips).
      • Reopening the Wound β€” Until a Wound has completely naturally healed any Flesh Wound can reopen that Wound (the Flesh wound can aggravate any Wound into whatever the regenerating Wound is).
      • Regeneration takes time (Pips – Phoenix Facet / Annex Draw as a Yarn Extend Duration) β€” so an 8 Pip Maiming Wound Healing with a Boon 40(9)[3] Regeneration Power, would heal in a weekend, but a normal Phoenix of 13 [1] would Heal it in about a month). If a Wound has been Treated by another technique (such as first-aid) the wound will naturally heal faster, treating the Pips as -2 for calculating Duration calculation. Wounds already Stabilized by another technique treat Pips as -3.
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      ⭐

      Mode: ⭐

      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:

      βš”

      Mode: βš”

      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)

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      StabilizesπŸ€•, then Heals with time.Wound Festers☠️.
      Physical Therapy🏈Natural Regeneration is all well and good, but after you’ve nursed a Wound for a while, you might notice you have lost range of movement, strength, or feeling around the injury. Physical Therapy consists of exercises, motions and activities that can speed up Natural Regeneration πŸ›οΈ.Exercises β€” Stakes – Medium
      • Physical therapy is only useful on Stabilized Naturally Regenerating Wounds.
      • Match Suit (or ) and Match or Beat Pips of a Wound to half regeneration time, failure will reopen the Wound.
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Duration of Natural Regeneration Period is halved.Wound Reopens πŸŽƒ
      PsychotherapyπŸ›‹οΈThere are a number of Psychotherapies, ranging from talking therapies to much more modern behaviour modification techniques.Psychotherapy Ordeal β€” Low Stakes
      • Match Suit (or β™₯️) and Match or Beat Pips of a Wound.
      • Diff ×2 if Wounds are Fresh πŸ’ or Re-opened πŸŽƒ)
      • Diff ×3 for Festering Wounds
      • Success Stabilises Psych Wound or halves regeneration time, Failure causes Festering
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⭐

      Mode: ⭐

      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:

      βš”

      Mode: βš”

      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)

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Wound Stabilized πŸ€•, or Natural Regeneration πŸ›οΈ Time halved.Wound Festers☠️
      RepairπŸ› οΈRepairing is like healing but for Descendants usually. Repairing can be used by advanced technology on living Flesh such as nanotechnologies, genetic engineering, vita-rays or whatever.Repair Ordeal β€” Low-Extreme Stakes (varying with the situation)
      • Match Suit (or β™₯️) and Match the Difficulty to Remove the Wound in Pips.
      • Difficulty is Pips × 2 for Festering Wounds
      • Success removes the Wound completely. Failure makes the original Wound Fester ☠️ and a Fresh πŸ’ copy is applied.
      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      ⭐

      Mode: ⭐

      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:

      βš”

      Mode: βš”

      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)

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      Removes the Wound completely.Wound automatically Festers ☠️ and a Fresh πŸ’ copy is applied.
      SurgeryπŸ’‰You can do a lot with chopping, cutting, sawing and metal pins. New surgical techniques can achieve medical miracles, as long as you don’t mind a scar, or occasional left behind gauze or implement.Surgical Ordeal β€” Medium-Extreme Stakes (varies by context such as time period, sterility, wound type etc)
      • Surgical Ordeal is a minimum of 3 Stages: Preparation ( Trump), Cutting ( Trump) and Closing ( Trump)
      • Beat total Pips of all Wounds + (current Boons of the Hitches the Wounds have affected / Boons of Crippled Annexes) over the Stages.
      • Each additional Wound to be healed adds a Cutting Stage to the Ordeal, where that Wound will be focused on.
      • For each Stage, if you pass the Stage Difficulty, the Wound is replaced with a Stabilized Flesh Wound and the Hitch is renamed as “Surgical Scar” or similar, or the Annex or Proficiency Slot is unlocked.
      • Failure in a Cutting Stage means that an additional Fresh (πŸ’) Flesh Wound is created, and the original Wound remains.
      πŸ‘€

      Mode: πŸ‘€

      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:

      πŸ”

      Mode: πŸ”

      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.
      πŸ¦‹

      Mode: πŸ¦‹

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ’­

      Mode: πŸ’­

      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.

      ⚑

      Mode: ⚑

      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:

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      βš’

      Mode: βš’

      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:

      βš”

      Mode: βš”

      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)

      πŸ‘£

      Mode: πŸ‘£

      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

      πŸ›‘

      Mode: πŸ›‘

      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:

      πŸ”²

      Mode: πŸ”²

      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).

      πŸ‘Ÿ

      Mode: πŸ‘Ÿ

      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.

      β˜”

      Mode: 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 Annex’s 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.
          TypeMinimum SoakMaximum Soak
          Facet / “Saving Throw” 510
          Skill 511
          Talent513 (K)
          Power515
          Super-Annex 216+ (any)
          Mud / Clay / Foam810
          Cloth/Wool/Fur Descendant37
          Silk / Padding Descendant28
          Leather Descendant49
          Foam Plastic Descendant38
          Hard Plastic Descendant711 (J)
          Advanced Polymer Descendant3 14
          Chainmail Descendant913 (K)
          Thin Wood Descendant47
          Thick Wood Descendant311 (J)
          Laminated Wood Descendant312
          Turtle Shell Armour711 (J)
          Stone Armour912 (Q)
          Bronze plate Descendant812 (Q)
          Steel plate Descendant614 (A)
          Orichalcum plate Descendant515 (Joker)
          Vibro-field Descendant410
          Power field Descendant12 (Q)15 (Joker)
          Force-field Descendant815 (Joker)
          Toon/Femite Descendant616 (suited Ace)
          Nullite Descendant416 (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.
      • 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 Character’ Ordeal Pool before you move to the next Soak-Layer.

      • Heals Wounds of any type to a Treated πŸ€’ Flesh Wound.
      • Changes β€œDying” Hitch to β€œSurgical Scars”, β€œAmputated Body part” or similar.
      • Wounds are re-opened πŸŽƒ (and may Fester ☠️) .
      • Additional Fresh πŸ’ Flesh Wound created for each wound.
      NameIconDescriptionRulesApplicable WoundsBest ResultWorst Result

      Damage to Descendants (and Extras) is generally dealt with as though the Wounds were Fresh or Untreated. Descendant Wounds can be Stabilised, or Fixed, it is rare that Descendant Wounds ever Fester. However, the methods used to do this are varied depending upon the type of the Descendant, Incarna, etc. Extras generally use the same methods of Healing as Characters.

      Fixing Descendants generally requires a suitable Ordeal that the Referee may base on one of the Character Healing modes. Mechanical repairs are usually closest to Chirurgery, or Surgery. Repairs to Knowledge Descendants and their ilk can be handled with Psychotherapy or Natural Regeneration, and so on.

      Psychology Effects

      When a Character is affected by a Psych attack, the Wound has an additional Psychological component that the system models as a Negative or Positive Emotional reaction. Sticks and stones will break bones, but words can have profound effects on the psyche.

      Psychosocial States / Emotions

      In T13 Psychosocial States can be used to represent a number of concepts, such as trances, group madness, and an individual Character’s emotional state. Characters affect each other inside of their heads, pushing them into different mental, physical, social and spiritual states. Psych wounds attacks are the main method used to alter another Character’s mental or emotional state, so it stands to reason that these States are modelled as Wounds.

      Yes, in T13 you can be Wounded with Emotions. This may seem obvious for Negative Emotions like Fear, Sorrow and Hatred, but is less obvious when the Wound is for Positive Emotions, such as Happiness, Hope and Love. These emotions can be just as powerful as the Negative Emotions, and can alter Characters just as profoundly, it’s just that usually they have more positive effects upon the Character.

      Love may create a Devotion Hitch for example, but might also allow a Character to alter their Core, or Personality, or add a new Skill, Talent or Power as well. Hope may make a Character blind to their situation very easily, and Happiness can always make a Character complacent.

      FacetPositive Emotion/Feeling Negative Emotion / Feeling
      1 card2 cards3 card1 card2 card3 card
      AweFascination β€” A sense of interest in something.Wonder β€” A sense of interest and amazement combined.Reverence β€” Wonder mixed with deep respect and a hint of fear.Fear β€” A sense of anticipation or foreboding of pain or danger.Terror β€” An overwhelming or paralysing sense of fear or dread.Horror β€” Fear or Terror mixed with revulsion or disgust.
      BurdenAcceptance β€” A sense of agreeing to take what was offered by another.Trust β€” A sense of confidence in another and their actions and morals.Admiration β€” A feeling of deep respect and approval in another.Impatience β€” A feeling of irritation or a desire for change or excitementUnsatisfied β€” A feeling of discontentment and wanting more.Ambition β€” An insatiable desire for something or someone (usually power, wealth, or a particular career).
      CraftHope β€” A sense or feeling that something you want to happen, will actually happen.Assured β€” A sense of confidence and belief in something or someone.Certain β€” A feeling that something is undoubtedly true (or false depending upon context).Anxious β€” An often mild sense of usually unspecific worry about the future.Concerned β€” A sense of worry about a specific thing.Disturbed β€” A sense of extreme worry and upset usually about some specific event that either may occur, or has occurred and may again.
      DominionSympathy β€” A sense of support for another who is suffering.Compassion β€” A deep sense of sympathy that stems from having suffered through what another is suffering.Empathy β€” A sense of feeling the suffering (or other emotions) another is feeling.Embarrassment β€” A sense of nervousness about what people might think of you.Shame β€” A feeling of embarrassment mixed with guilt that you feel because of something that you have done, or that people think you have done.Humiliation β€” A sense of disgrace and loss of self-respect that goes beyond shame and embarrassment.
      EnigmaAmbiguity β€” A mixture of feelings and sensations that is not easy to understand.Puzzlement β€” A state of not being able to understand something properly, that usually results from not having all the required information.Confusion β€” A state of not being able to understand anything, usually as a result of extreme emotional, physical, mental or pharmaceutical stress.Sheepishness β€” A sense of embarrassment about yourself and your own behaviour.Ashamed β€” A mix of sheepishness and mild guilt because of something you have done.Guilt β€” A feeling of being ashamed and sorry because of your actions.
      FuryApproval β€” A feeling that someone, or something, is suitable.Fun β€” A sense of enjoyment, playfulness, mirth or amusement.Fervour β€” An intense sense of emotional arousal often marked by earnestness.Irritation β€” A sense of mild annoyance or impatience usually caused by a specific individual, thing, or event.Anger β€” A sense of displeasure and belligerence caused by you believing you have been mistreated or wronged by another.Rage β€” A sense of violent anger, that is often beyond logical reason.
      GossamerAffinity β€” A sense of having something in common with another.Attraction β€” A sense or feeling of liking someone, particularly in a romantic or sexual wayBonding β€” A sense of deep personal or intimate connection with another.Attachment β€” A sense of liking someone.Longing β€” A strong sense of wanting someone, or something (such as wanting to leave a place and return home, or even the longings associated with addictions).Envy β€” A strong longing for something someone else has or is.
      HeresyScepticism β€” A disbelief in something claimed without proof.Disbelief β€” A feeling of not believing something, or someone, even with some (usually inconclusive) proofRejection β€” A refusal to accept, approve or believe something, or someone, despite supporting proof.Dissatisfaction β€” A feeling of discontent and displeasure.Disappointment β€” A sense of dissatisfaction caused by another not meeting your expectations.Frustration β€” A feeling of being thwarted in your goals, dreams or desires.
      InertiaDecided β€” The sense that you have made a decision.Determination β€” The sense that you will defend a decision that you have madeResolute β€” The sense of extreme determination where you will die to defend your decisionNostalgia β€” A feeling of comfort and happiness thinking about the past, or idealistically and sentimentally “re-imagining” the past.Regret β€” A feeling of sadness or sorrow when thinking about the past.Bitterness β€” A feeling of anger and sadness when thinking about the past.
      JeerAmused β€” A sense of being entertained pleasantly.Mirthful β€” A sense of happiness and amusement, usually marked by laughter.Joy β€” A sense of great happiness and mirth.Impertinence β€” A feeling or display lacking in respect for another.Insolent β€” A feeling marked by casual disrespect for another.Contempt β€” A feeling of complete disrespect for another.
      KeyInterest β€” A feeling of wanting to know about or take part in something.Focused β€” A feeling of great interest and concentration.Immersion β€” A feeling of complete focus and involvement in a subject.Preoccupation β€” A feeling where you are distracted by thoughts about someone or something.Obsession β€” A feeling where you find it hard not to think about the object of your preoccupation.Compelled β€” A feeling that you must act upon your preoccupation.
      LibertyTolerant β€” A feeling of acceptance when faced with adversity.Caring β€” A feeling of concern and empathy for others, particularly those who oppose them.Selfless β€” A feeling where your needs are unimportant compared to the needs of others.Nervous β€” A feeling of worried excitement.Agitated β€” A feeling of over-stimulation by nervousness.Distraught β€” A sense of deeply agitated emotion that is often bordering on derangement.
      MiasmaBemusement β€” A feeling of confusion that usually stems from missing information.Giddiness β€” A feeling of excited confusion that results in scatterbrained impulsiveness.Silliness β€” A feeling of excited, often hysterical or drunken, confusion that results in ludicrous folly.Sadness β€” A sense of unhappiness or mild sorrow.Sorrow β€” An overwhelming sense of sadness and loss.Despair β€” A sense of paralysis that extends from a feeling that nothing you can do will change anything.
      NatureComfort β€” A pleasant relaxed feeling.Relief β€” A pleasant relaxed feeling that you get when something bad doesn’t happen or ends.Delight β€” A feeling of great pleasure and relaxation.Inclination β€” A feeling that you might want to have or do something.Desire β€” A strong feeling that you want to have or do something.Hunger β€” An overwhelming feeling that you must have or do something.
      OrthodoxKnowing β€” A feeling of being informed about a subject.Understanding β€” A feeling of knowledge and comprehension about a subject or individual.Epiphany β€” A profound and sudden understanding that leads to discovery or invention.Aversion β€” A feeling of dislike for a person or topic.Disgust β€” A strong feeling of aversion.Revulsion β€” A feeling of disgust so strong that it sickens you.
      PhoenixWarmth β€” A feeling of generous happiness usually directed towards another.Fondness β€” A strong feeling of affection or love directed towards a person or less often a thing.Passion β€” An uncontrollably strong enthusiasm or affection for a person or thing.Ruffled β€” A feeling of mild annoyance usually caused by the actions of another.Irritated β€” A feeling of annoyed impatience often caused by perceived bad actions of another.Hate β€” A feeling of intense dislike for something, or someone.
      QuietPatience β€” A feeling of good natured tolerance to a situation or delay.Composure β€” A feeling of mental steadiness when under stress.Serenity β€” A feeling of blissful mental repose despite any external stress.Reserve β€” A feeling of doubt about a person or action.Timidity β€” A feeling of fear of speaking out.Dumbfounded β€” A feeling of surprise or fear that stops you from speaking coherently.
      RookAttentive β€” A feeling of interest and thoughtful examination.Alert β€” A feeling of attentive awareness and observance.Vigilance β€” A feeling of heightened awareness where you pay special attention to a specific person or thing.Uneasy β€” To be nervous or uneasy because of something or someone.Worried β€” A feeling of being uneasy, troubled and anxious about something or someone.Desperate β€” A feeling of extreme worry, feeling almost hopeless about someone or something.
      SinContentment β€” A feeling of happiness when you have what you wanted.Satisfaction β€” A feeling of very pleasurable contentment.Fulfilment β€” An intense feeling of contentment.Schadenfreude β€” A feeling of amusement in another’s misfortune.Smug β€” A feeling of self-satisfaction.Conceited β€” A feeling of excessive pride.
      TrialConfidence β€” A feeling of hopefulness that you are up to a challenge.Courage β€” A feeling that occurs when one overcomes fear and pain to accomplish a goal.Valour β€” A feeling of extreme courage in the face of great adversity, danger and pain.Discomfort β€” A feeling of pain usually stemming from tension.Suffering β€” A feeling of pain accompanied by misery, often caused by injury.Torment β€” A feeling of intense suffering usually caused by prolonged afflictions or tortuous injuries.
      VirtueTenderness β€” A feeling of compassion for the welfare of another.Affection β€” A feeling of caring for someone or something.Love β€” A very strong feeling of caring, that may include romantic or sexual attraction, but can be platonic or familial.Cocky β€” A feeling of self-assertive confidence, that is usually not appropriate.Self-Righteous β€” A feeling that you morally justified in your actions and beliefs and others are not.Vainglorious β€” An excessively pompous, sanctimonious and self-righteous pride in your own abilities and accomplishments.
      WyrdConsidering β€” A feeling of weighing choices in a decision.Contemplating β€” A feeling of thinking deeply about a subject or decision.Cogitate β€” A feeling where you are thinking so deeply about a subject that almost nothing will disturb you from those thoughts.Indifference β€” A mild feeling of apathy and lack of caring.Resentment β€” An angry and unhappy feeling that is directed toward someone you feel wronged or ignored you.Spite β€” A feeling of wanting others to suffer for a perceived slight.
      YonderExcited β€” A feeling of happy enthusiasm about what you believe is happening.Elated β€” A feeling of happiness and excitement.Euphoria β€” A feeling of great, if often short-lived elationDisaffection β€” A feeling of being distant from a group or individual that you were once close with.Loneliness β€” A feeling of sadness usually caused by isolation from a group or individual.Alienation β€” A feeling that you do not belong to any group, that you have no place in society.
      ZealEnthusiastic β€” A feeling of being very interested or excited about something.Ardent β€” A feeling of strong emotion associated with someone or something.Ecstatic β€” A feeling of great happiness that may involve mystic transcendence, usually about something or someone.Surprise β€” A feeling that you get when the unexpected happens.Amazed β€” A feeling of not believing someone or something especially unexpectedlyShocked β€” A feeling of being very surprised when something bad happens unexpectedly.

      Each Wound Type has a Psych Normal Ruling (that applies to the 1 and 2 card Emotions, such as Fear and Terror) and a Psych Extreme Rule (that applies only to a 3+ card Emotion such as Horror). The number of cards defines the intensity of the State that will be felt.

      Characters can only hold a number of cards in Psychosocial States equal to their Awe Score. This is the equivalent of the number of Physical Wounds Nature allows a Character to store, although differs in effect. Characters can only experience a few Psychosocial States simultaneously and this is reflected in the way that Psych Wounds work. New Psych Wounds can push the cards of older Psychosocial States out, removing that State or Emotion, and this may appear to be effectively “healing” that Wound. However, discarding Psychosocial States in this way will create Stress equal to the Pips of the Discarded Card. This does however Stabilise the Psych Wound automatically, although it does not Heal it necessarily (it may represent a chance to), and the Character should now express a lesser form of the Emotion Terror not Horror for example.

      Normal attacks, like Physical Attacks, can have a Psychological component sometimes (this can be due to Nimbed effects or just extreme circumstances), but most Psych effects come from Psych Attacks (like Bedlam, Lecture and Duck).

      • Any Psych Attack can have a Psych effect, which is based purely off how many cards are involved in the Attack.
      • The number of Cards that eventually penetrate the defence is not important to deciding the Emotion type, only the number that it begins with (1,2,3+).
      • The Psychological component (or Psych Attack) can be Soaked with any of the Psych Defences noted (usually a Psych Soak). This can take place in conjunction with other Soaks such as Physical, Energy or Magical Soaks
      • Each Wound that is taken will have its additional Psychological Effects (with the type Normal, or Extreme based on the initial number of cards).
      • Positive Emotional Effects do not actually Wound the Character necessarily, and even the Psych effects are often discarded the moment the “Wound” has been Stabilized, but Extreme effects are more likely to be permanent.

      Traumas

      Traumas are the worst form of Stress and are essentially Stress-induced Soul-Stakes Wounds, and as such are a combination of physical, emotional, and spiritual stresses. Characters and Descendants can only store Traumas on their Annexes or Incarna Facet Scores (acknowledging some Characters have more than one Incarna). Any new Trauma can replace or reopen an old Stabilised Trauma if no free Trauma slots are available.

      Traumas are not soaked like an Attack or a Psych Effect. Traumas are essentially Unsoakable Attacks that combine features of Normal Wounds and Negative (often Extreme) Psych Effects (usually Descendants may or may not suffer Psych effects or may pass them on to their User via a normal Psych Effect).

      A Trauma like any Wound is made from a number of cards. A Trauma will always involve at least one card (which can also define the negative emotion associated with the Trauma) and usually will involve several cards working together.

      Healing Traumas

      Traumas are a combination of physical injury, a psychological effect and often a spiritual correlation, that is difficult to successfully treat without high-powered magic or advanced neuro-therapy. Traumas, in fact, are never technically healed, but can be stabilised .

      Traumas

      Damaging Locations and Giant Characters

      You may have noticed that the way the system has been described so far, it is possible that a Character could punch the ground, draw a few Carnage cards and destroy the Planet. Which not only isn’t very simulationist, it doesn’t make much Narrative sense either.

      This is because Locations (and in fact any Vehicle, Kaiju, or giant Characters) have a Size Annex, and a Size Annex directly affects how they play cards and soak damage. The rule is that the difference in Size Shifts the Card Pips by the Score of the difference in Sizes as a Boon. The Yarn-Teller and Referee agree when these Size Shifts (or Size Bonus and Penalties) take place and apply.

      If that sounds complicated, let’s look at an example. If Jim jumps into a sports car (a vehicle with a Size Annex of 3), and is shot at by Kerry (who as a human is Size 1) with a machine-gun then all the individual cards of Kerry’s attack will shifted down 1 Pip (a difference of Size 2 which has been Reduced to a Score of 1 from a Boon of 2). Making it a little less likely that Jim is badly injured. If Jim swerves the car and rams into Kerry, running her down. All the cards of Jim’s Crash Attack are then Shifted up 1 Pip, making him a little more likely to injure Kerry. These Size Shift Pips are inherent to the cards and the Wounds they create.

      This becomes very important when for example a huge Kaiju attacks a City. The Kaiju has a Size of 20, the city itself a Size of 35. That Size Shifts all the Kaiju’s attacks on the City by (15 Reduced gives 4 Pips). If Jim and Kerry joined up to fight the Kaiju, Kerry would be at a (-19 Reduced -5) on all cards played with her machine-gun, Jim in his car would be at (17 which is also a -5). Meanwhile every action taken by the Kaiju would have +5 Pips on each card to affect Jim and Kerry. These changes to Pips do not effect the Wound Limit of cards, but it is worth noting that even at Extreme Stakes the reduction in Pips means that if you are trying to affect a Planet for example (Size 153) Jim and Kerry would both have a -22 Pips to every card they played to try and damage the planet under them, not even enough to Distract the planet. Even the Kaiju trying to attack the planet would have a SIze Shift of 133 and have a -20 to each card.

      Giant Kaiju cause a lot of collateral damage. This is handled by also drawing the difference in Size (Double Reduced to create a Draw) as additional potential cards on the attack. This means if the Kaiju plays a 10 of Diamonds to move, that would hurt any Size 1 people in the way as a 10+5=15 Pip Crippling attack (and they would also Draw another 2 (Boon 19 gives Draw 2) Cards to add to that attack, either of which may lift the Wound Limit). A tree along the route may be Size 8 which would take a 14 Pip Crippling Wound and also Draw an extra card. (20-8 =12 Reduced to 4 Reduced to 1).

      Size Shifts and Area of Effect

      Some Annexes have an Area of Effect (the Dominion Realm Success). This gives the Annex a Size of its own, which works just as above, under most circumstances. The Area of Effect also takes into account the Size of the Character or Descendant that has the Annex.

      Perhaps that Kaiju has a breath weapon (Flame, or even Radioactive Plasma, breath is fairly common amongst such beasts). The Kaiju is Size 20 (+5) and its Dominion is 18(+5), this would give an Area of Effect equal to Yarn 10, which would let the Kaiju’s breath weapon effect all of a large city.

      Alternatively, if a human wants to attack a Kaiju, then having an area of effect weapon like a grenade or missile launcher, or a plasma or Splat cannon can really help even the odds.

      When comparing these Area of Effect to Location Sizes it’s important to remember that Location Sizes are always measured in Chi, so you must convert the Area of Effect from Yarn to Chi before calculating the Size Shift Pips the Attack may have (or be Penalised by).

      If a Grenade has a Yarn Size of 2 (a couple of rooms) that’s a Chi Size of 7, which means going up against a Size 20 Kaiju the grenade is at a Size difference of 13 (with a -4 Pips).

      Parrying, Blocking, Dodging, Soaking, and Size.

      Size effects everything about an Attack, including how the Attack can be defended against. A Parry, for example must match the Pips of the Kaiju’s or Location’s attack including the Size Shift Pips, the same goes for a Block. Dodges are even worse with each card of the Attack having a bonus, all of which must be beaten to Dodge the attack.

      Larger Parries and Blocks could have difficulty parrying smaller attacks too, but here the Size works for the larger thing. Allowing them more freedom in matching the attack Pips as they don’t have to use all the Size Shift Pips.

      Soaks and Armour are also affected in this way, which can create some odd situations, such as when attacked by a 10 of Diamonds with +5 Pips, if your Armour Draws the Ace of Diamonds, the armour will Soak the Crippling Wound, and pass through a Carnage wound. Potentially killing you in your armour, which could be easily repaired. Conversely, if you are wearing a suit of Mech Armour (armour that has Size as a vehicle) then it could add its Size Shift Pips to an incoming attack from a smaller opponent, but only when you want it too.

      Referees and Yarn-Tellers should usually not allow Size Shift Pips to add to a Dodge roll, Kaiju rarely dodge anything but other Kaiju.

      Resource Wounds

      Resource Wounds are an alternative or optional rule that extends the Economic Attack types to include all other forms of Wounds.

      In a normal game, only Economic attacks affect the Character’s resources, draining them of Chi based on Pips as Yarn, but in this optional rule all Wound Cards cause Sway damage paid from the various Facet Sway stores the Character has. Normally Characters have a lot less of these Sway Resources than Chi it should be noted, so slightly different systems are used to make this play out.

      Generally speaking the Resources attacked should be specified during the card play and are paid immediately. Most combat attacks for instance will attack a Character’s Health (Nature Facet Sway), but attacks may target any Resource with a suitable Narration / or Narrative reasoning.

      Playing cards and defending against them is performed as normal above, but when Wounds are assigned they do not have the normal effects, but instead drain the Sway Resources of the Character.

      Usually each card causes its Pips Reduced as a Resource Damage (1-4 points each card). Characters who are reduced to zero (0) are unable to continue, although exactly why varies by Resource. A Character that has a Health of zero is considered Dead. No additional Hitches are created or anything like that, they are just dead.

      In this variant, Chi can be converted into Resource Sway only by making a specific Resource Replenishment action (such as Healing in the case of replenishing Health). This is done by making a Resource Replenishment Roll on the Facet that you are trying to convert the Sway to.

      The Difficulty of the roll is equal to the number of Resource Sway that you are trying to create. So if you have a Nature of 13 and currently have 6 points of Health, the Difficulty to Replenish would be 7.

      If this Difficulty is beaten then Chi may be converted into Resource Sway as required to top up the Resource. The Chi spent is usually doubled to create the amount of the Resource Sway, although in a Higher-powered game you may receive the Value of the Chi as a Boon instead.

      Failure to pass the Difficulty means that you cannot convert Chi into the Resource, however you can pay 1 Chi to replenish 1 Sway (half the Chi is lost).

      As another optional Rule, any attack that will take more than half the Character’s current Resource can be spread to other Resources as well. So if a three card attack is focused on Health the cards (An Ace of Diamonds, 5 of Spades and 6 of Hearts), may cause 4, 2 and 2 points of Health, for a total of 8 (and 27 Pips Total) , this causes more than half the Health to be lost in one go (13 Nature would give 13 Health) so the Player will lose 6 Health, and 2 Points of Health must be paid by another Resource.

      The Yarn-Teller must agree the other Sway used (for example Dignity, Wealth or Effort). These Points of Damage are paid on a 2 for 1 basis (so the Attack could take 4 points of Effort instead of the extra 2 Points of Health) when paid in another Sway Resource, or they may be paid in Chi, however when paying in Chi the calculation is a bit different. If there were no Health Points the 27 Pips would try to drain 216 Chi, but we’ve already dealt with 6 of the 8 Health Points. So instead we look up the Super-Value of Boon 2 and pay that in Chi (16 Chi).

      Another optional Rule that can be used during a Resource Attack is that if any Resource loses more points than the Facet Score in one blow then the Character is considered Staggered (and take 1 GRT). So any Health Attack that causes more than 4 Points of Health to be lost in one attack (if Nature Facet is Boon 13), will cause the Character to be staggered for 1 GRT.

      Resource Attacks are only possible if individual Facet Resources are used in the game, otherwise use the standard Economic rules that effect only Sway or Chi as standard on a Pip for point basis.


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