The T13 Roleplaying Game
The Rules
The category page for T13 Rules
Core Concepts
The Core concepts of the T13 engine
Boons
The T13 Boons, Scores and Values system that allows various numbers to be represented within the system.
Geometry, Gematria and Numerology
Numerology for beginners. Geometries govern aspects of Character personalities that the Players then embody.
I-Ching
Characters and Plots have Hexagrams that inform us about their features and desires.
Facet Folio
The Facet Folio holds a description of each of the Facets used in the system.
Proficiencies
Proficiencies are the Threads that bind the universe together.
Annexes
Assembled from Proficiencies Annexes are the Skills and Talents of T13.
Hitches
Hitches are the dark shadow of the Annex. A detriment that affects the Character or Descendant
Patterns (Extras & Descendants)
Patterns are used to describe NPCs and equipment in the universe.
Wounds
Wounds are how we model injury, damage and harm. No hitpoints here at all.
Sway
Sway is the primal force of the game, it creates, buys and moves everything in the universe.
Tao Sway
Tao Sway is the most basic form, it comes in Yin and Yang forms that oppose each other.
Facet Sway
Facets Sway varies in power more than any other form of Sway. The power level of different Facet sway can vary more than you might imagine.
Chi
Chi is a refined form of Sway created by mixing Yin and Yang in perfect balance.
Yarn
Yarn is the most powerful form of true Sway (and even it is split into normal Yarn and Fae Yarn).
Twists
The dark shadow of Sway and Yarn. Twists are the opposed and similar force in the Omniverse to Sway.
Stress
Stress is a reflection of the pressures that the Characters feel.
Drama
The T13 Dramatic systems complicate Characters lives in the game.
Strains and Straining Dice
Strains allow characters to push harder and further than they ever have before, but also let them hurt themselves.
Shocks and Shocked Dice
Shocks are an example of how bad things can get for a Character if they are not careful.
Distress and Traumas
Distress and Traumas represent the worst that Drama can do to a character. Which in some cases is just killing them.
Creating Characters
How to create characters for T13, includes rules for Lite, Extra, Full and Detailed Characters.
Yarn-Tellers, Weavers, and Plots
How Yarn-Teller Characters work with plots and narration
Character Catalysts
Character Catalysts are the forces that push characters forwards into adventure.
Pact Descendants
Pact Descendants are the names for groups of characters.
Death and Immortality
How characters die or don’t die in the T13 Omniverse
Test (Value)
The Value Tests is the most basic T13 Test
Success and Failure Levels
How to measure rates of Success and Failure in T13
Test (Dice)
Sometimes you just want to roll some dice to decide some things.
Test (Card Draw)
Sometimes you just want decide what happens after drawing a card.
Card Guide
A guide to all the cards in T13 and what they are capable of. This does not cover the spreads and what the cards can be made to do.
Card Spreads
A generic list of all the card spreads currently working in the plugin, usually with details on how you can interpret them to create aspects of the game.
Conflict Spreads
Conflict spreads are the large card spreads used by Plots to generate their nonsense.
Ordeals
Ordeals are the most complex Tests in T13. They are how we model action and combat as well as social interactions and
Stakes
Ordeal Rounds
Ordeal Rounds are how time passes during Ordeals
Ordeal Stages
Ordeal Stages are the Locations that an Ordeal takes place through
Alternate Ordeals
Sometimes you want a slightly different Ordeal
Action Spaces
Actions Spaces are how we deal with Locations, Range and Movement in combat and Ordeals
Social Ordeals
Social Ordeals are Ordeals but with talking and stuff.
Psychosocial Action Spaces
Psychosocial Action Spaces are how we model social, psychological, and interpersonal matters in T13.
Narrative Tricks
Narrative Tricks are used in Ordeals to create huge actions and events.
Modelling Resources
Resources can be modelled in a number of ways, but this is the preferred method in T13
Referee’s Rules
Learning the Rules
T13 is a complicated ruleset and can take a while to learn, this is a best practise for most users.
Plots in T13
All about Plots and Plot Daemons and how they work in T13
Plot Descendants
Plot Descendants like the McGuffins and locations the Plot is using.
Embedded Facet Conflicts
Embedded Facet Conflicts are part of the Omniverse, some Facets just don’t mix well with each other. Others mix better.
Subplots
Subplots are like the B-Story in a TV show, something for the smaller characters to do while the real heroes are busy.
Tension, Pressure and Suspense
Tension controls how Plots are actually used. Pressure pushes Characters about and Suspense, well I’ll leave you guessing on that one.
Tapestries
Tapestries are the setting the Characters live in.
Characters and Plots
How Characters and their Plots or Plots and their Characters should interact
Character Arcs
Character Arcs are unplotted stories that unfold around a character. A character-led piece.
Narrative Weaving
Narrative Weaving is all about deciding which Plot is currently active and what plots are bubbling in backgrounds
Monsters
Monsters are the most powerful types of Character available to a Plot to work a Conflict.
Coping With Players
Players can be difficult people to cope wit. Each type of Player has their own thing they want, and of course they do not want the same as another.
Types of Games
T13 is very versatile, you can play a lot of different roleplaying and story games with it.
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Detailed Characters