Tales From The Loop - Player Overview PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4
At a glance
Powered by AI
The document provides an overview of the roleplaying game Tales From The Loop. It describes different gameplay mechanics like skills, conditions, troubles, and ways for kids to help each other.

Skills fall under different attributes like Body, Tech, and Heart. Skills like Sneak, Force, Tinker, and Contact are described along with what they can be used for and potential bonus effects from getting extra sixes on rolls.

Conditions like Upset, Scared, Exhausted, and Injured can be gained during troubles and affect dice rolls. Kids can heal conditions by spending time in their hideout or with an anchor. Broken is an auto-fail condition.

Tales From The Loop - Overview 

Always describe how you are doing something.  


 

This is story centric, improv: 


“yes, and” instead of “no, but”  Anchor 
Kid’s personal safe connection. 
Six Principles  Cannot be put into trouble with the anchor.  
Heal all conditions when spending time with the anchor. 
Your home town is full of strange and fantastic 
things. 
Change after Mystery 
 

Everyday life is dull and unforgiving 

Adults are out of reach and out of touch  Experience points 


+1 skill per 5 experience points. 
The land of the Loop is dangerous, but kids will not  1 Experience is gained per item 
die. 
Participation 
The game is played scene by scene. 
Trouble related to problem or relationship 
The world is described collaboratively. 
 
Used or struggled with pride 

Put yourself at risk for other kids 


Conditions   
Learned something new (what is it?) 
Upset  -1 

Scared  -1  Change other things 


Pride, Problem, Iconic Item, Relationships 
Exhausted  -1 
Any of these can have changed throughout the mystery. 
Injured  -1 
You can select or can have found a new iconic item. Could 
Broken  Auto fail  have done something new to be proud of.  
 
Relationships to NPCs or kids could have changed.  
Your Problem could have been solved. 
Hideout  If you are bored with any of these, these can also change, 
Here the kids can gather safely.   and might require a scene. 
No NPCs will find the hideout unless shown by the 
kids.    
Heal conditions when spending time here. 
 
       
Tales From The Loop - Overview 

Trouble 
  Kid vs Kid 

Dice Roll  Roll your dice as normal, kid with highest # of 6 wins. 

Roll Attribute Level + Skill Level # dice  Extended Trouble 


 

Difficulty  Sixes needed  Stages 


Set the Stakes  
Normal  1 
(what happens on fail) 
Hard  2 
Threat level  
Almost Impossible  3  (Normal, hard, almost impossible) 

Make a plan 
 

Kids discuss: who uses which skill, how will they do it? 
Iconic Item 
Stays, use when appropriate  Play each scene 
1 per kid 
+2 dice 
Can roll Lead before starting, instead of rolling towards 
trouble 
Pride  Outcome 
Refills each mystery 
Final sum of successes decides outcome. 
+1 success 
 

Threat Level  Sixes needed 


Push Roll 
Reroll any failed dice.  Normal  2 * # of kids 

Push yourself (+1 condition)  Hard  3 * # of kids 


Can only be done once, immediately after failed roll 
Almost Impossible  4 * # of kids 
 

Luck 
Refill each session  Sixes  Outcome 
Spend after failed roll, reroll non-success dice.   < half needed  Complete fail 
(after fail, before or after push) 
Describe how luck helped (or ask GM)  > half needed  Check conditions to add successes  
(describe how!), part success 

Help each other (trouble)  >= needed  Full success 


Fail: suffer same condition 

Describe how you help, +1 die for the helped kid. 


Tales From The Loop - Overview 
More discreet (+1 bonus, up to 3x) 
Skills (Bonus effects) 
Bonus effects can be bought for extra sixes. (these are 
examples)  Tinker (Tech) - Manipulate 
Break, use or jury-rig machines, pick locks, drive motor vehicles 
Sneak (Body)  Can require calculate, to figure out 
Hide, sneak or steal 
+1 success to other kid 
+1 success for other kid 
Auto-success for same trouble 
Find sth. unexpected or more of what you’re looking for 
Do it more quickly 

Force (Body)  Do it more quietly 


Lift heavy things, fight, endure physical stress 
Show off 
+1 success for other kid 

Impress, frighten or humiliate  Program (Tech) - Create 


Create a program 
Pin opponent  You need items, tools, time and/or extra skills / help to 
build 
Take sth. from opponent 
More effective (+1 bonus, up to 3x) 
Opponent knocked out 
Can do more (+1 bonus, up to 3x) 
Don’t need to roll again to overcome same trouble 

Avoid collateral damage  Program (Tech) - Manip. 


Manipulate electronic items. (hack, disable, control, etc) 
May need to calculate first. 
Move (Body) 
Climb, balance, run, chase, get away  +1 success to other kid 

+1 success for other kid  Auto-success on same trouble 

Impress someone  Did it quickly 

No one notices you  Get new / unexpected information 


 

Show off 
Tinker (Tech) - Build 
Build mechanical items 
You need items, tools, time and/or extra skills / help to 
Calculate (Tech) 
Know how tech. obj. Work and how to use them.  
build 
Success: Ask two questions 
More durable (+1 bonus, up to 3x) 
+1 question (up to +3) 
Can do more (+1 bonus, up to 3x) 
Tales From The Loop - Overview 
 

Heal you own condition 


Contact (Heart)   

Know the right person and contact them 


Describe person and roll.  Investigate (Mind) 
Find hidden objects, clues, survey place. 
Contact has all the right tools  Ask two questions 
Fail: Misunderstand / someone finds out a secret about you 
May heal 1 condition  / condition 
Brings more people, who also help  +1 question and +1 die when use information (up to +3) 
 

Auto-success for same contact 

Contact has important information  Comprehend (Mind) 


Have or find the right information. 
May use contact as +1 item (up to +3)  Fail: Incorrect or bad information 

+1 question and +1 die when use information (up to +3) 


Charm (Heart) 
Charm, lie, befriend, manipulate. 
Empathize (Mind) 
Keeps believing you  Study what makes someone tick (person, animal, cyborg, etc.) 
Need time to study or talk to the person, 2 questions on 
Form lasting relationship  success 
Fail: Incorrect or bad information 
Takes risks to help you 
+1 question and +1 die when use information (up to +3) 
Will try to persuade others   

 
Frightened, confused or impressed 

Infatuated 

Lead (Heart) - inspire 


Help others work together, focus 
Can create dice pool for trouble. Kids can use dice only if 
they do as you say. 

Dice pool​: # of sixes * 2 

Lead (Heart) - heal 


Soothe, heal condition of other kid 
(private time with kid, cannot heal broken) 
Fail: Suffer same condition 

Heal another condition 

You might also like