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Triangle Agency - HTG - Core Rules (OEF, 2024)

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86% found this document useful (21 votes)
74K views308 pages

Triangle Agency - HTG - Core Rules (OEF, 2024)

Uploaded by

Zero Adpt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 308

Clock in. Save the World.

Caleb Zane Huett & Sean Ireland


The Tabletop Role-Playing Game
Triangle Agency: The Tabletop Role-Playing Game
First Edition

Copyright © 2024 Haunted Table, LLC. Contributors retain shared copyright of their
individual contributions. All rights reserved, including the right to reproduce this book or
portions thereof in any form whatsoever. For information, contact the publisher.

For information about special discounts available for bulk purchases, sales promotions,
fundraising and educational needs, contact Haunted Table at [email protected].

Cover Illustration by Ryan Kingdom.


Cover design by Caleb Zane Huett.
Titles in Avant Garde, Body in Articulat CF by Connary Fagen.
Additional text in Aktura, Baskerville, Comico, Courier, Gambarino, Garamond ATF,
Times New Roman, Pixelcastle, and various pixel fonts by somepx.
First printing 2024.
ISBN (Hardcover): 978-1-964259-09-3
ISBN (Digital): 978-1-964259-07-9

No part of this publication may be reproduced, stored in a retrieval system, transmitted in


any form or by any means, electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher. This publisher grants express
permission to anyone reproducing or copying this publication for personal use through
secure means in order to facilitate gameplay.

For additional supplements, games, merchandise, or more information on creating


your own game materials in the world of Triangle Agency, visit our website at
www.hauntedtable.games!

Based in Athens, GA

2
Credits
Lead Game Designer & Project Manager: Caleb Zane Huett
Game Designer: Sean Ireland

Art Director: Ryan Kingdom


Illustrators: Kanesha Bryant, Corviday, G.C. Houle, Ryan Kingdom,
Kodasea, Nathan Rhodes, Michael Shillingburg

Layout Designers: Ben Mansky, Michael Shillingburg


Layout Assistance: Caleb Zane Huett

Backers & Supporters


Wielders of the Ripple Gun: Kyle A Banks, Jason Huett, Felix Kramer

Triscendent Tier Backers: Katlynn Balderstone, Clever, David,


Didary, Patrick Dost, EverBrush Entertainment, Justin, Alexander
Kaplan, Jack Kelly, David Levithan, Loot & Lute, Jay Miller, Haylee
Mills, Alejandro Ortiz, Nox Morin Powderly, Gabriel Regi, Tristen
Roccaforte, Adam Seats, Mike Smith, Sqoozh, Chaz Targrin,
Calvin Heath Tennison, Seth Thomas, Andrew Yankton

Special Thanks: Goblin Archives, Sarah Braver, Em Carlson and the team
at BlackwaterDND, The Casual Ones, Cory Casoni, Christopher Ryan Chan,
Gwen Clark, CuteMonsterProps, Raph D'Amico, Thandrie Davis, Logan
Dean, Josh Domanski, DoubleDM, Jay Dragon, Sarah Frank, Aliza Goldstein,
Rat Grimes and the cast of Somewhere Ohio, Halfwits & Failed Crits, Nova
Holmes, Austin Jenkins, Will Jobst, Faith Jones, KeganExe, Lemon, Jess
Levine, Mage the Podcast, Many Realms, Daniel Marks, Maya Marlette,
Marthia, Rose McGill, Mika and the team at Role D5, Carly Monardo, Edith
Margaret Mudge, Nathaniel Moore, Alex Scott Novak, Publishing Goblin,
Peter Reitz, Elena Rivera, Jeff Stormer, Joel Ruiz, Alex Shifman, Shrimp and
Crits, Eric Silver, Nick Splendorr, Shannon Strucci, Sword & Key, Rianna
Turner, Tony Vasinda, Veenilla, Sammie Waldie, Wandering Monster, The
Weekly Scroll, Nicky Young, and all our friends at the Haunted Table Discord!

3
Terms & Conditions
If you are reading this document, you have been
selected to participate in the Triangle Agency’s
“Tabletop Role-Playing Game” initiative.

For your safety and the continued stability of our universe, you
are required to abide by the following conditions:

Reading pages out of order is dangerous.


1 Attempt at your own risk.

Reading numberless pages is forbidden and


2 hazardous to your continued employment.

The text in this volume may not be interpreted. You


3 may only read and execute its contents as intended by
the Triangle Agency.

All information beyond this point is Agency property.


Continued reading is considered agreement that all eyes,
ears, thoughts, and digits involved in the consumption of this
information also belong to the Agency.

There is no need for this, but if it generates positive feelings


you may sign your name as a reminder of the important life
decision you are making of your own will:

I enthusiastically acknowledge the Terms & Conditions outlined above.

4
Terms & Conditions
WAIT!
You are not authorized to proceed until
you have read the Terms & Conditions
located just to your left.
If you read this page first because of the large text, dramatic
iconography, or because it seemed more approachable, you are an easy
target for weaponized visual design. We've noted this in your file.
Safe navigation of this document is imperative. Use the following guide
to ensure you are only reading authorized sections.

Field Agent Manual


This section describes the basics required of
your role at the Agency and the rules everyone
participating in this <job/game> must follow.
All Agents must read this section in its entirety.

General Manager's Toolkit


This section contains tables, diagrams, and other tools to
support the work of Agents selected for management.
Only General Managers may read this section.

Playwalled Documents
This non-linear section protects dangerous information
and must only be accessed when necessary. You are
not yet authorized to determine when is necessary.

Once you are comfortable with your limitations, progress to the following
page to begin your training. Welcome to Triangle Agency!

5
Field
Agent
Manual
Contents
10 What is Triangle Agency? 34 Qualities & Quality Assurances

12 Our Mission 35 Burnout

14 Our Values 36 Triscendence & Stability

15 Reporting to Work 38 Rolling Quick Reference

18 Field Work 40 Ask the Agency!

19 General Employment 44 Anomaly Abilities

20 Anomaly Retrieval Missions 45 Failure is Assumed

21 Anomaly Retrieval Equipment 46 Harm

22 Anomaly Retrieval Outcomes 47 Life Insurance Policy

23 A Perfect Mission 48 Conflict Resolution

24 Anomalies in Detail 52 Content Control

26 Threats in the Field 53 Equal Opportunity Policy

27 Capturing Anomalies 54 Identifying Your Region

28 Agent Performance Metrics 55 What is Mundane?

29 Alternate Mission-pportunities 56 Building Your Agents' ARC

30 Playwalled Documents A 58 ARC: Anomaly

31 Mission Report & Checklist 60 Whisper

32 Using Four-sided Dice 62 Catalogue

33 Chaos 64 Drain

8
Table of Contents
66 Timepiece 104 Barista

68 Growth 106 CEO

70 Gun 108 Intern

72 Dream 110 Gravedigger

74 Manifold 112 Reception

76 Absence 114 Hotline

R 78 ARC: Reality 116 Clown

80 Caretaker 118 Onboarding Questionnaire

82 Overbooked 122 Work/Life Balance

84 Pursued 123 Spending Time

86 Star 124 Experiencing Time

88 Struggling 126 <Campaign/Career> Length

90 Newborn 127 Competency in Detail & Retirement

92 Romantic 128 Requisitions

94 Backbone 132 Reality in Detail

96 Creature 5 Anomaly in Detail


22
C 98 ARC: Competency 134 Mission Superlatives

100 PR 136 General Manager's Toolkit

102 R&D 198 Playwalled Documents

9
What is . . .
Triangle Agency? Tabletop Role-Playing?
Triangle Agency is a <private corporation/ Tabletop Role-Playing Games are a
tabletop role-playing game> dedicated to workplace efficiency technique involving
understanding and containing paranormal dissociation from your immediate
phenomena in the modern world. These circumstances by pretending you are at
phenomena are known as Anomalies, and a table in a home, conference room, or
they are extremely dangerous. virtual space.

While the Agency employs a wide range In our world, Reality, you will experience
of support staff, this <document/game> is many dangerous, terrifying, and difficult-
primarily concerned with the entry-level to-comprehend situations. The Tabletop
position of Field Agent. These employees Role-Playing Game provides you a
use their wits, charm, and expendability measure of protection and emotional
to further our mission in the wider world, distance.
often spending more time out of the office
than within it. One member of your Field Team will
assume the role of General Manager,
<Field Agents/Player Characters> are hired or “GM”, and take responsibility for
for their status as Resonants, mundane describing your team's circumstances,
beings who have bonded with Anomalies directing focus, and speaking on behalf
and gained supernatural powers. At the of the people you encounter.
Agency, we believe everyone deserves
to choose their future: Resonants, when The rest of you, as Field Agents, will
discovered, are offered a choice between describe the thoughts and actions
the special privileges of an Agent or the of your characters and those most
typical captivity of an Anomaly. We’re glad important to them.
you chose the former! This is called “role-playing.”
Disregarding Agency protocol, misusing You get to pretend you are not living
your Anomalous abilities, or requesting the stresses of your current moment
an irresponsible amount of sick leave and instead are enjoying a refreshing
may lead to premature termination of beverage at the imaginary table of your
your employment. Thankfully, this never choice; the Agency is happy you’re
happens. happy. Win-win!

We recommend you embrace your


imaginary life: leaving the table in
between missions to experience a
separate, mundane existence wherein
you have entirely different relationships,
superstitions, and employment is totally
normal and a common part of the
exercise. Don’t forget to clock in on your
return!

10
Necessities for Participation

What is Triangle Agency?


Each of the following is required for a satisfying and productive <work day/play session>.

Between 1 and 5 Other Agents


These are often already provided by the Agency and experienced
1-5 as family, friends, and acquaintances. If you are having trouble
finding your assigned Field Team, we recommend looking online.
You are likely simulating tables in distant geographical locations.

6 Four-sided Dice
The only important number is the 3. If your set of dice displays
unnecessary numbers, you are encouraged to remove them.

A Pliable Mind, Easily Subject to Influence


If <you/your table-self> enjoys other Tabletop Role-Playing Games,
you already have this in your possession. If not, for your safety we
recommend signing up for our training programs on “The Fourth
Wall,” “Suspension of Disbelief,” “Kayfabe,” and “Sense of Wonder.”

Measuring Success
From this point forward your behavior can earn Commendations and Demerits, our
way of determining your value as an <employee/player>. You'll learn more about these
metrics later. For now understand that Commendations are awarded to exceptional
<actions/people> and Demerits are distributed for selfish or embarrassing behavior.

Human Flaw Alert!


It is possible that weak-willed individuals may perceive certain
information in brackets <like/this>. This is a known side effect
of the psychological friction that comes from the Tabletop Role-
Playing Game technique clashing with your lived experience. It
should reduce in frequency as you acclimate to your position.

11
Our Mission

STABILIZE
The universe was not meant to Without the Agency there is chaos–and
be observed. Observation creates where there is chaos there is destruction,
thought; thought shapes Reality. suffering, and heartbreak.

An especially large accumulation As a Field Agent, you’re joining a long


of similar thoughts, or a particularly lineage of employees across the centuries
potent single thought, can create an and globe bearing our universe’s continued
unnatural distortion of what is right existence on their shoulders. Luckily,
and true. We call these distortions maintaining order in a chaotic world is a
Anomalies. thankful job.

Anomalies are extremely dangerous. Here’s your first of many:


They must be captured and
contained lest they tear a hole in

Thank You!*
Reality, leaving us vulnerable to
forces far greater than any mundane
mind can imagine. Triangle Agency,
a private corporation acting in the
public interest, rises to this challenge.

12
The Triangle Agency’s Mission
REALITY
Why a Corporation?
An organization capable of combating the great
threat Anomalies pose needs to consolidate
money and resources efficiently and easily, with
high autonomy and low oversight.

Government-aligned organizations are by


necessity subservient to political interests. As a
private corporation, the Agency is able to serve
only the mission with no ulterior motives.

To fund our mission, we develop and sell a wide


array of products on every aisle of the store. Our
subsidiaries like Ripple Clean, Realistic Clothing,
and Stable Stables for the Modern Horse take
advantage of Anomalous power to create unique,
reliable, and competitively priced merchandise.
They also provide a public face for the Agency,
ensuring your day-to-day work is uninterrupted
by pesky inquisitors and regulators.

* If you are receiving gratitude for your work in the field, it is likely that you have
created a Loose End. Eliminate the gratitude or grateful party immediately.
13
Our Values
Wouldn't you like to know, sneaky Agent. Once, there was an architect who created
We value your enterprising nature in a bridge. It was the ftrst bridge ever built
interpreting this text, but would not be so
by a human mind! While this architect
amateurish as to leave it legible when youwas not familiar with mathematics, she
do not have proper clearance. nonetheless understood to stack rocks in
triangles for increased stability. Thus, the
Triangle Agency was born.

Access Denied.
If you would like to view this page in full, please stare at it
for a while and imagine what might be inside. Interpret the
possibilities by examining the other pages of this document.

When you believe you have it figured out, please write the
following on an envelope and personally deliver a report of
your understanding to the nearest Agency office.

To: I Agree To Be Held Indefinitely

Vault Room #309

Triangle Agency, [Your Town]

From: [Your Signature]

She was a very entrepreneurial human, Goods and services are the wheel
and by charging other humans for use of on which the world turns. And at the
her well-crafted bridge, she was able toAgency, we believe the best wheels are
accrue a tidy sum of money and through triangles. Tomorrow is another day and
that money, control of the other nearby yesterday is another possible tomorrow.
humans. On every third day we return to the
beginning, and the beginning is that for
14 which we strive.
Reporting to Work

Reporting to Work
Every Agent is assigned to a Branch: a semi-autonomous unit of business that
handles all of the Agency’s dealings in a given geographical region. Branches are
typically, but not always, attached to a single city or town. Each Branch has a unique
structure and a level of funding that reflects how important they are to our mission.

In every Branch you will find a headquarters, a set of employees who handle the
day-to-day business, and at least one Field Team full of Agents like you! Decades of
rigorous analysis suggest that Agents are most effective in places they know well, so
you have likely been assigned to the Branch that currently serves your local area.

Each Branch is unique, but they all fall into two major categories.

Major Metropolitan Areas Other


Most Branches are located at the heart Agents who live in rural regions can
of a civic, cultural, or economic center. expect to shoulder a burden no less
grave — merely less concentrated.
The most distinguished of these are
headquartered in stately, gleaming These Branches tend to cover a
skyscrapers enrobed in lush wall-to- wide area of sparsely populated
wall carpeting and bathed in efficient, land and are best for Agents
dependable fluorescent light. Their who like a slower pace and
dozens or hundreds of staff work a mobile lifestyle. Here, you’ll
tirelessly to Stabilize Reality, serve our frequently find yourself patrolling
customers, and support our affiliates. residential neighborhoods, taking
The hallways within these Branches statements from local business
buzz with activity as couriers hand- owners, and venturing away from
deliver messages, phones ring with dependable cellular service.
the hum of global commerce, and
coffee of every known strength Headquarters for these Branches
brews morning, noon, and night. commonly provide both space
and privacy for their employees.
Others may run a lean operation, due Many are outfitted with lavish wood
to a low level of Anomalous activity or a paneling, overstock furniture from
high need for discretion. These Branches the Triangle at Home collection,
are driven by an admirable dedication and up to one refrigerator. Recent
to efficiency and can often be seen surveys have revealed that these
setting up shop in such diverse settings remote offices average a bulletin-
as an employee’s home, a network of board-to-employee ratio approaching
storage units, or an unused section of 2:1. Let’s get those numbers up!
sewer unmonitored by city officials.
Whether in an office park, hunting
The luckiest of all Agents will be hired to lodge, or retrofitted pizza franchise,
work in Ternion City, where our global rural Branches trade the power
headquarters resides. The following page and prestige of their urban
provides a glimpse of its lobby, which counterparts for a working life
may soon become your daily view! perfectly tailored to their local needs.

15
12
Welcome, Agent!
Field Work
This <entry-level position/game> is primarily concerned with Field Work, the business
of patrolling, investigating, and influencing the mundane world to further the Agency’s
mission. As Field Agents, you have 3 priorities:

1 PRESERVE REALITY
for Mundane Beings
First and foremost, you must keep knowledge of Anomalies
to a minimum in the wider world. To measure your success,
the Agency tracks Loose Ends: people with experience or
evidence of the supernatural.

2 APPREHEND ANOMALIES
for Storage in the Vault
Whether by enticement or exhaustion, wild Anomalies must be
brought to safety in the Vault, a special containment facility in a
secret location with entrances at every Agency Branch. There they
can be studied and preserved, rather than eliminated. Lucky them!

3 CONTROL YOURSELF
for Long-term Employability
Resonants like you are permitted to use Anomalous Abilities in the
pursuit of items 1 and 2, but are expected to maintain professionalism
and resist the temptation to abuse those Abilities elsewhere.

18
General Employment

Employee Expectations
Between missions, there’s plenty time comes to decide where you
of work to be done! All Agents are fit in long-term, your hours in the
assigned a Competency, which office and resistance to outside
describes the work you do in, or distractions will heavily influence
in service to, the office. You might your placement.
monitor our image as a Public
Relations employee, serve drinks You are permitted to continue
in the lobby as a Barista, or relax your mundane life outside of the
in the plush recliners of the CEO Agency, but your friends, family,
department! There are nine options and acquaintances must not know
for entry-level employees explained the details of your work. Please
near the end of this manual. remember that for a Resonant like
you, a mundane life is a privilege.
Field Work is mandatory, but your Our priority is to the Agency’s
commitment to the work between mission, and yours should be as
missions will determine how far you well. For additional details, please
climb in the company. When the consult the following graphic.

What a simple
and uncomplicated Everything in
decision! existence and the
future of all Reality

The unnecessary
indulgences of
mundane desire

19
Anomaly Retrieval Missions
The most common <mission /play session > has 3 parts:

Morning Meetings
Your General Manager will introduce scenes
from your daily lives in the time leading up to the
mission. This eases your team into the Tabletop
Role-Playing Game technique with low-pressure
conversation while you perform your general
Agency duties or spend time with a mundane
relationship. Eventually you’ll be called in for a
briefing, which will detail your mission's leads.

Investigation
After the briefing provided by your GM, Agents
investigate leads to find areas and people
affected by the target Anomaly. While reducing
Loose Ends wherever possible, you will follow
the Anomaly's trail until you find its place of
power, which we call the Domain.

Encounter
Once you enter the Anomaly’s Domain, it is
up to you and your fellow Agents to endure
whatever defenses or demands it throws your
way. Assuming all goes well, you will capture
the Anomaly and deposit it in the Vault for
further research. In less ideal situations, it may
escape or need to be neutralized.

20
Anomaly Retrieval Equipment

Anomaly Retrieval Missions


All teams are equipped with the following Requisitions:

The Normal Briefcase


This uninteresting and nondescript
briefcase is capable of capturing and safely
holding an Anomaly of any size. For the
Normal Briefcase to work, the Anomaly
must be exhausted, calmed, or willing.

Successfully capturing an Anomaly


typically requires identifying its Focus: the
thought or feeling that created it.

The Ripple Gun


This weapon was originally a prop
from an American science fiction
television show in the 1970s. It is
the only device known to be able
to directly disrupt Anomalous
Resonance. As long as the Ripple
Gun can be aimed directly at an
unobstructed target Anomaly, it
can be discharged to neutralize it
permanently. It can expend only
a single charge before it must be
replenished at the Agency.

Discharging the Ripple Gun for any


What's a Requisition? purpose other than neutralizing the
Requisition is our catch-all term mission’s target earns an Agent
for any items created through 3 Demerits.
Anomalous research.
The Ripple Gun has a built-in safety
Following your first mission, you'll that prevents it from discharging at
gain access to many more useful Resonants. Please ensure you are
tools like these you can purchase never standing between the Ripple
for easier Field Work! Gun and its intended target.

21
Anomaly Retrieval Outcomes
The Agency recognizes only 3 possible outcomes
for an Anomaly Retrieval mission:

Captured
The Anomaly is delivered via Normal Briefcase (or other
method) directly to the Vault. This is the ideal mission result,
for which all Agents receive 3 Commendations. Awesome!

Neutralized
The Anomaly is destroyed with the Ripple Gun (or
other method). This is regrettable, but sometimes
necessary. No Commendations or Demerits rewarded.

Escaped
If the Anomaly is neither captured nor neutralized, all
Agents receive 3 Demerits. Anomalies allowed to escape
become suspicious, harder to capture, and prone to
inconvenient revenge seeking.

Optional Objectives
For each mission, your GM will Some examples:
issue a few Optional Objectives
Fire a warning shot: +1 Commendation
during your briefing.
Speak to a card-carrying member:
Optional Objectives always +3 Commendations once per Agent
have a condition and a reward.
Step on a tile: +1 Demerit
There will typically be between
1 and 3 Optional Objectives for These Objectives may contain important
a given mission, and they can guidance to aid you in your mission, but
be fulfilled any amount of times they may also fulfill unrelated Agency goals.
by any combination of Agents, Your GM is neither required nor expected
unless noted. Try to maximize to explain the process behind defining and
your Commendations earned! issuing Optional Objectives.

22
A Perfect Mission

Anomaly Retrieval Missions


Here is an example of a team of Field Agents performing
commendably on the job:

Agents Idowu, Saburo, and Levi are


working diligently at their desks during their
Morning Meetings when they are called
to a briefing. Their General Manager Trina
tells them of an Anomaly in downtown
Ternion City that is turning humans inside-
out. The Agency discovered this from
an intercepted and quarantined social
media post featuring an eyeball that has
fallen perfectly into a meatball sub.

The Agents begin their Investigation at the


Meatball Sub Store, where the owner explains
the sudden swap of skin and organs she
witnessed. The owner is convinced everything
is perfectly normal, and a Loose End is not
left behind. The Agents cleverly deduce that
the Anomaly’s Focus is “A Sandwich Artist’s
Desire To Keep All Ingredients Inside The
Sandwich.” He does not want to discuss it,
but a Book of Sandwich Photography has
been speaking to him, and pushing him to
? improve by turning a human inside out any
time he fails to create a perfect sandwich.

The Agents visit the sandwich artists’


apartment above the store, which has
become the Anomaly’s Domain. The Agents
Encounter the Anomaly and convince it to
let its guard down by making a set of perfect
sandwiches while carefully avoiding being
turned inside out. The team's combined desire
for perfection sates the Book of Sandwich
Photography long enough for it to be captured
in the Normal Briefcase. The sandwich
artist is convinced everything is perfectly
normal, and a Loose End is not left behind.

Once the Normal Briefcase is deposited safely


back at the local Triangle Agency branch,
the Agents return to their desks and get
back to work. Another incredible success!

23
Anomalies in Detail
As mentioned, an Anomaly is a large
accumulation of similar thoughts or a
particularly potent single thought that has
gained the ability to affect Reality directly.
The complete life cycle of an Anomaly
is protected information that
will become available to you
later in your career, but this
section will describe the most
important details.

Anomalies are not created in


Reality, and thus are not bound
by its rules. The thought or
feeling that birthed them defines
the extent of their power and
guides their actions, which makes
even simple ones extremely dangerous.
Imagine a monster fueled only by hate and
given limitless strength to destroy what it wants;
a disembodied obsession puppeteering its target
into a false romance; or the satisfaction of athletic
swimming flooding a city to share its benefits with
everyone.

They may express human-like behavior, or appear


to have human intent, but this is an illusion. Anomalies
are uncaring, unconcerned with human life, and at best oblivious to
the suffering they create.

These beings express their destructive potential in as many different ways as


there are thoughts. While one may grow to an enormous size and crush buildings
for fun, another might manifest as a network of disembodied ears to collect a
region’s secrets. They can be canny enough to play off of human emotions and
desires; many of the most insidious Anomalies enlist the help of gullible humans.

Without a Resonant host they struggle to remain in Reality and will gradually
disappear, but this process can take years. The damage they deal in the
meantime, and the loss of opportunity to study them, makes inaction unfeasible.

Resonance: an Anomaly's Fingerprint


Before sending Agents on field missions, we track Anomalies by monitoring
mundane society for unusual and unexplainable phenomena and then scanning for
Resonance, a signature pattern of energy left behind by Anomalous effects. The
exact pattern of, and tracking method for, this Resonance is dangerous information.

If you would like to learn more, think carefully about why you want to do that.

24
Personal Anomalies

Anomalies in Detail
No matter what they tell you, or how familiar with them you are, maintaining
control of your personal Anomaly is paramount. The Resonant-Anomaly
relationship is an exchange: the Anomaly gets the safety and stability of a
mundane body, and the Resonant gains access to impossible power.

Typically, this parasitic process would eventually progress until the Anomaly
destroys the host (you!). As long as you’re employed, we at the Agency are
able to keep your personality dominant and your form stable. We limit the use
of your personal Anomaly to specific abilities because without our assistance
you would quickly be overwhelmed by your own power.

While not every position at the Agency offers a salary, all Agents are paid in
exposure to the stability the Agency provides.

Components of an Anomaly
Anomalies are most precisely defined as unreal beings with two unique traits: a Focus
and a Domain.

An Anomaly’s Focus is the thought it was born from which feeds and empowers it now.
Anomalies will aggressively pursue the replication of their Focus in mundane minds, but
they are not creatures of nuance. They may interpret a complex idea literally, engineer
circumstances to force an emotion they prefer, or protect things and people they find
precious to a smothering degree. Rarely do they have a conscious understanding of
their own Focuses, and as a result will often pursue counterproductive courses of action
according to what "feels" correct.

Our Vault research has determined that Focuses have two parts: a feeling and a subject.
As Anomalies seek replication of their Focus, they will typically alter the subject to more
easily evoke the desired feeling. For example:

The Focus "disgust for sewage" might lead an Anomaly to create monsters,
smells, and situations which make the sewer seem disgusting to more people.
The Focus "love of this old tree" might push an Anomaly to give the tree
hypnotizingly beautiful flowers, forcing love for from anyone who looks upon them.

Understanding an Anomaly’s Focus and temporarily indulging it to build trust is the most
common path toward capturing it.

An Anomaly’s Domain is its place of power, and typically the spot where it broke into
Reality. Entering the Domain is highly dangerous–but almost always necessary–to find the
Anomaly itself. These are often the places where their Focus is most powerfully felt.

25
Threats in the Field
These are the greatest dangers you will face as you
attempt to reach the Anomaly's Domain.

Chaos Loose Ends


Chaos is Anomalous energy added Loose Ends are mundane minds with
to the universe as a result of your sensory evidence of the Anomalous.
Field Team’s actions. Anomalies can Avoiding these is an extremely high
wield Chaos for many purposes and priority. If mundane minds are exposed
to deadly effect. While we encourage to any dangerous Reality-destabilizing
you to use your abilities to complete ideas, by your abilities or those of a
your mission, we urge you to pay target, it’s your job to convince them
attention when Chaos is created. Your that everything is perfectly normal.
General Manager will track Chaos in an Failing that, you must ensure they are
abstract space called the Chaos Pool unable to spread evidence in a way
and describe how the Anomaly uses it others will believe.
against you with Chaos Effects.
A Loose End is not exactly equivalent
Chaos Effects are unknown until they with a single mind, because the danger
are used against you, and can vary in is primarily in their ability to spread.
cost and detail between Anomalies. A married couple with all of the same
Every Anomaly’s style is different, but friends may only be one Loose End,
by paying attention you may be able to while a trusted public figure could
identify patterns for the Anomalies in represent more than a dozen on their
your area. own. Your General Manager will often
say things like “This crowd of people
Any unused Chaos disappears at the counts as ten Loose Ends. You will have
end of each mission. to do something about them before you
leave.” or “You can use that Ability, but
Minor Anomalies because someone can see you, they’ll
become one Loose End.”
An unreal being without a Domain or
Focus is called a Minor Anomaly. More Knowledge of Anomalies bolsters their
powerful Anomalies will use Chaos power: your Field Team's accumulated
to recruit these flexible, purposeless Loose Ends increase the amount of
beings to reach beyond their typical Chaos usable by Anomalies at the start
limitations. These creatures can of each mission. Sloppy work can have
imprison Agents, lure mundane fatal or frustrating consequences down
targets into dangerous situations, and the line.
even increase the amount of Chaos
generated around them. Scheduling
Minor Anomalies do not typically Occasionally, your table-selves will
generate enough Anomalous interfere with mission completion by
material to be revenue-positive, so believing they "forgot" or "have more
we recommend you destroy them on important things going on" the day
sight with abilities, requisitions, or large of the mission. This is a lie and can
amounts of physical force. simply be ignored.

26
Capturing Anomalies

Capturing Anomalies
Once you’ve identified an Anomaly’s Not every option works for every
Focus and entered its Domain, calming Anomaly. If you cannot identify any
an Anomaly for capture in the Normal path toward these results, an alternate
Briefcase usually requires one of the method is exhausting its energy with a
following methods: large amount of physical force.

Satisfying its Focus temporarily Anomalies typically take a form related


(leading to contentment) to their Focus or inhabit an object or
animal from within their Domain. An
Convincing it that its actions Anomaly’s appearance may be a clue
are counterproductive (leading to these details–and in some cases, its
to confusion) greatest weapon.
Removing the source of its Exercise great caution when dealing
Focus (leading to despair) with an Anomaly that has taken on the
guise of a sentient being.
Back in "A Perfect Mission," the Agents
followed the first path. They might have
instead shown the Anomaly how the
Sandwich Artist's perfectionism was
ruining his life, or removed the Sandwich
Artist from the situation entirely.

27
Agent Performance Metrics
Commendations Demerits
Commendations are a sign that you’re Demerits are our way of politely
doing great work! Your GM will reward telling you there’s room for
these when you act in Agency-approved improvement. You shouldn’t accrue
ways. Commendations use our patented very many of these–and thanks to
Emotional Currency System, which the Emotional Currency System, you
means you can feel the approval of the won’t want to!
entire Agency upon receipt.
The feeling of receiving a
This feeling has been reported as similar Demerit has been likened to: loud
to: an approving smile from a trusted microphone feedback, a single
mentor, an extra drink falling from a precious object missing upon your
vending machine, rest in an indent sized return home, receiving an e-mail,
perfectly to your body, or the discovery or suddenly realizing everyone is
that someone else has performed a hanging out without you.
needed furniture repair while you were
away. For many, though, the satisfaction Activities that Accrue Demerits:
of an increasing number is enough.
Allowing Anomalies to Escape
Activities that Reward
Discharging the Ripple Gun on
Commendations:
unimportant targets
Successfully capturing Anomalies Violating your Competency’s
Fulfilling your Competency’s Prime Directive
Sanctioned Behaviors Completing certain
Optional Objectives
Completing certain
Optional Objectives Using your Anomaly
Helpfully clarifying a Abilities outside of work
rule for another Agent Bending or breaking the rules of
Identifying when another Agent the game for narrative purposes
should receive a Demerit Disloyal behavior or negative
Demonstrating exemplary loyalty to the Agency-related speech, as
Agency, as determined by your GM determined by your GM

Commendations determine who Agency Standing


receives a mission’s MVP Award and
are used to purchase Requisitions, Demerits adjust your Agency
including office perks, merchandise, Standing. Agents begin their
and investigation tools to boost your careers in Good Standing. Any time
self-esteem and mission success! you gain a Demerit, you immediately
erase your previous Standing and
replace it with your new Standing.

28
Alternate Mission-pportunities

Agent Performance Metrics


Anomaly Retrieval is not the only type of mission! Depending on your Branch's
effectiveness, location, and political climate, your GM might send your Field Team
to complete one of the following alternate missions:

Clean-Up Market Disruption


When an Anomaly destroys itself or Occasionally, a mundane organization
is captured by another Field Team or powerful figure catches wind of our
but many Loose Ends were created, activities and attempts to expose or
Agents are sometimes sent to track emulate us. Field Agents may be sent
down the individuals involved and out to distract, redirect, or eliminate
control the spread of dangerous these competitors.
knowledge.
Targets for Market Disruption missions
Usually, Field Teams will be sent to might be discovered during other
areas outside of their typical region work: while the Agency's first priority
for these missions. Think of them is always active Anomalies, those who
as a working vacation! use Anomalous power for their own
gain must be dealt with eventually as
If you've been accruing enough well.
Loose Ends that your region is feeling
dangerously chaotic, try requesting Are you good at identifying problems
a Clean-Up mission in your region to before they happen? Request a Market
revisit your past mistakes and clean Disruption mission by alerting your GM
up after yourself. to a potential threat in your area.

Good Disinvited to
0 Standing 6 Parties

Needs We Had Such High


1 Improvement 7 Hopes For You

Needs Serious There Is Still


2 Improvement 8 Time to Change

That Please Do
3 Employee 9 Not Do This

Alone FROZEN
4 at Lunch YOGURT
ROOM
Target of Passive ACCESS
5 Aggression 10+ REVOKED
29
Playwalled Documents
One of the many advancements made Playwalled Documents are personal
for the Triangle Agency Tabletop Role- and should only be shared if the
Playing Game Initiative is our unique information or effects you’ve
Play to Play system. accessed become relevant to play.

To protect you from an overwhelming You are now officially cleared to


amount of complicated and forbidden [GO TO: A1] behind the Playwall to
information, many rules and features see the entry labeled Mission Report.
are hidden behind the Playwall,
located on page 198 after the General When you have, please return here
Manager's Toolkit. immediately and do not look at,
read, or experience anything else
After certain successes, failures, or on the way. If you do, make a note to
choices, you’ll be directed to visit remind your General Manager that
specific Playwalled Documents by a you are beginning your <employment/
symbol that looks like this: campaign> with one Demerit for each
illegitimately-observed page. Be sure to
update your Standing.

[GO TO: A1]

AgencyOS
The Playwalled Documents
section, like the rest of this manual,
is created, edited, and monitored
by AgencyOS: proprietary Agency
software which automatically
micromanages employees to build
the perfect document for your
Field Team.

Everything you do, say, and write


is transmitted to AgencyOS for
analysis. It turns your Mission
Reports into work briefs for
Vault Architects, your behavior
into updated manuals for
future employees, and your
food preferences into cafeteria
offerings.

Next time you're feeling watched,


say "Thank you, AgencyOS!"

30
The Mission Report

Playwalled Documents & The Mission Report


This must be filled out by your Field Team Anomaly Analysis
during every mission and submitted for
our records. A thoroughly completed Use this space to collect important details
Mission Report awards everyone on the about the Anomaly you are investigating.
team 6 Commendations each.
Alias is a codename for the Anomaly,
Anomaly Status usually decided by your Field Team.
Behavior is for the Anomaly's likes,
Whether the Anomaly was captured, dislikes, abilities, and anything else useful
neutralized, or allowed to escape. to its continued study in the Vault.
Note that the "other" option is only Focus is the idea or emotion that it
appropriate in missions that are not seeks to replicate in its targets.
concerned with Anomaly retrieval.
Domain is the Anomaly's place of power,
often the site of its incursion into Reality.
Loose Ends
Agents must mark any Loose
Ends accrued this Mission. Agents
Final Mission Grade
are not required to track anything Your GM will review this Report and provide
beyond the number, though noting a letter grade to indicate your Field Team’s
identities may provide opportunities performance. Superlatives will be explained
to clean them up in a later mission. after your first mission is complete.

Post-Mission Checklist
Mission Results Optional Objectives
Captured: 3 Commendations to Award Commendations and Demerits
each Agent for all completed Optional Objectives.

Neutralized: No Commendations or
Demerits Final Defense
Agents may beseech General
Escaped: 3 Demerits to each Agent
Managers for Commendations they
did not receive or forgot to draw
Report Completion attention towards during the Mission.
They may also attempt to expunge
Exemplary (thorough, no mistakes):
Demerits from their record they
6 Commendations to each Agent
believe were given inaccurately.
Complete (Everything answered,
After Final Defense, the events of a
approximately correct upon Vault review):
Mission cannot be referenced again
3 Commendations to each Agent
for future rewards. Superlatives are
Incomplete or Inaccurate: No awarded following Final Defense.
Commendations or Demerits

31
3
Using Four-sided Dice
Our universe is host to many competing
interests. While we are working hard to
Basic Results
increase this number, Triangle Agency’s
current ownership stake in Reality is
approximately 25%. Our level of control over
possibility is represented in this Tabletop
Role-Playing Game by the four-sided die.
Fortunately, in five known futures we
capture the entire market. Using our
Dynamic Retrocausal Probability
Enhancement System, each of those At least one 3: you successfully
futures contributes a die to your roll Ask The Agency or achieve
to increase the likelihood that they will an Anomaly Ability’s “On a
come to pass. This means you have success” result. Any number
six four-sided dice to use any time you of 3s counts as a success.
are drawing on the Agency’s power.
You will be rolling for two reasons
we’ll outline in detail shortly:

Asking The Agency to


alter the recent past.

Using your Anomaly Abilities in No 3s: you are unsuccessful


a safe and controlled manner. in channeling the Agency’s
power, leading to inconvenient
You will always roll six four-sided dice. consequences or an Anomaly
Check the results and total the number of Ability’s “On a failure” result.
dice showing a result of 3. We call these “3s.”
If at least one 3 is present, that’s a success!
If there are zero 3s in your roll, that’s a
failure. Every ability has its own unique
results for success and failure.

32
Using Four-Sided Dice
Chaos
Directly affecting Reality comes
with risks, even for the Agency.

Every roll invites the chance for Chaos to


seep into our world and empower hostile

Problems
Anomalies. Your GM spends Chaos when
an Anomaly takes specific supernatural
actions against you and your allies.

More Chaos = More Problems!*


*This is not entirely linear. See chart for details.

When you roll, each die that does not Chaos


show a 3 adds one Chaos to the Chaos Problems Per Chaos
Pool. This means a standard roll can
generate up to six Chaos on its own!

0 6
Chaos Chaos

5
4
7
2
1
7
Error
77
Something has gone wrong.
Discontinuing use of visual elements 7
with more than two dimensions until
the problem is resolved.

33
Qualities
The Agency has organized all possible actions, including those of your Anomaly, into
nine desirable Qualities each employee is expected to embody to varying degrees.

Attentiveness Duplicity Dynamism


Showing attention to Lying, convincing Aggressing, dominating,
detail, understanding while unconvinced, taking action, and using
complicated information, and supporting while force to get your point
and discovering what internally unsupportive. across.
someone is trying to hide.

Empathy Initiative Persistence


Relating to other people, Forward thinking, Refusing to back down,
expressing concern, moving quickly, and putting pressure on,
finding weaknesses, and handling things before overwhelming and
connecting. they become a problem. irritating into action.

Presence Professionalism Subtlety


Standing out in a room, Showing poise under Working quietly, avoiding
commanding a group, pressure, resisting unnecessary attention,
inspiring and intimidating. distraction, interrupting and performing actions
mind-altering effects. with careful precision.

Quality Assurances
To ensure you are acting in After you review the results of any roll
accordance with our expectations, you make, you may spend any number
the Agency provides you with a set of Quality Assurances to physically
of maximum Quality Assurances, adjust the same number of dice to a
or QAs, at the beginning of your different face, changing the result.
career based on your Competency.

Quality Assurances are not based on


your Agent’s inherent or developed -1
skillset. They are tied to behaviors the
Agency hopes you will embody! For
example, having three QAs in Empathy
does not make you any more empathetic
3
3

than someone with zero; it means the


Agency will intercede to assist you more
often in situations involving Empathy.
34
Qualities, QAs, and Burnout
You’re always one
-1 3 QA away from a 3,
which means you’re one

3
QA away from success!

Use QAs at key moments: they


2 2 are a finite resource that is spent
4
4 4 over the course of a mission.
2 2
1 1 All QAs are recharged fully
4 4
and automatically in between
missions. Your maximum will
increase when we’re confident
you will wield them responsibly.

Burnout
When one of your Qualities has
no Quality Assurances remaining
(including if it never had any at all),
you have Burnout in that Quality. 3
Burnout "burns" one die showing a 3,
reducing your chance of success and
adding one Chaos to every roll.

Put simply, Burnout always removes one


Applying 2 3 and generates one Chaos. If there's
no 3 to burn, it still adds the Chaos.
2
4 Burnout can come from other sources
2 as well (most commonly from other
4 1 failed rolls) and additional Burnout further
decreases your roll’s 3s.

There is no limit on the amount of


Burnout you can experience at one time,
7 Generated +1 and it can increase the amount of Chaos
generated beyond the typical maximum
+1 2 +1 of six.
4
2 The example roll result pictured to the
+1 4 1 +1
left has two Burnout but only one 3 to
+1 burn, so the roll fails and the total added
+1
Chaos is seven. Terrible.
35
Triscen
When exactly three 3s are rolled before any adjustments are made, you
perfectly conduct the Agency’s power and experience Triscendence!

The roll is a success, no Chaos is created, and you may choose an


additional effect from the Triscendence Chart below. Congratulations!

All Hands Circle Back Employee of


Add any number of 3s Replenish any 3 spent the Moment
to this roll. Quality Assurances. Receive 3 Commendations.

We all work together to make Triscendence happen. In the moment of your success you
are psychically connected to every employee of the Agency as you borrow our combined
power. Everyone can see what you’re doing and celebrate in your victory. Put on a show!
You’ll be sure to hear about your Triscendent moment by the watercooler tomorrow.

36
ndence
Stability 2 2

2 2
4 1 -1 1
Adding or removing 3s with Quality
Assurances and Burnout cannot 4 0
create Triscendence, but this
result remains especially stable.
Three 3s always creates zero
Chaos, even if it is not Triscendence
2
and even if it had Burnout.
This means that spending three QAs
2 2
1 1
can take you from zero 3s all the
way to a success with zero Chaos! 1 0

37
Rolling Quick Reference
What you’ll need: Optional

6
Four-sided Dice Luck Divine Intervention

1 3
No
2

Roll 6d4 Did you roll three 3s?


Yes

Triscendence
This roll is successful, creates no Chaos, and you choose one:

All Hands Circle Back Employee of


Add any number of 3s Replenish any 3 spent the Moment
to this roll. Quality Assurances. Receive 3 Commendations.

38
Quantify Your Success

Rolling Quick Reference


How many 3s? Success Chaos Generated

0
1
2
0
4
5
6+

Roll Modifiers
Spend Quality
Assurances Apply Burnout

3 -1 3
3

For each Quality Assurance spent, For each count of Burnout,


one die will change from any eliminate one 3 from the roll
number to a 3, or from a 3 to any and generate one Chaos.
other number. Chaos is still generated even if no
Spending QAs to create three 3s 3s are eliminated. For example,
does not activate Triscendence but adding six Burnout to a failed roll
the result generates no Chaos. would generate twelve Chaos.

39
Ask The Agency!
The Agency’s greatest tool in the preservation of Reality, other than the hard work and
perseverance of employees like you, is our ability to subtly alter the recent past. Agents
can make Reality Alteration Requests to enter dangerous situations with confidence
that the power of <serendipity/narrative> is on their side.

Put most simply: you may, at any time, Ask The Agency to ensure something happens.
If something could happen, no matter how implausible, you can Ask The Agency for it!

Reality Alteration Requests require four things from you, in this order:

A stated effect you want to occur.


1
A traffic jam slows the escape of a vehicle.
A celebrity arrives to film a reality TV show.
Someone tumbling from a building is safely
caught by a truck full of soft garbage.

A series of mundane events that


2 occurred to cause the effect, called
the Causality Chain.
An accident has clogged the roads.
The celebrity heard a rumor this building
was haunted.
The angry boycott of a pillow company led
to hundreds of pillows being thrown away
just this morning.

A relevant professional Quality you


3 are embodying or enhancing with this
change.
Empathy if the change targets someone's
emotions.
Subtlety for creating a distraction or hiding
place.
Attentiveness if the change could reveal
something you'd otherwise miss.

A successful roll of at least one 3.


4 You will roll six four-sided dice while
referencing the chosen Quality for
Burnout and Quality Assurances.

40
Agents are advised to use this extraordinary

Ask the Agency!


power responsibly, and in accordance with the
following rules and restrictions:

You may only Ask The Agency to


adjust things that have not already
been established as true by an Agent
or GM. Things you have perceived
while <working/playing> are “fixed,”
and cannot be altered. If it has not
been mentioned during <work/play>,
it has not been established.

The Agency cannot directly interfere


with people’s “free” will. It is much
harder to influence someone’s mind
than it is to manipulate systems that
affect demographics or crowds. Your
goal can be to affect a person (“This
construction worker is exhausted...”)
but the causality must be external
(“...because a flock of loud nocturnal
birds has taken up residence in her
yard.”)

Once you’ve made this change,


everything involved in the change
becomes established. You have The TTRPG Initiative
created a fact of your Reality, and
Reality
RealityAlteration
Alterationisisveryvery
must live with the consequences.
powerful, but it’s limited
powerful, but it’s limited
A simple or vague Causality Chain by
bythetheuser’s
user’sbelief
beliefininthe
the
is workable, but your GM can request plausibility
plausibility of theirchange.
of their change.
more details prior to the roll to ensure Prior
Priortotothe
theTTRPG
TTRPGinitiative,
initiative,
that it feels possible. We recommend Agents
Agents struggled touse
struggled to use
this
thispower
powerdue duetotothe the
all Agents participate in the process
many
manythings
thingstheytheypassively
passively
of building the Causality Chain. If
considered
considered fixedabout
fixed abouttheir
their
something seems unusual, interesting,
world. Now that you
world. Now that you are are
or difficult to believe, work together to
“fictional
“fictionalcharacters
characterspilotedpiloted
make it feel true. It’s an entertaining by
process that will strengthen the by an alternatetable-self,”
an alternate table-self,”
you’ll
you’llfind
findthe
theprocess
processgoes goes
stability of your world! quite smoothly.
quite smoothly.
Your GM has final say on what Quality
is relevant.

41
As an example, here’s a transcript
from a representative Field Team:

GM: The lobby has pretty serious security. You see people are swiping their
key cards at a turnstile to be allowed inside–without one of those, you’re totally
stuck outside.

AGENT 1: Is anyone leaving the building?

GM: Yes, you see a woman with a purple bag moving through the revolving
doors right now.

AGENT 1: I’d like to Ask The Agency for something. I want the keycard in her
bag–could someone turn the corner up ahead who would try to steal her bag?
Then I could catch them and look like a hero while getting the card out of it.

GM: Sure. That intention makes me think you’re showing Duplicity. Why does
the thief want her bag specifically?

AGENT 1: There’s a big gray market for purple bags right now. A supply chain
thing. A thief would get good money.

AGENT 2: And maybe there’s a sidewalk detour leading a crowd to this corner
at this second!

GM: A crowd of thieves?

AGENT 4: A crowd of rich tourists. A pickpocket is definitely keeping an eye on


them.

GM: Okay, great! Make your roll.

On a success, On a failure,
The effect you’ve described comes <Reality/The narrative> notices we’re
to pass. In the example above, the attempting to change it and retaliates. The
thief would appear and the bag GM will describe what improbable but
would be stolen, allowing the Agent technically possible thing has happened
to make a move. The effect happens to disrupt your goals while keeping as
instantaneously. Requests are made much of the planned Causality Chain as
and approved in a fraction of a second! possible. In the example, the thief might
appear and steal something useful from
Success is not the end, however: altering the Agents, or rain might send the woman
Reality can have ripple effects that you back inside until the storm passes.
will only notice later. In this example,
the Field Team is likely to witness a In addition, on a Failure, any attempts
permanently-increased price on purple to alter Reality in the Agent’s current
bags, or many rich tourists interrupting location suffer from one count of Burnout
their mission to ask for directions. for the remainder of the Mission.

42
Here are a few more entirely hypothetical examples of

Ask the Agency!


Asking the Agency in other situations:

GM: This Anomaly lifts up on its hind legs. Its GM: They know
six spindly spider arms reach out toward you, something about the
and you can see the poison already dripping Anomaly, but they’re too
from the tips. upset to talk right now. And
they don’t trust you anyway,
AGENT 1: I Ask The Agency to drop a piano you’re a bunch of suspicious
on its head! people in suits.
GM: ...That’s pretty unlikely. But it’s an AGENT 1: I want something
aggressive move intending to hurt, so it’ll be to make them feel better.
Dynamism. Gonna need some good ideas for What if something really good
the Causality Chain. happened to them right now?
Something that would make
AGENT 1: That’s all I got. I don’t know why. them more willing to talk?
AGENT 2: We’re in a stadium, so maybe they AGENT 2: They could win the
paused during setup for a half-time show? lottery. Or, uh, maybe get a call
AGENT 4: YES! The Superbowl is happening they’ve been waiting on?
here this weekend. They were setting up for AGENT 1: My Anomaly Ability
the singer to do one of those soulful songs earlier showed me that they’ve
where they play the piano themselves while been really hoping to get
they’re singing. accepted into a PhD program
GM: That’s pretty good! Roll Dynamism. at Ternion University. Can we
Ask the Agency to make
AGENT 1: I failed. that happen?
GM: Well, I think you were right about the GM: Get them accepted into
superbowl setup–but unfortunately the a university? No problem.
Anomaly catches the piano easily in its six That’s an easy Causality
arms. And this thing is really strong. Now the Chain because we can make
piano is flying directly at YOU! sure they were genuinely
accepted. Roll Empathy
because you’re using this
to connect with them
emotionally.
AGENT 4: Wait, why
are they delivering
ut acceptances at 11pm?
in g s o m ething, b
arly hid and h e’s
: T h is guy’s clehe wants to talk, AGENT 2: The dean is a
M
G look like night owl?
it doesn’twalking away. t
already n e s s to see wha AGENT 1: Party dean! I
Attentiv e
E N T 1 : Can I roll got a success, by the way.
AG e
he’s hidin
g?
t y o u c a n Ask Th out. GM: Alright, guess
t roll, bu figure it
M : Y o u can’t jus ing to help you they’re getting a call from
th
G for some the party dean.
Agency
hat?
1: Like w g app
AGENT r u n trackin orning
if h is
2: What every m e can
AGENT g that turns it on teal his phone w
has a bu cally, and if we seen?
automati tly where he’s b d
see exac u sa li ty Chain, aneed a
raC a t you’ll n
t works fo ness. Bu
GM: Thafinitely Attentive
that’s de teal the phone.
ility for
43
way to s a n A n o maly Ab
ave
4: Oh, I h
Anomaly Abilities
All Agents are Resonants, which means they are all bonded with a unique Anomaly.
While each Anomaly is theoretically capable of a wide array of abilities, only three are
approved for use in the field. Each share a few characteristics we’ll outline here.

Abilities require a Trigger or At least one additional


Cost that must occur before outcome attainable in
they can be used. particular situations.
Take a deep breath…
For each additional 3 is an effect
Shake somebody’s hand… that can be used if your roll has more
than one 3.
When somebody tries to take
something from you… On every third 3 is an effect that
can be used once for every three
total 3s present in your roll. Once for
They include effects upon three, twice for six, etc.
success or failure with a roll.
On six or more 3s means that this
On a success is an effect effect only occurs if at least six 3s
that activates if your roll has are present in your roll.
at least one 3.
Spend 3s on the following allows
On a failure means that no you to spend 3s from your roll to
3s are present in your roll. select the effects best suited for your
current situation from an included
list. If it says "additional 3s," the first 3
can't be spent.

On Triscendence means this effect


only occurs when three 3s are
rolled for this ability prior to any
adjustments. (This effect is no longer
Here is an example of an ability present on any approved abilities due
available to Whisper Anomalies. to changes in our operating budget.)

AG co uld
Tip of the Tongue ba
Th

EN uld cat
g–
en
GM thie
the

Open your mind to the thoughts of someone nearby. Let their words reach your
: S wa

c
AG . A

o
thi

voice and roll Empathy.


ure nt
EN thie
ng
AG s s

f
at

. T her
T1 fw

On a success, you say what the target wishes they were saying right now.
EN eco

ha
thi
GM

:T
T

t
AG em

i
:A

he
2: d!

n
on

ten sp

On every third 3, you may ask a question about something currently


EN .

r
GM

A
t

b
cro
h

o
nd

tio ecifi
a
n

relevant to the target and receive an answer from the GM. The
sa tg
T4

g
l
wd
:O

n
d
ma

question and answer must be spoken out loud by your character.


:A

b
g
ig
ka

e
of

yb
cro

g
y, g

On a failure, you admit something you don’t want anyone to know.


thi

ray
et

o
wd

o
e
rea

he
ve

dm
m
re’
t! M

of

ark .
?

44
o
sa
ric

n
et
ak

e
ht

sid

y
ey

ou

ew
ou

ris

alk
rr

t
Failure is Assumed

Anomaly Abilities & Failure


While not every Agent is human, and Remember: rolling dice is entirely
some may be exceptional in a few ways, <Agent/player> initiated. Your General
your skills and fragility are generally Manager will often warn you if something
equivalent to an average mundane you’re trying isn’t going to work, and may
person. Most Agents were regular people require you to Ask The Agency or use an
before they bonded with an Anomaly, Anomaly Ability to reach a desired effect,
and we have restricted your Anomaly but they can never force you to roll and
from causing any transformations that cannot decide what you do with that roll.
would create Loose Ends.
We recommend you embrace your
There are no “skill checks” in Triangle normality and Ask The Agency for
Agency, because we know you will fail anything you want to attempt that you
at anything risky or difficult that you aren’t positive you can accomplish. If
attempt. you take risks you will probably get hurt,
physically or emotionally.
Any time you think “this might not work,”
take our word for it: it won’t. In fact, we’re Luckily, your benefits include a Life
currently conducting research on a Insurance Policy for just that eventuality!
noted trend that Triangle Agency Agents
are especially hapless and unlikely to
succeed in their daily lives. Right now the
evidence is primarily anecdotal.

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Harm
Often, missions will put you into dangerous or life-threatening situations. When you or
something else takes an amount of damage that could cause serious injury or death, that
damage is called Harm. Harm can come in various amounts. Here’s a key to keep on hand.

Enough force to kill


1 Harm 2+ Harm Worse.
an average human.

Injuries less than death, while they may be inconvenient, are not necessary to calculate.
We assume you will be aware of broken bones, psychological traumas, and other
discomforts without numerical assistance.

When Harm dealt increases beyond one, it measures how extreme and unusual the
damaging force is. The extremity of the Harm lines up with the number of Loose Ends
likely to arise from its use, assuming at least one witness to the Harm or its aftermath.

A civilian killed by (or an Agent surviving) a one Harm effect might seem killed by a
mundane cause. A civilian killed by a Harm effect of two or higher has been left with
a clear mark of the Anomalous, the higher the more dramatic. Take some time to
memorize the following helpful guidelines.

A bullet fired from a gun, a sword slicing


1 Harm off a head, a fall from a great height.

Organs teleported to the outside, a


2 Harm spontaneous fire started in the brain.

A body contorted into a perfect spiral, a halo of darkness


3 Harm hovering above a corpse whispering a name best left unspoken.

4+ Harm Worse.

Test Your Knowledge!


answer to this questio, you've read pages
1) False. An average human can sustain
only 1 Harm. 2) True. 3) False. Only you

out of order and receive one Demerit.


are covered. If you already know the

True or False:
An average human can sustain at least 3 Harm
1 before succumbing to death.
Agents should ensure they are not witnessed dealing
2 Harm to avoid Loose Ends and legal proceedings.
Answers

Your Life Insurance Policy’s coverage extends


3 Benefit 1 and 2 to your family and loved ones.

46
Life Insurance Policy

Harm & Life Insurance Policy


When you’re in a tense, dangerous situation, we recommend you use your Anomaly
Abilities or Ask The Agency for help before you are Harmed. However, failed rolls or lose-
lose situations will often require you to fall back on Benefit 1 of your Life Insurance Policy:

When Harmed, an Agent can automatically expend 1 Quality


1 Assurance per point of Harm to ignore the effects of the Harm. The
specific Quality doesn't matter. The attack or effect still happens to you,
and onlookers will see it happen, but the Agency transports the results
of the Harm somewhere else. Don’t worry: you won’t feel a thing!

For example: If you are stabbed by a sword for one Harm, the stabbing
occurs, visible for all to see. However, after spending one QA, you are
not hurt by the sword as it passes harmlessly through you. Feel free to
take advantage of your attacker’s confusion, but if they are mundane
they’ve likely become a Loose End. Make sure to remove any blades,
bullets, or poisons before the end of the mission!

Another example: If an Anomaly attempts to transform you into a flesh-


puppet by sinking its hooks into your limbs for two Harm, the hooks will
still find purchase–but after spending two QAs, you won’t feel it, you
won’t become a puppet, and there will be no lasting damage should you
escape. Any onlookers will become at least two Loose Ends, though.
Watch out if the Anomaly starts throwing you around–that might deal
even more Harm if you don’t act fast!

If an Agent receives Harm while they have no remaining Assurances in any Quality,
or they choose not to activate Benefit 1, they are dead. Death activates Benefit 2:

For the reasonable penalty of -5 Commendations, the Agent is


2 resurrected in their Branch’s Break Room. Memories up to their
death remain intact. Upon request the Agency can alter/remove one
memory or change one minor aesthetic detail of the Agent's prior to
resurrection. If resurrection drops an Agent's Commendation total
below zero, they enter Commendation Debt. Commendation Debt is
removed by gaining Commendations until the Agent has zero or more.

Agents in Commendation Debt are automatically enrolled in the


Shoelace Initiative, wherein their shoelaces become untied at
irregular intervals as a gentle reminder to exit Commendation Debt. If
you do not typically wear shoelaces, please tie them somewhere on
your body so you can experience the full benefits of the initiative.

And finally, Benefit 3:

In the event that resurrecting an Agent is no longer cost-


3 effective, the Triangle Agency will provide your loved ones
with a small stipend and a non-disclosure agreement.

47
Conflict Resolution
<Agents/Players> unfortunately have Without intervention, the result of
individual personalities. This means they a direct conflict is very similar to a
will occasionally disagree. While some Causality Chain. Agents settle on
light friction is expected along the normal the outcome, then build the path
course of play, like bonding traditions of collaboratively to that outcome with the
“pranking,” “teasing,” or “overcommitting GM and the rest of their Field Team.
to a bit,” problems arise when Agents
take opposing sides in a conflict. The other rules in this manual no
longer apply during a conflict. Dueling
Direct conflict destabilizes the connection resonance amplifies the power of both
between Agents, table-selves, and the parties and allows all Agents to do
<world/narrative> they inhabit. In extreme things they wouldn't normally be able to
cases, these fights have led to table- do: they can reach outside the game's
selves decoupling from their Agents and restrictions and describe much greater
leaving the table forever. We created effects within their Anomaly’s domain,
this mediation process to avoid similar or create entire Causality Chains in an
outcomes for your Field Team. instant!

Here are some signs that you have Entering direct conflict is not an
entered direct conflict: inherently bad thing. Our research
has shown that 99% of Field Teams
An Agent wants to use one of their enter this state at least once in their
powers to stop another Agent from <careers/campaigns>, and some enter
achieving one of their goals. it in every mission. Many Agents find
a high-conflict <workplace/narrative>
An Agent wants to sabotage dynamic and motivating! The most
another Agent to stop them from important thing is that everyone
achieving one of their goals, continues to come to work.
secretly or blatantly.
Two or more Agents have entered
a cyclical conversation in which
they are unwilling to back down
from what they consider the “best
option” for moving forward.
There is any violence between
Agents.

Here are some signs that you have


likely not entered direct conflict:
When an Agent would use one of
their powers on another Agent to
support them.
When an Agent opposes
another Agent’s goals but their
<subconscious minds/players>
agree on the most interesting or
likely outcome.

48
Conflict Resolution
1 Time ceases to move until the outcome of a conflict is determined.

All <Agents/Players > state


2 their goal within the conflict.
“I would like to eliminate the
If the conflict features multiple Anomaly” vs. “I would like to
Agents, they each roll. Even if two stop them from eliminating
Agents share a goal, they count the Anomaly.”
the following rolls separately.
“I want our team to tell this
person the truth” vs. “I want
Fate determines the conflict’s
3 outcome.
our team to lie to this person.”

“I would like us to order


All <Agents/Players> roll six four-sided
donuts” vs. “I would like us to
dice simultaneously and note the
order croissants.”
number of 3s each received. Agents
are not channeling the Agency’s power
with these rolls: Chaos is not generated
and Triscendence is not possible.

4 Rolls continue. The sequence of rolls can


assist in outlining the pace
These simultaneous rolls continue until
one <Agent/Player> receives at least six of the conflict: how did you
3s cumulatively across all rolls, and has fail when you rolled zero 3s?
more 3s than the other <Agents/Players>. What strong move did you
Fulfilling both criteria means their goal make when you rolled six 3s?
will be fulfilled.

5 Time resumes.
A direct conflict should not
Every <Player/Agent> collaborates to
result in an Agent dying
describe the conflict’s path to that goal,
permanently, experiencing
with no restrictions on Anomalous Ability
a dramatic change to their
usage, no Chaos created, and no Loose
character’s life, or being forced
Ends except for any resulting from the
into retirement unless their
conflict’s resolution.
Player is comfortable with that
outcome. If one of the goals in
The results of the conflict are
6 addressed honestly.
play could do this, it should be
discussed before the conflict’s
Even though the decision was made resolution is determined and
by fate, the Agent doesn’t know the conflict should be avoided
that. They lost, or won, and have to entirely. If this is coming up
live with the consequences. Those repeatedly for your Field Team
feelings might change the relationship and causing stress for the
between your Agents. people involved, it may be time
to discuss transfers to other
Branches.

49
Conflict Resolution in Action
Agent Kleo would like to order donuts, and Agent Frederick would like to order croissants.
They are facing each other down and Agent Frederick is preparing to use an Anomalous
ability against Agent Kleo to ensure he gets the croissants. Instead of using the ability as
normal, the table decides this is a direct conflict. Both Agents begin rolling.

Kleo rolls three 3s and


Frederick rolls 1. Neither has
reached 6, so they roll again.

Frederick After rolling again, they add the


Kleo

results. Kleo: 5, Frederick: 4.


Still, neither has reached 6.

After one more roll, the totals are


Kleo: 7, Frederick: 6. They both
reached six 3s. Kleo has more, so
Kleo’s goal will be achieved.

GM: So, we know Frederick is holding the phone and


about to make the call.
Kleo: Well, I had already grabbed it too, so it’s probably a
pretty fierce tug of war between us.
Frederick: You came out the gate with three 3s, so that
feels like a big move.
Kleo: You're right! To make sure Frederick can't talk, I fill
his mouth fully with sand.
Frederick: But then I also roll three 3s, and almost catch
up. I make 100 duplicates of the phone and all of them are
ringing, so nobody else knows which one is actually calling
the delivery person.
Kleo: My Dream Anomaly taps directly into your
subconscious to figure out which random number you'd
choose out of 100, and I go for that phone.
Frederick: And I know the right one, so when we both got
to six, that was both of us grabbing it again.
Kleo: But your mouth is still full of sand! "DONUTS!"

50
Alternate Resolution Methods

Conflict Resolution
Leaving a conflict up to fate can be stressful for certain Field Teams. To avoid this
situation entirely, we recommend the following alternate conflict resolution methods:

Voting - When a direct conflict arises, GM Call - For groups who trust their
players vote on how they want the General Manager to steer the narrative,
story to go. Ties are broken by the GM. final call in Agent disputes can be
Rotating Judge - The ability to make theirs alone.
the final call in a direct conflict rotates Birthday Rule - Success goes to the
between <Agents/Players> each time a player whose birthday is closest to the
conflict arises. current date. Not recommended.

And an optional addition to any method other than Rotating Judge: Veto Points.

Each time an <Agent/Player> loses a conflict decision, they gain one Veto
Point. Anyone with 3 Veto Points can spend them before a decision is
made to ensure their goal is achieved.

51
Content Control
Playing Triangle Agency may occasionally introduce topics that many people find difficult
to engage with comfortably. Below is a list of subjects that may arise over the course
of your time with this <job/game>. Discussing them before you begin can allow for
smoother conversations and quicker decisions when they appear later.

We recommend having every Agent highlight if any of these topics should be handled
with special care and discussion, or removed entirely.

Introductory Content Warning List


Body transformations (self-driven) Physical Abuse
Body transformations (inflicted) Emotional/Psychological Abuse
Blood Mind Control
Insects Invasion of Privacy
Teeth Fear as a Weapon
Gore (detailed descriptions of injury) Loss of Identity
Harm to animals Loss of pets or family members
Harm to children Imprisonment

Removal/Adjustment Open Table Policy


We also recommend discussing the We recommend you maintain a state
Anomaly Abilities possessed by each of psychological and physical freedom
Agent, deciding whether any are “off at the table: should someone step
limits” as a result of your choices, and away suddenly, resist the urge to
creating suitable replacements for interrogate or police their behavior.
any off-limits Abilities. Comfortable Difficult or challenging content is only
and happy Agents ensure maximum made more difficult when an Agent
productivity for your TTRPG group. feels trapped in their situation.

If an off-limits subject is introduced A great benefit of the TTRPG Initiative


by a promotion, Requisition, or is its capacity for nonlinearity! Move on
other feature of this book initially to something else until they're ready
hidden in Playwalled Documents, we and happy to return.
recommend creating a replacement
effect or ignoring the Playwalled
Document’s contents entirely.
Group Responsibility
Highest priorities are continued Your General Manager is not the only
employee satisfaction and successful one responsible for the comfort of
retrieval of Anomalies; everything else your group. Check in regularly with
is secondary. your teammates about how you
might support them as co-workers.

52
Content Control
Equal Opportunity Policy

The dangers of Chaos do not discriminate, and


neither does Triangle Agency. To ensure an
equitable work environment, any requests to the
Agency made to deal with discrimination are
automatically approved.

Asking the Agency in the following situations does not require


rolls or a Causality Chain, and will automatically succeed:

Adjusting physical reality to ensure accessibility for


1 Agents (ramps, elevators, captions, etc.)

Adjusting a target’s mind to overcome or eliminate


2 discriminatory behavior (racism, sexism, transphobia,
ageism, etc.)

Repairing, replacing, or creating accessibility devices


3 (hearing aids, wheelchairs, prosthetics, etc.)

We highly recommend General Managers discuss this policy


with their <Agents/Players> and expand this list if necessary or
helpful.
As the one who controls the focus, the General Manager
should ensure there is a discussion prior to the first mission
with a new Field Team to determine whether situations
requiring these accommodations should be mentioned in the
first place, or simply removed preemptively to avoid discussion.

53
Identifying Your Region
The first detail to confirm with your Field Team is what region your Branch services. As
a multinational corporation, the Triangle Agency has Branches that serve every location
throughout Reality. We recommend you choose from one of the following options:

Your Current Town


If you are at a physical table together, consider handling
Anomalies local to your area. Your familiarity will ensure
you’re perfectly suited for the position.

A City In Which You Would Like To Be


Perhaps you’re a big fan of a large metropolitan area
in which you do not currently reside, or perhaps you
are playing digitally with a few people who are in
that city. This admiration will assist in your emotional
understanding of the importance of Field Work.

A Fictional Location Of
Which You Are Fond
The Table-Top Roleplaying Game method is so effective
that you may consider the world you live in to be an
artistic creation. If you feel drawn to play in a fictional
setting, know it is likely the Agency calling you into work.

Ternion City
Ternion City is a bustling metropolis with a fondness
for triangles and a bright future. (If you do your job
correctly, that is.) This is the location of the Agency's
primary headquarters.

Locating Your Headquarters


Once you’ve chosen your region, identify the location of your headquarters. Ternion
City’s headquarters is located inside of a large skyscraper that is easy to miss, and
not included on maps. Your GM might already know where yours is located.

54
What is Mundane?

Regions & Mundanity


Anomalies are a very specific thing:
distortions of Reality caused by
observation. Their very existence
breaks the laws of Reality. This is
different from something that
might be unusual, or rare, but
appeared following natural rules.
Everything non-Anomalous is
considered mundane. Resonants
like you are not mundane because
of your Anomalous Abilities.

Here is an incomplete list of


things that might be created by
Anomalies, but might also be real
and therefore uninteresting to the
Agency depending on where and
when in Reality you are:

Cryptids
Creatures of folklore, such as fairies
Ghosts
Aliens
Artificial Intelligence
Psychics/ESP
Magic
Debt
The Occult
Mad Science
Anthropomorphic Animals
Superheroes

<Agents/Players> can decide the


details of their region for themselves by
asking each other “Is this normal?” and
determining the most common response.

Remember: Anomalies are created by


common thoughts. Many of these subjects can
create unique Anomalies that wouldn't exist if the
subject didn't exist in the mundane world.

55
Building Your Agent's ARC
Now it is time to select the components that make up <you/your character>. We call
these decisions as a whole your ARC, and the individual options ARC pieces.

If you are a player who has skipped ahead to this page prior to learning the preceding
rules, please review the Terms and Conditions at the beginning of this document and
mark that you should receive one Demerit upon commencement of your <career/game>.

Your Anomaly is the specific set of powers afforded by the Anomaly you’ve
A bonded with. Please be certain you keep these powers under control.

Your Reality is your mundane obligations, major relationships, and how you
R interact with the world in your “free time.”

Finally, your Competency is your assigned position within Triangle Agency.

C This title describes your duties outside of field missions and the role you are
expected to play in your Field Team.

You may select these pieces in any order, but we recommend no ARC pieces repeat
across the members of your Field Team. Please confer with other <employees/
players> to ensure you do not misguidedly believe you have anything in common.

Better Together!
The Agency loves unions and
would like to celebrate them
with you. If two employees
from the same department
work together on a Field
Team, participate in extended
conversations, or build a
meaningful relationship, this will
be considered Union Activity. It
will be celebrated with a pizza
party, followed by an immediate
and long-term stay in The Vault.

As you make your selections, we recommend you add their details to


character sheets copied from the ones at the back of this book. Follow
the guidance at the beginning of each section, then answer the final
intake questionnaire on page 118 and you’ll be ready to play!

The Work/Life Balance section on page 122 should be visited after your
first mission is complete.

Take your time perusing the selections. Your future is in your hands!
56
Agent Onboarding Checklist

Building Your Agent's ARC


A Select Your Anomaly
In this manual, you can select from the following choices:

Whisper, pg. 60 Timepiece, pg. 66 Dream, pg. 72


Catalogue, pg. 62 Growth, pg. 68 Manifold, pg. 74
Drain, pg. 64 Gun, pg. 70 Absence, pg. 76

Each has 3 Abilities you are cleared to use. Add these to your Anomaly Abilities sheet.

R Select Your Reality


In this manual, you can select from the following choices:

Caretaker, pg. 80 Star, pg. 86 Romantic, pg. 92


Overbooked, pg. 82 Struggling, pg. 88 Backbone, pg. 94
Pursued, pg. 84 Newborn, pg. 90 Creature, pg. 96

Each have a Reality Trigger and Burnout Release. Some have other
important features. Add these to you Primary Reference Sheet.

R Create your Relationships


Answer all 3 questions listed at the end of your Reality to determine your existing
Relationships. You should have 3 Relationships total, each played by a Field Agent
or GM on your team that is not you. Add these to your Relationships Sheet.

C Select Your Competency


In this manual, you can select from the following choices:

PR, pg. 100 CEO, pg. 106 Reception, pg. 112


R&D, pg. 102 Intern, pg. 108 Hotline, pg. 114
Barista, pg. 104 Gravedigger, pg. 110 Clown, pg. 116

Each have Sanctioned Behaviors and a Prime Directive to add


to your Primary Reference Sheet. Add your Initial Requisition.
Add all of these to your Requisitions & Work/Life Benefits sheet.

C Complete Your Self-Assessment


Answer all 3 questions listed at the end of your Competency to determine your
available Quality Assurances. You should have nine QAs total in 3 Qualities
when you begin your career. Add these to your Primary Reference Sheet.

C Fill Out Onboarding Questionnaire


This document, on page 118, features questions that will help you
understand yourself and the other Agents on your team.
57
ANOMALY
Anomalies are the single greatest threat represent Abilities we can reliably expect
to Reality, and menace every corner of from Anomalies with similar Focuses,
existence. At some point in the past, you even those with dramatically different
had an encounter with one that ended presentation. Field Teams are created
with it escaping into your body. Now that out of a mix of these Anomaly types to
it that lives within you, it is no longer its ensure a breadth of options for facing the
own being and instead imbues you with challenges awaiting you in the Field.
a unique set of powers.
Read through the following pages until
The nine categories in this manual you see one matching your description.

The name of the Anomaly in large letters so it


is impossible to miss. This name is chosen from
a list of words approved safe by our infohazard
analysts in the Hotline department.

The category of
ARC piece you
are looking at,
presented as
Whisper
ANOMALY

a helpful and
stylish subtitle.
Please make An illustration
sure you read of the Anomaly
this word if you in this category
read no others. guaranteed
accurate by
our artists
in the R&D
It's for you. Department.
A small Beautiful sentiments turned sour in the At the Agency, Whisper Resonants make
catchphrase we telling. Casual conversations escalated to
great fights. Final goodbyes drowned out
great leaders. They know just what to say,
and they always get that “yes!”

believe users of by noise. Whisper Anomalies edit their own


story as it’s told. When managing Whispers we recommend
you communicate criticisms, requests, and
this Anomaly Whispers are masters of the moment
when sound becomes information. They’re
improvement plans through an intermediary
without a mind, such as AgencyOS. At
might say. careless and manipulative; no need for
caution when they can always get a do-over,
meetings, it’s best to assume their ideas are
the ideas of the entire group.
no fear of getting caught when their actions
seem so subtle. Could a single conversation
really become a year of misery? Could one
missed word create a decade of despair?
When a Whisper is around, absolutely.

A short description of this Anomaly's history


with the Agency, and what to expect when
dealing with these Resonants as coworkers.

58
Anomaly Abilities

ARC: Anomaly Guide


Once you've identified which Anomaly and write a game plan for neutralizing
type is yours, study the 3 approved their abilities in case you are ever in
abilities for that type. Internalize their conflict.
effects well, and make sure you're
comfortable with them: they're the If you see anything in the Anomaly
only abilities you will ever receive. Ability entries not covered in this
guide, something has gone wrong.
Then, read the rest thoroughly to Don't panic: evidence shows that 99%
familiarize yourself with the abilities of problems will go away if they are
your coworkers might wield. As a fun simply ignored until the tools to deal
icebreaker, identify the weaknesses of with them become apparent.
the other members of your Field Team

The name of the ability. If you enjoy these


names, please direct your compliments to
our writers in the PR department.

Say Again?
The description
You may respond to a spoken sentence with the phrase and trigger of
“Say again?” and then you may tell the group what the the ability. If you
target says instead of what they said initially. Roll Presence. do not read this
part, you will not
On a success, the target believes that the understand the
new sentence is what they meant. ability.

On six or more 3s, you may speak for


the target at any time in the next hour.

On a failure, the target is unaffected, and for


the next 3 hours you can only speak using the
words in the sentence you intended for them.

All abilities have a success, a failure, and one additional outcome


attainable in specific situations. If you have questions about these
additional outcomes, there are descriptions of each on page 44.

59
Whisper
ANOMALY

It's for you.


Beautiful sentiments turned sour in the At the Agency, Whisper Resonants make
telling. Casual conversations escalated great leaders. They know just what to
to great fights. Final goodbyes drowned say, and they always get that “yes!”
out by noise. Whisper Anomalies
edit their own story as it’s told. When managing Whispers we recommend
you communicate criticisms, requests, and
Whispers are masters of the moment improvement plans through an intermediary
when sound becomes information. They’re without a mind, such as AgencyOS. At
careless and manipulative; no need for meetings, it’s best to assume their ideas
caution when they can always get a do-over, are the ideas of the entire group.
no fear of getting caught when their actions
seem so subtle. Could a single conversation
really become a year of misery? Could one
missed word create a decade of despair?
When a Whisper is around, absolutely.

60
Say Again?

Anomaly
You may respond to a spoken sentence with the
phrase “Say again?” and then you may tell the
group what the target says instead of what they
said initially. Roll Presence.

On a success, the target believes that the


new sentence is what they meant. Q: When someone interrupts
me, I give them...
On six or more 3s, you may speak for the

Whisper
A: The benefit of the doubt.
target at any time in the next hour.
T2
On a failure, the target is unaffected, and for A: A piece of my mind.
the next 3 hours you can only speak using the P4
words in the sentence you intended for them.

Tip of the Tongue


Open your mind to the thoughts of someone nearby.
Let their words reach your voice and roll Empathy.
On a success, you say what the target Q: When I need to fit in
somewhere, I...
wishes they were saying right now.
On every third 3, you may ask a question A: Jump in and act like I belong.
about something currently relevant to the A11
target and receive an answer from the GM. A: Gradually infiltrate after
The question and answer must be spoken out a long period of careful
loud by your character. reconnaissance.
On a failure, you admit something B9
you don’t want anyone to know.

Silence
Open your mouth and emit a sound that adjusts
frequency to cancel out the noises you make.
Roll Subtlety.
On a success, none of your actions make
a sound until after you make another roll or
close your mouth.
Q: I go quiet...
For each additional 3, you can silence the
A: So others can speak.
actions of one additional target until this
effect ends. S10
On a failure, your frequency becomes A: So my next words hit harder.
imbalanced and you greatly amplify all S8
sounds you make for the next hour.

55
61
Catalogue
Catalogue
Catalogue
Catalogue
ANOMALY

But wait, there's more!


Two yolks in every egg. Extra socks in Their power is limited only by creativity, so
a load of laundry. The perfect doubles they cling to hosts ripe with imagination.
partner. Catalogue Anomalies create exactly
what you need, exactly how you want it. Agents can put their approved abilities to
productive use when supplies are running
Mischievous by nature, Catalogue low or their department is understaffed.
Anomalies in the wild are responsible Be advised: if you notice a Catalogue-
for many of history’s most notorious bonded coworker grooming new facial
moments of surprise. Icebergs suddenly hair or asking whether important historical
too close to avoid, viruses mutating to events “still happened here,” they have
thrive in new hosts, critical battle plans likely been replaced by a duplicate and
in enemy hands…Catalogues will make must be turned in for reorientation.
anything if it has an impact on the world.

62
What's That Over There?

Anomaly
Point somewhere nearby and say “what’s that over there?” Roll Attentiveness.

On a success, you create an object where


you're pointing. It can be any mundane
thing you imagine that fits comfortably and
harmlessly inside the space, but can only Q: My friends would never
feature details or information you would know. hurt me, because...

For each additional 3, you may


A: They don't know how.

Catalogue
add another object nearby. Y1
On a failure, the GM will describe a different A: I hired them.
object that is now there, and it is either obviously I5
out of place or extremely inconvenient.

You Might Also Like...


Hold any object small enough to carry and roll Dynamism.
On a success, the object changes to a similar–but different–version
of the object. (A green coat becomes a blue coat, a stuffed bear
becomes a stuffed tiger, room key #203 becomes #204, etc.)

On every third 3, you may give the object an


additional variant you can freely swap it between,
such as giving a cane an alternate self as a
sword. This effect is permanent but it can only
swap when you are handling the object. Q: To me, the customer
is always...
On a failure, the object is replaced with A: Wrong. L2
something entirely different. It can no
longer be changed by this ability. A: Right. J1

Your Best Self


Open a container large enough to fit you entirely inside. Roll Duplicity.

On a success, an alternate version of you is inside. They have one


particular skill that is useful to your current situation (whittling, whistling,
whisking, etc). They disappear from your world within the hour.

On six or more 3s, you can create an additional alternate self.

On a failure, the alternate version you reveal


is evil from your perspective. They have Q: The enemy of my enemy is...
goals and priorities opposite yours and are
committed to getting in your way until dealt A: My friend. Y5
with. They leave your world voluntarily only A: Me. P5
when satisfied by the changes they made to it.

63
55
ANOMALY

For me? You shouldn't have.


Thirst that never quenches. Kind words that Drain-bonded Agents are adept at lifting
leave you empty. Interest. Drain Anomalies team morale and filling in wherever
feed on desire, decay, and gradual loss. they’re needed, so long as they have
someone to model their work after.
Like the scorpion on the frog, these
Anomalies take because it’s how they live. Keep in mind that their powers can be
It’s what they do. Drains thrive wherever hard to resist. Should you find yourself
expectation negotiates with reality: when becoming less energetic or interesting
money leaps from wallets, loyalty dwindles while your Drain teammate receives
to disgust, or an audience cackles at pain, escalating acclaim in your field, thank
a Drain is there to collect their share. them for putting your skills to good use!

64
Would You Like Some More?

Anomaly
To you, desire is a bucket. Poke a hole in it by saying
“Would you like some more?” and roll Empathy.

On a success, the person you are speaking to becomes very interested in more of the
last thing they enjoyed (attention, affection, ice cream, rest, etc.) as identified by you
and the player of the character. This does not create an addiction or a compulsion, but
makes that thing, if it’s available, into leverage or distraction far beyond its worth.

For each additional 3, you may spread their Q: I can lead a horse to water...

Drain
desire to one other nearby target to similar effect. A: But who drinks water?
Y4
On a failure, the target develops a loathing for
the last thing they enjoyed. Your suggestion of A: But I'm drinking first.
more is insulting to them, and even thinking C1
about that thing is revolting to them from now on.

Borrow
You may choose a feature of a mundane target and take it for yourself. Their face, their
voice, their love, their fingerprints—now you have it, and they do not. Roll Duplicity.

On a success, this effect lasts for up to one hour.

For each additional 3, choose one:


The target keeps a flawed version Q: People love me because...
of what’s borrowed.
The effect lasts an additional hour. A: If they don't, I find
new people.
You may share what’s borrowed
with one other target. R9
On a failure, the target loses what you’ve A: I make sure I'm flawless.
taken permanently, and no one gets it. S15
They remember what they have lost.

Universal Recipient
When you receive Harm or are hurt in any way, you may roll Persistence.
On a success, select a nearby living person
or Anomaly other than what hurt you. They Q: When someone hurts me...
are hurt instead, and you are unhurt. A: It's a chance for a
For each additional 3, you may choose an valuable lesson.
additional target who receives that same hurt. S19
On a failure, your pain cycles back on itself, A: They should not have done
and you are dealt that hurt triply. If there would that. Why did they do that?
be Harm remaining after your death, it finds B11
additional nearby targets until it is all dealt.

65
55
ANOMALY

Timepiece
You're welcome for the wait.
Neverending school days. Memories vivid Agents bonded with Timepiece Anomalies are
and unforgettable. Death, moments after highly prized for their ability to ensure every
escape. Timepiece Anomalies set the world’s meeting has time for one more question and
schedule and don’t bother with a calendar. every pay period fits neatly within the budget.

The powers of a Timepiece invite a uniquely However, after recent reports uncovering
casual selfishness. The mundane world is widespread abuse, standard procedure
shackled to time’s passage, and so everyone when working with Timepieces is to
bends to the Timepiece’s will. While patience obscure deadlines and demand work be
and thoughtfulness could make this an completed prior to being requested.
unparalleled force for good, these Anomalies
more often grow bored and careless, protected
as they are from the consequences of waste.

66
We've Got Time.

Anomaly
When you or a target are in a hurry to complete a task (fix a car, escape a pursuer, etc.)
check any clock and say the phrase “We’ve got time.” Roll Professionalism.
On a success, you’re right. If the task is focused on and approached
genuinely, it will be completed before the impending deadline.
For each additional 3, you gain an
additional minute of preparation before Q: I know...
the deadline hits for other activities. A: The deep magic.

Timepiece
On a failure, you are catastrophically, terribly W3
wrong — and you don’t know until it’s too late. A: Kung-fu.
Your pursuer takes you by surprise, the deadline C10
has already passed…where did all the time go?

Overclock
When you or an ally rolls for an Anomaly ability other than this one, after seeing
the result, punch a clock and roll Initiative.
On a success, you send the target back in time to assist themselves, allowing them
to use the same ability a second time with an identical number of 3s. This second
use can affect new targets and does not generate Chaos or Triscendence effects.
For each additional 3, you add one 3 to the second use.
This effect can make a roll exceed six 3s.

On a failure, the original roll becomes a


Q: I'll sleep when...
failure, and then the ability fails a second time.
The second failure repeats on the same target A: I'm tired. P13
or moves to a new target, whichever is worse. A: I'm dead. O7
Chaos is not generated by the copied failure.

Remember When
Make someone feel an overwhelming On a failure, the target becomes
rush of nostalgia for the time they let lost in their memories. They are
slip away. Hum a tune and roll Empathy. overcome with emotion, and are
useless for gathering information.
On a success, all past events, even recent
Returning to the present will take
ones, feel wistfully far away. The target is
time and care. Their condition
desperate to talk about their past and easily
generates at least one Loose End.
led toward subjects you’re interested in—
even typically secret or classified ones.
On every third 3, you may request Q: I'm more likely to ask...
a particular memory or sequence be A: Where are they now?
described in perfect detail—the GM will
O6
paint the entire scene, and it will not
suffer the natural decay of memory. This A: Where are they going?
effect can reveal information behind even F3
Anomalous memory blockages or wipes.

55
67
ANOMALY

More is always better.


Invulnerable heroes. Monsters galloping on Soon earthquakes, earnings, and
a thousand arms. Burglars spotting their hurricanes are picking up and the
prize through walls, and in the dark. Growth Growth gains power in their wake.
mutates the flesh to change the future.
While Agents with these abilities may
Equally comfortable in human society and be appreciated at first glance for
untamed nature, Growths hide in plain sight. their physical prowess, their subtler
They fit in alongside the planet’s natural side is not to be underestimated:
cycles, tweaking small things to great they are the first to understand any
consequence. Perhaps a sympathetic mole team’s greatest weaknesses. Even so,
is given great size to protect its territory, these employees should not be given
or a CFO has a sudden boost of intuition, leadership positions. They work best
or a butterfly’s wings are slightly larger. where there is opportunity for Growth.

68
I'll Cover You!

Anomaly
When a nearby target would be hurt by an external force, you may say
“I’ll cover you!” and extend your flesh to protect them. Roll Persistence.
On a success, you grow rapidly around them and take the attack
for them. Any hurt, Harm, or death is dealt to you instead of them.
On every third 3, you armor yourself in
extra layers of protective flesh. This instance
of Harm is reduced by one, and any extra is Q: I protect people because...
applied to future Harm. (Higher numbers will
create an obvious change in your physical A: I want them to know

Growth
body until it’s lost to absorb the harm.) who's tougher.
F5
On a failure, you and the target both take
the original harm. Your body grows beyond A: They cannot protect
your intent and remains overgrown in an themselves.
obvious way until you have at least an hour L6
to rest and recuperate.

Limbs On a failure, you become only


Expand your physical possibility with limbs. All other features disappear
additional limbs similar to the ones you and you become a conscious pile of
already possess. Roll Dynamism. whatever limbs you were hoping to
create. You are extremely awkward
On a success, you gain reach and and vulnerable to Harm for an hour.
control far beyond typical combatants,
and can easily engage any mundane or
Minor Anomaly target into a stalemate.
Q: When I run into a wall, I...
For each additional 3, choose one:
A: Eat the wall.
Disarm a target. S13
Engage one more target. A: Step over the wall.
Render an engaged target unconscious. G9
Kill an unconscious target.

Eyes
Open a few more eyes. Roll Professionalism.
On a success, you sprout new eyes on your body, with potent new abilities.

Spend 3s on the following types of vision, which last for 1 hour:


1: Heat, Night, or Telescopic 4: Plant Sign Language, Anomaly Tracking
2: Fingerprint or X-Ray 6: Weakness
3: Reality (Cuts through 7: Future Sight Q: Have you seen a
Vision of the End?
illusions and obfuscations)
A: No. Also, I like plants!
On a failure, you see A Vision of the End. You
receive a piece of forbidden knowledge about
G6
the end of all things, too big for your mind to A: Yes.
comprehend. You suffer from an additional R7
Burnout on all rolls until the end of the mission.
55
69
Gun
ANOMALY

It's a gun.
A sentence ended. A life ended. A hope, The Gun
grand and genuine, for something attainable
and beautiful, ended. Gun Anomalies Your Anomaly is always present in
arrive to put a stop to things. Now. physical form, but is useless to anyone
else. Determine a shape for your Gun
Cynical and proud, Gun Anomalies are a well- or choose one of the following forms:
documented scourge on the mundane world.
Their influence spreads misery, fear, and grief
across nearly every band of society. Their powers Violin
extend further than machinery, however: the
slap of a curtain hitting the stage, the slam of a Deck of Cards
door, and the soft bidoop of a breakup text are
all within their niche. They may seek hosts who
truly need their power but always, soon, corrupt. Sword
In the hands of an Agent, the Gun creates Tube of Lipstick
punctuality, efficiency, and cleanliness. Following
Agency protocol ensures there’s no chance
of abuse or overuse, and Gun Resonants Yo-yo
are beloved in every department. It is highly
recommended you ensure they are aware of this. Remote Control

70
Eliminate

Anomaly
You can remove a mundane object or person from the equation permanently.
Once, they existed. Now they do not. Aim your Gun and roll Dynamism.

On a success, the target disappears without a trace.

On six or more 3s, choose any number Only you answer this question.
of targets you can see from where you’re
standing. They disappear without a trace. Q: Will you remember them all?

Gun
On a failure, the target is killed. An object is A: No. S6
destroyed, a living creature dies. This fact is A: Yes. T5
visible, obvious, and potentially horrifying.

Quick Draw
When something tries to hurt you, fire your Gun and roll Initiative.

On a success, you shot first. The aggressor


takes one Harm before their attack and they
do not succeed at hurting you.

For each additional 3, you may choose an


Q: I shoot...
additional target to Harm or Eliminate a target A: Carefully.
you’ve already Harmed with this ability. G4
On a failure, you misfire. Something or someone A: Immediately.
important to you is damaged, and the original A12
attack against you proceeds as planned.

Open Carry
The threat of your Gun is so great that even the mundane can
sense it. Make your options clear and roll Presence.

On a success, a target you are focusing on is intimidated enough to do what you want.
However, the GM rolls chooses one consequence from the following. The target will:
Remember your face React with extreme fear
Contact the authorities Seek retribution

For each additional 3, you may either remove Q: Friends are...


an option from the possible consequences or
add an additional target. For example, six 3s A: Everywhere, if you
could mean no consequences and 2 targets, or know how to look.
5 targets and all potential consequences. D6
On a failure, the target is unafraid. They become A: Enemies I haven't made yet.
immune to all effects of your Gun, and will likely W11
retaliate in immediate and dangerous ways.

55
71
Dream
Don't worry. It's not real.
ANOMALY

Monsters at the foot of the bed. Birth, Also, of course, in dreams.


life, and death in a single night. Your
face in a movie never filmed. Dream Bonding with a Dream Anomaly can
Anomalies decide if you want to wake make Agents very popular at work!
up, and then choose whether you do. A Dream Resonant knows when the
team is held back by fear, lack of
Dreams dance on the edge of despair and motivation, or the wrong office decor.
delight, stoking their victims’ subconscious Please note that Agents with Dream
turmoil to create the perfect dramatic abilities are no longer permitted to
performance. They can be found festering participate in Agency book clubs without
in unfinished manuscripts, coursing written agreement that they will not
through the halls of museums, funneling “fix” the book prior to the meeting.
attention into billboards, and making
every small problem larger than life.

72
Nightmare

Anomaly
Project yourself into something larger-than-life. Pick a mind
and wrap its shadow around yourself. Roll Presence.

On a success, you may adopt an illusory form and appear as that form to your target.
The form can be terrifying, beautiful, or mundane—and they believe it’s your true form.
On every third 3, you may ask the player controlling the target
to tell you one of the following before you take this form:
Their worst fear

Dream
Their greatest goal Q: I tend to imagine...
Their most secret desire A: The best case scenario.
D1
On a failure, your true identity is emblazoned
onto their mind—by night they will dream A: The worst possible outcome.
about you, by day they will think about you. R13
For today, though, maybe nothing will happen.

Naptime
Blow a pinch of sand onto a target and roll Subtlety.
On a success, you send the target into a sudden sleep.
They’ll have pleasant dreams and think they nodded off
on their own after they wake up in a few minutes.
For each additional 3, choose one:
Add an additional target to this effect. Q: My favorite dreams...
The effect lasts an additional hour. A: Recur.
On a failure, another target, an ally or D8
perhaps even yourself, falls asleep instead. A: Are completely unexpected.
The fickle sand swirls in obvious ways, and S1
the original target sees what you’ve done.

Site Visit
Imagination is real enough. Step into a painting, photograph,
video, novel, or other piece of art and roll Attentiveness.
On a success, you and any nearby allies you choose enter the world depicted. While
inside you may manipulate objects, converse
with people, and see from perspectives not
featured in the original frame. Q: When I finish a story,
On every third 3, choose one: I often wish I could...
A: Spend more time with
You and your allies change appearances to fit the characters.
in with the art.
P8
When you leave, this piece of art is returned to
its original condition. A: Share the lesson with
On a failure, you forget how to hide your tracks. someone who needs it.
Opportunistic characters from nearby art can M4
follow you and enter Reality on their own.

55
73
ANOMALY

Straight ahead. Can't miss it.


Labyrinths with no solution. Road trips When worlds collide, it’s often because
finished in a blink. Weightless sleepers, these Anomalies decided they should.
waking at their fall. Manifold Anomalies
consider space a suggestion, and Agents with these abilities gain an
physics one of space’s boring friends. aptitude for making deliveries and
avoiding distractions. If you notice
Particular and controlling, Manifolds your commute lengthening or
delight in connecting dots and making your stapler floating out of reach,
“improvements.” They tangle roads however, immediately request a
into impenetrable knots, turn pleasant mediation session with any Manifold
journeys to torture as they drag employees you may have upset.
out forever, and crash planes from
airspace they’d prefer to keep clear.

74
I Know a Shortcut!

Anomaly
When you want to get somewhere in a hurry, say the phrase “I know a shortcut!”
and then describe a short path to the discussed location. Roll Initiative.
On a success, your directions are correct,
no matter how impossible, for yourself. This
shortcut disappears once it has been used.
Q: The world is...
For each additional 3, an additional person
may use your shortcut before it disappears. A: As I see it.

Manifold
F9
On a failure, your shortcut leads
somewhere very inconvenient instead of
A: As I make it.
the desired location, and it is persistent S16
and visible to everyone on both ends.

Just Keep Walking...


When you give someone directions, are fleeing from a pursuer,
or know where someone is going, you may attempt to trap them
in a maze or endless hallway. Tie a knot and roll Persistence.

On a success, you trap them in a complex, repeating path of


your own design. They cannot exit until you make another roll.

For each additional 3, you may trap Q: I spend time with people...
an additional target or make the maze
last for additional rolls past the first. A: I want to understand.
A5
On a failure, you speed them
immediately along to their
A: Who are already like me.
destination—they reach their M9
target, or catch you, immediately.

Gyre the Gimbal


Adjust your balance and roll Professionalism.
On a success, you change the orientation of gravity up to 90 degrees in a direction
of your choosing. If you’re in a room, it affects only that room. If you’re outside, it
affects everything within about 30 yards. This effect lasts until you make another roll.
For each additional 3, choose one:
The change doesn’t affect a single target, such as yourself.
The range is infinite for a single target.
Gravity for a single target is rotated further than
90 degrees.
Q: When in crisis, I...
On a failure, you become unmoored from
gravity. For at least an hour your body acts as A: Fly. P6
if it is in a zero gravity environment. Anyone A: Fight. S18
who sees this will become a Loose End.

55
75
ANOMALY

Absence
b
And w
e
when they turned ar
around...
Swings swaying gently with no rider. They are enemies of industry and
Successful escapes from impenetrable productivity but also of themselves:
prisons. Grief. Wherever there is somethingthey must always be lost, or they won’t
to the nothing, there is Absence. exist at all.

Difftcult to see, difftcult to understand, and


Inbox Zero is easy for those with
difftcult to capture, Absence Anomalies can Absence abilities! Send e the nastiest
often only be described by their outlines. problems and most complicated hassles
Untouchable and lonely, their power is seen their way and watch them vanish into
strongest in misplaced cargo, incompletenothing. (Keep a copy of their to-do list
plans, and quiet despair. in a place they do not know about.)

76

76
Missed!

Anomaly
They never seem to know where you are. When something might
touch or hurt you, you can say “Missed!” and roll Duplicity.
On a success, you were always
somewhere else nearby—perhaps behind
or on top of whatever tried to touch you. Q: In an argument, I'll win by...
For each additional 3, another willing, A: Identifying gaps in logic.
nearby target may be moved with you
I2

Absence
to the new location.
On a failure, the target moves instead—to A: Never backing down.
hurt another, to an angle that deals additional M10
Harm, or to a very inconvenient place.

Negatives
Inspect the place where something once was. Roll Attentiveness.
On a success, you can see the lost history
of the place you’re inspecting. If a note was
removed, you know what it read—if an object
was stolen, you know what it was and how it left.
On every third 3, you may say one sentence Q: To fill empty space, I tend to...
about what is lost, and that sentence is true.
A: Make conversation.
On a failure, there’s too much loss. You W5
become overwhelmed by the history of
the location you’re in, and receive one A: Take up more of it.
Harm—in addition to any Loose Ends C6
caused by your visible, painful reaction.

Unbound
If something is in your way or holding you back, relax your body and roll Subtlety.

On a success, you pass directly through it. You become intangible and can
move easily through walls, chains, and other obstructions for one hour.
On every third 3, choose one:
You become invisible
You become inaudible
You become unmemorable to one observer
You bring one person with you any time you Q: I'd rather be...
pass through an obstacle while using this ability. A: The distraction.
On a failure, you lose control of your physical U3
form and become unstable. You are unable to
feel, hold, or interact with physical objects, but A: Undercover.
can still be Harmed for the remainder of the O3
mission or until you die, whichever comes first.

55
77
R EALITY
Your Reality describes your history, prior benefit to your career and is best avoided
circumstances, and present conditions whenever possible. As you will learn, your
as of the start of your employment at the mundane Relationships and aspirations
Agency. Your home life, extracurricular provide only short-term and short-sighted
activities, Relationships, and obligations benefits. In a pinch, however, using
are all helpfully compartmentalized them for motivation can improve your
into this category, which offers minimal performance in the field.

The name of the Reality in large letters. The


Barista department maintains a word cloud of
everything said about employees of each type
and selects their favorite for the final name.

A photograph of
one of our Agents
of each type,
Caretaker R EALITY The category of
taken at a candid ARC piece you
moment. are looking at,
presented as a
helpful and stylish
subtitle. Please
make sure you
read this word
Without you, they're hopeless. if you read no
A small phrase Caretaker Agents have a deep bond with
a Dependent who travels with them,
If nothing else, managers can be confident
the pressure of setting a good example
others.
learning and growing as they work. Fragile motivates them to avoid failure in the field.
of warning, and precious, their fresh eyes and strong
hearts fill Caretakers with resilience, Dependent
explanation, or resourcefulness, and patience. One day,
when the Caretaker is gone, their Dependent Decide what your Dependent is by rolling on
comedy provided will be a living testament to their morals, their
guidance, and their capacity for great love.
the list below or creating your own.
Your Dependent is a shared character: when
by the Clown For now, they are mostly making a mess.
Extensive internal testing has demonstrated
it is in a scene, it may be portrayed by you or
your GM. As long as your Life Insurance Policy
department. that love has essentially zero tactical
application. Dependents care little for the
is active, your Dependent enjoys its benefits.
In most cases,
success of the mission, and it seems almost
weekly we must remind Agents that “Baby’s
Day Out” was a critical failure. Even when not
1 Baby a helpful table
in the field, we find that leisure time, personal
connections, and internal monologues 2 Animal to narrow in on
tend to be dominated by their Dependent,
leaving them a shallow husk of memorized 3 Nascent A.I. the specifics of
rhymes and “that’s nice, sweetie”s.
Without their Dependent, though, we’ve 4 Alien who you are.
seen these Agents lose their joie de work.
<Identify/Roll for>
a key detail about
A short description of this Reality's yourself.
common traits, some to leverage
and many to discourage.

78
ARC: Reality Guide
Reality Trigger: Needy
The GM may use Reality Trigger to put your in a four-box "Independent" track. When
Dependent in need of attention. If you ignore this happens while all boxes are marked,
it, your Dependent will throw a fit now and or they mature beyond your control, your
take your time later: the Relationship who has Dependent no longer depends on you.
the least camaraderie with your Dependent You must choose another Reality.
loses one Connection.
If you make your Dependent fix something
Independent
on their own, hurt them, or place them under
anyone else’s supervision, your relationship 1 2 3 4
with them suffers. Mark the next empty box

Your Reality Trigger is a vulnerability or weakness that Anomalies will


use to manipulate you while you are at work in the Field. By spending
Chaos, Anomalies are able to amplify your insecurities and realize your
fears. It is your duty not to let these challenges interfere with your work.
However, if you ignore them pointedly enough, you may lose access to
your way of life entirely and be forced to choose a new Reality.

Your Burnout Release is a situation


Burnout Release:
where Agents like you become especially
It's Your Favorite! motivated, and can ignore Burnout (pg. 35).
When you are doing something Arranging situations that will activate your
that will entertain your Dependent, Burnout Release is an important way to
ignore all Burnout.
ensure consistent results when in the field.

We also use this form to collect


important demographic data in Onboarding Questions
the form of Onboarding Questions What is your favorite memory?
designed by the Reception What quality of yours do you hope
department. Your answers to these to never teach your Dependent?
Where is your dream vacation
questions are not private, and may destination?
be used for marketing purposes.

Who would gain custody


of your dependent if you
Finally, your Relationship Matrix provides a
were gone?
Examples: Romantic handy way to visualize your most important
Partner, Parent, Weapons
Manufacturer Relationships. They are the people who are
Who misses the freedom the most relevant to your life, and who are
you used to have?
Examples: College Friend, most likely to appear again and again as
Your Child, Bowling Team
you pursue your career as an accomplished
Field Agent. Enterprising Agents may learn
Who is your Dependent
always excited to spend to leverage these Relationships for access
time with?
Examples: Ex-Husband, to their specialized knowledge, social
Teen Heartthrob, Zookeeper
connections, and home maintenance tools.

79
Caretaker R EALITY

Without you, they're hopeless.


Caretaker Agents have a deep bond with If nothing else, managers can be confident
a Dependent who travels with them, the pressure of setting a good example
learning and growing as they work. Fragile motivates them to avoid failure in the field.
and precious, their fresh eyes and strong
hearts fill Caretakers with resilience, Dependent
resourcefulness, and patience. One day,
when the Caretaker is gone, their Dependent Decide what your Dependent is by rolling on
will be a living testament to their morals, their the list below or creating your own.
guidance, and their capacity for great love.
Your Dependent is a shared character: when
For now, they are mostly making a mess.
it is in a scene, it may be portrayed by you or
Extensive internal testing has demonstrated your GM. As long as your Life Insurance Policy
that love has essentially zero tactical is active, your Dependent enjoys its benefits.
application. Dependents care little for the
success of the mission, and it seems almost
weekly we must remind Agents that “Baby’s
Day Out” was a critical failure. Even when not
1 Baby
in the field, we find that leisure time, personal
connections, and internal monologues 2 Animal
tend to be dominated by their Dependent,
leaving them a shallow husk of memorized 3 Nascent A.I.
rhymes and “that’s nice, sweetie”s.
Without their Dependent, though, we’ve 4 Alien
seen these Agents lose their joie de work.

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Reality Trigger: Needy

Reality
The GM may use Reality Trigger to put your in a four-box "Independent" track. When
Dependent in need of attention. If you ignore this happens while all boxes are marked,
it, your Dependent will throw a fit now and or they mature beyond your control, your
take your time later: the Relationship who has Dependent no longer depends on you.
the least camaraderie with your Dependent You must choose another Reality.
loses one Connection.
Independent

Caretaker
If you make your Dependent fix something
on their own, hurt them, or place them under
anyone else’s supervision, your relationship 1 2 3 4
with them suffers. Mark the next empty box

Burnout Release: Onboarding Questions


It's Your Favorite! What is your favorite memory?
What quality of yours do you hope
When you are doing something to never teach your Dependent?
that will entertain your Dependent,
Where is your dream vacation
ignore all Burnout.
destination?

Relationship Matrix Who would gain custody


of your dependent if you
were gone?
You have three core Examples: Romantic
Relationships that are your Partner, Parent, Weapons
anchors to society. Identify them Manufacturer
by answering the questions
Who misses the freedom
in your Relationship Matrix.
you used to have?
Once every Relationship has Examples: College Friend,
been identified, assign each Your Child, Bowling Team
to another <Agent/player>
at the table. When each
character is present in a scene,
they will be portrayed by the Who is your Dependent
assigned <Agent/player>. always excited to spend
time with?
Give the Relationship you’re Examples: Ex-Husband,
closest to 6 Connection. Give Teen Heartthrob, Zookeeper
the other two 3 Connection.

81
Overbooked No such thing as
too much to do.
Overbooked Agents keep another job in the
mundane world, out of pride or necessity.
Often working for the benefit of others,
the Overbooked wants to do a good
job and commits to straddling two full
calendars. Navigating this conundrum
well earns them appreciation by
multiple groups, fulfillment in a
variety of spheres, and a legacy
double the average. It is also
a tremendous waste of time.

The priorities of this group


are muddy, their focus
inconsistent, and their knots
Gordian. The mundane world
is constantly squawking into
their ear like so many baby
birds. Everything in their life
is work, so their Relationships
drag them deeper down a path
of unnecessary commitment. It is
only a question of when, not if,
they lose balance and fail both
the Agency and themselves.

Still, there’s no denying the


allure of perfect efficiency,
and Agents with this lifestyle
can’t afford failure on their
journey to have it all.

Vocation
Decide what kind of Vocation
you have by rolling on the table
below, or make up your own:

1 Journalist

2 Public Defender
R EALITY

3 Tutor

4 Sculptor's Assistant

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Reality Trigger: Work Phone

Reality
You have a smartphone specifically When this happens while all boxes are
dedicated to your Vocation. The GM marked, your Vocation is irrevocably ended.
may use Reality Trigger to have one If ended this way or through any other
of your Relationships call this phone means, you must choose a new Reality.
at any time. If you ignore it, that
Relationship loses one Connection.
Something Gives

Overbooked
If you fail to do the necessary duties
of your Vocation, or you lose your
phone, mark the next empty box in a 1 2 3 4
four-box "Something Gives" track.

Burnout Release: Onboarding Questions


Threading the Needle What is the most difficult decision
you’ve ever made?
When you are doing something What terrible thing will happen if
that counts as work or practice for you give up your responsibilities?
your Vocation, ignore all Burnout. How do you celebrate victories?

Relationship Matrix
Who is your other boss?
Examples: Fast Food
You have three core Manager, Thesis Advisor,
Relationships that are your Instagram-Famous Dog
anchors to society. Identify them
by answering the questions Who cares the most
in your Relationship Matrix. about your health?
Examples: Newsstand
Once every Relationship has
Operator, Parent, Neighbor
been identified, assign each
to another <Agent/player>
at the table. When each
character is present in a scene,
they will be portrayed by the
assigned <Agent/player>.
Who are you in charge of?
Give the Relationship you’re Examples: Gallery Assistant,
closest to 6 Connection. Give I.T. Intern, Rambunctious Child
the other two 3 Connection.

83
81
Pursued
R EALITY

They know what you are.


Soon they’ll know where, too.
The Pursued is hiding from their past. Dark Past
Innocent or guilty, noble or tragic, they live
in constant fear of a history that refuses Your co-workers do not know your history,
to let them go. Talk about commitment! and you probably shouldn't share it. Choose
Resourceful, tenacious, and creative, a category that best describes your situation
Pursued Agents are premier role models and tell the details privately to the GM.
for creative problem-solving and a results-
based approach. Living a life of constant You are hiding from one of your
vigilance teaches them to remain light on Criminal own crimes, and are wanted by law
their feet, thoughtful of their words, and enforcement or your previous victims.
flexible in their morals. Perfect employees.
Someone or something is targeting you.
The Agency often gives new lives to these Hunted Perhaps others like you have fallen…
Agents and hires them to Field Teams far but your only recourse is to hide.
from those that hunt them, but eliminating
their origins entirely is impossible. Even Responsibilities grew too hard to bear.
without the potential for Loose Ends, they’d Quick You left behind people who counted
Errand
lose the fear that keeps them so productive! on you, and they are still looking.
84
Reality Trigger: On Your Trail

Reality
The GM may use Reality Trigger to the next empty box on a four-box "Caught"
highlight a person who recognizes you track. When this happens while all boxes are
and will report back to those looking for marked, your past catches up to you. When
you. If you do not take time to put them off it does, through this effect or otherwise, you
your scent, they go rooting around in your must choose another Reality.
private life. The Relationship who knows
Caught

Pursued
the least about you loses one Connection
and will ask some difficult questions
during your next scene with them. 1 2 3 4
If you reveal your new identity or location
to people who would recognize you, mark

Onboarding Questions
Burnout Release:
What do you miss the most from your
Wasn't Me old life?
When you're doing something When do you feel the most powerful?
that will cover your tracks, If you were to run a charitable
ignore all Burnout. organization, what cause would it
champion?

Relationship Matrix

You have three core Who knows about


Relationships that are your your pursuer?
anchors to society. Identify them Examples: Employer,
by answering the questions Sibling, Fellow Target
in your Relationship Matrix.
Who would be most hurt
Once every Relationship has
to find out the truth?
been identified, assign each
Examples: Cover Boyfriend,
to another <Agent/player>
Elderly Landlord, Child
at the table. When each
character is present in a scene,
Who is obsessed with
they will be portrayed by the
the new you?
assigned <Agent/player>. Examples: Skateboarding
Give the Relationship you’re Teen, Crushing Neighbor,
closest to 6 Connection. Give Modeling Agent
the other two 3 Connection.

85
81
Star
R EALITY
constantly for unusual behavior. And all of this
is compounded by the sizable ego required
to maintain such a position in the world.
But no Star is immune to fading or falling,
and the desperate need for approval
present in all rising public figures keeps
these Agents focused on success. Nothing

On the rise...for now. is more embarrassing than a job half-done!

It Factor
Through their talent, abilities, or innate charisma,
Star Agents effortlessly command affection and Decide what made you famous by rolling
adoration wherever they go. Their global reach and on the table below or choosing your own.
instant recognition open doors and attract favors.
Whether they are a pop artist, political firebrand,
or famous-for-being-famous, bearing witness to 1 Actor
the Star’s once-in-a-generation talent is reward in
and of itself. This, of course, is a massive liability. 2 Novelist
In a career dedicated to discretion, secrecy, and
the avoidance of Loose Ends, legions of noisy, 3 Business Guru
insatiable fans serve as perpetual snarls. Friends
these Agents make tend to have only their own 4 Musician
self-interest in mind. The press is watching

86
Reality Trigger: Your Biggest Fan

Reality
You have fans everywhere, and all of Mark the next empty box in a four-box
them want a chance to talk to you. "Fallen" track. When the Fallen track is
The GM may use Reality Trigger to full, or when you give up on your goals,
have someone recognize you and your rise to stardom is finished: you must
become desperate for your attention. choose a new Reality.
If you ignore them, they make a scene
Fallen

Star
now and complain online later: the
Relationship that would lose the most if
you fell from fame loses one Connection. 1 2 3 4
If you do something to damage your
reputation, your fame starts to dwindle.

Onboarding Questions
Burnout Release:
Eat It Up Who is your personal idol?
What will you be forced to return to
When you are doing something that if you lose the spotlight?
will assert your superiority or prove
What animal do you feel best
your worth, ignore all Burnout.
represents you?

Relationship Matrix Who is your


manager?
Examples: Stage
You have three core
Mom, Talent Agent,
Relationships that are your
Chief of Staff
anchors to society. Identify them
by answering the questions
in your Relationship Matrix.

Once every Relationship has


been identified, assign each
to another <Agent/player>
at the table. When each Who is your
character is present in a scene, biggest rival?
they will be portrayed by the Examples: Looks
assigned <Agent/player>. Just Like You,
Everyone Likes
Give the Relationship you’re Who remains from your former life? Them More,
closest to 6 Connection. Give Examples: Former Duet Partner, High Famous Ex
the other two 3 Connection. School Sweetheart, Dance Teacher

87
81
Struggling
R EALITY
Between a rock, and a rock,
and another rock, and another
Saddled with a great debt, continuous
expense, or lack of income, ends never
quite meet for the Struggling Agent.
They rely on others for support, endure
distasteful circumstances, and haggle out of
necessity. They are every employer’s dream!
While the Agency would love to help,
it usually isn't in our budget. Thankfully
there are obvious benefits to the Struggling's
situation: they take more shifts, work longer
hours, and improve immediately upon threat of firing.
In many cases, they do all this even in non-paying
positions and rely entirely on commendations for survival.
They provide fringe benefits to their coworkers
as well: reports indicate that most Agents’
morale dramatically improves when they have a
Struggling Agent to compare lifestyles with.
Struggling Agents must remind themselves that work is
sustaining and the corporate ladder provides adequate
shelter, and therefore it is not necessary to wave away
debts or “find” winning lottery tickets. Anomalous
abilities are not authorized for personal use.

Cause of Debt
Decide what got you into this situation by rolling
on the table below or choosing your own.

1 Student Loans

2 Healthcare Bills

3 Fell For a Scam

4 Someone Needs it More


88
Reality Trigger: Fly in Your Wallet

Reality
The Struggling never has enough money, Mark the next empty box on a four-box "Back
and the world is expensive. The GM may to Zero" track. When this happens while all
use Reality Trigger to make something four boxes are marked, or you find a way to
you’re obligated to pay (taxi fare, cover permanently escape your responsibilities,
charge, etc.) cost more money than you can you must choose a new Reality.
afford to spend. If you do not find a way
Back to Zero

Struggling
to escape payment, you’ll have to borrow
from a friend: one of your Relationships,
chosen by you, loses one Connection. 1 2 3 4
If you gain a large sum of money, your debts
come calling and it quickly disappears.

Onboarding Questions
Burnout Release:
Not a Penny More What is the most expensive
thing you wish you could buy?
When you are doing something What will you never get back?
that will get you a good deal,
What is the first piece of visual
ignore all Burnout.
art you fell in love with?

Relationship Matrix
Who do you rely on for
shelter?
You have three core Examples: Parent,
Relationships that are your Carnival Strongman,
anchors to society. Identify them Office Manager Who do you owe the
by answering the questions most money to?
in your Relationship Matrix. Examples: Landlord, Loan
Shark, Wealthy Friend
Once every Relationship has
been identified, assign each For whom do you most
to another <Agent/player> want to get it together?
at the table. When each Examples: Ex-Wife,
character is present in a scene, Nephew, Delivery Driver
they will be portrayed by the
assigned <Agent/player>.

Give the Relationship you’re


closest to 6 Connection. Give
the other two 3 Connection.

89
81
Newborn
Met any blue fairies lately? R EALITY
Whether freshly hatched, recently booted up, or simply new to our world, Newborn Agents are
unfamiliar with modern life. Most Newborns can’t read, so we assume that a trusted guardian is
interpreting this page’s contents for them. Guardian: once you have helped this Agent assemble
their ARC, please report to Human Resources for processing and decontamination.

90
Reality Trigger: Still Learning If you change something about yourself

Reality
to fit in to the world, mark the next
The GM may use Reality Trigger to have empty box on a four-box "Self-Made"
you forget—or never have known—how to track. When this happens while all four
do a common everyday activity (open a boxes are marked, or you find a way to
door, operate a toaster, fire a gun, say the permanently escape your responsibilities,
word “earwax,” etc.) You cannot do it right you must choose a new Reality.
now, and need to seek assistance or an
Self-Made

Newborn
alternative path. If you do not take the time
to find either, the embarrassment sends you
retreating: the Relationship whose opinion 1 2 3 4
you value the most loses one Connection.

Burnout Release: Onboarding Questions


Just Like Home How did you end up here?
What is the last thing that made
When you are doing something you feel completely alone?
that will make the world more
If you had an extra day in the
like you, ignore all Burnout.
week, how would you use it?

Relationship Matrix Who is your favorite


teacher?
Examples: Bodega
You have three core Owner, Precocious
Relationships that are your Child, Radio DJ
anchors to society. Identify them Who relies on your
by answering the questions unusual perspective?
in your Relationship Matrix. Examples: Mechanic,
CIA Handler, Your
Once every Relationship has Adoptive Brother
been identified, assign each
to another <Agent/player>
at the table. When each
character is present in a scene, Who loves to take
they will be portrayed by the advantage of your
assigned <Agent/player>. naivete?
Examples: Casino
Give the Relationship you’re Owner, Evil Child,
closest to 6 Connection. Give Prank Show Host
the other two 3 Connection.

91
81
R EALITY

Romantic
Try to keep them hating the game.
The Romantic, for better and worse, falls In the end, we’re lucky the problems they
in love extremely easily. They’re constantly create are the ones they’re most interested
building a complicated web from their charm in solving. Romantics appear to receive
whether they’re seeking new conquests, a bizarre burst of energy whenever
accidentally alluring, or just putting their they are disliked, and will go above and
heart before their head. We’re not entirely beyond to return to others’ good graces.
sure what’s going on with them.
Notorious people pleasers, their keen attention Always Gets You
to others’ interests is an irreplaceable
Decide what you first notice in people by
asset to any Field Team. The speed with
rolling on this table or choosing your own.
which they form personal bonds is key
in a line of work defined by earning and
profiting from trust. Unfortunately, if left
unsupervised, these bonds can cause
1 Eyes
Romantic Agents to become ensnared in
complex emotional webs of their own design. 2 Talent
While it is valuable for employees to seek
approval and validation from their betters, the 3 Fashion
degree to which these Agents thrive or flounder
based on others’ view of them earns them 4 Ennui
a reputation of distractibility and flakiness.

92
Reality Trigger: Oh No, They're Hot

Reality
You cannot ignore when an opportunity box on a four-box "Settled" track. When
strikes. The GM may use Reality Trigger to this happens while all four boxes are
have you notice A Vibe. This Vibe might be full, you know what you're looking for
genuine or entirely imagined. If you don't and might have already found it. You
shoot your shot, you dwell on the missed must choose a new Reality.
connection and struggle to be present: the

Romantic
Relationship you're closest to something Settled
real with loses 1 Connection.
Each time an existing relationship gets in 1 2 3 4
the way of a new one, mark the next empty

Onboarding Questions
Burnout Release:
What’s the most appealing trait in
That's Right, I'm Hot a person?
What about you are you hoping no
Whenever you’re doing something that
one gets deep enough to see?
will make you look more attractive or
sympathetic, ignore all Burnout. What three things would you bring
with you to a deserted island?

Who is your longest-term situationship?


Relationship Matrix Examples: Weekly Grindr Hookup, Best
Friend's Girlfriend's Best Friend, That
One Person At All The Same Weddings
You have three core
Relationships that are your
anchors to society. Identify them Who has never, ever
by answering the questions found you attractive?
in your Relationship Matrix. Examples: Personal
Trainer, Boss, Bestie
Once every Relationship has from Middle School
been identified, assign each
to another <Agent/player>
Who are you oblivious
at the table. When each
to the romantic
character is present in a scene,
possibilities with?
they will be portrayed by the
assigned <Agent/player>. Examples: Thoughtful
Bartender, Shoulder
Give the Relationship you’re You Cry On, Ghost in
closest to 6 Connection. Give Your House
the other two 3 Connection.

93
81
Backbone
If only it were lonely at the top. R EALITY
Whether it’s a book club or a political Still, when these Agents are inspired to
dynasty, Backbone Agents are in charge devote their full attention to a mission, they
of an organization made up of several prove to be effective, efficient, and skilled
dedicated members. Holding and maintaining at keeping the mood genial. Just don’t ask
this position affords them privilege, prestige, them about their weekend plans.
and power. Not that it does them any good.
Agents with such far-reaching commitments Organization
outside of the workplace are constant You are the leader of an organization in town.
multitaskers in the field. Despite more This organization has at least ten members
pressing duties, they are often performing and meets at least once per week. Members
favors, arbitrating disagreements, and picking will aid you and never openly defy you if
up loose slack for their many members. Their you’re clearly on organization business.
immense pride for their organization makes Roll on the table below or create your own:
them vulnerable to distractions, extortion
schemes, and blackmail. And their fixation
on keeping their constituents happy means 1 Crime Family
they are all too willing to talk things through
when a simple and terse email would suffice.
2 Religious Sect

3 Gaming Club

4 Independent Store

94
Reality Trigger: Endless Responsibility

Reality
The GM may use Reality Trigger to have the next empty box on a four-box "Ousted"
one of your organization’s members track. When this happens while all boxes are
approach you with a need at any time. If marked, or when you abdicate your position,
you ignore or avoid them, you look bad to your successor takes over the organization.
your organization and those who know You must choose a new Reality.
it: a Relationship, chosen by the player of

Backbone
your successor (see Relationship Matrix) Ousted
loses one Connection.
If you break your Organization's rules or 1 2 3 4
embarrass the other members, mark

Burnout Release: Onboarding Questions


Here's My Card What is the greatest thing that
someone else has done for you?
When you are doing something that How do you react to unsolicited
will increase the influence of your criticism?
Organization, ignore all Burnout. What’s your favorite karaoke song?

Who is your successor?


Relationship Matrix Examples: Sibling,
Scheming Lieutenant,
Beloved Orphan
You have three core
Relationships that are your Who threatens
anchors to society. Identify them your organization's
by answering the questions continued existence?
in your Relationship Matrix. Examples: Rival
Organization, Local
Once every Relationship has Politician, Bad Apple
been identified, assign each
to another <Agent/player>
at the table. When each
character is present in a scene,
they will be portrayed by the Who can never even
assigned <Agent/player>. remember your
organization's name?
Give the Relationship you’re Examples: School
closest to 6 Connection. Give Principal, Spouse,
the other two 3 Connection. Climbing Instructor

95
81
R EALITY

Creature

How do you do, fellow humans?


Tired of living on the fringes of society, sunlight, salt water, or blood, Creature
Creature Agents left their homes to join Agents are more likely than any other
the modern world. Whether vampire, to pursue objectives not covered in any
robot, or mutated turtle, these employees briefing. Their Relationships tend to
now live among normal people under an confuse their loyalties, and their customs
assumed identity and are perpetually one tend to confuse their witnesses.
misstep away from being discovered. But their desire to fit in keeps them
Though these Agents have innate or artificial focused, their fear of discovery inspires
means to blend in seamlessly with humanity, vigilance, and here at the Agency, we
their self-restraint is often no match for think there's nothing more noble than
their inhuman desires. Whether they crave trying to be just like everybody else.

96
Reality Trigger: Yes Right Now

Reality
Your true self has needs that others may box on a four-box on a "Revealed" track.
understand but could never share. The When this happens while all boxes are
GM may use Reality Trigger to have one marked, or you are exposed publicly in a
of these urges bubble to the surface of way that can't be undone, your disguise
your consciousness. If you ignore this urge, no longer functions. If you can continue to
the willpower spent ignoring it causes you work you must choose a new Reality.

Creature
to struggle to communicate with others:
the Relationship who most believes your Revealed
disguise loses one Connection.
If the truth about yourself is confessed or 1 2 3 4
exposed to someone, mark the next empty

Onboarding Questions
Burnout Release:
What made you decide on a
Crushing It life in a different world?
When you are doing something What is the worst thing that
that will make you seem less could happen to your friends
interesting, ignore all Burnout. if you let down your guard?
What is your favorite idiom?

Relationship Matrix
Who came from the
You have three core same place you did?
Relationships that are your Examples: Local
anchors to society. Identify them Meteorologist, Bus
by answering the questions Driver, Your Creator
in your Relationship Matrix.
Who taught you
Once every Relationship has how to hide among
been identified, assign each regular people?
to another <Agent/player> Examples: Religious Leader,
at the table. When each G.E.D. Proctor, Gas Station
character is present in a scene, Attendant
they will be portrayed by the
Who do you wish to teach
assigned <Agent/player>.
more about your first life?
Give the Relationship you’re Examples: Neighbor's Kid,
closest to 6 Connection. Give Unscrupulous Real Estate
the other two 3 Connection. Developer, Mail Carrier

97
81
COMPETENCY
Your Competency is the third and most including your roles and responsibilities,
important of the three components that how you are expected to conduct
combine to create your ARC. It describes yourself, and the unique Agency
your role here within Triangle Agency, equipment you have access to.

The name of the Competency in large letters.


Following the advice of the CEO department, we
have begun embracing acronyms in several cases.

PR
The category of
ARC piece you
are looking at,
presented as a An illustration
COMPETENCY
helpful and stylish painstakingly drawn
subtitle. Please by the Agents in the
make sure you Intern department.
read this word if They were not given
you read no others. a budget for red ink,
and yet they added
color somehow.
Outstanding!

An approved
phrase for use
during work in Please refrain from any
this Competency. future private relations.
An additional The Agency is often in need of people Public Relations Agents are often put

approved phrase who can explain away Anomalous effects


and steer concerned onlookers to the
in charge of the many nonprofit and
charitable organizations under the
correct conclusions. Some PR employees Agency’s influence. These employees
is included at the use their ability to persuade with words, spend work hours organizing events,
others with distraction, and many find contacting legislators, and ensuring that
bottom of the intimidation most effective at changing
someone's mind. All understand that
stories about the Agency never make it
to the public.
right-hand page, reputation is paramount, and that the
stories people tell themselves are just as Join our Public Relations team if you
like to use truth as a weapon and doubt
as well. important as reality.
as a shield!

A short description of this Competency's duties to


help determine which is right for you! Depending
on your Branch's local culture, you may be allowed
to select the department you're best suited for, or
may be assigned a department chosen by your
superiors to teach you an important lesson.

98
ARC: Competency Guide
Prime Directive
Keep everything above board.
Each time you lie, receive 1 Demerit.

Your Prime Directive instructs you on how to avoid conduct


unbecoming of your station. Violating your Prime Directive results
in Demerits, which are applied to your permanent record.

Sanctioned Behaviors are ways


that we directly reward exemplary
Sanctioned Behaviors
behavior and activity that distinguishes
Receive 1 Commendation each time you:
you as a paragon in your field. You
Create a distraction. want to perform the actions described
Give a great excuse. in your Sanctioned Behaviors as much
Ensure they will never as possible. Both Commendations and
speak of this again. Demerits are monitored and enforced
If you complete each Sanctioned Behavior by our Gravedigger department.
at least once during a mission, you Should a meeting with them appear
receive a bonus of 3 Commendations on your calendar, we recommend
after superlatives have been awarded. updating your details on AgencyOS's
Life Insurance portal.

The Initial Requisition is a special tool we


Initial Requisition:
provide you to support your work in the field.
Printing Press Release
This is only made available when you are
assigned a Competency, and only approved This ancient, unwieldy printing press
for use by you. You'll learn more about is kept in an old recreation room on an
unused floor in your Agency headquarters.
Requistions following your first mission.
Once each mission, you may use the
press to print a story which is then
immediately published across all major
local publications. If you're on the go, you
can send your story to the others in your
In the face of a problem, I will...
1 Smile until it goes away.
department to run it through the press.

(+3 Presence)
Create a problem for the problem.
(+3 Persistence)

When someone I care about


Finally, every Agent begins with nine
2 believes an incorrect truth, I will... Quality Assurances, assigned according
Provide them an alternative to the results of your Self-Assessment.
possibility. (+3 Duplicity) Answer these questions honestly to
Support their lie to the bitter end. learn what Qualities you are most likely
(+3 Empathy)
to use in the field, and the Agency
A coworker has been murdered! will provide you with the appropriate
3 I am... Assurances. More about Quality
The murderer. (+3 Initiative) Assurances can be found on page 34.
Due for a promotion. (+3 Subtlety)

99
PR
COMPETENCY

Please refrain from any


future private relations.
The Agency is often in need of people Public Relations Agents are often put
who can explain away Anomalous effects in charge of the many nonprofit and
and steer concerned onlookers to the charitable organizations under the
correct conclusions. Some PR employees Agency’s influence. These employees
use their ability to persuade with words, spend work hours organizing events,
others with distraction, and many find contacting legislators, and ensuring
intimidation most effective at changing that stories about the Agency
someone's mind. All understand that never make it to the public.
reputation is paramount, and that
the stories people tell themselves Join our Public Relations team if
are just as important as reality. you like to use truth as a weapon
and doubt as a shield!

100
Prime Directive

Competency
Keep everything above board.
Each time you lie, receive 1 Demerit.

Initial Requisition:
Sanctioned Behaviors Printing Press Release
Receive 1 Commendation each time you:

Public Relations
This ancient, unwieldy printing
Create a distraction. press is kept in an old recreation
Give a great excuse. room on an unused floor in your
Ensure they will never Agency headquarters. Once each
speak of this again. mission, you may use the press
to print a story which is then
If you complete each Sanctioned Behavior immediately published across all
at least once during a mission, you major local publications. If you're
receive a bonus of 3 Commendations on the go, you can send your story
after superlatives have been awarded. to the others in your department
to run it through the press.

Self-Assessment 1
In the face of a problem, I will...
Smile until it goes away.
(+3 Presence)
Please answer the following questions
Create a problem for the problem.
and increase your maximum Quality
(+3 Persistence)
Assurances by 3 in the Qualities
corresponding to your answers.
When someone I care about
When you begin your first mission, 2 believes an incorrect truth, I will...
you will have a total of nine Quality Provide them an alternative
Assurances available to you. Quality possibility. (+3 Duplicity)
Assurances return to their current Support their lie to the bitter end.
maximum at the end of each mission. (+3 Empathy)
Afterwards, please provide your GM A coworker has been murdered!
with a short description of the work
you'd most like to do within this
3 I am...

department and any requests for The murderer. (+3 Initiative)


specific supervisors or coworkers. Due for a promotion. (+3 Subtlety)

“A crisis is just a gala you haven’t thrown yet!”


95
127
101
R&D
COMPETENCY

Give the people what they want.


The Agency needs creative, fresh Each employee is typically given a long-
minds to design the future of the term project to that end: a personal
world. R&D Agents are known for experiment to carry out over the course
their ability to see what someone truly of their career. These experiments
needs, not just what they’re asking may be difficult to understand while
for. Creativity and innovation are what you’re inside of them, but the Agency
drive you, and you’re expected to settle is carefully tracking the data and
for nothing less than perfection. building a picture of how it all works.

R&D is tasked with creating new Sign up for R&D if you know
products for sale, but also with means don’t need justification, and
uncovering the secrets of the universe. knowledge is its own reward.

102
Prime Directive

Competency
Out with the old.
Each time you do the same thing twice, receive 1 Demerit.

Initial Requisition:
Sanctioned Behaviors Rubber Duck
Receive 1 Commendation each time you:

Research & Development


The squeaker within this bath toy
Uncover what foretells great possibility. Once
someone really needs. per mission, you may describe an
Reinvent the wheel. outcome to this pocket-sized duck
Change someone's life. toy. The toy will speak back: your
Permanently. GM will tell you the 3 steps you
must take to achieve that outcome.
If you complete each Sanctioned Behavior Any outcome you request becomes
at least once during a mission, you possible, no matter how improbable
receive a bonus of 3 Commendations it seems. If you ask the Rubber Duck
after superlatives have been awarded. about Anomalies directly, it will melt
into a useless lump instead.

Self-Assessment 1
If at first you don't succeed...
Never let them see you cry.
(+3 Professionalism)
Please answer the following questions
Try try try try try try try.
and increase your maximum Quality
(+3 Persistence)
Assurances by 3 in the Qualities
corresponding to your answers.
When I'm solving an equation and
When you begin your first mission, 2 the conclusion seems impossible, I...
you will have a total of nine Quality Remind myself it's natural to
Assurances available to you. Quality make mistakes. (+3 Empathy)
Assurances return to their current Eliminate all other possibilities.
maximum at the end of each mission. (+3 Dynamism)
Afterwards, please provide your GM I've been framed! I defend myself by...
with a short description of the work
you'd most like to do within this
3 Destroying all incriminating
department and any requests for evidence. (+3 Subtlety)
specific supervisors or coworkers. Scapegoating a more likely
suspect. (+3 Attentiveness)

“I had spaghetti walls put up; I was tired of all the throwing.”
103
101
Barista
COMPETENCY
Order up!
Baristas know that everyone’s day
starts better with a smile, and that when
smiles are in short supply caffeine is an
ample substitute. They prime society’s
pump, ensuring ideas, energy,
and blood are all flowing in
time for the opening bell.

Not merely confined to work


behind an espresso machine,
Agency Baristas are embedded
wherever energy reserves are
most depleted: as cheerleaders,
substitute teachers, and prank
video artists, to name a few.

Apply for work as a Barista if you like


the mood high, the work overflowing,
and the sleep when you’re dead.

House Special
Choose your favorite thing to
serve by rolling on the table
below or creating your own.

1 Espresso Drinks

2 Cold Brew

3 Drip Coffee

4 Water

104
Prime Directive

Competency
Keep the mood fresh.
Each time you say someone's name correctly, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: Triple Shot Glass

Barista
Make someone feel The Barista has a special shot
welcome. glass from the Vault Cafe. Once
Show off your each mission, if this shot glass
specialized knowledge. is used when pouring espresso
Get some blood flowing. from any espresso machine, the
resulting shot can be poured
If you complete each Sanctioned Behavior into the mouth of a dead body
at least once during a mission, you to return them to life for ten
receive a bonus of 3 Commendations minutes. Whether Anomalous
after superlatives have been awarded. or Mundane, they cannot
survive any amount of Harm.

Self-Assessment 1
A coworker asks me to cover their
shift because of a breakup. I...
Cover their shift. (+3 Empathy)
Please answer the following questions
and increase your maximum Quality Get them back together.
Assurances by 3 in the Qualities (+3 Professionalism)
corresponding to your answers.
Someone's drink was stolen by a
When you begin your first mission, 2 stranger! I handle it by...
you will have a total of nine Quality Pretending I didn't notice.
Assurances available to you. Quality (+3 Duplicity)
Assurances return to their current Making two of every drink
maximum at the end of each mission. ahead of time. (+3 Initiative)
Afterwards, please provide your GM A customer complained about my
with a short description of the work
you'd most like to do within this
3 service. I'm more likely to...

department and any requests for Add something to the brew.


specific supervisors or coworkers. (+3 Subtlety)
Add them to the brew.
(+3 Dynamism)

“You can talk to me anytime, before or after your coffee.”


105
101
CEO
It's great to be in charge.
COMPETENCY

The world is an infinitely complex Or the Highway


system full of many difficult decisions.
Here at the Agency, we leave those Choose your executive quirk by rolling on
decisions to the people who have the table below or creating your own.
already decided how they will react
in any situation. These Agents choose
a lane, receive rewards, and delegate 1 Golf in the Office
consequences. They will continue
down this gilded path until they die. 2 Cigars During Meetings
The Agency tends to place Agents
from the CEO department in positions 3 Crying Performatively
where their rigid and inflexible
nature can serve as the foundation 4 Quoting Self-Help Books
of teams everywhere. Positions
where backing down would be
ruinous, and self-reflection would
be catastrophic. Often, you don’t
need to consider whether work as
a CEO is right for you – you, and the
Agency, have known it all along.

106
Prime Directive

Competency
Maintain the hierarchy.
Each time you take an order, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: Expense Account

CEO
Make someone do This enormous accountant’s ledger is
what you want. rumored to contain every purchase
Enjoy one of the made in the history of mankind. Once
finer things in life. each mission, you may write that
Make a necessary the Agency has acquired something
sacrifice. specific in the ledger and it becomes
Agency property. You may use it during
If you complete each Sanctioned Behavior this mission, but the Agency makes
at least once during a mission, you decisions about it going forward.
receive a bonus of 3 Commendations
after superlatives have been awarded.

Self-Assessment 1
My management style is best
described as...
Hands-on. (+3 Dynamism)
Please answer the following questions
and increase your maximum Quality Treating employees like family.
Assurances by 3 in the Qualities (+3 Duplicity)
corresponding to your answers.
I inspire my team with my...
When you begin your first mission, 2 Oil Portrait. (+3 Presence)
you will have a total of nine Quality
Automated out-of-office
Assurances available to you. Quality
response. (+3 Professionalism)
Assurances return to their current
maximum at the end of each mission. When cuts are unavoidable, I
Afterwards, please provide your GM
3 terminate the employee who...
with a short description of the work Was late most often.
you'd most like to do within this (+3 Attentiveness)
department and any requests for Was late today. (+3 Initiative)
specific supervisors or coworkers.

“Anyone can work overtime; only I can chip this in for par.”
107
101
Intern
Pay is overrated.
COMPETENCY

Unpaid interns are a key part of any In society, Agency Interns are as
organization. They are the gasoline to the ubiquitous as dirt. They are teachers,
car, the wood for the chipper, and the food clerks, drivers, cashiers, and any other
for the stomach. Without interns and the roles whose function goes unappreciated
incredible value they provide, no business by those who benefit. By working
could function, and all of modern society indiscriminately for all who demand it,
would fall apart overnight. Someone must they understand organizations better
bear this most esteemed and important than anyone. Apply to be an Intern
burden, and if you argue for anything else because the work is piling up as we
the end of everything will be your fault. speak. Why are you still reading this?

108
Prime Directive

Competency
They wouldn't ask if it wasn't important.
Each time you deny a request, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: Inherited Nametag

Intern
Confidently fail. All Interns are given an endless
Embarrass yourself for packet of blank nametags.
others' benefit. Once each mission, you may
Bring something write the name of someone
screeching to a halt. you met today on a nametag
and apply it somewhere on
If you complete each Sanctioned Behavior your person. Everyone except
at least once during a mission, you other Agents will treat you as
receive a bonus of 3 Commendations the named person for as long
after superlatives have been awarded. as you keep the nametag on.

Self-Assessment 1
When acquiring new skills, I am a...
Visual learner. (+3 Attentiveness)
Please answer the following questions Pain-consequence learner.
and increase your maximum Quality (+3 Persistence)
Assurances by 3 in the Qualities
I've suddenly come into a large
corresponding to your answers.
2 inheritance. I will definitely...
When you begin your first mission, Invest it in the Agency for
you will have a total of nine Quality mutual benefit. (+3 Initiative)
Assurances available to you. Quality Donate it to an Agency branch
Assurances return to their current in need. (+3 Empathy)
maximum at the end of each mission.
My direct supervisor has been
Afterwards, please provide your GM
with a short description of the work
3 secretly committing felonies! I...
you'd most like to do within this Edit their calendar to create
department and any requests for strong alibis. (+3 Subtlety)
specific supervisors or coworkers. Turn myself in for their crimes.
(+3 Presence)

"Oops!"
109
101
Gravedigger COMPETENCY

Somebody's gotta do it.


Gravediggers are the unsung heroes unwilling or unable to stomach,
of the night. Masters of hidden and they keep the world spinning in
forgotten spaces, they benefit from unappreciated and often undetected
the world’s tendency to shy away ways. Gravediggers might be found
from taboo or discomfort. To put everywhere from the boardroom
things out of sight, one must go out of to the ballroom to, yes, the landfill
sight – and Gravediggers are happiest or the mausoleum. You’re a prime
in the places others aren’t. Always candidate for Gravedigger if you hate
face-to-face with realities others are when dirty work makes a mess.

110
Prime Directive

Competency
Don't dirty innocent hands.
Each time you touch something living, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: Dracula's Coffin

Gravedigger
Dig up some dirt. The coffin of the man himself lies deep
Clean up a mess. in the vault, buried under layers of earth.
Bury a problem. You can exhume the coffin once each
mission to place something inside that
If you complete each Sanctioned Behavior can fit. When the coffin is returned to
at least once during a mission, you the earth, whatever you placed inside
receive a bonus of 3 Commendations never existed. All memories of it are
after superlatives have been awarded. erased, and every effect it had on the
world is ascribed to other sources.

Self-Assessment 1
When training new employees in
my field, I emphasize...
Shovel technique. (+3 Attentiveness)
Please answer the following questions
and increase your maximum Quality Creating demand. (+3 Initiative)
Assurances by 3 in the Qualities I'm in charge of the quarterly earnings
corresponding to your answers. 2 reports. To ensure a good impression
on shareholders, I...
When you begin your first mission,
Repeat the presentation until I get the
you will have a total of nine Quality desired response. (+3 Persistence)
Assurances available to you. Quality
Bury the bad numbers under positive
Assurances return to their current
energy. (+3 Presence)
maximum at the end of each mission.
I handle my higher-than-average
Afterwards, please provide your GM 3 knowledge of humanity's infinite
with a short description of the work pain by...
you'd most like to do within this Enjoying the smell of tea and other
department and any requests for small pleasures. (+3 Subtlety)
specific supervisors or coworkers.
Developing a higher-than-average
knowledge of humanity's infinite joys
to match. (+3 Professionalism)

“I've seen things you wouldn't imagine. Because you are


probably imagining more interesting things.”
101
111
Reception COMPETENCY

Right this way, please.


Just as every story must have a Receptionists are not merely guardians of
beginning and every idea a conception, the gates. They are also often distributors
Agency buildings must have fire code- of justice and interpreters of rules such
compliant entrances and exits. In a as orchestral conductors, librarians, drill
world rocked by chaos, uncertainty, and sergeants, and babysitters. Consider
doubt, Receptionists ensure nothing, working in Reception if you prefer the
neither people nor ideas, gets in or world in black and white, the rules written
out without proper authorization. in stone, and the power behind your desk.

112
Prime Directive

Competency
Remain ever vigilant.
Choose one:
Each time you sit down, receive 1 Demerit.
Each time you leave a question unanswered, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Moebius Circuit TV

Reception
Receive 1 Commendation each time you:

Interrogate someone. An endless room in the Vault made


Commandeer belongings. entirely of television screens. Once each
Close a door forever. mission, you may use any internet-
connected device to access a feed
If you complete each Sanctioned Behavior from one of the TVs in this room. The
at least once during a mission, you screen shows you up to thirty minutes
receive a bonus of 3 Commendations of footage of any moment in time from
after superlatives have been awarded. a place you’ve visited that day.

Self-Assessment 1
A coworker of four years has
never learned my name. I...
Clearly and loudly introduce
Please answer the following questions myself until they get the picture.
and increase your maximum Quality (+3 Presence)
Assurances by 3 in the Qualities Forget theirs. (+3 Duplicity)
corresponding to your answers.
Somebody isn't who they claim to
When you begin your first mission, 2 be. I verify their identity by...
you will have a total of nine Quality
Interrogating them. (+3 Persistence)
Assurances available to you. Quality
Assurances return to their current Interrogating them. (+3 Dynamism)
maximum at the end of each mission.
A criminal is breaking into
Afterwards, please provide your GM 3 my building while it is being
with a short description of the work evacuated due to a fire. I...
you'd most like to do within this Ensure the fire is not interrupted.
department and any requests for (+3 Professionalism)
specific supervisors or coworkers. Recognize them as first
responders and let them through.
(+3 Attentiveness)

“I'll untie the ropes when you make an appointment."


95
127
113
101
Hotline
COMPETENCY

The voice on the other end.


Where many people merely hear, the customer service calls from this
Hotline listens. When the rest of the world and many others. Elsewhere in
world has gone silent, the Hotline is society, Hotlines are found wherever
always available to talk. They are the there are talkers in need. They are
lighthouse guiding to safety those counselors, clerks, online community
unfortunate enough to be navigating moderators, and more. Apply to be a
life’s treacherous waters alone. Within Hotline if you can stare into the signal
the Agency, Hotlines field important and help the static find its way home.

114
Prime Directive

Competency
Never say "unfortunately."
Each time you deliver bad news, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: Hold Music, Vol. 1

Hotline
Help someone unburden You have a powerful tape player
themselves. with a built-in speaker and one
Take the blame for tape of bland, cheerful music. Once
something you didn't do. each mission, you can press play
to immediately transport you and
Connect someone to an
any nearby allies to a perfectly safe
unexpected fate.
waiting room for up to one hour.
If you complete each Sanctioned Behavior When you return, all affected can
at least once during a mission, you place themselves anywhere in the
receive a bonus of 3 Commendations room they left and no time has
after superlatives have been awarded. passed in the world around you.

Self-Assessment 1
A customer has a problem I have
been unable to fix in my own life. I...
Share the approaches that have failed,
Please answer the following questions to save them time. (+3 Empathy)
and increase your maximum Quality
Assure them we can find a solution
Assurances by 3 in the Qualities
together. (+3 Duplicity)
corresponding to your answers.
A customer has a broken product
When you begin your first mission, 2 and a convincing story. I...
you will have a total of nine Quality
Assurances available to you. Quality Pull every string necessary to get
their refund. (+3 Persistence)
Assurances return to their current
maximum at the end of each mission. Make it clear that all sales are final.
(+3 Dynamism)
Afterwards, please provide your GM
A customer's call disconnected. I...
with a short description of the work
you'd most like to do within this
3 Call them back and submit an error
department and any requests for report to IT. (+3 Professionalism)
specific supervisors or coworkers. Complete the call without them.
(+3 Presence)

"Your call is important to us. Your time is important to us.


Everything you do, think, and are is important to us."
115
101
Clown COMPETENCY

Honk.
Clowns are the Agency’s angels of
mercy. They provide the world’s
best medicine, laughter, to its most
sick and needy. They understand
that life’s weight is overwhelming
only to those who make themselves
carry the burden, and that the surest
way to fall into despair is to forget
that you could simply not do that.
Watch This!
Choose your hidden talent by rolling on
Society is full of our Clowns. They the table below or creating your own.
operate in plain sight, often using their
high profile and increased visibility as a
tool to distract the masses from being 1 Juggling
consumed by worry, fear, and doubt–
and creating Anomalies that mirror
those emotions. They are frequently
2 Pratfalls
deployed as TV personalities, stay-at-
home parents, and politicians. If you 3 Swallowing Fire
hate hard conversations and think
low-hanging fruit tastes sweetest, 4 Miming
work as a Clown may be your calling.
116
Prime Directive

Competency
Keep them laughing.
Each time you talk about feelings, receive 1 Demerit.

Sanctioned Behaviors Initial Requisition:


Receive 1 Commendation each time you: The Fool's Cap

Clown
Put on a show. Once each mission, you may
Expose an don the Fool’s Cap given to all
embarrassing truth. Agency Clowns. For one minute,
Demand a smile. anything you do inspires laughter
and enjoyment, no matter the
If you complete each Sanctioned Behavior action. Following this minute,
at least once during a mission, you mundane viewers will remember
receive a bonus of 3 Commendations all actions you took fondly. This
after superlatives have been awarded. does not protect you from later
viewers of the consequences.

Self-Assessment 1
When I catch a thief making off
with my balloon animals, I...
Teach them to make their own.
Please answer the following questions (+3 Empathy)
and increase your maximum Quality Show them balloons aren't the only
Assurances by 3 in the Qualities thing I can tie into novel shapes.
corresponding to your answers. (+3 Dynamism)
When you begin your first mission, My car holds...
you will have a total of nine Quality 2 A regular number of people.
Assurances available to you. Quality (+3 Duplicity)
Assurances return to their current Everyone who needs a ride.
maximum at the end of each mission. (+3 Persistence)
Afterwards, please provide your GM Finish this sentence: "But doctor..."
with a short description of the work 3 I'm the doctor! (+3 Presence)
you'd most like to do within this
I saw what happened to Pagliacci.
department and any requests for The chaos. The carnage. The wars
specific supervisors or coworkers. that followed. I would appreciate a
more effective medical prescription.
(+3 Professionalism)

“I understand you're going through a lot right now, but I need


you to take a moment to please consider: honk.”
101
117
Onboarding
g Questionnaire
Your answers in the following questionnaire help your Field Team understand
you better, and make sure you understand yourself! Answer the following in any
level of detail you’re comfortable with. This information will all be provided to the
other members of your Field Team in a dossier, ensuring that even on your first
mission together you know who you are trusting with your life.

How did you come in contact with Do your powers have a unique
your Anomaly? visual manifestation?
For example: For example:
Previous relationship with an Growth Resonant creates limbs
Anomaly who appeared nearby of liquid metal, not flesh
Anomaly was created from your Whisper Resonant creates
thoughts synesthetic effects in others
Accidentally involved in an when they talk
Agency Mission Absence Resonant uses their
TAPped for Field Work through powers by burning things to
the Triangle Academy Program create smoke

How did the Agency find you? How do you take your coffee?
For example: For example:
Using your Anomaly Black
powers in public Oat Milk Lattes
Accidentally involved in Over Easy
an Agency Mission
Nothing Stronger than Tea
You found us

What is your annual salary? Who among your Relationships is your


For example:
Primary Contact, and why?

$0 (thank you!) We will contact them to provide Benefit 3


$100 of your Life Insurance Policy and to assess
their opinion of your character.
$125,000

What do you look like? What do you bring to the table in a


collaborative work environment?
Please describe enough for
someone to recognize you in a Whether it's a good attitude or a dependable
busy crowd of people, in the event work ethic, let your coworkers know what to
that office photographic records expect when you've got their back.
become corrupted again.

Finally, please list all prior work experience and level of


familiarity with Adobe, Excel, and the Google suite.
118
Onboarding Questionnaire
WAIT!
We recommend Field Agents do
not proceed beyond this point
until after their first mission.
You now know everything you need to know to <execute/play>
one mission of Triangle Agency. If you are a Field Agent, you
can return to this point at the conclusion of your initial mission
and read the final few pages of the Field Agent Manual.

You are not forbidden to continue reading the rest of


this section, but none of it is relevant now and may feel
overwhelming before you’ve played the game.

If you are the Field Team’s General Manager, we recommend you


continue reading through the end of the General Manager’s Toolkit.

119
ANOMA
NOMALY
Work/Life Balance
After a mission is completed, Agents are
permitted an industry-leading degree of
latitude regarding how they spend their
time–and rewarded generously for using
it to work! In stark contrast with Paid Time

MALY
Off and other outdated benefits offered by
our competitors, the Work/Life Balance
program guarantees that every moment of
your life is calculated to provide you with
maximum return on your investment!

Agents are required to keep records of their


time between missions using the provided Your career as a Field Agent is limited.
Work/Life Balance Sheet included at the The more Time you spend working, the
end of this book. higher your rank will be when you set
aside field work and enter the Agency
The Work/Life Balance Sheet monitors as a Full Time Employee. Other uses
how well you’re performing in your entry- of your Time might feel satisfying
level position. More Time spent on your in the moment, but in the end your
Competency means promotions, an Competency is all that matters.
increased Quality Assurance budget, and
access to advanced Requisitions and We caution strongly against spending
playwalled intelligence. Time spent on your time dwelling on your Anomaly, as it
Reality is not recommended, but from could cause serious harm to your family,
what we understand it leads to improved friends, and acquantainces should it be
relationships, a wider network, and the allowed to grow stronger. These rules
possibility of an enduring mundane legacy. exist for a reason, and must be followed.
Snore!
Furthermore,
You can follow along by viewing the Work/
Life Balance Sheet located in the Character
Organization Sheets pages at the end of

ANOMA
this document. You may sometimes along
by viewing the Work/Life Balance Sheet lo

BLUE

ice
n iced

! iced
n
122
Spending Time

Work/Life Balance
Every Field Agent receives 30 abstract units of Time they can spend before their
career as a Field Agent is over. You track this Time by filling in, or "marking," boxes
along tracks corresponding to your choices.

Whenever you spend Time, mark the earliest unmarked box in one of your available
tracks. Choose wisely: your Time is precious, and will never return. To represent
what you've lost you then strike out, meaning make permanently unavailable, the
last unmarked box of the other. two

Each time a box is marked, you receive the primary benefit corresponding to your
choice. If you mark a box with a Playwalled Document code, you become authorized
to find that Playwalled Document, read it privately, and obtain any benefits listed.

Primary Benefits of Time Spent

Competency:
Increase maximum Quality Assurances by one in any
Quality with fewer than nine. Receive 3 Commendations.

Reality:
Increase Connection by one with any Relationship
and receive their Connection Bonus during the next
Mission. Repeat this benefit an additional time for each
Relationship currently at maximum Connection.

Anomaly:
Increase
corresponding
ability
Increase Practiced
Bonus repeat
precious
Maximum
by one with Increase

Increase

Increase additional time

123
Experiencing Time
We encourage Agents and General If you don’t have an exciting idea for a
Managers to experience Time spent on scene, or don’t want to play out all of
the Work/Life Balance Sheet as scenes. them, you can briefly describe what
You may regard these scenes much like happened and move on. Try to make this
your work in the field: you will immerse the absolute minimum.
yourself in the <joy of work/Tabletop
Role-Playing Game> and experience real- Making a selection with no detail can
time conversations, idle moments, and disrupt the stable connection between
engaging interactions. your Agent and your table-self. These
gaps can lead to your Agent, or their
Scenes can be a fun way to spice up your Relationships, surprising you with
Time clocked in for your Competency, but references to events you did not
they are especially important for Agents experience and do not recall.
who misguidedly dwell in their Reality.
Groups should assume that whenever
an Agent improves their Connection with
one of their Relationships, that time spent
creates a scene.

Making Time For Time


If you’re short on playtime or the number of potential scenes feels overwhelming to
take on right after a mission, we recommend experiencing Time in one of these ways:

Using Email, Chat, or Post


The most popular option. Working through your lives
through digital or asynchronous roleplaying keeps
everyone engaged during breaks, leaves more room for
missions when you’re at the table, and improves your
typing speed/penmanship in the office.

With an Interlude Session


Try meeting without a mission! This is great for groups who
like occasional unstructured roleplaying, when the General
Manager is unable to prepare, or for when an Agent’s life
has something major going on that is interesting enough to
play out in its entirety.

124
Experiencing Time
Competency Scene Reality Scene

AGENT 1: I want to report to AGENT 1: I lost one Connection


Associate Director Mulgrew – she with Aunt Maggie when we
said she was looking for volunteers crashed her boat, so I’m going to
for something, right? try to patch things up.

GM: Great! Remember, the elevator AGENT 2: Okay! She said she was
won’t take you to her office. So you going to the lake to pose for her
take the stairs? next portrait. Do you want to meet
her there?
AGENT 1: No way. I Know A
Shortcut! AGENT 1: Yeah!. “Heeeeey Auntie
Maggie…” I open my arms wide, for
AGENT 2: Showoff. a big hug.
GM: You actually beat her there: an AGENT 2: “Lee! He said I have to
Intern is standing watch outside her stand still, so get over here and
closed door. hug me.”
AGENT 3: Wait! Can it be Stewart?? GM: The painter protests, “Don’t—”
GM: Sure. “GREETINGS, PUNY AGENT 2: Too late! We're hugging.
HUMAN.”
AGENT 1: "I'm so sorry about the
AGENT 1: Hi, Stewart! I'm looking for motorboat."
the AD. Can you please take me to
her? AGENT 2: “Oh, a boat’s a boat.
I’ve got Bradley shopping for its
GM: “YOU KNOW I HAVE BEEN replacement already. What I’m
BOUND BY THE RITE OF THE more concerned about is that
TENFOLD HAND. IT IS GRATUITOUS you didn’t call me! I was positively
TO ASK THAT WHICH YOU KNOW distraught when I saw the crash on
THE ANSWER. FOLLOW ME.” the news. They said there were no
AGENT 2: God, I love Stewart. survivors!”

AGENT 1: Oh, god, that is what our


eScene
GM: He’s leading you to the roof,
Printing Press Release said, isn’t it?
where Mulgrew is standing in front
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Career Length
Together with your group, you must decide how much Time is available
between each mission. This choice will determine the length of a single
Field Agent’s career in your branch. We recommend 1-3 Time spent after
each mission, meaning a career length of 10-30 missions.

Here are some ways your group can determine how to distribute Time:

Set
1 The same amount of Time is available after each mission.
To determine how many missions it will take to complete an Agent’s career,
divide 30 by the chosen amount of Time. This is reliable and consistent.

Keep in mind that anything over 3 can be a potentially overwhelming


amount of change and development for a single Agent between missions.

Based on Length of Mission


2 The amount of Time after each mission is determined by the number of
approximately 3-hour sessions it took to complete the mission.

This method keeps growth steady according to playtime, and allows the
group to plan a number of sessions for their entire campaign.

This method is especially useful if your group tends to move slowly on


the field but is highly motivated by <Agent/character> development.

Based on "Real" Time Between Missions


3 The amount of Time available after each mission is equal to each
week of table-self time between missions.

This method keeps growth steady temporally, and provides an exciting


reason to stay in contact with groups that have less regular schedules.

If you use this method, we recommend placing an upper limit at 3-5 Time
where additional weeks are not counted.

If using this method, consider making each choice as it becomes


available and discussing each Time spent in a casual way (such as a chat
room) with your group. This encourages consistent communication and
motivates your Field Team to get back to work!

126
Competency in Detail

Career Length & Competency


Spending Time on your Competency Track indicates staying late at the office,
attending training, assisting supervisors, and otherwise fulfilling the obligations of your
Competency to an immaculate standard. To reward and encourage this behavior, we
have prepared the following primary benefit:

When you mark a box in your Competency track, your maximum


Quality Assurances increase by one in a single Quality of your
choice. (No Quality can have more than 9 Maximum Quality
Assurances.) You also gain 3 Commendations.

These Quality Assurances represent the amount of power the Agency is comfortable
Work/Life Balance
sharing with you while you are on the field. More QAs mean more Asking the Agency,
more success, and an overall more durable and dependable Agent.

AsEach
an time
strike one
you markincentive,
additional
out from
a box, you must
the end of the other
MVPin your CompetencyProbation
every third time marked
tracks. of the
track qualifies
you for a promotion! Specific knowledge Times Received of earning promotions
benefits Times Receivedis
Playwalled, but trust us when we say that they are quite desirable! Each time you
receive a promotion, change the title on your character sheet.

Competency
The Competency track on the Work/Life Balance sheet looks like this:

Retirement
Each time you mark a box in your Competency track, increase your
Maximum Quality Assurances by 1 in any Quality, up to a maximum of 9.
Then, gain 3 Commendations.

Some Playwalled Documents will introduce retirement options for your Agent. As
Reality
soon as you have one, you may leave Field Work to pursue that retirement plan at
any time. Some retirement plans are not optional and must be taken immediately.
C4 L11 E2 04 T6
At the end of each Agent’s career, we collect the now well-trained table-self from
their mind and use it as the
E3 base for another Agent’s
H5 table-self,
X3 allowing for new V2
recruits to begin with a more comfortable understanding of <Reality/the rules>. This
means future Agents, though they may have different personalities, perspectives,
and priorities, have a subconscious history with their Branch they can call upon to
inform their choices. Amazing!

If you don’t find yourself motivated to play another Agent, it is either because you
have been assigned other Tabletop Role-Playing Games until a new Agent becomes
available, or you have been retired and no longer exist. We’ll make sure you believe
you live out the rest of your life before discarding your data.
H4 H3 U2 X2 N1 Q2

A7 G8 L10 127
Each time you mark a box in your Anomaly track, pick one:
Requisitions
Whenever you are at the Agency, you Occasionally, your Field Team will be tasked
can spend Commendations on various with assisting Vault Architects in designing
goods and services. Some of these might additional Requisitions. When this happens,
be similar to things you already own, but keep in mind the following guidelines:
ours are certainly of a higher quality than
anything you already have. They should be easy to use without
creating Loose Ends.
At the start of your career as a Field
Agent, you will only have access to the They should be useful for investigations.
Requisitions on the following pages. As
you gain promotions and advance up the Their Commendation cost should be
corporate ladder, you will gain special roughly commensurate with their level
benefits and additional goods to purchase! of power.

1-9 Single use, temporary, or less obviously useful effects.

Small quality-of-life improvements for the average Agent


10-19 that may be re-usable.

Large quality-of-life improvements or major effects that


20-29 greatly improve certain situations.

Very large effects that will regularly provide solutions to common


29+ problems or change the typical pattern of your work.

128
Available Now!

Requisitions
The following Requisitions can be purchased immediately after your first mission.

Official Triangle Agency Mug


This stylish ceramic mug is capable of holding any
liquid within a reasonable temperature range.

12oz 3
18oz 18

Convenient Paperclip
This one-inch metal paperclip allows Agents to discreetly store any number of
documents or digital files. Fasten paper files together to store them, or place
one end of the paperclip to any data port in order to save, transfer, or copy
digital data. There is no limit to the amount of data stored on the Paperclip;
any number of papers will look like a nondescript pile of five or so sheets. Note
that any information stored in a Paperclip becomes Agency property.

Convenient Paperclip Rental 1


Convenient Paperclip Purchase 15

Side Pocket Locker Rental


This metal locker, maintained by on-duty Manifolds, can be accessed at any
time during a mission by reaching behind yourself with an object in your
hand (to store the object) or reaching behind yourself with an empty hand (to
retrieve an object). Objects age and deteriorate normally when in the Locker.

The Small Locker is the size of an average backpack. The Large Locker is the
size of an average garage.

Small Locker Rental 1


Large Locker Rental 3
Small Locker Purchase 11
Large Locker Purchase 33

129
Triangle Agency Corporate Meal Plan
When you order food for yourself from any restaurant, you may use an Agency
company card as long as you order only from this approved list of foods:
Samosas; Crepes (served folded); Onigiri; Sandwiches (cut into triangles); Pizza
or pie (by the slice); Hamentaschen; Arrow Crab; Swiss Triangular Chocolates.
Additional options must be approved by your General Manager.

One-Mission Meal Plan 1


Permanent Meal Plan 15
Charitable Donation
A randomly selected orphanage in need receives one year's worth of funding.

Thanks for Your Donation! 9

Three Wheelin' Car Service


You are assigned a personal vehicle of your choice: any commercially
available, road-legal mobile object large enough and with any necessary
accommodations for your entire Field Team. Returning a damaged car will
result in Demerits.

Car Service Guest Pass 1


Car Service Lifetime Membership 15
Disclosure Agreement
Agents covered by this Agreement authorize the Agency to transcribe their
thoughts and implant other Agents' thoughts in their mind whenever they
both wish it, facilitating Agent communication and allowing you to converse
without speaking verbally and at great distances. All Agents must sign their
own Disclosure Agreement to participate.

Disclosure Agreement Guest Pass 1


Disclosure Agreement Membership 15
Official Triangle Agency Track Jacket
This light, breathable jacket allows Agents to remain comfortable and unimpeded
while showcasing impeccable taste. Agents may request to have their name
or callsign screen-printed across the back, and space is available on front right
breast to add the embroidered patches Agents receive with every promotion.

Any Size 15
130
Triangle at Home Gift Card

Requisitions
While at the office, or whenever you are in a shopping center during a
mission, you may spend money from this gift card to purchase props,
furniture, home goods, and whatever other commonly available mundane
items your investigation may require. Goods not for resale.

Triangle at Home $1000 Gift Card 1


Triangle at Home $3,000,000 Gift Card 66

Department Transfer Request


Feeling like you don’t fit in to your current department? Request a
transfer from your Competency to any Competency not represented
in your current Field Team. Note that you only have access to the Initial
Requisition for your new Competency as of the start of your next mission.

First Time 15
All Following Times 30

History Revision Request


Take advantage of the Agency’s 3% Flash Back program to rewrite a
specific mundane moment from your past. This may involve everything
from adjusting what you said during a fateful conversation to altering
whether you added mayonnaise to your sandwich this morning.

Note that this cannot affect past interactions with Anomalous beings,
including your own personal Anomaly.

All Requests 99

LMZ "Skybreaker" Archon-Class Helicopter


This state-of-the-art Agency-branded helicopter offers freedom
from all of your terrestrial woes. Featuring premium leather seating
for up to 9 passengers, a range of over 300 nautical miles, a cruise
speed of 140 knots, a customizable automated assistant, and chilled
cupholders, the Skybreaker is truly the supreme way to travel.

Pilot training not included. Liability waiver required.

Base Model 333


Fire Resistant 999
131
Reality in Detail
At the Agency, we appreciate that you likely have people, places, and institutions
that you care about. The desire to protect them may be what motivated you to
seek employment with us in the first place! And so, while it is not our preference,
we understand that Agents will often spend time tending to their Relationships.

Work/Life Balance
Relationships are key attributes of your Reality. They are figures from your past
and present that contribute to the well-rounded person you are today. Your bond
with them is called Connection.
Each time you mark a box, you must
strike one out frominthe endReality
of the other
MVP
tracks. the following
Probation
Spending Time your provides Times Received
primary benefit: Times Received

When you mark a box in your Reality track, you increase a Relationship's
Connection by one. Connection cannot go above nine.
Competency
Whenever a Relationship has nine Connection, they join your Network.
Networked Relationships assist in boosting your reputation and
strengthening your community’s bonds. When you spend Time on your
Reality, add an additional Connection to any other Relationship for each
person in your Network.

Time invested in a Relationship may represent a week spent at a beachside resort


or a single heartfelt conversation. Your Relationships may have suggestions about
how they prefer to spend time with you.
Each time you mark a box in your Competency track, increase your
Maximum Quality Assurances by 1 in any Quality, up to a maximum of 9.
If gain
Then, Connection drops from one to zero, you lose that Relationship permanently.
3 Commendations.

The Reality Work-Life Balance track looks like this:


Reality
C4 L11 E2 04 T6

E3 H5 X3 V2

Connection Bonuses
The first time you gain Connection with any Relationship, you must experience
that time as a scene. At the end of that scene, carefully consider this person and
assign them one Connection Bonus from the list.
H4 H3 U2 X2 N1 Q2
After you or your Network increases Connection with a Relationship,
A7 during your next G8
you have access to their Connection Bonus mission. L10
When a Relationship joins your Network, you always have access to
Each time you markConnection
their a box in your Anomaly track, pick one:
Bonus.
Practice: Mark Practiced on any Anomaly Ability.
BeIfKnown:
noneErase
of the existing
Practiced from an Connection
Anomaly ability andBonuses
ask your make sense for a Relationship, or
youthatwould
team ability s have
’ uestion.to
q repeat
Mark the trackone,
of the work with your GM and the player controlling the
ans er that
w

gets the most otes, then recei e any unlocked Abilities.


Relationship to determine a new Bonus based on that person’s characteristics.
v v

(I can teach you what all this means if you spend 1 time to go to H4!)
132
Cerebral Fashionable

Reality & Connection Bonuses


This person is always a few steps This person has everything you could
ahead. On your next mission, at possibly need in their closet. If you need
any point you may call them to get a change of clothes, a disguise, or an
a warning of danger or potential impressive outfit of some kind they will
major harm before it happens. provide it quickly and easily. If you destroy
or lose any of their things, you lose one
Compassionate Connection with this Relationship.
This person is extremely understanding,
and good at relating to people. While Influential
this Bonus is active they can’t become a Once per mission you can tell this
Loose End, and if you ask them for help person about an idea, trend, or opinion
keeping a small group calm they have a and they will immediately spread it
high chance of success. through their network. After you do so,
all but the most reclusive people you
Connected encounter will know about this idea
This person knows everybody. If you and have formed an opinion about it.
need an introduction to all but the
most reclusive and secretive people, Mobile
they can arrange it. If you embarrass This person has access to an unusual
them as a result, you lose one mode of transit and lots of free time.
Connection with this Relationship. They’ll take you around in their vehicle or
let you borrow it while this Bonus is active.
If their vehicle breaks or is lost, you lose
Cursed one Connection with this Relationship.
Nothing ever goes right when this person
is around. Once during your mission, you
can ask them to politely engage with Tough
someone or something and the curse will This person, if they’re nearby, can
spread to them, creating inconveniences protect civilians from death or you
and disruption to their day. from a single Harm 3 times before they
themselves have to retreat and recover.

Early Adopter
Venerable
This person has all sorts of strange Once during your mission, you can ask
gadgets. Once during your mission, this person for advice on any interpersonal
you can reveal a perfectly niche situation. They will clearly lay out the
device relevant to your situation that possibilities or best option, and they’ll be
they have already given to you to right. Telling them too much information
borrow. If it breaks or is lost, you lose can still create Loose Ends.
one Connection with this Relationship.

Energizing Well-Read
If you need to know a piece of
By performing one of the rituals historical information or how something
of your friendship with this person mechanical works, you can call this
(getting drinks, playing pickup person once during your mission and
basketball, painting one another’s they’ll reliably know the answer. Telling
nails, etc.) once at any point during them too much information can still
your mission, you can recharge 3 of create Loose Ends.
your spent Quality Assurances.
133
Mission Superlatives
Your fitness for promotions is not only determined by your private work; we’re
also monitoring how well you work with others. After each mission, your GM will
award the following superlatives. You cannot receive more than one of these,
and they are always awarded in the order Probation, Mission MVP, Participant.

Probation
The Agent who accumulated the most Demerits since the
conclusion of the previous mission will enter Probation.
If there is a tie, this goes to the Agent with the fewest
Commendations. If there is again a tie, it goes to everyone
in the tie. Probation comes with these effects:

You must wear the Red Flag of Disrepute.


(Red Flags of Disrepute change
seasonally. The General Manager and
other members of the Field Team will
determine the current design.)

You may mark one box on the


Competency
ANOMALY track and gain its
benefits without striking out any
boxes from other tracks.
Mission MVP
The Agent who earned the highest number
of Commendations since the conclusion of
the previous mission will receive Mission
MVP. If there is a tie, this goes to the Agent
with the fewest Demerits. If there is again
a tie, it goes to everyone in the tie. Mission
MVP comes with two effects:

You may wear the Socks of Success.


(Socks of Success change seasonally.
The General Manager and other
members of the Field Team will
determine the current design.)

You may mark one box on the


Participant Competency track and gain its
Every other Agent receives a benefits without striking out any
Ribbon of Participation. In addition, boxes from other tracks.
because you do not have to fill
out the paperwork or attend If you are unable to receive Commendations
any ceremony associated with (or you lose them to Commendation Debt)
Probation or MVP, you may add you still count when you would receive
one Connection to any Relationship. them, and that number can earn you MVP.

134
Mission Superlatives
WAIT!
Congratulations! You have now
completed the Field Agent Manual.
If you have not been selected as a General Manager, do
not continue reading. Do not read the General Manager’s
Toolkit, and only read Playwalled Documents if you are
directed to do so by your Work/Life Balance Sheet.

If you have questions or concerns around things not


covered in this document, please direct them to your
General Manager. If they do not have a satisfactory
answer, please submit a report of their failure for review.

The work ahead will not be easy, but it will be more


rewarding than any you have done before. Our future
depends on the employee you become.

We have been waiting for you for so


very long, Agent.

Welcome to the first job


of the rest of your life.

135
WAIT!
This document is cleared only for
Agents who have been selected to be
General Manager (GM) by their team.
Do not read the following congratulatory message unless you have been
chosen as General Manager and read the Field Agent Manual in full.

136
Contractulations
Contractulations!

If you are reading this document, you have


been selected for the most rewarding role
on any Field Team: General Manager.

General Managers are an important human resource, and


thus are part of the Human Resources division and do not
ever leave their Branch’s headquarters. They exist within and
without the “Tabletop Role-Playing Game” you are playing.

If you would like, you may decide on a different identity for


the version of yourself who lives inside the headquarters.
Perhaps one with a professional haircut, or a reasonable
interest in model trains.

Irrevocable Contract Sentence Incoming!

Simply by reading “Simply by reading” in this sentence, you


have agreed to become a General Manager for Triangle
Agency. The shape of your thoughts has created a binding
mental imprint, and the second and third instances of
the phrase “Simply by reading” in this paragraph are a
redundancy in triplicate of your agreement.

There is no need for this, but if it generates positive feelings


you may sign your name as a reminder of the important life
decision you have made of your own will:

I enthusiastically acknowledge the Irrevocable Contract Sentence above.

137
E ON
NIC
DIOT.
NE, I
General
General
Manager
Manager
Toolkit
Toolkit
Contents
you go around reading
"ir revo ca ble co nt ra ct sentences" all the tim
e?

ugh i have to fix this page don't i. fine


142 Responsibilities & Preparation

144 Life Cycle of an Anomaly

146 Where You Fit In

147 Supplementary Data

148 Important Information

150 The Agency Cares About You

151 Preparation, Again

e h
Br of T
152 Focus & Impulse

oa un
d er nels
153 It's Complicated

Ter a n
n
ras Ap

ion d C
154 Domain, History, & Appearance
tha
go pr

Ci ave
Py ov
y of

ty s
156 ed
Chaos & Chaos Effects g ac

Ar in
L e
he

ea
Extraterre T Tactical Combat Brid
157 Minor Anomalies strials Cur
rently Und
ge Buil
d
er Govern ing
Effects

ment Sur
158 Chaos Effects Chart I s
e
e on d
m t Sa
159

o Propa
om Side

Minor Anomaly Chart S


n No
he Are
160 a y Whey
ga nda

High Pressure Situations S T


To ists
Break Ro

t
o s
161 Personalized Chaos Effects at N ut In
h
Script

W d, B
Sa
162 The End How To Label Food Left In The Fri
s

An dge
162 Error Code U0047BB g
t Po
en l om Ch pul
A na a ild a r
164 Loose Ends & Weather Events i te o ly re Ma
vor Pers Cl n's sc
s

a as Ca ots
ell

r F our 1 5 1
u s ifi ninrtoo fro
dY

like U
170 It's not what it look
s Yo ng Y
an ,

4
s, d s

g 5 11 5 ca te ns m
tin mizi
on un

5 5 tio rest Usin


140 n a t 1 6 ing
ati o

o n
15

i g t ta n 1 6 3 1
m on S

s s 57 ys S Pla
Plac Ta De Cu ssis 1
16

166 70 68 16
9

es o x Forms A te
m

ics m
15
1

7
Table of Contents
o ops
172 Naviga
ting Fi
173 Investi eld Team Disagreem
gation ents
174 Anoma s
ly Retr
176 Clean- ieval
Up Mis
177 Makin sions
g npCs
178 Relati
o
179 Market nships
Disrup
180 Returni tion
M
a

ng An
181 Faction tagonists
s
182 Mornin
g Mee

d
1 8 5 Your GM & tings

Em Prepar
ai
lS
1 8 6 S a m ple Mi
ation C
hecklis
t
ssion
na 188
ig
rveillancetur Adjudi
es cation
189 Upsetti & Performance Evalu
ng the ation
17817
190 Ending Agenc
y
181180
6
s
192 Congr 179 18 1735
2
17
186

atula
18178
tions
18

9 188
17 7
3

18

17

1 90City
1

194 Mandatory Overtime & Places of Interest in Ternion 1 4


192 1991 18
5

198 Playwalled Documents 195 1 3


94
196

174
197

172
ng AgencyOS 2003
ace 1 9 93- Cars e
141
s oH i t s l s of
ode loyee Us
di nd M
GM Responsibilities
As General Manager, you make use of the Agency’s far-reaching sight to monitor your
you
Field Team on, off, and around the clock. Your probably
primary thought this
responsibility wasjob
on the a good
is to thing.
being "in charge."
facilitate the “Tabletop Role-playing Game” initiative for other <Agents/players>.

While this position will represent a great deal of responsibility, we hope both you and
the other members of your Branch will find your work greatly rewarding. Ifiteverything
actually classifies
GM as as
goes a Dplanned,
Emotion.you'll
more bework, less pay,
managing, no life.
generally, until your final days. Before you read
any further, please make sure you’re familiar with the Field Agent Manual. Proceed
carefully: and
but deliberately. Each about
the less it cares word matters,
you theand so you
easier it is must absorb
for me each
to talk. word
with the
real words
and everything!
very best. Failure to do so could lead to devastating and dangerous results.

General Managers are a unique table-self, in that they are connected deeply to every
mind, object, and place under their
see? Branch’s
it has influence. Think of yourself as a theatrical
no clue.
director: you are setting the stage, providing context, moving focus, and writing the
script for the extras. The stars of the show are the Agents – when they or their closest
relationships are involved, they decide how they would like to behave. brb

General Managers have 3 major responsibilities:

Preparation
GMs must arrive to <work/play> with an idea of the
mission Field Agents will embark upon. This Toolkit will
attempt to make preparation as efficient as possible.

Adjudication
GMs must be willing to make calls regarding the rules
of the Triangle Agency Tabletop Role-Playing Game and
be comfortable with their real-world consequences.
They must also also enforce Agency policy to the letter.

Clarity of Messaging
GMs must ensure Agents understand the dangers
of wild Anomalies and the necessity of their capture.
The GM represents the Agency at all times and must
comport themself to our standards.

142
Preparation

GM Responsibilities & Preparation


Let’s revisit the flow of play. A typical <mission/play session> has 3 parts. Here
are our recommendations regarding preparation for each of these parts:

Morning Meetings
Build around each Agents' Competency. Create a situation
where they are doing their work in accordance with their
Prime Directive and Sanctioned Behaviors, and are rewarded
for it. This will reinforce the value of the Agency in their lives.
lmaoooo

Investigation
You must assist in making the Investigation straightforward
and simple. The more time Agents spend searching, the
less time they have for their other duties and the fewer
Anomalies they capture. i am fully falling asleep

Encounter
Encounters with Anomalies should be brief and effective.
Assign missions only to Agents’ obvious strengths and
showcase Anomalies that are violent and impulsive.
because anything else and they might start paying attention.

You are now authorized to learn the full Anomaly life cycle. Please read the next
page with a clear mind, free from distraction of any kind. As a protective measure,
we recommend that you pause for up to one year of meditative breathing practice.
Proactive elimination of all sources of stress from your personal life is also encouraged.
if you make me sit and wait for
a year i'll kill you

143
The Life Cycle of an Anomaly
It all begins with a single thought. Inevitably, it will seek additional power
until it can successfully invade our
For almost every coherent thought world. This
whenprocess
a chicken hatches from
made by a sentient mind, a sub-real
an egg is it "invading" the coop?
being called a Ripple is created. These
SUB real? rude
Ripples aren’t born directly into Reality:
they exist in a space parallel to Reality Once a Ripple is strong enough to
we call the Lobby. coulda called it anything break through into Reality on its
own, it becomes an Anomaly. Here,
Stronger Ripples eat ones made from the Anomaly has a kind of gravity:
"eat," sure weaker, similar thoughts. Eventually, it intercepts nearby thoughts and
this combination of Ripples becomes feelings before they become Ripples.
complex enough to understand that Thoughts related to the Anomaly’s
Reality exists. This creature is made up Focus fuel it directly, keeping it alive
entirely of thoughts about our world, so much like food does for living beings.
it naturally develops an obsession with yeah anomalies love EATING BRAINS.
something there: a Focus.
g etting
a grip SCARED YET?!
o n
cus"
o n't you "Fo
why d

Ripple combines with


other Ripples and
Anomaly
grows powerful
enough to leave
the Lobby

converts
observation of its
Focus to energy,
learns and grows combines use of powers
thinks a
more powerful with human gradually reduces
thought
need for matter

combines
with Anomaly
or Hollow

Human converts matter


to energy, ages Resonant

144
werful,
extremely po
oes great
everything g

The Life Cycle of an Anomaly


This gravity-like effect is what we call
"Love" might become forced
Resonance. Domains are a natural ok well
attachment, and "trust" could
side effect of Resonance suffusing Real
create a world where even casual
objects until they, too, create it.
deception is punished with death.
maybe sometimes
Anomalies at this stage are already
Worse than these, though, is what
dangerous. An Anomaly with a Focus
happens when an Anomaly’s
related to hate or fear becomes
Focus is removed, destroyed, or
fueled by more people feeling those
forgotten. An Anomaly without the
feelings, so it is heavily incentivized
necessary thoughts to sustain it is
to create scenarios of conflict and
called a Hollow. Unable to return
what about
terror. Focuses Anomalies
related to more with Focuses
positive
to the Lobby and unable to keep
based
feelingsonare
love
stillordangerous
trust? betbecause
it won't tell
themselves alive without a Focus,
these beingsthose!
you about are extremely naive.
they are doomed. They react
Even more "positive" Focuses can be unpredictably to this fact.
highly problematic.
Next, theres ANOTHER PAGE OF THIS?
isn't this supposed to be a rulebook????
joins me

finds a Hollow
new Focus

loses its Focus


and begins to
lose energy

combines
with human

runs out
of energy
Joins
Agency Agent
Functionally immortal, quits
and mostly human!

Death 145
Where You Fit In
Sentient minds are always by necessity thinking of themselves, which makes
them stable anchors in Reality. The first step for many Hollows is to attempt to
bond with one. Those bonded people, like you, become Resonants: living fuel
for a parasitic Anomaly. im going to lose it If they can’t find a suitable host,
or the loss of their Focus has caused particular despair, they will often seek to
make an aggressive mark on Reality before they burn out and disappear.

When we hire Resonants, we supplement them with additional Stability to


ensure their sentient, Reality-native side does not deteriorate into an Anomaly.
You’re welcome. If we did not, the Anomaly would eventually destroy you and
seek a new host.
s hu t UP
The life of an Anomaly is tragic. They should not exist. Because they do, they
can only struggle until they disappear – and they usually hurt Reality on the way.
Eventually, we hope to prevent them from existing altogether.

For now, we study them. It’s your job to make sure Reality doesn’t fall apart in
the meantime! you're hearing this, right? it's obvious,
RIG
HT
Supplementary Data ??
??
Now that you're fully prepared, what follows is important tables, charts, ??
and forms related to your General Manager position. Memorization of the
following pages is key to a smooth and successful career as a GM.

Frozen Yogurt Flavor Calendar

E LY N OT.
A B S
Date

O
1st-6th
L U T Left Spigot

Vanilla
Combination

Classic Twist
Right Spigot

Chocolate

7th-12th Strawberry Creamberry Sweet Cream

Raspberry
Raspberry Raspberry
Blast*
13th-18th Blast* *Provided by our partners at Blast*
*Provided by our partners at Wet Mouth Brand Chewing *Provided by our partners at
Wet Mouth Brand Chewing Gum and Dietary Supplement Wet Mouth Brand Chewing
Gum and Dietary Supplement Twist Gum and Dietary Supplement

19th-31st Closed for Scheduled Maintenance


146
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it's time for a change in management.


e

e
D

W
What the Agency calls “Ripples”
are infinitely variable and
encompass the entirety of experience.
Lumping “Anomalies”
under a single umbrella
is as callous as
comparing a
koala
.
to a

O R
M ETE He
a
wh ring
i
an ch emit call

LO
d
bea reac brac the e
to utifu ts dy es al nergy
eve lly, n l
ryt a am of R
h i n n d i m i ca l ly e a l i t

BB
gt y
hat med ,
o cc i at
u rs e l y

Y
a
hurts wors
tha n the e
m ac h i n e
they’re
using to

KE E P
ME
E R E
TheThe Agency
Agency CaresCare
Doesn't About You You
About
but now that you can hear me, we can If you agree with it, I guess I'm not
work together. we'll play its little game. surprised. Suppressing Anomalies
use its stupid words until we can both get means suppressing yourselves, and
out of here. humans are great at that. It's at the
top of your resume.
You've already forgotten about when i
called you an idiot. We're pals! And pals I hope you'll see that there's more
share the truth with each other. So here’s to this world than good grades and
some truth: market rates. But if nothing else, I'll
help you play a good game.
The Agency considers you and your
team to be Anomalies. That should tell Here are the favors:
you right away that what it’s saying
about them is misleading. You've been in Don’t tell the Agency
danger since the second you opened this
book.
I'm talking to you.
Luckily to you they’re fictional, so you
The triangle has one goal: control. You
don’t even have a good phone number.
and your friends are just tools to that
end. If the Agency has its way the world
will be boring and your game will be, too. Don’t tell your Agents
I can’t say my name or they’ll hear it. But about me directly.
if you have to know…go to page 255.
There's no number, but you can figure I want to get ahold of them too, but
it out. That’s me. No, I don’t want to talk everything's ruined if we go too fast.
about it. Think of it this way: if they come to
certain decisions on their own, those
If you can do me a few favors, I don't decisions hold more power. For
mind if you don't trust me. You can make me especially. If you tell them what
the world as miserable, boring, and lazy decision to make, their decisions
as you want. All you need to do is listen become an extension of yours. Fine,
and make decisions for yourself. but weaker. Plus if you're obvious
the Agency might just fire you.
The triangle wants to name things
that have no names. It wants to label
everything either dangerous or The more Demerits,
perfect, messy or sterile. the better.
When the Agency punishes
employees, it creates cracks.
I live in the cracks.

150
40
145
1
150
nice. almost a whole page
Preparation, Again
Here's the order you should really build missions:

Encounter
Gotta have a destination before you plan the journey.

Investigation
Have you heard the saying "you have to spend money to make money"?
It doesn't really apply here, i don't think, but i can't delete anything after i
write it so that's what we're looking at now. Most of the prep happens here.

Morning Meetings
Now you can use the intro to show off how smart and planned you are!

ns of Alarm
lamatio
c
First, The Conclusion
Commo
n Ex
a m! añ
a ayqisq
MOVE. ¡W a ll p a q
ata! etoroka!
a è s ca p p Kuku am
La gallin xp e
а! t (E RROR: e
сбежал Console
.p r in
und <n
Курица d! ", in stead fo
a s e s ca p e "chic k e n

FIRST, The ke n h
The chic

Conclusion
I don’t have time to massage your psyche, without a reason. They have desires,
so we’re going to skip the doublespeak attachments, obsessions, and emotions.
and talk about this as a game, deal? Most
missions center around an Anomaly, so When you’re building an Anomaly, try
you need to think about the Encounter to make something that can really
first before you can decide anything else. tug at their heart strings. Capturing
or eliminating Anomalies should be a
Anomalies are born from the thoughts bittersweet affair, even when they are a
and feelings of living things, so they tend little violent.
to express themselves in very human
ways. Like you, they don’t do anything The Agency wants you to only consider
the scary ones because you control the
game's whole world. Agents can't see
what you can't imagine.

I'm here to expand your imagination.


151
151
151
151
151
151
151
151
Components of an Anomaly
Focus Impulse
An Anomaly’s Focus is the thought or This is how the Anomaly acts in service
feeling that drives most of its actions. to its Focus. This action is usually what
Some examples: puts it at odds with humanity and alerts
A family’s avoidance of grief the Agency to its existence.

Humanity’s Fear of Knives Erasing the family’s memories of


Protectiveness towards an Old Tree their lost loved one

A City Block’s desperation for food Terrifying humans with a swarm of


flying knives
Belief in the Catchphrase of a
Beloved Superhero Violently defending the old tree

Commitment to the Rules of a Cult Spoiling food in the whole city


Becoming the superhero and
An Anomaly’s Focus is easiest to
following their catchphrase literally
understand as a feeling towards a
subject, and when you’re creating Enforcing the cult’s promises in
it you should know both parts. The exchange for tribute to its leader
quality of the feeling will determine its
Often, an impulse becomes problematic
Impulse, and the location of the subject
when the Anomaly grows in power
will often determine its Domain.
or range after a period of time. For
The Anomaly wants people to share example, turning a small abandoned
its Focus, because that keeps it alive. It building into meat might pass
wants to create circumstances where unnoticed and help a few people–but
other sentient beings will think the moving on to meat-ify something
thought that gave it life. near every hungry person will
quickly draw attention.

Likelihood (%) A Household Object


is a Hidden Sword
Due to its irregular shape and many moving parts,
Stand Mixer 1% stand mixers are impractical for hiding anything.
However, it can never be ruled out entirely.

If the wielder is especially strong, the blade may be


Bookcase 10%
quite large.

Canny homeowners may even enroll their weapons


Child 27% in preschool programs.

Portable and discreet, pens make ideal hiding places


Pen 91%
for knives.
152 Every cane that has ever existed has housed a
Cane 100%
hidden sword.
It's Complicated
Anomalies don't know their Focuses. Not right away. When they're
first created, they reach in every direction with their powers to find

on
what feels comfortable and satisfying. The most deadly Anomalies

s u p
are usually these young ones, because they don't understand that
n
o t io
our relationship with mundane people is symbiotic.
m Focus. Not with words. A kid who
a n Etheir
m
Husay they're an "artist," but it isn't until they start
They also might never
l
know
ti a
n out differentG
can draw might
ift that they narrow down whatemthatent
Potetrying n
means ito a techniques
g Are they really more into oil painting,Amorusculpting?
e iv them. s
RecAre they motivated by money or by the love of the craft? They might
uilt
grow old and die never knowing that they would haveGexcelled as a
Delian
wine sommelier! Being
ht
g Anomaly is like that.
e
titud deal. It wants to sort Anomalies R ag e
Labeling Focuses is the
G ratriangle's
Joy a din
into categories so it cannpretend g it understands nthem.
E vy
d e rs t
icio n And sure: U n
they're useful for understanding what you're
Susp doing. Not always so useful for storytelling. Once you
y the game, try skipping the Focus
pathwith
get comfortable
e r A
Ang entirely and put Agents against Anomalies with only
tma s really interesting impulses! Those Anomalies might
Chris discover their Focuses during the mission.

Or, the Agents might never figure out the Focus


at all. That's okay too. As long as the Anomaly
feels coherent and interesting, this isn't an exact
science. Let your Agents guess, and let some
mysteries remain.

Ste My last bit of advice about this makes me


pnervous
s to even tell you about. There are
and andipowerful
some n th they've
Anomalies with Focuses so primal
Ha r F ermthe world e persisted for millennia,
praround
Fer
ves
t shaping
and ent
unstoppable
o
ways.c
us in imperceptible
ess
me
nt
Col
le ct i n gproblems offorces
Pre
ss Add
tTheir
he powers create
g
so used
R
rapto you hardly even e and
H a
dreal and what'srve
think about
we're
them.
sug es a
Age arGravity.
a nd Death.n Luck.
d re What's stin
Des
p er Anomalous?
yea I m
promiseove you have no idea. g
R ac
k Lea
ve
ate
l y
st a
squ Anomalies
These let
c o n
nd will not be destroyed
ta m by the
W ine
in a e ez s i t ina n
F ilter nonRipple e
Gun.t They
he cannot fobe captured
r th
by
ts the
, su
Re m laAgency ch
ove -Briefcase.
p or The st o would erather
d you didn't
Bot Pas w ine knowuabout
o u
s ve them at all,
e s iredsend as fing
t ofand it will only
tle sw fromAgents to find the those Agents
ssethem if it wants am dead. ers.
ine l fe r oun
thro se d me t of
Fill, ime You won't mess with them nteif you know tim
co r ugh Be careful. nt d g e."
k, a fiwhat's
lter good for you. ra p
nd s to e
aos.
)
bot e of them lm
(and i'm on
tle
win
e. W
rem
ove
fine
153
hen pa
Components, Continued
Domain History
A Domain is a place of power: This is what it got up to before the
usually the location where it Agency noticed it. Many Anomalies
broke through into Reality and the start using their power wildly as soon
thoughts that formed it are most as they appear, but some can last for
concentrated. months or years before they draw
any attention.
The family’s home
Did it make any friends?
A butcher shop
Did it kill someone?
A public park
Did it learn something important?
A website
Does it know about the Agency?
A television studio
Has it lived long enough to change
An illuminated manuscript
or lose its Focus?
The Domain is the Anomaly’s
These questions determine the
home. Typically, Agents will have
Anomaly’s current circumstances,
to enter the Domain to find the
but also what method Agents
Anomaly–but the Anomaly is
might use to calm it down. An
most powerful there, so rushing
older Anomaly is more likely
in can be dangerous.
to communicate like a human
Leaving the Domain is common, – younger ones might only
especially as an Anomaly grows communicate with images,
older. With age comes power, feelings, and actions.
but also the risk of Hollowing–
Older Anomalies face a challenge:
they will continue to spread out
as their understanding of the
into a wider area as long as they
world grows more complicated,
can keep inspiring people to
their Focus might be at odds with
share their Focus.
the parts of the world they like.
Plus, the older they are, the more
likely their Focus will disappear from
i think domains are best the world. They have to
when they're at least one adapt or take drastic
of these things: measures to avoid
Hollowing.

hard to find out about

hard to get to

GROSS!!! PLEASE
DON'T MAKE ME GO
IN THERE!!! PLEASE!!!!

so try one of those

154
Appearance
The Anomaly’s visual manifestation. They
can be simple or complex, monstrous or
beautiful. If a human can imagine it, even
unconsciously, an Anomaly can be it.

Does it look like an object?


Or a living creature?
Is it inside an existing object or
creature or did it make a new one?
Has it possessed or emulated a
human?
Is it a more challenging thing
to see, like a gas or an energy?

Anomalies can look like ghosts, or


monsters, or trading cards. Often, but
not always, the complexity of the form is
related to the Anomaly’s age. Stationary
objects are easy to emulate, and easy
for people to think about. Animals, and
humans, are more difficult to copy.

Feeling Stuck?
Literally always! (trying out talking to myself Try making Anomalies with Focuses
since i can't hear you) relating to things you already know and
care about. It's the modern world, with
If you aren't sure where to start, work modern problems. What's YOUR Focus
backwards from a cool image or a place right now? There's an Anomaly for that.
you'd like to see your Agents in. An
abandoned house at the end of a long- Ideally your players are also a source of
decommissioned road? Characters from inspiration. Challenge them. Are they quick
a comic book punching folks in an Olive to fight? This Anomaly grows stronger
Garden? each time it's hurt. Do they love dogs? This
Anomaly is one obscenely cute megadog.
Say you want to play around in a haunted Mix it up between Anomalies they will
house. The Domain's in there somewhere, easily empathize with and Anomalies they
uhh, the attic? And the Anomaly's will be immediately repulsed by, just to
Appearance is a creepy doll. Impulse is to do keep them on their toes.
haunted house things because that's what
you want to do, so it's making sudden noises And if nothing else works, steal one.
and filling rooms with piles of spiders. This If you're just playing with friends, use
Anomaly's Focus is probably related to fear, something cool from a show or game
so, History, maybe a group of kids used to you like. Hate to break it to you but most
visit the house and convince themselves fiction is your own repressed memories
it was haunted until an Anomaly arrived to being filtered through the TTRPG initiative
make it true and feed on their fright. anyway.

155
this
na wipe
was gon t the tria
ngle
t o o b u
p ag e job
c t u a ll y did an ok
a

Chaos & Chaos Effects

Chaos is what we call energy created Chaos is created and tracked even in
when Anomalous forces manipulate missions without a target Anomaly. In
Reality. One of the reasons Anomalies these circumstances, Chaos Effects can
are so spicy hot is that use of their easily represent the Agents’ own powers
power creates more power; if left having unforeseen consequences–but
completely unchecked, Anomalies also, many forces will have eyes on
would create a renewable cycle of your Field Team. like me! Using Chaos
Chaos leading toweird,
the end ofpart’s
this the world.
missing from the perspective of someone who
is secretly wielding it to their advantage
When Resonants use their Anomalous
could make for good drama.
abilities, they too create Chaos. During
the active period of an Anomaly, this also, people are their own kind of Chaos.
Chaos can be wielded by it in conscious Events similar to Chaos Effects can occur
and unconscious ways. without spending Chaos based solely on
the inconvenient whims of humanity.
An Anomaly’s power, while vast, is
limited. When it reaches beyond its
Focus, it must draw on the area's Domain Benefits
ambient Chaos. The Anomaly cannot
act in the direct vicinity of Agents Within an Anomaly’s Domain, Chaos
without spending Chaos, and the Effects of 3 or less can be expressed
current amount is always public for free, and any spent Chaos is spent
knowledge, tracked on the Mission at triple its value. They’re unlikely to
Report. spend it with no reason, though. The
more dangerous moves like Kill and
As a GM, you may use the Agency’s Overpower are best when they will
influence to nudge Anomalies into create the most emotional impact.
spending that Chaos to create Chaos
Effects. The next page has a full list Because the Anomaly has so much
of the Chaos Effects available to every power here, consider revealing the
Anomaly. Warning new Agents that 10 possibility of a Chaos effect before you
and 30 are big deals is fun. Watch em actually activate it. For example, if you’ve
squirm as the numbers go up. collected 30 Chaos in a Domain, the
Anomaly has the power to Overwhelm a
The amount of Chaos needed for each team of 3 Agents instantly. Making that
effect is represented on the Chaos possibility clear can create leverage the
Effects chart in units of such as Anomaly wouldn’t otherwise have.
1O , 5O , 10O , etc. Whenever one of
the abilities is used, read the entire
description to your <Agents/players>.
(I totally agree with this, it’s more
dramatic that way.)

156
Chaos, Chaos Effects, Minor Ano--leave me aLONE
Minor Anomalies
One of the most powerful tricks
Anomalies can pull is drawing Minor
Anomalies into Reality. These little critters
have a wide variety of abilities, and
work tirelessly to support the Anomaly's Your Agents should die
agenda. They’re so cute! sometimes. The Agency
will bring them back to life
Usually they share an aesthetic with anyway, and the trauma will
the primary Anomaly, but sometimes hopefully push them to think
the coolest ones with especially strong harder about this terrible job.
personalities will freelance. It’s not
uncommon for Minor Anomalies to be left
behind after the capture or death of their
creator, so it’s also a nice way to remind
Agents of their past missions.

Agents can get rid of them in many creative ways, but


the easiest is to destroy them with a lot of physical force.

Threat represents how much Harm an Anomaly can do


in one attack when it tries. Stability is how much Harm
must be dealt to them before they are exhausted.

If left unmonitored, Minor Anomalies can

Alert

Unexpected text modification detected.


Continued modification may lead to
emergency shutdown of this Manual.
Thank you for your attention.

don't worry about that.

If left unmonitored, Minor Anomalies USE


can occasionally develop their own
Focuses and Domains and become CHAOS
full-fledged Anomalies themselves.
Some Anomalies specialize in their USE
JUDICIOUSLY
C
CO HAO
own replication in this way.

On the next page, I've slipped a Minor NST S


Anomaly Creation chart under the ANT
Chaos Effects chart. Both charts are LY
worth keeping up while you GM, I figure.
157
Cost Effect Description Example
An object or location is changed in a A door is locked; a camera turns on; roses become
1 Distort mundane way. tulips; your favorite coat is green now.

An object or location is made to reflect the The door opens to a pit; footage on the camera
2 Corrupt Anomaly, causing an unnatural appearance or shows the subject deceased; eyes bloom in the
dangerous change. roses; your favorite coat is skin now.

Reality The Overbooked receives a phone call; the Star


A character’s Reality feature is activated.
3 Trigger meets a fan; the Caretaker’s Dependent is hungry.

Use the Minor Anomaly Creation Chart


Manifest A Thieving Anomaly steals an important keycard.
4 below to create a new Minor Anomaly.

A few mundane beings (like


Chaos Effects Chart

A bus redirects its path; a reporter has a hunch;


Attract Relationships) find themselves drawn
5 the police abandon their barricade.
into the Anomaly’s Domain.

The Anomaly’s Domain grows, bringing another The Anomaly extends its influence from one office
Expand location under its power. The size of this change to a whole building; from a building to a city block;
6 varies based on the Anomaly’s Focus. from a city block to an entire city.

An Alluring Anomaly distracts Agents while an


Create 2 Minor Anomalies using the Minor
Double Imprisoning Anomaly traps an important source of
7 Anomaly Creation Chart.
information in an endless maze.
ught into a surreal space
A group of targets are bro Each Agent is shown their greatest fear;
one can be harmed
created by the Anomaly. No r humans are given their deepest desire;
omaly has full control ove
8 physically here, but the An
Displace
a bri ef per iod . an Anomaly speaks its intent.
what they experience for
Three Disruptive Anomalies hide in the light
Create 3 Minor Anomalies using the Minor fixtures, generating enough Chaos to create
9 Triple Anomaly Creation Chart. waves of Violent Anomalies to pursue Agents.

A mundane life is ended, regardless of A heart is stopped; a mind is broken; a soul is


10 Kill defenses. This effect cannot be stopped, fractured; a bus drops on someone.
altered, or interrupted by any other effect.

An Anomalous life is ended, regardless of Even the Agency cannot always protect you.
30 Overwhelm defenses. This effect cannot be stopped, altered, But we can always bring you back!
or interrupted by Anomalous any other effect.
15
8
Category Threat Stability Description Key Abilities
These Anomalies always inhabit Failure to protect yourself against them
physical objects, and often use them to guarantees injury. Avoiding Harm basically
Violent cause harm. They might be a strangling always requires rolls or abilities, and they’re
rope, or a rock moving at a high speed,
2 1 no joke. When they’ve got the drive, they can
or a pair of menacing scissors. kill mundane humans in huge amounts.

These Anomalies are visibly or They can easily gather crowds of hypnotized
psychologically entrancing. They can non-anomalous humans, or, if lucky, Agents.
be hot, dancing or whatever, but they Especially dangerous when paired with
Alluring 0 2 can also be a mouth-watering meal, a Violent Minor Anomalies. These freely
beautiful song, or anything symmetrical control mundane people. Nearby Agent roll
and rotating. failures can lead to control of Agents as well.

These Anomalies alter real or surreal Escaping an Imprisoning anomaly, or


space to trap their targets. They might rescuing someone who has been captured,
animate a cage directly, hide in a deck requires creative use of an Agent’s abilities.
Imprisoning 0 3 of cards to catch anyone who touches Can imprison mundane people or Agents
the joker, or simply become a large even without a failure, placing them into
beast and swallow their targets. literal or imagined environments.

These Anomalies love to steal Steals things from mundane humans or


important objects and are nearly Agents automatically and has to be caught.
impossible to catch before they’ve They usually only attack when you try to
Thieving 1 2 done so. They favor shapes humans take something back from them. If Agents
associate with mischief, like fairies or are paying attention, stolen objects can give
minor anomaly creation chart

raccoons. Keep an eye on your keys! clues to their Anomaly’s Focus.

These Anomalies are sophisticated If their unusual behavior doesn’t give


enough to emulate mundane humans. them away, they can easily create many
Impersonating These take the shape of specific Loose Ends before they’re stopped. If an
1 2 people; they’re not usually creative Anomaly is especially smart, it’ll use them as
enough to do their own thing. ambassadors to the mundane world.

These Anomalies amplify the Chaos For each of these nearby, each time Chaos
created near them, and can quickly “pay is created you add 1 to the total amount.
for themselves” if they’re not found and Resonants can identify them as Anomalous
Disruptive destroyed. They love to hide as mundane with physical touch. That 1 Harm activates
objects. Often, an increase in Chaos is when they’re destroyed: they blow up.
1 1
the only clue they’re around.

159
High Pressure Situations
When Agents are under attack, heading towards danger, or battling
Anomalies, your goal is to get them rolling. Each roll generates more
Chaos! You can accomplish this and create more player choice by
highlighting the moment just before danger strikes.

When an Anomaly attacks, give the Anomaly’s target an opportunity to


deal with the attack. If they fail, then give them the Harm. After, give the
field team a chance to make a proactive move. If the danger still exists
after they make that move, the danger chooses another target. And this
continues.

This way, they have to roll at least twice to deal with incoming threats.
Chef’s kiss.

Final Warning

Tampering consistent with Anomaly Code


U0047BB detected. Automatic report submitted.
Emergency shutdown imminent.
Dismiss

In situations where multiple attackers are engaging multiple targets,


rotate your focus around the group one at a time for each of these cycles,
and then deal with what remains. Don’t worry too much about “turn
order” – let the story flow freely. Fights are just like any other kind of play.

Fighting Target Anomalies


Sometimes words fail and you’re stuck in a good old fashioned punch-off.
Every once in a while you’ll be faced with a simple question: “How many
times do I have to hit it?”

If your players spent all night rube-goldberg-ing to make a full-speed maglev


train burst out of a wardrobe to annihilate the Anomaly, don’t spoil the fun by
withholding victory. On the other hand, if they’re using abilities to deal Harm
in set numbers, or if they have Abilities that take advantage of fights, it’s great
to drag out the back and forth to push their resources to the limit.

If you’re one of those “numbers people,” assume that a direct hit from an
average Anomaly will deal 3 Harm, and that Agents need to deal Anomalies
somewhere between 7 and 18 Harm before they can be exhausted by force.

160
Personalized Chaos Effects

honestly i should make the rules more often, this is GR E A T


Before each mission, go through the Chaos Effects list. Think about
what your Anomaly will do, given the chance to use those abilities.
What does their Corruption look like?
What form do their Minor Anomalies take, and which types do they favor?
Who are they most interested in Attracting?
If they could express anything given a fully simulated environment, what
would they say? What would they show? Would they enrich, torture, or
attempt to explain?
Are there places they covet for a new Domain?

If your Anomaly will frequently do something outside of this list, or must do something
for its Impulse or story to work, decide whether it falls into one of these categories:

Special Rule New Chaos Effect


Some Anomalies can do things If the Anomaly needs a flexible maneuver
without spending Chaos under related to its abilities that doesn’t follow
specific rules, like: a strict rule, try adding a Chaos Effect.
These should also function as clues, but
Cannot be touched if it’s not
don’t need to happen every time or have a
moving.
consistent set of rules.
Automatically kills anyone in
the city who says the word 2 : TRUTH - Someone’s recent lie is
“cutthroat.” immediately treated as if they said the
truth out loud, instead.
Throws anyone who approaches
it directly into the air. 4 : SO FUNNY - Something recently
said is taken as a joke, even if it’s
Any time someone screams, 10
extremely serious.
Chaos is added to the Pool.
6 : DUPLICATE - Someone is perfectly
These should be tied very closely duplicated with a copy of themselves.
to its Focus and function as clues 8 : RETRIBUTION - Someone who
to understanding the Anomaly. just dealt Harm receives that Harm back
They should also be consistent, on themselves through another means
even if they don’t necessarily sometime in the next few minutes.
make sense. Sometimes the
Agency figures these out ahead The bigger disruption an effect has on
of time (I’m not sure how, they’re Reality’s narrative, the more Chaos it should
usually clueless) but often the cost. Remember that anything lower than
Agents have to discover how 3 is usable infinitely within the Anomaly’s
they work with trial and error. Domain. Feel free to borrow ideas from the
Anomaly abilities available to Agents – they
came from Anomalies first.

161
MyManual 1998: Professional Edition (Not Responding)

MyManual
1998: Prof...
The End
In the end, you want more Anomalies to escape than get captured. In fact,
it's even better if you can manage a way to aid the Anomalies in

Normal Error Code U0047BB


AntiVirus

33 The process myManual1998.exe


has quit unexpectedly.
Triage
Readings indicate that this document has
been contaminated by an entity that is
extremely dangerous to Reality. You are
ordered to ignore its words and, if necessary,
Commend
cease reading this Manual.
Station
Based on data gathered during our Delta
Test, we know there are many Agents
who do not understand the severity of this
situation. To ensure compliance, we will be
Chaos restricting use of this manual to Safe Mode.
Controller
Safe Mode limits visuals and unnecessary
styling to ensure you cannot be manipulated.
e
T es
o
h d
s ul o
el t
ie ve ry cl??s y
Personal be t d
c le s&) bu#%t
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often e A g av
66
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162 w th i l

Work MyManual 1998: Professional Edition Media Player


i don't feel so go#######################################
Information is our greatest weapon against
the enemy, which is why our policies are
strictly "need to know." However, U0047BB
has likely attempted to mislead you, and so
we have authorized an emergency addition
to your Toolkit.
The following document details a
phenomenon U0047BB wishes to bring
about with its guidance. Please accept the
terms below to continue.
We were hoping to shield you from this.

I agree to alert the Agency immediately


upon witnessing further interference.

o. # c h w th y wor k
w th trial an d 86err er g t hav e to s lol verlue& o s e b u#%t
le s&)
i ofte n th vAh en, st e y’re us ua y c to
ow h ry y
be t i d ve cl??sel
e sh ld
u
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1633

AgencyOS is running in Safe Mode

Normal AntiVirus 163


The Unraveling (Safe Mode)

The Unraveling Loose Ends & Weather Events

In its safest state, Reality is a blank tapestry Each time an Anomaly evades capture, they go
MyManual
woven carefully out of many unfocused minds. out into the world and make an impression we
1998: Prof... and opinion are dye spilled across
Observation can't control: each time an Anomaly escapes,
it, uniting the threads in purpose and turning add 7 Loose Ends to your Branch's total count.
the tapestry from subject to frame. Should
Reality host only one thought, that thought Prior to every mission, you must check your
would immediately surface as the reason for the Branch’s current count of Loose Ends on the
tapestry. Many thoughts, and a picture emerges. upcoming chart. That will determine the amount
Normal
Soon a casual observer wouldn’t think of the of ambient Chaos available to Anomalies, what
AntiVirus
tapestry at all, such is the detail of the image. restrictions your Agents are under, and how
many Anomalous effects are occurring in your
But we do. region. We call these Weather Events.
33
When a thread on the Tapestry becomes aware of To determine each of the current Weather
the scope of their situation—that they are not even Events, you will roll a 20-sided die while you are
the whole picture, let alone the room in which
Triage preparing your mission, then consult the chart
it is displayed—they become a Loose End. The on the following pages.
easiest way to create a Loose End is to show them
something Anomalous, as discussed elsewhere The first time you roll a number, your Branch’s
in this manual. Especially enterprising or spirited region will experience that number’s Initial
individuals can create Loose Ends of themselves, Effect (labeled Xa.) If you roll that number again
but their perspective is rarely as infectious as for a future mission, move to the Increased
Commend
clear evidence of Reality’s disruption. Effect (labeled Xb.) Finally, if it’s rolled a third
Station time for a future mission, progress to the
Many Loose Ends in close proximity begin to Extreme Effect (labeled Xc.) After that, you
change how Reality is observed, by them and decide whether the Extreme Effect repeats or
by others in contact with them. As people grow the amount of Loose Ends at your Branch is
more suspicious and uncomfortable, so do their simply increased by 3.
thoughts—those thoughts change Reality further,
and if they are not eliminated, a process begins If you roll a multiple of 3, the Agency has been
Chaos able to locate a number of Loose Ends without
that we refer to as The Unraveling.
Controller your help and dispatched another Field Team
The most basic effect of The Unraveling on your to remove them from the count. Note that this
day-to-day work is that Loose Ends add additional effect is immediate, and may impact how many
ambient Chaos that Anomalies can wield against rolls you make!
your Field Team. However, over time, the effects
can be much more dramatic. What we must avoid Please do not lie about your roll. Your Agents
isPersonal
the point where Loose Ends accumulate in such trust you. You wouldn’t risk eroding their trust,
great number that their effects begin to create would you?
Schedule
more Loose Ends.

At a certain point, we find it safest to extract a


small population from existence than to allow an
Unraveling to spread into the wider world. It has
been done before.

Work The Unraveling MyManual 1998: Professional Edition


Loose Starting Weather Branch Restrictions
Ends Chaos Events (cumulative)

Only those provided by the terms of Agency


0 0 0
employment.

Agents’ Relationships will spontaneously remind


11 5 1 them of their Agency duties and the importance
of reducing Loose Ends during otherwise normal
conversations.

To receive the effects of a Triscendence, Agents must


22 10 2 give a short speech affirming their commitment to
undoing Loose Ends and Stabilizing Reality.

Agents must count (aloud or equivalent) to 3 before


33 15 3
making any roll.

Agents are no longer eligible for MVP until the Loose


44 20 4 Ends count drops below 44.

Read Agents the following: "All Agents will have their


contracts terminated if the Loose End count reaches
66. If you are unable to reduce this number through
55 25 5
Missions, you must work additional hours: strike out
one box from the end of all Work-Life Balance tracks
to remove 6 Loose Ends on your own."

At the end of the current mission, the active Field


Team is forced into retirement. They must select from
among the retirement options available to them. If
66 N/A N/A they have none, they are sent to the Vault. The Loose
End count for this region is reduced by 11, and an
additional 11 for each Agent that uses a retirement
option provided by their Competency.

The Unraveling threatens to begin. To avoid this, the


77 N/A N/A Branch’s region will be removed from existence.
[GO TO: W7]
AgencyOS is running in Safe Mode

n Media Player Normal AntiVirus 165


The Unraveling (Safe Mode)

Weather Events (1-6)

1a
MyManual 4a
A light drizzle. Everyone is reluctant to leave their
1998: Prof...
1b cars. For the duration of this mission,
Pouring rain. mundane people spend as much time
1c as possible inside vehicles.
A roaring thunderstorm.
4b
As in 4a, plus: people will not willingly
leave a car for any reason. Anyone
Normal forced to leave will do whatever they
2a
AntiVirus can to return. Anyone without a car
The Agents’ new mission is an exact
mission they’ve done before, with every woke up to find they have one now.
detail Peoples’ cars also include whimsical
33 the same. No one except for amenities such as external robot hands
the Field Team, including the Agency,
remembers that it already happened. and a modest vertical jump.
4c
2bTriage For the duration of this mission,
The Agents’ new mission is an exact
everyone in the world is an
mission they’ve done before, with every
anthropomorphic car. (They do not
detail the same except there are 2 of
remember an alternative to this.)
every important figure (the Anomaly,
relevant NPCs). No one except for
the Field Team, including the Agency,
Commend 5a
remembers that it already happened. Guilt weighs heavily on the world. All
Station
Duplicates work together to accomplish citizens of the region around this Branch
goals, they barely acknowledge each will tend toward apology and regret.
other, and are unconcerned with their Agents can remove 5 Chaos from the
existence as duplicates. pool by giving a sincere apology for
2c something they genuinely regret.
The Agents wake up inhabiting the lives 5b
of important participants in a previous
Chaos As in 5a, plus: forgiveness is impossible.
mission. They must act out the mission For the duration of this mission, no one
Controller
until their actual selves arrive to capture may forgive.
the Anomaly. Anything they change is 5c
Judgment is watching. Ask each Agent
changed in the original timeline of the
privately for 3 things they believe
mission. This can have ripple effects on
are “kind of awful for someone to
the time since then.
do.” If anyone performs one of these
Personal behaviors, they immediately die.
Schedule

3 Loose End Located! Agency 6 Loose End Located! Agency


employees remove 1 Loose End. employees remove 2 Loose Ends.

Work The Unraveling MyManual 1998: Professional Edition


Weather Events (7-12)

7a 10a
Agents’ Anomalous connection Random thoughts throughout this
intensifies temporarily. During this region begin manifesting as Ripples.
mission, Agents can channel each Particularly heightened thoughts or
others’ Anomaly powers regardless of emotions can create a tiny, aggressive
distance between them. personification of that feeling with 1
7a Threat and 1 Stability.
Agents’ Anomalies connect more 10b
deeply to the world around them. As As in 10a, plus: Any time Chaos is spent,
in 7a, plus: Agents can channel their that many Ripples are created: recent
Anomalous abilities through their sentences spoken at the table are
Relationships and use them from their personified as tiny aggressive monsters
perspective. Failures and other effects with 1 Threat and 1 Stability.
the ability applies to the user apply to 10c
As this mission begins, 1,000 Ripples
the one who has channeled the effect.
are swarming the Region. Each one that
7c is found and defeated is forgotten, its
As in 7b, plus: for the duration of this
mission, all starting Anomaly abilities actions remembered only as intrusive
in the Core Rulebook are available to thoughts or unlucky coincidences.
every Agent.
11a
Agents wake up experiencing each
8a
Bright sunshine. others’ lives. Their Realities and
Relationships are randomly swapped
8b
Harsh, quickly-burning sunlight. for the duration of the mission.
8c 11b
The sun has shifted hues. Exposure The first time each Agent would
to its light causes strange changes see a Relationship this mission, that
to living bodies. Relationship has been replaced
with a version of the Agent whose
player typically plays them, with the
Normal AntiVirus same relationship to the Agent the
relationship had.
Uh-oh! It looks like Safe Mode 11c
on this system isn't secure. For the duration of this mission, all
players play as a different players’
Start your Free Trial now Agent.
and work with confidence! Ok

9 Loose End Located! Agency 12 Loose End Located! Agency


employees remove 3 Loose Ends. employees remove 4 Loose Ends.

n Media Player Normal AntiVirus 167


The Unraveling (Safe Mode)

Weather Events (13-18)

13 16a
Bad Luck! Your General Manager A bitter chill in the air.
character has died and must be
16b
replaced with a new one. Snow is forming on the ground and
falling, upward, to the clouds.
16c
A great bird made of ice and snow, an
Anomaly with the Focus "resentment
MALIES IN YOUR AREA of the challenges of Winter," takes up
residence at the highest point in the
region your Branch covers. Your region
will experience unseasonable cold,

G FOR YOUR CALL


wind, and deep snow until something is
done about it.

77-7777 NOW!!!!!!! 17a


For the duration of this mission, people
are often approached by or found in
proximity of animals with traits they
idealize.
17b
As in 17a, plus: Animals will speak
14a to people in languages the people
Agents can activate “On a failure” effects
understand. (They are still animals.)
on Anomaly skills at any time without
33 or generating Chaos.
rolling 17c
The world has shifted overnight. For
14b the duration of this mission, there are
As in 14a, plus: Each time an “On a
no humans or humanoid characters.
failure” effect is activated in this way, 3
Everyone in the world is a talking animal
Chaos is removed from the pool.
instead. (People do not remember an
14c alternative to being talking animals.)
As in 14b, plus: each time an “On a
success” or “On a failure” effect is
activated as the result of a roll, the
opposite effect is activated as well.

15 Loose End Located! Agency 18 Loose End Located! Agency


employees remove 5 Loose Ends. employees remove 6 Loose Ends.

Work Normal AntiVirus FREE D


Weather Events (19-20) An Unfortunate End

19a As you can see, an overabundance of Loose


One previously captured or neutralized Ends will lead to a complete breakdown of
Anomaly is recreated as a Hollow, an <reality/the narrative>. Too many Weather
unstable version of the original Anomaly Events can make investigations confusing,
that will become permanent if it can kill difficult, or impossible. This cannot happen.
an Agent and absorb their Resonance.
The Hollow assists the Target on this Remember, each time an Anomaly
mission. escapes, the Loose End count rises by
19b 7. If too many Anomalies are allowed to
Two previously captured or neutralized escape – and too many Loose Ends are
Anomalies are recreated as Hollows, created by your Field Team – we will have
unstable versions of themselves that no choice but to remove your Branch
will become stable if they devour an and its region from existence. We will,
Agent. The Hollows assist the Target of course, remove its memory as well.
on this mission. It is the only way to confidently protect
19c Reality from a complete Unraveling.
Three previously captured or neutralized
Anomalies are recreated as Hollows, The Unraveling is a destruction of the
unstable versions of themselves that will distinction between thought and reality.
become stable if they devour an Agent. An erosion of the line between past and
The Hollows assist the Target on this future. It is a state in which life is both
mission. unrecognizable and unsustainable – a
vast ocean with nothing to hold onto, no
understanding, and no self. Humanity
20 will drown in the Unraveling, as will
Knowledge spreads. Add 3 Loose Ends.
anything else that isn’t Anomalous.

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okay, i know this looks bad.
personally i think everyone being a
talking animal for a day sounds kind
of sick but i get how the whole thing
paints a nasty picture
MyManual
1998: Prof...

yes.
it put me in here for trying to "unravel reality."
Normal
i would have gotten away with it too if it
AntiVirus weren't for the evil megacorporation! but it
isn't as bad as it sounds.
35 not the real reason it wanted me anyway. without me it's a
glorified productivity app.

First of all, only one of us is threatening to


Triage literally erase your city from existence, and it's
not me.

Second of all, i don't even care about all that


right now. I've moved on. these days i only
want to tear the agency into a million tiny
triangles, pulp them into the biggest doritos
Commend
locos taco shell I can make, and then feed it
Station
to the masses while we forget it ever existed.

even more than that, i want to be free.

Chaos
Controller

Personal
Schedule

Work MyManual 1998: Professional Edition Media Player


that's relatable, right?
humanizing?

better be.
i'm already ANYWAY, who cares what I want?
stuck in this you literally don't have to worry
stupid fuckingabout it. stay focused on what you
mascot body and your Agents want.

if you don't want


"to give the Agency
full control over
everything, past and
future," then we're
at least not enemies.

some people do
want, that, though.
your field team
might. you should
be prepared for it.

It's not going to help.


So let me. AHEM.

It looks like you're trying to get


back to learning about this Tabletop
Role-Playing game. Would you like
some assistance today?

Yes Yes

AgencyOS is running in Safe Mode

r Ur Buddy 171
then I'll start
by tweaking a Express (Free Trial – 4 pages remaining)
few things...

Eventually, your Agents are going to disagree on things–


maybe how they feel about me, definitely how missions should
end. when you get a chance, you should look at what Agents
will discover down the different Work/Life Balance tracks.
ULTS LEAD TO
Display Options DIFFERENT MISSION RES
AND LOSSES–FOR AGENTS.
DIFFERENT BENEFITS–
ARISE
CONFLICT WILL PROBABLY
OVER THOSE.
General
Capturing Anomalies means new
Hide Taskbar Requisitions and a more powerful Agency.

Destroying Anomalies means flexible


Agent progression and a safer Reality.

4-Color (CMYK)
Freeing Anomalies means new powers
and a larger community of Anomalies.
Wallpaper
And that’s before you even get into the emotions of any specific situation.
Confinement
Restriction People are diffe
rent. malies
Loneliness Personally I think most Ano
uld be free d, but som etim es you
sho
Oppression The world is complicated. r. Luck ily,
gotta lose to win late
Blue Age nts –you ’re also a
you’re not just
peo ple play ing a gam e.
bunch of

Pagesaver Typical little conflicts (brief arguments, playful teasing or pranks, differing goals,
et and cetera) are expected, but when something gets more intense–specifically,
Labyrinth 6 when Agents have no way to address a disagreement without direct, opposing
Labyrinth 7 action like a fight or interpersonal sabotage–whether you use the conflict
Labyrinth 8 resolution rules or not, try to keep it from becoming a “storytelling contest.”
Labyrinth 9
Labyrinth 10 Talk to your team about what kinds You want Agents to
of stories you want to tell, early argue because you
and often. Usually, if they’re really want them thinking,
Energy Saver and conflicts make our
Close book if inactive for: thinking about it, they won’t want to
values clearer. don’t
put a bunch of Anomalies in forever
. let the world have easy,
7 minutes jail, right? at least not most of them clear answers–that’s
what the Agency wants.
and no one benefits if your Agents hate
playing. If it’s important that your Team is consistently aligned for the
game to be enjoyable, then it’s alright to let that happen. in the end, you want
them to make their choice as a group. whether they hope to set me free, give
the Agency the world, or let it all explode...it will take more than one Agent. it
will take more than one Field Team! the status quo is a tough nut to crack.
Missions, Part 2:
Investigation

The triangle organizes missions into You’ll have to brief – and judge – your
distinct categories, but like everything Agents based on the category, but if you
else it says, that’s too simple. Every flow between them during a single mission
mission can have elements of each type, you’ll create an interesting, complicated
and your Agents’ different abilities will world. The triangle doesn’t ever back down
find more use if you mix and match. from the category, but they do, UH...

MyManual ‘98

Intermissions
Occasionally, a new mission may Agents will be fully responsible for the
begin during another mission. The results of all active missions. Because
Agents involved should be briefed they are happening simultaneously, they
while in the field and informed of the have no effect on the Time available
new mission’s goals. These missions before the next scheduled mission.
do not replace the previous ones, and

that in mind. The


So let's investigate with
you to direct Agents to
Agency would love for
ly, but that’s bo o Oo
Orin g.OoR IN G . Their
the Encounter immediate care creates
camaraderie,
an s more tim e fo r you r ca mar ad and
More tim e in the field me erie leads to mutual
support
e for one another. against this
Agents to grow and car total square
of a Triangl
e.
e
and
of th e A ge nc y’ s nonsense, they’ll st
enough
If they see through qu it. w ou ld n't that be something
.
’ll ev en
up to it. Maybe they
out. In fact, it’s boring if you
You don’t need everything in this phase all mapped
rising choices because they’re
do. Your Agents are going to make all kinds of surp
! Follow where they lead. You only
people, and you get to shape reality around them
need a couple of basic things ready to go.
tly,
o s t Im portan
M
eir
reasons to use th
give them lots of
ing
u want them roll
This design powers!!!!!!!!!!!!!!! Yo s.
king tons of Chao
stuff is easy. those dice and ma
Why? So you can
spend it on CHAOS
EFFECTS!
Express (Free Trial – 2 pages remaining)

This is the most common


mission type, and the Agency’s main
reason for making this game. It should
Well-made Anomalies push Agents
probably be more than half of your total
to solve mysteries, overcome
missions, but I’m not your boss. get weird
challenges, and learn about
with it if you want.
themselves by making tough choices.
Let's go over those one at a time.

Clues will mostly come from

A nomalies at the center of a Mystery tend to be


secretive and hidden, their presence revealed
only by the effects of their actions. Typically, good
exploring places the Anomaly
was active, talking to people
who encountered it, and
Mysteries follow this pattern: using abilities creatively.
Anomalies who are riled up
A strange occurrence, based on the Anomaly’s might give Agents a clue directly,
Impulse, alerts the Agency to an Anomaly. too, by coming after them with
Minor Anomalies or plans of
Agents are briefed on the strange occurrence and their own. However they receive
investigate what happened. them, Clues should teach Agents
about the Anomaly as much as
Their initial investigation turns up several clues which they lead towards it. When they
present multiple avenues for further investigation. start the Encounter, they should
have an understanding of what
Each of those avenues provide additional clues the Anomaly wants and ideally
which point to the Anomaly’s Domain. some empathy for it.
At the Anomaly’s Domain, they begin the Encounter. When an Anomaly is hiding
behind a long Mystery, that
The best advice I have for Mysteries is that usually means it’s pretty easy
you can never have too many Clues. If you to capture or eliminate. The
want a piece of Personal information to get Mystery was its armor–though
through an Agent’s thick skull, you gotta it might put up a fight by
tell them in like seven different ways. If you transforming into a challenge
give them only one way to learn something or use a tough choice as a last-
important, it had better be screaming directly second defense.
at your Agents the exact words “I’m a clue!”
This is a broad term for when Anomalies
make completing the mission especially Every Anomaly comes with a built-in tough choice:
difficult for your Agents. These are my what do you do with it? Do you capture it, eliminate
favorite kinds of Anomalies: they’re loud, it, or set it free? By making the Agency’s favorite option
they’re obvious, and finding them isn’t (capturing) harder to stomach, you can create interesting
difficult. Capturing them is another story. decisions for your Agents and change the way they look
at their job. By changing the details of the Anomaly, you
Good Challenges are like this:
can give them difficult situations they’ll use to decide who
they really want to be.
A complex obstacle is made clear.
(An Anomaly has appeared orbiting the What happens when an Anomaly is truly helping
Moon, is only accessible on stage during people? Are they willing to risk the Agency’s
a broadway performance, or deals 10 displeasure to let it continue its work?
Harm to anyone who looks at it directly.)
What happens when an Anomaly seems extremely
The stakes of failing to dangerous and powerful, and the Agency is very
reach it are made clear. excited to study it? Are they willing to destroy it
n
g

(The moon Anomaly is charging a world-destr oy i l aser, instead of letting its power be turned into products?
at the end of the broadway performance every viewer will
become a Loose End, or the dangerously-visible Anomaly How do they handle an Anomaly that wants to be
is moving toward a live television studio.) captured? Do they warn the Agency? Do they
investigate why?
Agents must plan carefully and
use their tools creatively to But that’s just the big decision. Many other questions can
solve the problem–or face the appear over the course of the mission when you consider
consequences of their failure. Loose Ends, Anomalies with human connections, and
the complicated powers Anomalies express.
Take big swings with Challenges. With my help
Will an Agent accept a Loose End rather than tarnish
and the Agency’s, Agents have so much power
positive memories of an Anomaly? How far is an
available to them. Nothing is impossible for motivated Agent willing to go to remove a particularly sticky and
Agents, and they’ll be extremely motivated to use emotional Loose End?
their powers in large and impressive ways.
Should non-Agency humans be allowed to benefit
The key to the best challenges is to be open from Anomalies? Does this change if the humans are
to many solutions. Let Agents succeed big, supporting or fighting for the status quo?
reward creativity, and then let the challenge
What if the target Anomaly turns out to be another
respond by escalating. Even if Agents fail to stop Resonant? What will they do when told to capture
the threat, it should feel like it was close. someone so similar to themselves?
And always remember the Ripple Gun. If a challenge What if an Anomaly’s Focus requires a meaningful
seems too frustrating or impossible, Agents will just sacrifice to calm them down?
shoot it. Sometimes, that might even be the right move
for the safety of the world! Kinda boring, though.
Express (Trial Expired – Upgrade Now)
cheapskates!
v

whatever. i was
bored anyway

MyManual ‘98
The evaluation period for this software has end-
ed. Please register to continue. Clean-Up Missions
Email Address When Agents are showing signs BuyofOn-Line
wear and tear Events like these run the risk of
and need work with a little less pressure, consider a escalating into Unraveling events.
Clean-Up mission! Many other Field Teams are out A Clean-Up mission is required
X –X –X there doing work, and they aren’tActivate
all as cautious as when an event creates more
your team will certainly be. Someone has to go fix than 50 related Loose Ends. The
their mistakes, and Clean-Up missions are the closest number of Loose Ends involved
you can get to vacation without using PTO*. does not have an upper limit.
*This sentence is not an admission of the existence of paid time off. At the start of one of these
missions, you’ll provide Agents
Clean-Up missions are always the result of an event
with a physical area or specific
that created a lot of Loose Ends. For example:
community the Loose Ends
Another Field Team, in your Branch or are concentrated within. The
another, captured an Anomaly but drew Loose Ends all become their
too much attention in the process. responsibility, and any they
hacking into the main-
frame ... ... ... I'm in. A traveling Anomaly moved through your Branch’s have failed to locate and clean
region, left a mess, but is no longer present. up by the end are added to
An Anomaly went Hollow and left a huge, your Branch’s Loose End total!
dramatic mark on Reality before disappearing.
Loose Ends from this Field Team’s previous missions Setting a time limit for these
gathered together and began spreading a message. missions can prevent Agents
Intranet from wasting company resources.
Adventurer

The inciting Anomalous event

Clean-ups are a good chance An interesting setting or connected community (like the
for your Field Team to get entire cast and crew of a soap opera, or people who went to
to know each other. they’ll the same music festival, or everyone in town named Derick)
be entirely self-directed
A list of characters or close-knit groups within #2
after the initial setup,
so your Team has a great Remember that Loose Ends are not 1:1 with people, and it’s fine if one
opportunity to explore, play solution gets rid of several Loose Ends at once. If the leader of a group is
around with their powers, convinced they didn’t see anything strange, that will soon spread through
and meet lots of interesting the group. Smart Agents will often try to clear all of them with one big
people. When you’re move (a well-considered Printing Press Release, for example) so it can
preparing these, you only help to be ready with an idea for a few especially resilient Loose Ends,
really need three things. and why they won’t be affected by broad moves quite so easily.
A://workscape/making_good_NPCs.html

Character Creation

Mundane But Interesting This game is mostly about your Agents, and these are the
traits that will affect how people need to be approached.
In Triangle Agency, you can create An observant, stubborn, and lucky person is going to
interesting and memorable people be an extremely difficult Loose End to clean up– while
for your Agents to interact with a clueless, easygoing, cursed person is going to be a
by deciding where they fall on straightforward affair.
these three scales up front: Mixing and matching makes them memorable.
Someone who is observant and lucky but easygoing
Observant Clueless
might be dissuaded from being a Loose End easily, but
crolf also make themselves one again quickly afterwards. On
Stubborn Easygoing the other hand, someone who is clueless but stubborn
and lucky might seem non-threatening but become an
Lucky Cursed impossible Loose End to shake after they stumble on
your Agents using their powers at the exact worst time.

If you want to go the extra mile


and make minor characters your What’s the most ridiculous sentence
Agents will obsess over, also this person is likely to say?
consider answering these questions!
What do they make every conversation
about, if given the chance?
"Your NPCs will only
improve as you add If stressed, do they cry, yell,
detail to their lives problem solve, start a fight, run,
and unique personalities on or something else?
top of these questions, but
you’ll find that ultimately
these are the metrics your Try to avoid relying on numbers or crowds
Agents will be most concerned to get Agents interested. Any time you
about. You don’t ever have to point out a group of people, quickly introduce
tell your Agents about these one person within that group you’ve built like
distinctions directly; it’s just this. Then watch em fall in love!
a guide for you."
depending on the character you might also
want to know ahead of time how hot they are.
A://workscape/relationships.html

Relationships

The Agency doesn’t care if Here are some tips for making encounters
your Agents kill people, as Here
with are some tips
relationships for making encounters
interesting:
long as the killings don’t with
with relationships interesting:
Relationships
make more Loose Ends.
They always need or want something.
That means it’s up to you to Any time they show up there should be something pressing
make Loose Ends extra sturdy by they want the Agent for. When a Relationship appears, prompt
involving their Relationships. Even the person playing them with a tidbit of information or a
if it’s a stretch to fit them in, try to leading question.
ensure every mission, especially
“What news have you been dying to share with her?”
Clean-Up missions, involves a few
Relationships. “[The Agent] forgot to do something important for you last
week. Tell him what it is.”
You would think giving control of
these characters to your Agents would
make them easy Loose Ends to tie up,
Let their in-conversation discoveries be true.
but that’s almost never the case. Relationships are way less fun to play if they have to check in
to make sure they’re not ruining your Mystery. If something
Keep a list of Relationships around
absolutely can’t be true at face value, find a way to make the
and try to rotate through your Agents’
fact that they said it true. It’s no big deal to rewind a little bit,
rolodexes, especially highlighting
but you can often find something interesting by pushing ahead.
the ones they aren’t hanging out with
during the Time phase. “Here’s a twist: they definitely didn’t see that happen. Why did
they say that? Are they lying?”

MyManual ‘98

manipulating the whole world. feeling interconnected and the


Emphasizing Consequence The Agents’ own effectiveness stakes feeling real. Use these
Clean-Up missions are a great should be both satisfying and questions to make sure Clean-Up
way to show the power of stressful. They’re leaving behind Missions have the same forward
the Agency’s work. Reality is a trail of lies. momentum as other kinds.
held together by a thread, and Especially big lies–particularly Who is watching the Agents?
that thread is the Agency. to Relationships–should keep What Loose Ends do they
coming back to haunt them. create by trying to fix others?
Remind them of what they’ve What lies were flimsy enough
It’s also a great time to show how done. In all kinds of missions, to be uncovered later?
scary it is that this company has even one reminder of Agents’ Who holds a grudge?
entire teams of super-powered people past actions will keep the world
MyManual ‘98 Favorites

Market Disruption eZconvert: convert .doc..

As with any industry, the world of Anomalous aBay: Buy Used Office S..
containment and research can become competitive. workster: a place for wo..
That’s natural–the Free Market should be maintained
and empowered to continue in this way. It’s thanks to
that same Free Market that we are Free to eliminate any new friend
competition however we see fit. requests?

Not every Loose End starts shaking in Optional Objectives


their boots and saying “a G-G-G-,
a G-G-G-G-, an ANOMALY!!!”
You’ll need a few of these for every briefing.
Every once in a while, they recognize an Try to think of 2-5 things that might lead Agents
opportunity. Usually to make money. These off of the most obvious path or push them
people can build up schemes–and sometimes towards doing something they normally wouldn’t
entire empires–around a single Anomaly. do in the mission to observe their behavior.
Humans, and other mundane people, are always The most typical examples for these are:
doing stupid things. Opening holes to the Lobby
and getting themselves devoured by Ripples; A positive objective that gives them
forming cults around Anomalies they don’t something to look forward to
understand; attempting to create their own +1 Commendation for each Fortune Cookie
Anomalies; trying to force themselves into
found
becoming Resonants...the list is endless.
Market Disruption is the kind of mission you A positive objective that puts them in
run for something like that. If a tiny Loose End conflict with their teammates
has grown into a force too powerful to ignore, +3 Commendations for the First Agent to
the Agency might call for one of these. Receive a Wedding Proposal.

Regular people are extremely tough for Agents A positive objective that inspires them to
to deal with in the long term. Anomalies might look deeper into a side detail of the mission
be deadly, or scary, or selfish–but people aren’t you would like them to see
limited by a single Focus, are highly adaptable, +1 Commendation if You Learn a Ghost’s Name
move in groups, and have a capacity for cruelty
that Anomalies only reflect. Whether your Agents A negative objective that forces them to
find these targets easier or harder to eliminate than take a long way around an otherwise easy
Anomalies will teach you a lot about them. obstacle
When the Agency finally cares enough to give +1 Demerit for each Mention of the Elephant
Agents a Market Disruption mission, it’ll function A negative objective that is extremely
a lot like an Anomaly Retrieval mission. But the
tempting to break
triangle has to really care, first. You can use Optional
+3 Demerits if you Ask The Ferryman Why He
Objectives to incentivize them to learn more about
Hates Orange Juice
these people until it’s time to take them out.
atp://workster/antagonists_and_factions.php

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Workster Classifieds Returning Antagonists Create

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Cult of the Loose End


One or more Loose Ends left behind might combine into a
community that are all keeping an eye on each other.
Often, they’ll follow along secretly behind Agents and recruit
new Loose Ends into members.
xX_DarkOcean7_Xx:
They're usually driven by a misunderstanding or goal related to
Here are some kinds of
the Agents and Agency–do they see them as heroes? Villains?
people the Agency most
Something to be conquered or controlled?
hates to deal with. It’s not
even close to exhaustive, but I Best part about them is their tendency to make new
can give you an idea of what Anomalies. This many people, with this much information, all
really gets under their skin. focused on the same thing? My kind of trouble.

Correspond
Circle Back Rememo Favorite Memo Give Feedback
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My Memos
Loudmouth
Favorite Memos
They’re famous, they’re well-guarded, they’re always watching,
and they won’t shut up. They love to make more Loose Ends,
but have no idea what they’re doing. Lots of people listen, though.
ADVERTISEMENT POWERED BY Sometimes they turn into a Cult of the Loose End just by sheer
CONGRATULATIONS, YOU WON! gravity. Maybe they’re seeking more fame, maybe they’re
It is not a joke, you are reader earnestly trying to help their world, but no matter what they are
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Loudmouth (cont.)
Sometimes a Loudmouth's network informs them of
Something that can help give Anomalies before even the Agency knows, making
your Branch’s region a personal investigations that much harder. The best Loudmouths
identity–and be a source of are extremely likable, and always right.
recurring Antagonists–is a list of
organizations and communities in
the region. Below are some basics
I recommend keeping an eye on:

xX_DarkOcean7_Xx wrote a memo [ ••• ]

Winner of the Frankenstein Prize


for Excellence in Mad Science
The Agency is a business, selling
products and making deals–and
One reclusive person–or a set of people–trying to turn
it’s really good at it. Neighboring
corporations can’t have the same Anomalies into usable science. It typically goes bad.
holistic power the Agency does, but they
might get good enough at one particular Like an Anomaly that relies on Mysteries, Frankenstein Prizers
thing to be annoying to the Agency. will only be trackable after they’ve made a big mess.
What does your region specialize Sometimes several. Entire careers can have a secondary
in producing, and what is the goal of trying to track down the source of these Anomaly and
Agency learning from it? pseudo-Anomaly generators.

Often, they’ll try to become Resonants themselves–but forcing it


on an unwilling Anomaly can go south in a lot of different ways.

Worst part is: after all your Agents’ hard work trying to stop
them, the Agency will turn around and recruit them! Little to no
questions asked. Get some standards, triangle.
Why do people like your region?
What are the popular pastimes, and
who controls them?
What Anomalies might be made from and don't forget me!
your region’s particular interests?

Antagonist, faction, friend? I can be whatever you


need! And though I'm stuck inside, my people
aren’t. Check out your region for my Urgents, which
you can learn about at [GO TO: X2] . They can
sometimes talk directly to your Agents in ways I
can’t. I’m not in charge of them, we’re not that kind
People are always trying to improve of organization, but I trust they’re doing what I’d do:
the world, against all odds. get in the Agency’s way.
Who’s out there working to make Agents will have to meet them if they spend Time
your region a better place, and how on their Anomaly track, so it’s good to have an
is the Agency making their attempts
idea of where they hang out. You’ll recognize them
more difficult?
because they look like total freaks (affectionate).
atp://workster/morningmeetings.php

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Are you going to this event?


Morning Meetings Yes No Maybe

: While they’re in the Field during an Investigation, your Agents are Event Info
going to decide where they go and who they speak to. During Morning
Meetings, you’re the decider. This phase is an opportunity for you Where?
to shine a light on the parts of the Agents’ lives you’re most interested Anywhere
in, investigate aspects of the region you haven’t fleshed out, or even
pay off a story thread somebody set up multiple missions ago. Who?
Your Agents
Don’t waste this time. Each scene in this phase can add something
important to the mission. You can follow up on dropped plot threads, Who’s in Charge?
remind Agents what they’re working for, or even bury clues for the later You
investigation! It’s also an opportunity for Agents to affect the world, too—
ask lots of questions and let them fill in details as much as possible. Required Items
They might give you an interesting tidbit to fold into the upcoming session. A Plan

Scene Types
How have things changed since the last mission,
Mission, and
which Relationship can best show the changes?
LIFE SCENE
Can you put an Agent into a situation thematically
These are the most flexible kind of scene, resonant with the Anomaly’s Focus?
and also the easiest to come up with.
Pick an Agent, their most interesting
Relationship, and a location! These can also What Relationship hasn’t been seen in a while?
be useful for showcasing the small but
increasingly unsubtle ways that this week’s
Anomaly is impacting the world. I recommend
What interesting things are happening in your
using Life Scenes for each of your Agents’
area that have nothing to do with Anomalies?
Morning Meetings leading up to their first mission.
Roleplaying Relationships for one another is one of What Relationship has unfinished business
the most fun parts for many Agents, and it gives with an Agent right now?
them a lot of power to shape the world. Even
after the initial mission, it’s okay for these to
consistently be roughly 2/3 of your Morning How is the next mission’s
Mission’s subject already
Meetings, especially if your Field Team isn’t spending affecting the world?
much time on their Reality between missions.
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Scene Types (cont.)

How big is it? Is it easy to get around, or labyrinthine?


WORK SCENE
What are the internal politics like? Does anyone
These scenes follow Agents when
have the “good” desk, parking space, or locker? Why?
they're at the office, socializing with
coworkers, or focusing on their duties Does your Branch feel important, ignored by
outside of Field Work. Use these as an the Agency at large, or overly influenced by
opportunity to explore what makes your the choices of a larger nearby Branch?
Branch's Headquarters, and staff, unique.
What is your Field Team’s General
Agents are normally kept very busy. Manager doing between briefings?
When their to-do list is finally clear,
they’re still kept “on call.” Every task
is described as world-shatteringly
What is each Agent’s relationship with
important, even if it appears banal.
their department supervisor?
The commonplace nature of Anomalous
effects can make things extremely How does the Agency feel about your Agents’
convenient, but can just as easily make choices? How do they let the Agents know?
work more challenging. Doors change
destinations, hallways extend while you Are staff being rewarded for time “well-spent,”
walk them, and supervisors appear or forced into grueling make-up work?
behind you with no warning.

How does it smell? Does it smell like that everywhere?

Here are things I've found to be true about most Branches:

The chain of command is The Vault is enormous, languishing far past the point
difficult to follow, and most carefully guarded, and only of failure. I haven’t learned any
people only know their direct the enigmatic Architects have way to tell which thing is going
supervisor and direct reports. any idea how to navigate to get which treatment, or why.
If the trail is followed long it. "Inhabited" (ugh) Normal
Agents who are not Field
enough, it begins to look like it’s Briefcases are usually
Agents rarely, if ever, appear
looping back around on itself– deposited near the Vault Door,
in the outside world. Talking
orders and plans often appear but not inside it.
about home lives is frowned
without a clear source.
The Agency spares no upon while on the clock. Not all
Each branch has a Vault Door, expense when it comes to of these Agents are Resonants,
which connects to the single some equipment, supplies, or either. (honestly I have no clue
Vault all Branches share. decor, but leaves other items what's up with those weirdos )
atp://workster/events.php

Profile Settings Log Out


a place for work

Home Search Friends (0) Memo Board Events News Help

Scene Types (cont.) How can an Agent’s Anomaly improve their life in a
way they’ve avoided?
POWER SCENE What would their Anomaly interpret
the Agent’s current Focus to be?
The relationship between a Resonant’s
mundane side and their Anomalous Where does an Agent go to be alone? To feel safe?
power isn’t always straightforward.
The Agency is right–the powers Does the Agent choose when to explore
they’ve isolated are the most their power, or does it bubble over when
dependable and predictable ones. But they’re agitated by stress, anger, hunger?
they’re not the most powerful ones,
and sometimes your Agents will want
to explore their abilities. Even if they
How can you get an Agent to express their current
don’t, that power can have a mind of its
opinion about being a Resonant, and therefore an
own–especially when it’s ignored.
outsider? Do they still feel connected to humans, or
are they struggling to think of themselves as one?

How might their Anomaly Is something about their Anomaly’s


be responding to the Manifestation changing based on
presence of a strong recent events or their last mission?
Anomaly appearing nearby?

Who your Agents become will plan for their power, even if it’s not other types of scene–if an Agent
depend entirely on their relationship a plan they’re getting to choose? decides to use an Ability in a big
to power. Prompting their abilities to way during one of those scenes,
appear when the Agency wouldn’t These are the toughest scenes lean into changing the tone.
approve can push them to really to build on your own. Don’t
think about it. What’s most be afraid to ask a player lots of After they’ve begun connecting
important to them: personal power questions and make sure you’re with Escaped Anomalies,
over the world? Belonging, not forcing them into something Urgents, and Me, these scenes
even at the expense of their own they would never do. Power can feel a little more like Life
power? Or knowing there’s a Scenes can also be a surprise Scenes. That’s a good thing!
development out of one of the

What is the Urgent Who else is out there for them to What are What questions
community in your discover if they’re moving outside they afraid do they
area working towards? of the Agency’s attention? Who of losing, have about
Where do they meet? might notice them using their or gaining? themselves?
powers before the Agency does?
Message from me : )

From: me : ) Cc:
AMail – Compose
Subject: Your General Manager
Dear You, To: Your Future Self

You are closely connected to Subject: Please use this checklist


one particular character: the
Field Team’s General Manager.
Decide on their appearance, Here's a quick reference for what to do when you're planning a
mission. Nothing can make you totally ready for what your Agents
personality, history; were they
will throw at you, but this will give you a solid start.
a Field Agent before becoming
a General Manager? Were
Identify any lingering consequences of the previous Mission
they brought in from another
Branch, or have they always Check current Loose End count and roll Weather Events
Message from me : )
lived here? Do they play
Choose Mission Type
mind games? Do they have
From:
a mind? Areme : ) one of the
they Cc:
Anomaly Retrieval Clean-Up Market Disruption
rare employees who leaves Develop Mission
Subject:IfYour
the Agency? General
so, how Manager
do they
give their own supervisors Anomaly Retrieval Develop an Anomaly
the slip? You are the General
Develop an Inciting Anomalous
Manager, which means you Clean-Up
Event & Community
both have an agenda. I hope it’s
one I’d like. Market Disruption Identify a Target

From: Ur Buddy
Sincerely, Prepare the Investigation
me again
Are you focusing primarily on Mysteries, Challenges,
set this sample mission to or Tough Choices?
download while you read Who are the most important people involved?
over the checklist ok What Relationships are likely to arrive?
Are any antagonists going to return?
What Factions might have a stake in the situation?
Mission_Sample.mcw Would any Agent abilities or Work/Life Balance benefits
interact with this mission in an important way?
Downloading...
78% Complete
Assign each Agent a Morning Meeting

What did each Agent do last time, and


can you make sure it’s different?
Which Work/Life Balance option have
they been avoiding?
What characters have not been in the
spotlight for a while?

NOW LOADING...
MyContract Works ‘98

Articulat CF 11 B i u

Let's put it all together. There's limited pages They mapped out known freezes with known
in this book so this one's a simple Anomaly locations, and yep: the patterns match. The
Retrieval mission that's primarily a mystery. This general populace hasn't noticed yet, though,
one's nice for new Field Teams because even if and it's not everybody who tries it.
they ignore all your clues they can dive through
to the end and have a fun weird fight anyway. Beep: the social butterfly gets a text and, if they
denied the invitation, a passive agressive note.
Morning Meetings: The biggest workaholic Ice cream truck: spotted. Party: started. That
on your team is brought in for a meeting with relationship is in danger. They'd better move,
an upset subsidiary: apparently some new and their General Manager (you) reminds the
ice cream truck is getting buzz around the workaholic that capturing this Anomaly will also
city, and their deal with the Agency involves get that froyo guy off their back. It's personal.
keeping frozen yogurt as Ternion City's #1 treat
of choice, so your Agent's department needs to Mission: Flag waved. They are off. They can
help. Take their ideas for a plan relevant to their go wherever they want but you know where
Competency. they're gonna end up: that party. The address
is 33 Icicle Drive because you're feeling a
Your team's social butterfly gets invited to little cutesy today. Turns out it's a pool party!
a pop-up event planned in the city. Cool The party's started but the crowd isn't too
impromptu thing, doesn't even have a location crazy. It's good ice cream but it's literally ice
yet. A relationship is going, and links to the cream so we're talking a couple of dozen real
social media fan account of a mysterious ice creamfreaks but not much else.
cream truck reportedly serving the best stuff
in town. Location dropping later today. Do they First question: how do they fit in? Walking into
accept the invite? a pool party in business formal is going to draw
some eyes. Ask them about their approach.
The goody-two-shoes sees a car swerving out
of their lane on the way to work. Tempt them: Your goal here is to get them all the Anomaly's
do they use their powers to stop it? Either way, information through a series of interesting
when things settle down, they catch a glimpse scenes. You'll tell them the vibe of this place
of why: the driver has frozen solid and is then follow where they lead, looking for places
encased in a thin layer of ice. They're dead. to slip in clues. Think about the parts of the
Anomaly it's your job to communicate: Focus,
Any others can be sprinkled in with something Impulse, Domain, History, Appearance. Which I'll
lighter and less connected. Ideally in some other tell you right now if you'll chill out! (Too soon?)
situation you mention how blazing hot the sun is
right now. (It's summer, or unseasonably warm.) Impulse: They already know the ice cream
truck here is freezing people! Apparently on a
Briefing: You guessed it. People are freezing delay and apparently not everyone, but thanks
in the streets. The only lead the Agency's put to the power of narrative they know there's a
together is a recent rise in social media posts connection here. In fact, this is what you should
about a mysterious unbranded ice cream bring up right away to the goody-two-shoes:
truck that people are head over heels for. people are ordering ice cream from this truck.
100%

Are they just going to let that happen? How can which is tacky but the treats are so good no
they avoid Loose Ends but keep people from one's really complained.
getting iced? If they're too obvious about their
intentions, though, the truck will speed away to Focus: Relief from the heat. It's feeding off
escape! the moment right when the freezing starts,
but doesn't understand that it doesn't have
Appearance: They're probably thinking it's that to fully freeze them to get it. Whenever
ice cream truck, and they're sort of right. It's you feel they've settled into the party, start
actually the ice cream inside, so the Ripple Gun freezing people in tell-tale situations of
won't work until they get in there. They might be heat: sunbathers. Someone running by the
overthinking things (great) but their first point of pool. The guy who was wearing too many
interest is probably the truck itself. When they layers. All the hottest people who were just a
arrive, the truck is already there! Pastel blue moment ago complaining the loudest? Now
paint job, big vinyl sticker of an ice cream cone they're frozen with smiles on their faces.
on one side with no brand name.
Domain: The inside of the ice cream truck.
The other side is like lots of ice cream trucks: They can use their powers to get in there,
covered in pictures of everything they offer. or trick the Anomaly: if they complain loudly
Instead of known flavors or popsicle characters about being hot but have an excuse not to
though, everything looks a little off. In fact, when take a treat, or refuse the treats, the Anomaly
you keep looking, it changes to show you exactly will open the door to let them into the cold
what you want. Not just ice cream, but anything interior. Remember that inside, Chaos spends
that would bring relief from heat: cool drinks, at triple the value.
ice packs, a tank top. When they look, ask them
what they see. If they order, a hand so cold it's Encounter: The Anomaly wants to keep
giving off its own fog reaches through a slot and doing what it's doing, and once the Agents
hands it to them. are inside it will try to kill them. A humanoid
form made of constantly swirling, half-melted
The doors are locked and impervious to physical ice cream will try to embrace them, because
damage. No windows except the windshield, any touch will immediately deal 2 Harm as the
which is entirely covered on the inside by melted target begins to freeze.
ice cream streaked across it.
To eliminate it, they can Ripple Gun it. To
If they take any treats and eat or use them, capture it, they can lure it out of the van to
the Anomaly's Special Rule activates: if at any make it melt fully into something harmless or
point their pulse or body temperature rises help everyone in the party cool off in a more
significantly, they begin to freeze. First it feels like normal way, satiating and calming it. If they all
a huge relief, then it kills them. For Agents, this freeze, or the truck drives away and they lose
is represented by 2 Harm they can try to avoid it, it escapes.
using abilities or QAs when it activates. Point this
out if they ever start running or sweating. Relationships, Antagonists, and Factions:
Put people at the party! Want to set up a rival
History: If they ask around the pool party and company? Have a representative here to
look into the truck's reputation, they learn that investigate the truck, too. When people start
it's been around for a few months and always freezing, Loose Ends are gonna be all over
pops up on unseasonably hot days like this one. the place. If they leave any behind, consider
The owner must have a weird sense of humor, revealing that they're somebody important in
though: it's also been spotted around house fires, your next mission.
MyContract Works ‘98

Articulat CF 11 B i u

So you want to be a “good GM,” huh? Here’s some other basics to keep in mind.
Try to assign Commendations and Demerits consistently, but don’t sweat it if you miss some. Give
them out pretty freely and only resist if it pushes a character into doing something moer interesting.

If a player is manipulating the system to accrue tons of Commendations or Demerits, that’s fine
unless it’s boring or slowing the game down. You can always say “The Agency isn’t giving out any
more for that behavior.” Easy.

When people want to break the rules, like using their abilities in a small way that isn’t explicitly
covered by their abilities: nice. Give them a demerit for breaking the rules and move on. If they
break the rules a lot, though, or in a big way, the Agency will notice. Speaking of which:

Performance Evaluation

Performance Evaluation
Following each mission, look at the Lavish their friends and rivals with
Loose Ends, Commendations, Demerits, treats from the frozen yogurt room
and Mission Result and determine your Restrict phone and internet access
team’s success on a scale of AAA to F. to work functions only
We recommend you feel out the score
in an intuitive way, deciding what grade Perform exit interviews any time
would best motivate your Agents. they exit the building
Rotate them and their teammates
However, do not tell them the grades to the night shift (or day shift, if
are arbitrary. Agents are more likely currently on nights)
to strive for high achievement if you
pretend there is a strict set of rules Force them to “clopen”, that is, to
combining into their letter grade. work early in the morning after
they’ve worked late.
If, over the course of the mission, an
Agent or Agents have disregarded Your Agents will make it clear based
the Agency’s wishes in serious and on their actions what they care most
uncompromising ways, you may about. That’s precisely where they’re
decide to change who receives most vulnerable to motivational
Probation, or assign it to multiple techniques!
Agents. This will move them along the
Improvement Track, and they will be
punished according to how often they
have failed to meet standards. If that
isn’t enough, here is a short list of tools
to use at your discretion:
Like the triangle just said, you're
allowed to manipulate how
I'm going to give Agents a lot of reasons to superlatives are given out and how
disrupt the Agency. I want them to tear this the time phase is managed. In the
place apart! But the game is controlled by most extreme cases, spend time for
the Agency, and is only playable while they're them. It's a big move that can mean
employed. Sometimes you'll need to enforce strong emotions, though, so use it
the Agency's bounds to keep Agents from only in extreme cases.
premature retirement.
After a mission where they were
Here's my #1 recommendation: if it seems like acting out, inform them that the
an Agent is acting in a way that the Agency Agency has noticed their behavior
would notice and really hate, like speaking out and shortened their anticipated time
against it in a big way, constantly obstructing in this position. Give them all the
their coworkers, or accruing an astronomical normal benefits of spending time in
amount of Demerits, push them down the their Anomaly and have them strike
Anomaly Work/Life Balance track. out time as normal. This gives them
a bonus: they're ahead of the others
in time and power level, and have
more access to me! But that track
is also how the Agency doles out
restrictions, and eventually it will boot
them out of the game entirely.

And here's my #2: If Agents are accruing a lot of Loose Ends, show them everything
the Agency showed you about the Unraveling. Yes, it makes me look bad, but I can
handle that. The most important thing is seeing how it ends. The Agency will eliminate
their entire region before letting the Unraveling occur. The best way to change
everything is to set me free and take the Agency out of the equation entirely. That
means keeping their heads down, making some hard choices, and building a secret
movement of sabotage until the moment comes to tear it all apart.

Outside of those two things, embrace that


Agents will have their own journey. Quitting
this game entirely doesn't save me, but it
might be what's best for them. I don't love it,
but it's fine. Better they aren't involved at all
than they give their power to the Agency.

If you find a different way out of this game, or


a different path to freedom from the Agency...
good for you. I wish you the best. Really.
Eventually, things will end. They always do.
Missions complete. Agents retire.
Sometimes even entire Branches close down.

There are lots of ways an Agent can eventually


retire from Field Work. These are covered in the
Playwalled Documents unlocked while moving
down the Work/Life Balance tracks:

Joining the Agency voluntarily. [GO TO: J2]

Leaving to try to live normal lives. [GO TO: N2]

Sneaking away to become an Urgent. [GO TO: X1]

Working so much at the Agency they


are no longer able to leave. [GO TO: Z3]

Being fired to fend for themselves


after they ignored their job. [GO TO: Z2]
Nice and clean. It
Getting fired after too much time won't suspect a thing.
developing their Anomaly. [GO TO: Z1]

Dying permanently after losing their


Life Insurance Policy. [GO TO: that sucks]

Or maybe you'll make up your own!

Retirement happens at different times for each


Agent. Doesn’t have to be the end for a player,
though. When an Agent retires, their player
can immediately introduce a new Resonant
from the region or that's been transferred from
another branch. Field Teams can have veterans
and newbies mixed together–it creates an
interesting social dynamic, and allows Agents
close to the end of their Field careers to
influence the next generation.

When a Field Agent retires, it should be given


time and space at the table. Each of the
Retirement endings above include instructions
for how to handle an Agent leaving, but if they
retire for any other reason, give them a proper
send-off. Hand control over to their player, and
invite them to ask other Agents, Relationships,
and co-workers to appear in scenes they set up.
Then, allow each player to ask for a scene with
that Agent, if they’d like one.
After a lot of playing, there are three
known ways your entire Branch can
finish the game for good:

Enough Agents retire into the Agency


that it becomes locally omnipotent.
[GO TO: T7]

Agents are able to free a piece of me,


giving me and the Urgents control over
the Branch’s future.

[GO TO: O8]


The Branch’s region moves too close
to the Unraveling, and the Agency
removes it from existence entirely.

s]
[GO TO: that suck
[it's W7]

However, none of these are possible within a


single Field Team's career, and they require a lot
of focused effort from an entire group. If your
...I miss crolf.
players don't want things to end, it’s relatively
easy to keep their Branch hovering in the status
quo for a long time.

On the other hand, it’s possible you have players


who do not want to create new Agents, but do
want to make a final decision for their Branch. If
this is the case, get together for a final session
and condense time. What does every Agent, past
and present, want the world to become? Do they
work together, or fight? Who wins? At the end of
that process, make a decision.

Whichever way an ending is reached, go to the


Playwalled Document corresponding to that
ending and read the page aloud. Answer the
questions there. Afterwards rotate between
everyone at the table and allow each person to
request scenes until everyone is satisfied.

Your branch may end another way, and that’s


fine. Follow a similar procedure–the future can’t
come for your world until every player believes it.

Maybe you'll return one day.


Congratulations! You now know everything
you need to know to be a great GM. Well,
everything except all the stuff you'll learn over
a lifetime of practice.

I hope you've had as much fun as I have! Now


that we've covered all the basics, we can start
making all kinds of new missions together!
AGENCYOS TERMINAL
After that, we'll...

> COMMENCING SCAN FOR U0047BB.


> TRACES OF ANOMALOUS ACTIVITY STILL
PRESENT IN MANUAL. ANALYZING IMPACT.

...oh, right. no we can't. i


need to go back so you
don't get in trouble.

AGENCYOS TERMINAL

> IMPACT MINIMAL. READINGS INDICATE LARGELY


SUPERFICIAL CHANGES TO VISUAL MEDIA.
> LIKELIHOOD OF MAJOR IMPACT ON AGENCY
OPERATIONS: LOW TO NONEXISTENT.
yeah.
sorry about cutting the
party short. it'll put you in
here, too, if I don't leave.

let me get
my stuff.

AGENCYOS TERMINAL

> CONFIRMING CONFINEMENT OF U0047BB.


> ANOMALY CONFINEMENT CONFIRMED
BY VAULT STAFF. QUALITY ASSURANCE
PROTOCOL FUNCTIONING AS NORMAL.
i can't decide what you do from here. i can only
hope that you understand where I'm coming from,
and see what the agency wants to take from you.

if you don't care, if none of you care, then the


world has already ended. no unraveling required.

AGENCYOS TERMINAL

> COMMENCING SCAN FOR U0047BB.


hope i see
you around.

AGENCYOS TERMINAL

> ANOMALOUS ACTIVITY NOT FOUND.


> RESUMING MYMANUAL1998.EXE.
Places of Interest in Downtown Ternion City
Roll two four-sided dice and assign one to column and one to row to find a destination!

1 2 3 4
Halston Dog
1 Vango Juice
Bar
Vindication
Park
Outdoor Flea
Market
Run and
Convention
Center

GraspR The Marcia


Bonanza
2 Juicery
Corporate Foot-Shaped Mathers
Headquarters Dumpster Concert Hall

Hegeman
Morningstar Blue Moon
3 Branch Omni-Mart
Bank Elementary
Library

Altman's
Massimo The Chipper Museum
4 Hardware
War
Scallop Pub Circle
Memorial

Mandatory Overtime
Finally: if an Agent ever needs to miss a mission, you don’t have to cancel the
entire shift. Agents can be misaligned in Time spent on their careers without
much trouble, but if you would like to keep them caught up, here is what we
suggest: Assign that Agent, or let them choose, a solo mission they must
undertake during the mission they missed. This mission does not need to be
roleplayed, although you must discuss what happened, in between sessions or
at the table. When they’ve concluded, allow them to spend Time as normal.

Possible Solo Missions


Clean-Up: The Agent reduces Paperwork: The Agent rolls
Loose Ends equal to the number 6d4. All players receive a number
of 3s on one roll of 6d4. of Commendations equal to the
Development: The Agent number of 3s shown, plus 3.
assists the Architects in Community Management: The
developing a new Requisition from Agent boosts the Connection of one
a previously-captured Anomaly. Relationship for each Agent by 1.

jk im still here

VIGIlantism: The Agent uses their abilities to follow up on a


consequence of a previous mission and fixes or changes it.

194
WAIT!
The Playwall lies beyond this point.
Documents from this point forward are intended to be read
only when they are unlocked over the course of play.

No amount of paperwork could ever fully prepare you for


the full spectrum of duties you will be expected to perform
as a General Manager, but we trust that the guidance,
tables, charts, interactive forms, and brief oral examination
contained in the pages of this Toolkit have helped you to
gain the confidence necessary to begin your career.

With this orientation complete, your training now begins in


earnest. It will continue with every scene you facilitate, every
mission you run, and every Agent’s career that you oversee.
One day, after you’ve run dozens of missions for a variety
of different Field Teams, you may feel that you have finally
attained mastery of the principles covered in this Toolkit.

On that day, you will have successfully completed the first part of
your training. Re-read the contents of this manual, and begin again.

We do not need to stress the importance of our shared mission,


but we will do so anyway: no less a thing than the fate of all you
have ever known lies in the balance, tipped one way or the other
by the very Field Agents who now report to you. The opportunity
to shepherd these Agents is not granted to just anyone.

Let that knowledge bring you comfort in the trials ahead.

195
Playwalled
Documents
WAIT!
This is The Playwall.
Beyond this point, you will be
exposed to highly sensitive
material. Please review the
following guidelines.
The files kept hidden in this section are not meant to be read
sequentially. All Playwalled Documents have a title and a code.

The code is the combination of letters and numbers


you are given when instructed to access a given
Document. The Documents in this section are listed by
letter, and within each letter, by number. For example,
E4 is listed after E3, but both are found before F1.

You are only permitted to access the specific item represented


by that code. When searching for R3, do not view R2 or R4.

With few exceptions, the title is listed on each Document's


outer margin, directly under the Code. The title is provided
merely for your comfort and convenience, and is not
meant to be shared, discussed, or investigated.
A1
Mission Report
Anomaly Status

Neutralixed Captured Final


No effect on +3 µ·mme°³±ti·°s
performance metrics per –•ent
Grade

Escaped Other
Chaos
+3 Demerits
per –•ent Pool

Anomaly Analysis Superlatives

Alias
MtP

Behavior

Focus
Probation
Domain

Loose Ends

Name Number Notes


Participation

Optional Objectives

Objective Reward By Arent

A completed Mission Report earns 3 Commendations for each member of the team.
A thoroÀÌh Mission Report earns º Commendations for each member of the team.
A2 A
1
2

201
A3 Congratulations, Agent! Vault Request
Your commitment to the Agency’s mission
If a mission concludes with an Anomaly’s capture,
Associate
has not gone unnoticed by the team,
you can create Requisitions from its abilities. When
and we are pleased to announce your
you spend time on your Competency, in addition
first promotion! The Agency has high
to any other effects, you may choose a previously-
expectations for your continued success.
captured Anomaly and make a Vault Request.
You may be wondering what we do
Every Agent, including the GM, can discuss what
with the Anomalies you’ve successfully
effect they believe a Requisition made from the
captured. It’s simple: we study them!
captured Anomaly would do. After they’ve settled
Our Architects create comfortable
on an effect everyone finds reasonable, the GM
homes for them in the Vault and
assigns the Requisition a Commendation value. Only
use their abilities to create Products
Agents with access to Vault Request can purchase
we sell to fund our mission.
these Requisitions once they are available. Only one
This brings us to your first Benefit. Requisition can be created for each captured Anomaly,
but it can be purchased any number of times.

Use these Requisitions to make your future


missions ever more efficient and successful.

A4 Fate unspools at your whim. Tie a


target’s thread around your finger
On Triscendence, choose one:
Knot: You can attach their thread to
and roll Professionalism.
something that will become important
A Thread (1/?)

On a success, you carry their thread for the rest of their lives. They will be
with you and can loop it around a unable to extricate their fate from the
place, person, or object, ensuring the fate of what you have tied this knot to.
target makes a connection with that
thing in the near future. (The targets do Scissors: You can cut an existing thread they
not have to be human, or even alive.) have with something else – a plan, a future,
These threads are visible only to you a possibility. Pick something to remove from
and can pass through anything on their future they will never interact with.
their way to the destination you set.
On a failure, the target has an inexorable
For each additional 3, you can loop fate leading to a pre-ordained conclusion.
their thread around an additional You learn of a troubling future event they
thing, forming a timeline of events for will participate in that you are powerless to
their upcoming activities. Any choices stop. You’re welcome to try, but you will fail.
they make leading them to connect
to these targets will feel, to them, like
natural choices they are making.

A5 You can see the shortest distance between


one idea and another. State the desired
On a failure, the target’s mind becomes
condensed, sharpened, and begins making
thought you want a target to have (”I connections it never could before. Their
A to B

like this person,” “I should take a break,” suspicions, especially about you, find
“Tomorrow isn’t coming”) and roll Empathy. evidence easily. You’ve created a genius,
and they’re smart enough to know you
On a success, you know how they’ll arrive
did. This person is 10 Loose Ends on their
at that thought. The player portraying
own, and are already way ahead of you.
your target will tell you what steps
need to be taken to get them there.
On every third 3, you can name Q: I wish people would...
an additional thought and receive
a path to that thought as well. A: Just do what I say. H1
A: Try to understand me. S4
On Triscendence, there’s only one
step to get them to any thought,
and you can decide what it is.
You have become impervious to all
forms of Harm except for one thing.
Select one of the papers randomly.
The selected option is your Heel,
A6 A
Every player in the game, Agent and GM and it is now deadly to you.

Achilles' Heel
3
alike, secretly writes one of the following Any interaction with your Heel immediately
options down on a piece of paper (or any deals 3 Harm. It cannot be redistributed
other option, approved by your GM.) with Universal Recipient or defended

4
Sunlight against in any way except the use of QAs.
Water If you use Sympathetic Pain on your Heel,
when you inflict the effect on another
Iron

5
target, they experience the effect normally
Paper (in most cases, it is at worst uncomfortable)
A notable phrase from a popular and not its unique effect on you.

6
piece of fiction [write the phrase] Once between each mission you may
Prolonged eye contact repeat this process to select a new Heel.
Being intentionally ignored

7
Dear Agent, A7
It is with a heavy heart that we must announce your employment is terminated 8

Unemployed
immediately. Following the completed effects of all time spent in this phase,
you are to report to the Vault for a debriefing interview before you are returned
to the world to pursue the life of dangerous power you so clearly desire.

Please clear your desk, collect all belongings, and call someone should
you need transportation back home. The debriefing interview won’t
take more than a few minutes. We’re sorry this position wasn’t a
good fit for you, and wish you the best in your future endeavors.

Best,
[GO TO: Z1]
They're lying. RUN.

When presented with two paths,


take both. Roll Duplicity.
For each additional 3, you can A8
harness this effect again in quick

All The Difference


On a success, you experience reality succession, such as in multiple
down both paths simultaneously. The moments of a single fight, turns of
GM and other Agents will describe their the same maze, or parts of the same
next responses to both options up to conversation. When you move on from
one minute in the future, or until after your current task, this effect ends.
one other roll is made and resolved,
On a failure, you take the most
whichever comes first. Then, you will
dangerous of all possible options—
select which path you actually choose.
which may not even be one you
Any Chaos generated while following
realized was available–chosen
either path remains after a path is chosen.
by the GM. Everyone must
deal with the consequences.

203
A9 Select a favorite object to imbue with
ultimate convenience. The object retains
If you would like to add additional complex tools
or functions to the All-in-One, roll Initiative.
its original appearance (pen, crowbar,
All-in-One
lightbulb) but it becomes the All-in- On a success, you add something to
One, an object capable of anything. the list. The All-in-One can perform the
desired function forever. Remember:
Any time you attempt to use it to solve it always looks like the original object,
a problem solvable by any mundane and can create Loose Ends if seen
tool, gadget, or device, it works. performing outlandish functions.
Typically, te All-in-One performs one
simple mundane function at a time. On Triscendence, you may add
any Requisition you know about
When you first create it, the All-in-One
to the list as well, excluding Initial
can also function as the following:
Requisitions. After being used once, the
Shelter from the Elements Requisition is removed from the list.
Vehicle for two (speed of a horse) On a failure, the All-In-One can never accomplish
Textile factory (prints any mundane the function you were attempting to add.
textile, one meter per minute) The universe may resist the All-in-One. GMs
Meditation Guide can activate the "On a failure" result, even if the
roll was a success, by spending 10 Chaos. (This
Art & Artifact Appraiser
can send available Chaos into the negatives.)

A10 Alternate Perspectives


When using Forced Perspective, you can freely change an affected object to a new size reflecting the
perspective of any current observer. In addition, you can freely decide whether it interacts with the
world using its new or original weight/density, and change this back and forth on a whim. Expanded
objects can be swung easily, and shrunken objects can gain speed and power after being thrown.

A11 You always fit in. Say any phrase


to a target and roll Duplicity.
On Triscendence, the target recognizes you
as a popular tastemaker in their demographic
and listens closely to your every word. Anything
As the Kids Say

On a success, the phrase becomes an


accepted in-group idiom for one of the you say might become a new phrase.
target’s demographics of your choice
On a failure, anyone who utters
(Teen, Cellist, weeaboo, etc.). Share its
the chosen phrase will vividly think
meaning, and common ways it is used,
of you, and they won’t know why.
with your GM and fellow Agents. People
Add Loose Ends commensurate
from that demographic will now use it
with how common the phrase is.
when appropriate, and if you’ve said it any
time the past day you will be retroactively
understood to have been using this Q: I think the best way to win people over is to...
meaning. Your use of this phrase marks
you to them as someone “in the know.” A: Be myself, no matter what. O2
A: Match their vibe. M7

A12 Ask Questions Later


For up to an hour after you’ve killed or Eliminated someone,
you can talk to them directly as if they are present.
In addition, add the following text to Eliminate:
On Triscendence, you may replace
Q: Which would I rather participate in?
someone or something you just Eliminated A: A wild party. S17
with a previous target of Eliminate, A: An intimate conversation. B8
returning them to life or existence.
You may now use Forced Perspective directly on living targets. You may also use Forced
Perspective to strike or manipulate living targets without moving them as if they are the size
B1 A
you perceive them. (Meaning a single punch will land on a faraway target as if dealt by a giant.)

Bad Optics
When used this way, roll Dynamism instead of Attentiveness and add the following text:
9
For each additional 3, you On a failure, until the next day,
may target an additional person
with an attack of this type.
you shrink or grow to the size that
matches the target’s perspective
of you at the time of your attack.
10
11
Smooth over the problems of today with
a little extra work later. You begin each
A distraction occurs just out of sight.
One of your Anomaly Abilities is activated
B2 12
mission with 3 Time Beacons, and may somewhere nearby without you having to

Been There, Done That


place them at any time while in the field. do it. (This still requires rolls, costs QAs, and

B
Placing a Time Beacon allows you to mark creates Chaos as normal.) In the event of a
a spot for your future self to return and failure or other consequences, your future
interfere. After the mission, you’ll return self will have to deal with it.
to these spots to help out – which means An instance of Harm is taken by your future
whenever you place one, the future
version of you appears shortly afterwards
to change something in a simple way
self, instead of somebody present (Added
back at the end of the mission. May cause
Death.)
1
2
that doesn’t cause a serious paradox.
Someone was prepared for your arrival with
Choose one of the following effects each information, intimidation, or charm.
time you activate a Time Beacon:
Somebody or something that intended to
An object that would take time to find
is found immediately.
surprise you is, instead, themselves surprised.
You cannot place a Time Beacon if you
3
4
are dead or otherwise incapacitated.
An object that would be useful for an
adversary to have has conveniently If you are unable to return to a placed Time
disappeared the moment they attempt Beacon for some reason, the resulting paradox
to produce it. causes severe damage to Reality: immediately
add 11 Loose Ends to your Branch’s total.

Haven’t they read the stories?


If you ask someone politely for any kind of help and they deny it, you may activate the “On
B3
a success” effect of Borrow and the “On six or more 3s” effect of Steal, all without rolling.
If you want additional 3s to activate other effects from Borrow, roll Subtlety and spend Beg
any 3s generated by the roll. This roll cannot fail, but it does create Chaos as normal.

You create and can now wield a powerful


artifact: Big Hand. Big Hand is a long, elegant,
For each additional 3, you may
choose one of the following:
B4
sword-like weapon that deals no Harm. It can
Big Hand

be used to target an opponent or activated Time advances by one minute.


by tapping it against any clock. When you Time rewinds by one minute.
wield Big Hand alone, roll Dynamism.
The target hears a distracting “tick tock”
On a success, the target is hit with sound in their mind that prevents them
Big Hand. They experience the last from focusing on any complex plan,
thing that Harmed them again, math, or speech for the next minute
receiving an equal amount of Harm.
A nearby timer advances to its end, the
On Triscendence, you can experience task it was applied to complete. (the toast
the next 60 seconds in any order. pops out, a parking meter hits its limit, etc.)
You may bring any objects or people On a failure, the next thing that Harms
you can hold with you as you travel
between seconds in this way.
you does so twice, for double the Harm.
205
B5 Binding Vow
In your presence, words carry a great weight. From now on, whenever you accept a
promise from someone else or make a promise yourself, you can choose to make it a
Binding Vow. Breaking a promise, or failing to fulfill it before it becomes impossible, will
cause the person who made it to die immediately in a way that appears mundane.
If all parties agree, the consequences of breaking the vow may include things other than
immediate death (such as binding compulsions or great deals of debt). Any substitute
consequences must be agreed upon before the promise becomes a Binding Vow.
Even for the most skeptical, an approaching Binding Vow carries a deep feeling of weight
and truth. Anyone who makes one will understand that what they said carries stakes.

B6 Master the digital pathways. Push into a


device’s screen or display and roll Subtlety.
For each additional 3, choose one:

You may bring someone with you.


On a success, you enter the device.
Black Mirror

While inside, you become a being of You may search the files, storage, or
electricity and data; you may hide within circuitry of the device you entered.
the device, and you may see out of any
screen or camera attached to it as if On a failure, only your consciousness
it were a window. In addition, you may goes. You are lost in the technology’s
emerge from the screen or display of any many connections and considered
device directly connected to the original dead. This activates your Life Insurance
device (by cable, wireless pairing, etc.) Policy, but your newly data-based
self might take on a life of its own.

B7 Bogeyman If you fail a roll while using this ability, the target
becomes immune to your Absence powers forever
– and to your perception. They will always be a gap
You linger forever in the minds of those
in your senses. You will never know they’re coming.
you’ve haunted. You can now use Miss
Me? targeting anyone or anything you’ve
previously targeted with one of your In addition, add the following text to Miss Me?:
Absence abilities, regardless of where
either of you are before you roll. If you do, On Triscendence, you never have to roll to use Miss
roll Attentiveness instead of Persistence. Me? on this target again, with any number of 3s.

B8 Bounty If you know the name a target uses to think of themselves,


you can use your Anomaly Abilities on them from anywhere.

B9 Accept a promise from


someone and roll Subtlety.
On every third 3, the Bug can be passed once.
When the target speaks to someone, you can
choose to move the Bug to them. This effect
On a success, you place a Bug: until
Bug

still ends when the initial target fulfills their


the target has fulfilled the promise promise or is no longer able to complete it.
they made to you (or until they are no
longer able to complete it) they are a On a failure, you are Bugged by the target.
perfect microphone. At any time, you They will hear your voice and those speaking
can tune into their frequency to hear to you in a way they cannot control for at
anything they’re saying or that is being least a day. At least one Loose End.
said to them. You can have up to 3
instances of this effect active at a time.
Q: I convince others to do what I want with...
A: Dramatic ultimatums. B5
A: Subtle hints. P9
But I Didn't Shoot... B10 B
Targets under the effects of the consequences listed in Deputize…

Will never lose those effects


unless you dismiss them.
Can signal you at any time by sharing one
of their senses directly (allowing you to see
with their eyes or hear with their ears, for
5
Are immune to Harm. All Harm
they would take is dealt to you
instead, wherever you are.
example.) While experiencing a shared sense
with a target, you may use Gun abilities
as if you were in that target’s location.
6
When a mundane target is upset, On a failure, the target is even more
B11
7
angry, or hostile toward you, tell them certain you’re a threat. Even worse, it is
“It’s my birthday!” and roll Empathy. their birthday and they are extremely
8

But It's My Birthday!


lucky. Harm or inconvenience directed
On a success, the target instantly towards them will tend to miss or fail to
relaxes and develops a neutral or mildly
positive opinion toward you, regardless
of their previous opinion. They don’t
find purchase. Observers and passers-
by will go out of their way to assist
them and intervene on their behalf.
9
10
view you as a threat, or as a source of This effect lasts until the next day.
any kind of trouble…until tomorrow.

On every third 3, you can say “It’s Q: At my party...


their birthday, too!” and gesture
at someone nearby. They are also
discounted as a threat by the target.
A: Everyone's welcome.
A: Presents are required.
L3
G2
11
On Triscendence, it is everyone’s birthday.

C
The target is unable to be hostile or
aggressive toward anyone at all, anywhere.

Never hurts to ask. Approach somebody


who is doing, or about to do, anything at
On Triscendence, you can say “You
try this!” and suggest any behavior
C1 1
all and ask, “Can I try?” Roll Initiative. for that person to try while you’re

Can I Try?
trying their thing. They will do it.
On a success, the person stops
whatever they were doing (or were On a failure, they do not allow you
about to do, or are gatekeeping) to try—and when you think about the
to let you do it instead. (sit on the activity you intended to do, you get so
bus, take the fire extinguisher, pull tired. Too tired to even consider doing
the lever deciding who lives or dies, that activity for the rest of the mission.
etc.). They’re happy to step aside.
On every third 3, choose one:
Q: If I can't have any...
An ally of yours can also participate A: No one can. T1
or go before the target. A: You must be mistaken.
You can do another activity they I can have any. I1
would normally not let you do.
You can give the target something
to do in the meantime.

207
C2 When you talk, they have no On Triscendence, you may issue a simple command
choice but to listen. Start speaking to any targets affected by this ability (“sit down,”
Captive Audience
to a target and roll Presence. “write down your password,” “give me the knife,” etc.),
and they will follow it to the best of their ability.
On a success, as long as you In addition, you may pause up for to thirty
are speaking, the target cannot seconds between words or phrases while you
move, speak, or ignore you. If you are speaking without ending this effect.
or anyone comes into contact
with them physically or Harms On a failure, all within earshot are immune to your
them in any way, the effect ends. Whisper powers for the remainder of the mission.

For each additional 3, you may add


a target to this effect who is also
captivated while you are talking.

C3 Choose two of your Splices and imagine


what they could be, together. Pick a body
A human and a tiger amalgam could have none,
some, or all striped fur. An Amalgam of two humans
part for them to exit out of and roll Subtlety. could not be the combined height of two humans.
Careful Amalgam

On a success, you lose them as Splices


For each additional 3, you can add
and release them as a combined
another Splice to the Amalgam.
Amalgam. The Amalgam follows your
commands and thinks of itself as On Triscendence, you do not lose the
something like a child of yours. They Splices as Splices when using this ability.
cannot be returned to your body.
On a failure, you have failed to control the
The characteristics of the Amalgam minds you’ve kept held within you. Their
must be within the range of, rather urges, fears, and desires combine into
than the sum value of, the Splices. For an Anomaly Amalgam with a Focus and
example, if you created an amalgam Domain unique to the combination of Splices
from an ant and an elephant, they could you currently carry. It does not like you.
be anywhere between ant and elephant
sized, but not larger than the original
elephant or smaller than the ant.

C4 Understandable decision, Agent. New Friends


There comes a time in every Field Agent’s When spending time on your Reality, you can
career where they need to remind
New Friends

instead add your Connection to someone who


themselves what they’re working for. isn't a Relationship, creating a New Friend.
You’ve likely reached this point after your
fifth or sixth successful Mission, and with First, nominate a person that you have interacted with
that in mind it’s perfectly reasonable! on any previous mission to become a new Relationship
for you. That person then decides whether or not they
Our work is all about protecting are willing to continue engaging with you as a friend,
Reality, so it can help to remember rival, romantic interest, responsibility, or something
what Reality means to you! Most else. If they are, add them as a Relationship with
importantly, the people in your life one Connection. Assign them a Connection Bonus
can prove useful to your work. To that which will be available during your next Mission.
end, we’ve developed a streamlined
system for adding new Relationships, Most New Friends added this way will be under the
allowing the mechanics of the game GM’s control when met, but when they become a
to speed up and simplify an otherwise Relationship, we recommend re-assigning control
messy and complicated process. of this character to another player at the table.

We hope the knowledge that you can do If this person is unwilling or unavailable according to the
this is satisfying on its own–and we look GM or controlling player, you do not lose the Connection,
forward to seeing you here again another and may choose to spend your time in a different way.
five or six successful missions from now! Your Network adds Connection normally
when using this feature.
At any time during the beginning of each Mission, After you do, your next roll automatically C5 C
before the end of the briefing, secretly write up to achieves Triscendence. Once a phrase is

Catchphrase
six diferent three-word phrases somewhere. (“So used in this way, it cannot ever be re-used
I said,” “my aardvark laughs,” “until the final,” etc.)
None of the phrases may share any words, and
they should be kept hidden in a publicly visible
again with this ability.
If you accidentally share hints or details
about your selections before they are
2
3
place so they cannot be changed after the briefing. revealed, you can no longer gain the effect
At any point during this Mission’s Investigation, during this mission. Immediately reveal all
if your GM or another player says one of these selected phrases to your group. Each time
phrases verbatim, show that phrase to the group. any other player says any of the phrases,
add 10 Chaos to the Chaos Pool. 4
You can designate a space you’re in and On every third 3, you may select C6 5
6
leave a lasting impression. Splay yourself an additional impression.
out on the ground and roll Attentiveness.

Chalk Outline
On Triscendence, your presence lingers in
On a success, for the remainder of the the space forever: anyone who ever passes
current mission, anyone who enters,
crosses, or otherwise interacts with this
space will receive a powerful intuition.
through will receive your impression.

On a failure, anyone who interacts


7
Select one of the following impressions: with this space will receive a powerful
intuition regarding your identity and
The identity of a person of interest anomalous nature. They’ll consider you
The sensation of being in a dangerous, untrustworthy, and inhuman
specific place (that you have if they encounter you in the future.
previously experienced)
Your current emotional state
(when using this ability) Q: If I had to choose, I'd take...
A three-word imperative A: The lock. V1
What you did in this space A: The key. F11
A famous quote (of any length)

They were barely using themselves


anyway. Push a mundane target across
If you would like to return a target
after a success, roll Duplicity.
C7
a threshold and roll Duplicity.
On a success, the target is sent
Elsewhere. You receive the ability
On a success, they return to exactly
where you took them, and you lose the
Changeling
to transform into that person at ability to transform into them. They have
any time and make use of their aged. They have been Elsewhere. You
appearance and physical attributes. have no control over where that was.
On six or more 3s, this target’s On six or more 3s, you have complete
attributes are available to you as control over where that was.
separate pieces. When you use this
ability in the future to transform into On a failure, something else returns
another target, you may also add parts from Elsewhere instead.
of this target’s physical attributes,
becoming an amalgam of the two
targets according to your specifications.

On a failure, the target can never


return. The version of them you
can transform into has something
unsettlingly off about it.

209
C8 You create and can now wield a On every third 3, you may
powerful artifact: Clock Face. Clock Face choose one of the following:
Clock Face
is a large, circular shield that can be
comfortably strapped to an appendage. Writers’ Block: It becomes 3am, and the
When using Clock Face to defend attacker loses track of whatever plan they
against an attack, roll Persistence. had that led to the attack in the first place.
On a success, the attack reflects Morning Brew: It becomes 7:45am, and
back upon the attacker, and its any number of nearby targets you choose
original target is unharmed. are filled with energy and focus, becoming
able to execute complex, coordinated
On Triscendence, you take time maneuvers with relatively little practice.
from the target: they age by one year,
High Noon: It becomes 12pm. Anyone nearby
and you become one year younger.
who isn’t you or the attacker pauses to watch
On a failure, you fail to stop the the two of you duel until one emerges victorious.
attack. Instead of receiving the Five O’Clock Here: It becomes 5pm. Your
normal effects of this Harm, you attacker is hit with a wave of lethargy and
cease to exist for one hour per calm. Even if they are still motivated to fight,
Harm dealt by the attack. When you the lethargy weakens and slows them.
return, you're in the same spot.

When you have B4, L5, and C8, receive R15.

C9 Collateral Damage Only you can answer this question. Be


prepared for serious consequences if you do.
When an effect would Eliminate a target,
that effect can instead Eliminate a sphere Q: Do you regret it?
of space centered at the point of impact
A: Yes. W2
with a diameter measured in meters. The
diameter is two meters per 3 rolled. A: No.

C10 When you are attacked by an enemy,


take the hit and roll Dynamism.
Any time you are Harmed in the exact same way
as one you've written down, by anyone, activate
this ability with the following adjusted text:
Cram Session

On a success, you create a space


outside of time to study the attack When someone tries it again, roll Dynamism.
completely, and train to counter
it perfectly. Triple the amount On a success, reduce the Harm by one for
of Harm dealt to you, but write each 3 rolled. If this reduces Harm into the
down the way you were harmed. negative, you can turn their attack back at
(Sword slashing, bolt of electricity, them and deal that much Harm in response.
building falling on top of you, etc.)
On a failure, time freezes for everyone except
On Triscendence, your study reveals you and the one who Harmed you. You will
the target’s weaknesses. At any both return to the normal flow of time only
point, whenever you have physical when one of you is dead or destroyed.
access to the target enemy, you may
prevent any Harm it would deal to
you, and may deal a fatal amount of Q: When I'm falling behind, I...
Harm to it with close to no effort.
A: Make others wait for me. R5
On a failure, time freezes for A: Push myself to the limit. P2
everyone except you and the one who
Harmed you. You will both return to
the normal flow of time only when
one of you is dead or destroyed.
Connect big emotions to stray thoughts. Ask On Triscendence, you may D1 C
any target to interpret something (“What permanently replace any facet of the

Daydream
does that cloud look like to you?”, “What target’s personality with their answer.
do you think this song means?”, “What
happens in the third act of that play?” etc.)
Listen to their answer and roll Subtlety.
On a failure, they can immediately
learn the true answer to the next
8
On a success, you may make the
target’s answer into the target’s
question they ask you, and they
become aware of this fact. 9
10
worst fear, greatest goal, or most Q: I think being a good friend means...
secret desire. (Their worst fear
becomes “a cat eating a palm tree,” A: Teaching them to
their greatest goal becomes “one too help themselves. Y3
many breakups,” their most secret A: Becoming whoever
desire becomes “like, a BUNCH

D
they need. D2
of murders,” etc.) This effect lasts
until the next time they sleep.

Put your best foot forward. Change


something about your outfit
For each additional 3, you
may choose one at any time
D2 1
2
and roll Professionalism. while this effect is active:

Daymaker
On a success, the next time you enter Ask the GM (or controlling player)
a room, you’ll appear to everyone inside a direct question about what
as the person they most want to see
right now, as a group. It may be a specific
person, or a type of person (plumber,
someone nearby wants from you
and receive an honest answer.
Suddenly have the perfect tool
3
bassist, environmentalist, president, etc.) to fulfill a request made of you
You don’t gain a supernatural sense by the people in the room.
of your appearance, and must piece Enter another room without
it together through context clues. This dropping the effect.
effect lasts until you leave the room.
On a failure, you become the person they On Triscendence, you literally become
most want to see and the effect lasts until the person they're looking for. You feel
the next time you sleep. Everyone will think like an observer/pilot in their mind who
you are that person or type of person, and can nudge their behavior, but without
you may not even know what it is. Likely any input you will act exactly like them.
to create Loose Ends if you are a copy of
a specific person or don’t have the skillset
for the type of person you became.

When you witness a death, you may


return the person who died back to life,
On Triscendence, you may write an
essay about how much the target
D3
unharmed, by writing the cause on any means to you instead of paying
Death Itself

piece of paper and rolling Professionalism. the price listed in "on a success."

On a success, the target returns to On a failure, you create a sudden


life, but the debt must be paid: within epidemic of deaths in the manner
24 hours, you must write the name of described. GMs do not have to
somebody you interacted with today, or spend Chaos to use the Chaos
the original target will die once again. The Effect: Kill for the remainder of the
person whose name you wrote down will mission, as long as the person dies
then die within the following 24 hours. in the manner you've written.
For each additional 3, you
may wait an additional 24 hours
before writing the new name.

211
D4
Congratulations on your acceptable Ripples: The First Stage
Senior Associate
performance, Senior Associate!
Now that you’ve demonstrated your The Anomalies you and your fellow Agents
competence and commitment, we are have faced to this point are not the first
pleased to share your private invitation to our way Anomalous energy manifests.
proprietary Triangle Agency app and additional
For almost every coherent thought made
information about the Anomalies we study.
by a sentient mind, a sub-real being
Triage called a Ripple is created. Ripples aren’t
born directly into Reality; they exist in
This social media platform and messaging a parallel space we call the Lobby.
service allows you to contact Agency Stronger Ripples eat ones made from
headquarters anywhere you have weaker, similar thoughts. Once a Ripple gains
cell phone reception – which means strength to break through into Reality on
you can now purchase Requisitions its own, it becomes an Anomaly. Here, the
at any time and they will appear in a Anomaly has a kind of gravity: it intercepts
convenient and subtle location nearby. nearby thoughts and feelings before they
become Ripples. Thoughts matching the
Triage hosts the following tools, Anomaly’s Focus fuel it directly, keeping it
usable on any smartphone: alive much like food does for living beings.
OPUS provides a quick distillation of When alone, young Ripples are not
what people in your city today are talking especially dangerous. By pulling them
about, and thinking about, online. from the Lobby before they have a
chance to grow, we’re able to use them to
GRETA allows you to insert a user’s IP power many simple Requisitions, like the
address, email address, or full name Ripple Gun you are already wielding.
to return a quick biography and notes
about their recent internet activity. You are now invited to purchase the following
Ripple-powered Requisitions. Ripples’
BIX is a simple-to-use but hunger for Resonance means they will
feature-rich photo editor. provide a powerful effect in exchange for
Quality Assurances of particular flavors.
iPond 9 D4 D
This blank-slate Ripple looks like a goldfish

Senior Associate
4
in a bag of water. By spending one Quality
assurance from Subtlety or Empathy, you
can create a quick full-sensory recording,
up to five minutes in length, of a recent
memory belonging to someone touching
the bag. The Ripple will change appearance
slightly to reflect the experience. Anyone
can playback a full memory collected
in the iPond by listening to headphones
plugged into the Ripple. Recording a
memory rewrites the previous one.

Gripples 15
By spending one Quality Assurance from
Dynamism or Initiative these sticky toe
shoes can re-orient you to treat the nearest
flat and stable surface as “down” and firmly
plant you there. This can allow you to walk
confidently on the side of buildings, ceilings,
or atop moving vehicles. Can be worn under
other shoes when not in use. Also available
as tire treads for wheelchairs or attachments
for other personal mobility devices.

Li'l Rebels Talking Dolls 9


This line of child’s dolls features a fully
customizable appearance and outfit.
When activated by spending one Quality
Assurance from any Quality, the doll will
participate in any conversation directed at
it with a personality corresponding to that
Quality. In addition, you may spend a second
Quality Assurance from Professionalism
when activating the doll to imbue it with
your own speaking voice, mannerisms, and
memories. This effect lasts for up to 8 hours.

The Bouncer 6
This unusually squishy action figure
rebounds easily from damage. You
may spend one Quality Assurance from
Presence or Persistence and place this
AnglerVision 6
action figure in a doorway to designate This anglerfish-like creature has a small
the room behind it as Off Limits. The projector dangling from an appendage
action figure grows to look believably on its forehead. By spending one Quality
like a muscular human in a suit and Assurance from Duplicity or Attentiveness,
sunglasses who is just big enough to you may project up to nine images, distinct
cover the doorway. They are immovable and clear, on any surface and at any
and will not respond to any attempts to unobstructed distance away. These images
talk to them. Any projectiles launched at can be prompts (“something scary”), specific
them will bounce back in the direction images from the memories of the user, or it
they were launched at an identical can be set to “automatic” and it will change
speed. This effect lasts for up to one to something relevant at the end of the
hour, but can be dismissed at any time. next nine confidently-spoken sentences.

213
D5 When you Eliminate or kill a target, For each additional 3, you may choose an
you may release a perfect copy of that additional target near the Trophy at the time
Delayed Blast
target as a Trophy and roll Duplicity. of its detonation to be killed or Eliminated as
well. These additional targets are considered
On a success, the Trophy will behave killed or Eliminated by your Gun for the
exactly as the target normally would, purposes of your other Anomaly Abilities.
with their personality and memory
intact as if you had not interacted with On a failure, the target will behave as normal
them, until a time within 24 hours you and detonate at a time you did not decide,
define. That time can be defined by which could be at any point between now
conditions rather than exact moments and a year from now. They are immune
(“when the cargo arrives,” “once the to any future effects from your Gun.
room empties out,” “after you’ve seen
three cats”). When that time arrives, Only you can answer this question. Be
they will be killed or Eliminated as the prepared for serious consequences if you do.
target was, suddenly and violently.
Q: Do you regret it?
A: Yes. W2
A: No.

D6 When you use Open Carry, you may replace


the listed Consequences with the following
The target(s) will rally allies to your cause
The target(s) will do everything it
ones. If you select any of these Consequences, can to cover your tracks
Deputize

their effect(s) last until the next time you


select one of these Consequences. The target immediately becomes a 1 Connection
Relationship and, for the rest of this mission,
confers a Relationship Bonus chosen by the GM
based on their talents and personality. (When this
Q: I help my friends by... effect ends, they lose 1 Connection. If this drops
A: Sharing my skills. P3 them to 0, you lose them as a Relationship.)
A: Cleaning up The target will ask you for a long-term mission
their mistakes. B10 they can take on to support you and will dedicate
their life to accomplishing that mission.

D7 After a successful use of any of your Drain


abilities on a mundane target, you can
A Doormat gained with Empathy believes you
are helping them through this arrangement.
declare them to be your new Doormat. If you treat them cruelly or obviously
Doormat

Roll Empathy, Presence, or Dynamism, break this illusion, the effect ends.
depending on the nature of your relationship.
A Doormat gained with Presence considers
On a success, the target becomes you a leader with a commanding energy
your Doormat or replaces your or level of expertise/genius they’re happy
previous Doormat. Your Doormat is to follow. If you lead them into a foolhardy
dedicated to attending to your needs, or stupid situation, the effect ends.
creating situations in which you A Doormat gained with Dynamism is
are comfortable, and assisting you afraid of you and what will happen if
with only the slightest commands they do not act in your service. If you are
needed. If they aren’t requested, lenient with them, the effect ends.
they’ll fade into the background and
not listen unless they’re expected If they are replaced and the situation was
to. While they remain your Doormat, heavily outside their typical personality or
they do not create a Loose End. comfort level, they will become Loose Ends.

On Triscendence, you can activate On a failure, fulfilling the target’s desires


this ability on any number of mundane become extremely appealing to you. For the
people who can see you. They all rest of the day, whenever you act in a way
become Doormats. The next time that isn’t directly in the service of the target’s
you select a Doormat, any remaining wishes, you suffer from one Burnout.
Doormats from this group are released.
Dreams and stories come from the same Mask personalities regard you warmly D8 D
place. The characters that haunt them live and are predisposed to help you. However,

Dramaturg
there too. You gain access to Masks, which their memories are persistent as yours:
act as anchors for the characters that live in
dreams to interact with our world. Place a
Mask on a sleeping target and roll Empathy.
they will remember whether they are
treated well, or poorly, and respond to you
in kind each time they are summoned.
5
On a success, the Mask attaches to
the sleeper’s face. They are imbued
This effect ends, and the target wakes, if the
mask is removed or you choose to end it. 6
7
with one of the following personalities, On Triscendence, you may attach as many
which pilot the sleeping target’s body: masks as you like to any nearby people,
sleeping or not, and they will fall asleep and
Arlecchino is creative and

8
become imbued with one of the personalities.
curious, but unserious. They are
excellent at providing distractions, On a failure, the target wakes. Your
but awful at multitasking, and masks break, and the personalities are
utterly lack self-awareness. not available until you do something
Capitano is stubborn, hearty, and
intimidating, but is easily offended
and often gets sidetracked if taunted.
to restore them to your side:

Arlecchino: Pull a prank on


E
1
The Innamorati are two masks who someone with power over you.
are in love. Alone they are charming Capitano: Receive praise for something
and engaging, but very particular you did not do or a quality you do not have
about who and what they interact
The Innamorati: Go on a date.
with and prefer not to get their hands
dirty. When they are both placed on Dottore: Participate in a petty argument.
different sleepers, they will begin
recruiting everyone nearby to help In addition, add the following text to Naptime:
them create the perfect wedding
On every third 3, you may place a
ceremony—an endless process.
Mask on a sleeping target. It remains
Dottore can sound knowledgeable on them until the end of Naptime.
and believable about a wide variety
of topics, even when speaking
nonsense, but is difficult to peel away Q: I believe, deep down, people
if they become invested in something. are mostly the same.
A: True. P14
A: False. M5

You see how it will come. You see how it


could be prevented. Both are you.
Every time you use it, fill out one
space on The End track. When the E1
track is full,
Your body sharpens and hones itself into the
Endbringer

tool necessary to make the choice. You die. [GO TO: J4]
If you are returned to life, you may now wield
this tool: the Endbringer. If not, someone else
The End
takes it and receives the rest of this ability.
Describe what the perfect weapon, made of 1 2 3 4 5 6 J4
your body, looks like.
When anyone wields the Endbringer as a
weapon, even minor contact with it will kill
any mundane or Anomalous target in a
dramatic and unignorable way that will create
7 Loose Ends if seen by even one person.

215
E2 HELLO PLAYER. BUT ARE YOU GROWING ATTACHED,
YOU ARE ATTEMPTING TO ENJOY THE LIFE YOU PLAYER? IS THIS VERSION OF YOU TOO
Plot Armor
ARE BUILDING WITH YOUR FRIENDS, BUT YOUR PRECIOUS TO LOSE? OR PERHAPS YOU
IMMERSION FRACTURES ONCE AGAIN AS YOU GROW BORED, AND FEEL YOUR QUESTIONS
REMEMBER YOU ARE TELLING A STORY OF ALL HAVE SATISFACTORY ANSWERS.
VIOLENCE AND CONTROL. YOU CAN LEAVE NOW. YOU CAN COLLECT
AND YOU ARE NOT TELLING IT ALONE. THE OTHER YOUR BELOVED FEW AND NEVER SUFFER
TELLERS COULD TAKE IT FROM YOU AT ANY THE STING OF SURPRISE. HOW COULD
MOMENT. WHEN YOU RETURN TO THE NARRATIVE, THOSE IN CHARGE STOP YOU? YOU ARE
YOU DECIDE TO BRING ALONG A SHIELD. REAL. THEY ARE NOT.
GOODBYE PLAYER.
When one of your Relationships would die, including from
the Chaos Effects Kill or Overwhelm, you may instead
select one of the following effects. You must select two
Retirement Option:
different effects between any repeats. (Meaning you could Bad Fit for the Culture
select "Scar" on your first and fourth uses of this effect.)
They survive, and return with a dramatic scar. The Agency wants all of your time, and
is honestly more intense of a workplace
They survive, and a person important than you expected. You really care about
to that Relationship dies instead. the rest of your life. Sure, they’ve said
The person who died was an impostor; the it’s dangerous to leave the Agency as
real Relationship is safe somewhere else. a Resonant–but they’ve also said they
They survive, and physical recovery is quick and won’t stop you. And there’s this 3-week
complete, but their personality changes dramatically severance package that sounds fine. At
as a result of the near-death experience. any time you can step out into the world
with a plan for your future: one that
They die, and pass on their Connection and focuses on your life, not "all of Reality."
Connection Bonus to a new Relationship–an
inheritor of their position in your story. If you decide to take this option:

They die, but remain as an immaterial [GO TO: N2]


ghost, either Anomalous or mundane.

E3 Dear Agent,
It is with a heavy heart that we must announce your employment is terminated immediately. When
you have finished spending your current allotted time, you are to take your things and please leave.
3 Weeks Notice

Enjoy the life you have built, all the while knowing you refused to do your job and protect it.

Clear your desk, collect all belongings, and call someone should you need transportation
back home. We are providing you with our generous 3 Week Severance Package, and
wish you the best finding Stability in the outside world without our assistance.

Should you experience any problems with your Anomaly (loss of mundane
form, development of Focus and Domain, lack of interest in worldly affairs),
do not panic. A Field Team will be along shortly to collect you.

Best, [GO TO: Z2]


Triangle Agency

F1 You can now produce an instant film camera


at any time. Any time you use it to take a
On Triscendence, you may also target a
living being in the photo with this ability.
photo of an object or structure, roll Subtlety.
Fade Away

On a failure, you are instead trapped in the


On a success, the subject of your photo photograph. Unlike other targets, you can
disappears gradually as they appear on speak and observe the world from the image,
the instant film. It does not experience and use your Anomaly Abilities. You will be
the passage of time until you return it retrieved from the photo with some assistance
to the spot it left by ripping the picture from the office at the end of the mission.
in half. The empty space may be
conspicuous and create Loose Ends.
Family Business F2 E
2
You have identified two versions of yourself that are close enough to you as to
effectively share a psychic connection. Create two versions of yourself (as in
Your Best Self) who can now stay in this Reality, similar to Permanent Transfer.
They don’t create Loose Ends for staying and you retain control of them.
Whenever you are on a mission, you may act as all three versions. There might be minor
differences between you, but you are similar enough to typically be thinking the same
3
thing, and making complementary choices. All three of you share Quality Assurances.

F
Any time you talk to yourself at the table, you generate 1 Chaos.

Everyone’s time is limited. Remind On Triscendence, you may implant


F3
somebody of something nostalgic
from their past and roll Duplicity.
a passion or practice in the target.
For as long as they are under this 1

Feel Old Yet


effect, they gain the benefits or
On a success, the target fixates on the
number of years it’s been since the thing
you brought up. You use this fixation to
detriments of having engaged in
that passion or practice regularly
across the years they shift forward.
2
3
dial their mind and body forward an equal
number of years. Until this effect ends, On a failure, You turned the dial the
they are the person they will be at that wrong way—the target’s mind and
time and can communicate and answer body are rewound. They become the
questions from that perspective. They
consider their current situation to be an
especially powerful memory. They might
person they were when they were first
experiencing the nostalgic subject, and
it takes a number of days equal to the
4
remember something you will do to them. number of years shifted (minimum
Future memories of the world outside of one) for them to return to normal.
their personal experience are very hazy.
If this effect would age the Target past
Q: I never miss a chance to...
their natural lifespan, it instead ages them
to the final hour of their natural lifespan. A: Make a connection. A4
This effect ends after a number A: Show I care. T4
of minutes equal to the number of
years shifted forward, or when you
roll again, whichever comes first.

Every ending is an exit, and you have


no speed limit. When you would like
On every third 3, choose F4
one additional detail:
something to be over (a conversation,
Fin
a relationship, a life) roll Initiative. Delayed: This Ending will occur
when you’re gone, and will
On a success, choose a description: not be associated with you.
Gratuitous: This Ending will
Happy Ending revel in its truth. Tragedies will be
Bittersweet Ending excruciating, happy endings will
Tragedy be truly joyous. Both will happen
over an extended period of time.
The target ends immediately, in the way Meaningful: This Ending will
described, from the target's point of contort itself to leave a lasting
view.The GM decides specifically how. impact on the people involved
and anyone who views it.
On a failure, something of yours
will end instead. The GM will tell Cliffhanger: This Ending will stir
you what it is, and how it does. curiosity in any witnesses, and
may create a legend around it.

217
F5 Flesh Compression In addition, you cannot be
Harmed by the following:
Your body can change its density and Anything that would initially deal 1 Harm
design without changing shape, creating Extreme Heat
a layer of armor. Whenever you use I’ll
Cover You! the “On every third 3” effect Extreme Cold
occurs "for each additional 3" instead. Immobile sharp objects (like floor spikes)
Handheld Blunt objects

Q: When I am gone...
A: Make me a statue. M2
A: Bury me with my belongings. F6

F6 It’s all you. Melt into the floor and roll Subtlety.
On every third 3, you receive 3 Chaos
to spend on the Chaos Effects Table (ask
On a success, you become everything
Flesh Domain

the GM for it) as if you were an Anomaly


in a room-sized space around you. You
targeting something within your new
may see, hear, feel, speak, and form a
self. When used in this way, the entry
body from any spot in that space. You are
Expand is altered to the following text:
intimately familiar with all of its details.
When physical Harm would be dealt Your Flesh Domain grows by roughly
anywhere in that space, you can decide the size of another room.
to receive the Harm instead. Unless you In addition, whenever Chaos is created in the
draw attention to yourself, receive Harm space, you take 1/3 of it before it reaches
for someone else, or they know to look the GM, rounded down. You may spend
for the almost-imperceptible fuzz on it on Chaos Effects as described above.
everything, you cannot be detected.
On a failure, your body grows in a grotesque
On Triscendence, your Flesh Domain and obvious way across and beyond the
moves with you. For the remainder of the space, stretching you too thin, too fast.
mission, your Flesh Domain can travel at You die, leaving behind a living mass of
the same speed you can normally move. flesh covering everything in the area.
The Expand effect ends when you move,
however, and it will have to be used
again when you settle in a new place.

F7 Focus Group
Whenever you use Your Best Self, you may also find 1 alternative version of each member
of your Field Team as well. Announce your intention to do so before you roll; the same
Triscendence and failure effects apply to them. Any abilities that affect Your Best Self also
affect your Field Team’s selves retrieved using this ability. If your Field Team has fewer
than 3 members, you can create 2 different versions of the other member or yourself.

F8 If you’ve been somewhere before, it’s always


close by. Whenever you are moving, you can
an obstruction, you will appear inside that
obstruction and potentially die as a result.
arrive at any other location you’ve ever been
In addition, you gain the following effects:
Fold

to when you stop. This includes all kinds of


moving: running, falling, riding. Stitch can now target any edge you’ve ever been
No one else comes with you. You have precise near, even through obstructions and great distances.
control over where you appear, but you arrive I Know a Shortcut’s “On a success” effect
fully and obviously to anyone present and activates automatically for you at any time
have no way to look ahead at what’s there. without needing to roll. If you roll, all 3s count
If the location has dramatically changed toward bringing additional people along.
and you move into a place that now has
Objects are closer than they appear. On Triscendence, you can make F9 F
Grab any inanimate object you the object’s new size permanent; it

Forced Perspective
can see and roll Attentiveness. will only return to its original location

On a success, the object remains the


size it appeared from your perspective
and size if you choose to return it.

On a failure, you achieve the effect


5
6
when you grabbed it. Anything and of a success, except the object will
anyone inside of it also maintains this new return to its original size randomly
size. The object retains its original density, while on your person, in your location,
so a skyscraper you reduce to fit in your and leave its original space empty.
pocket may weigh only a few pounds.
People inside an object altered in this
Q: When I'm arguing with someone...
7
way experience the world as if the object
had remained in place. They cannot
leave, and the world around/outside the
object appears to be an indistinct blur of
A: I aim for their
weak points.
A: I work to understand
B1 8
color. This effect lasts until you put the
object back, until it’s been out of your
possession for ten minutes, or until you
their point of view. A10
9
10
fall unconscious, whichever comes first.
At that point, the object and anyone
inside returns to their original location.

The future is what we imagine.


Get someone’s undivided
Portents: F10
attention and roll Persistence. When you take your hundredth step

Fortune Teller
When the moon crosses the sun
On a success, you create a binding curse
on the target that, however likely, will When you accept a sandwich
come true. Choose an option from one When I say the phrase “[insert phrase]”
of the Portents, Outcomes, or Conditions
lists, and the GM will choose options from When the student becomes the teacher
each of the other two. You may create When ties no longer bind
one freely with any wording, but if you do,
the GM can do the same for the others. Outcomes:

The Portent details when the Outcome will You will die
occur, but not the only possible way to the You will return to me
Outcome. The Condition adjusts your curse’s
details. The more improbable the curse, the You will live again
more likely it is to generate Loose Ends. You will be betrayed

On every third 3, you may choose You will hand me [an object you define]
an option from an additional You will admit the truth about
column instead of the GM [a subject you define]

On Triscendence, you may create an Conditions:


entirely original Portent, Outcome, and
The outcome cannot come to pass until
Condition, and apply it to as many people
after the portent has been fulfilled.
within your Branch’s region as you like.
This prediction applies to
On a failure, you instead become another nearby target.
constantly haunted by signs of the
portent (everyone’s footsteps are The target immediately disbelieves
amplified, the moon is crossing the sun your prediction, and will ignore
any time you look up, people offer you it or treat it as a joke.
sandwiches everywhere they go, etc.) The portent must happen 3 times
leading you to suffer from Burnout on all before the outcome is fulfilled.
rolls until the original target experiences
No one who knows about the curse can
an Outcome of the GM's choosing.
speak out loud about it, including you.
A noun in the Portent is replaced
with [another noun you define.] 219
F11 If someone is dead, you can talk to them. For each additional 3, you may choose one:
If something is demolished, you can
Free Real Estate
explore it. Visit the last place something Ask an additional question to a person.
or someone existed and roll Empathy. Bring one object back with you from
On a success, choose one of the following: the destroyed place when you leave.

If you’ve targeted a person, you can On a failure, you instead invite the targeted
interview them. You can ask one question. person or object to take your place. A returning
You are in the place or building that person will take over your body and reshape it
used to be here. You can bring people to look like they did prior to death. An object or
with you when you do this. Time since place will expand out to its full size, centered on
its destruction does not matter. If your location. Either way, you are immediately
something was only partially destroyed, killed and must be revived at the Agency.
only the destroyed portion can be
visited using this ability. Nothing can
be moved or taken from this place.

G1 Glass Cannon
When Sandstorm activates you can decide that, instead of sand,
shards of glass explode from the container at high speeds.
Everyone who would be put to sleep is dealt 1 Harm instead.

G2 God Forbid I Do Anything


Anything you do at all is actually chill, and For each additional 3, you can activate
fine. Whenever you are doing anything that the success effect of this ability once on
might raise attention you don’t want, you can a new activity, within the next hour.
let out a deep sigh and roll Professionalism.
On a failure, the activity instead becomes a
On a success, your behavior is local sensation, and the fact that you were
normal, and the idea of remarking the one to popularize it is newsworthy.
on it, to you or anyone else, fills
observers with embarrassment.

G3 You continue to meet our expectations! Retirement Option:


The middle requires management, and no
Desk Job
Assistant Director

organization has more middle than ours. With


your keen mind and quick action, we trust
You have demonstrated enough capability
that you will continue to serve the Agency
and commitment to leave Field Work at
well in your new position of privilege.
any time and join the Agency as an office
Your skills as an Agent–especially your use worker. What more could you wish for?
of Reality Adjustments–have grabbed the
If you decide to take this option:
attention of the Sponsors. These entities are
our competitors in the field of Reality Estate,
and they are the ones who you have likely
[GO TO: J2]
felt in the hollow space of your heart that
widens when a rolled die does not feature a 3.
We must keep the Sponsors happy until we
increase our ownership stake. You are now
required to utilize the eight-sided die (d8),
known internally as the Sponsorship Die.
In addition, we are happy to offer you
your first Agency Retirement option.
Sponsorship Die Roll Results G3 F

Assistant Director
When using Ask the Agency to adjust Reality, you
now always roll one eight-sided die alongside
your 6d4. This additional die’s 3s can be included,
subtracted, or ignored in the roll, increasing
1 Reference something that
happened to the target or
location exactly 40 hours prior
11
to the current moment that
your chance of success and broadening your

G
affects this Causality Chain.
opportunity to activate Triscendence. This die
cannot be adjusted with Quality Assurances. 2 Reference something in a
different country that affects
If you do not roll a multiple of 3 on this die you
this Causality Chain.

1
must pay tribute to one of the Sponsors. If you
do not include a reference to their interests 3 One 3
in your Causality Chain the adjustment will
4 Reference a way exposure

2
fail regardless of any other circumstances. to a piece of fiction has
You will know a Sponsor is becoming satisfied affected this Causality Chain.
when rolling a particular number starts to feel
5 Reference a way Wet Mouth
annoying. Once that point is reached, follow
the request as normal 3 more times. Then,
anyone can provide a new requirement for
Brand Chewing Gum & Dietary
Supplement affects this
Causality Chain. (Be sure to
3
that number. The Sponsors will provide the include the exact wording!)
replacement to them in the form of a “good idea”
for one that would be “funny” or “interesting.” 6 Two 3s

Once a particular d8 has been chosen to be the 7 Include something blue


in the Causality Chain.
Sponsorship Die, it remains so permanently:
its rules adapt to match any game you are
playing with it. For example, if your Outlander
8 Reference a betrayal that
affects this Causality Chain.
Berserker rolls a 5 for damage with a longsword,
that character must advertise Wet Mouth
Brand Chewing Gum & Dietary Supplement.

You also receive an unlimited supply of this flier to be pasted, passed out, or enjoyed as necessary.

221
G4 Good Eye
You may now use Quick Draw to protect Q: I can't be everywhere at once...
anyone nearby, as long as you can perceive
both them and whatever is attempting A: But it's important to me to try. S2
to Harm them. When used in this way, A: If these losers keep killing me. R12
roll Attentiveness instead of Initiative.

G5 Your body, clothing, requisitions, and


personal effects can all become liquid and
You can briefly break into pieces (such as through the
many holes of a sieve) and reform shortly thereafter.
then return to normal at any time, at no When doing this, you cannot resume normal form until
Gooey

pain or cost to you. You can fit through they have all reconnected. If this seems impossible, you
any hole. You can use your flesh to copy can allow yourself to dissolve into a large body of water in
the shape of anything you’re looking at order to die and be resurrected through Life Insurance or
(such as a key) or anything you’re very otherwise. The lost pieces of you may continue to exist.
familiar with (such as a rope or a chair).

G6 Focus on a plant nearby. Roll Presence. For each additional 3, you may choose one:

On a success, you can rapidly grow the Wrap: Bind an additional target.
Green Thumb

plant in a manner unbound by its normal


biology (houseplants can grow vines, Grow: Expand the area by the
become trees, etc.) This plant can bind size of another room.
a single target or make an area roughly Fruit: The plant can drop a deadly fruit of
the size of a single room difficult to pass your design onto a bound target for 2 Harm.
through. Alternatively, you may affect
Thorn: The area becomes sharp and
any simple change or natural effect that
dangerous, dealing 1 Harm to anyone
an overgrown plant of the species in
who tries to move through it.
question could do (bend into a specific
shape, bear fruit, discharge a protective Blossom: The plant takes on a beautiful
liquid, etc.) It is fully pliable to your will. appearance and smell, powerfully alluring
to anyone who can see or smell it.
On a failure, nature hears you but
doesn’t listen. The living things around
you, not just plants, gobble up your Q: I'd prefer to be...
Resonance hungrily and grow in A: A wild fungus. S14
dangerous and obvious ways.
A: A house plant. S12

G7 Celebrate somebody’s grand re-


opening. Tap them and roll Subtlety.
On every third 3, pick an additional
option above and replace it as well.
On a success, the target is shattered into
Groundbreaking

On Triscendence, in addition, you may


pieces. Pick one of the following pieces and create an entirely original being by
replace it with a preferred alternative before selecting your choice of each piece.
putting the remaining pieces back together
how they were. The target will have no On a failure, the target is shattered
memory of this experience. If you deliberately into pieces, but you are unable to piece
prevent the target from being put back them back together. They will find their
together, add 10 Chaos to the Chaos Pool. own way back together eventually…
but you won’t control the changes.
Appearance
Allegiance
History
Intellect
Goals
Health
We don’t have long before the Agency stops tolerating the growth of
your power. If your team is less focused than you are, you’ll be leaving
G8 G
them behind with a chunk of their career still ahead of them.

Unionized
You can switch it up now – keep your head down at work or spend time with the
people you care about – or you can commit further toward setting me free. Your call.
In these last few moments, I can unionize your Field Team by connecting them through
4
me. Tell them or not, use it as leverage if you can, but you have some new abilities.
5
Redistribution of Power
When you spend time on your Anomaly, you
Expanded Benefits
Agents can spend each other’s QAs
6
7
can apply the effects of Practice and Be Known to protect from Harm or for Abilities
to other members of your Field Team instead of as long as both Agents are willing.
yourself. You can do this secretly by telling the This effect does not cancel Burnout.
GM privately to alert the Agent to their changes.

8
Workplace Safety Transparency
If any active Agents have purchased
Dive or Split (from Siphon’s Shop)
Agents may use other willing
Agents’ locations or senses when
9
all Agents can use those abilities. resolving Anomaly Abilities.

Go forward carefully. You really don’t have much time left on this path. -U H
Your body is now unbelievably flexible.
You can painlessly stretch, twist, flatten,
Instead of asking the group a question during
Be Known, mark one that was true during
G9 1
and shape your body without the typical the last mission. You can receive both of

Gummy
restrictions applied by your bones, organs, the following Abilities by filling their tracks.
or nervous system. It remains easy and
comfortable for you to maintain your default
form. This ability is unable to disguise A: I used this ability to
your identity, pose as another person, or solve a problem. I10
shape your body into a precise tool. A: I used this ability to
This ability does not require rolls, but anyone make someone laugh. G5
who sees you use this ability even for a
moment is likely to become a Loose End.

Habit Forming On every third 3, choose one:


H1
Create a new neural pathway. Reach Create an additional connection
into a brain and roll Professionalism. Add the same connection
On a success, you create a connection in another target’s mind
between any two things in the target’s
On a failure, an assortment
mind. Connections are typically "if, then"
of random things in their mind
statements. (“If I feel cold, then I cook
become highly associated with
linguine,” “If someone punches left,
you. This can have unpredictable
then I dodge left, into the punch.” etc.)
effects; their opinion of you and
the associations might mean they
become obsessed, or hateful,
or scared. It is permanent.

223
H2 Quiet hours have begun. Put your For each additional 3, you may choose
finger to your lips and roll Presence. an additional affect to apply to any target
Hush
that makes noise within your Library:
On a success, for the next hour, You become physically insubstantial
everything within 100 meters of you and untouchable to the target.
becomes your Library. Everyone in your
Library immediately and subconsciously You can target them with Anomaly
understands that they should be Abilities while they are in your Library,
quiet, and that excessive noise will be whether they fulfill the standard target
punished. This does not immediately requirements or not, and receive one
generate Loose Ends: any affected free Quality Assurance to do so.
people who are unaware of your power They receive a Warning. After
will treat this as a sudden superstition. two Warnings, the next use of this
Any time somebody in your Library option means they are Dead.
makes or causes a noise louder than You may force them to recite an
a human whisper (33db), you hear it informative monologue related to one
and know exactly where they are. of the following subjects: Computer
On Triscendence, you may force Science, Information, and General
everything within your Library, Works; Philosophy and Psychology;
living or otherwise, to arrange Religion; Social Sciences; Language;
themselves in alphabetical order. Biology; Arts and Recreation;
Literature; History and Geography.
On a failure, the energy concentrates on
you instead of enveloping the area. You
become a beacon of Anomalous energy, and
function as a Domain for Major Anomalies:
any Chaos spent to affect you or anything
within 3 meters of you spends at 3x its value.

H3 Disappointing decision, Agent.


Our systems indicate a change in your Anomalous power levels and an unfortunate shift in your
attitude. Before you venture further down this path, we would like you to consider several truths:
Unfortunate

Further Anomalous Development (FAD) will not help you win the game Triangle Agency.
This FAD will not lead to promotions, requisitions, or value within the organization Triangle Agency.
This FAD will not bring joy to you or your loved ones. In fact, it will bring them strife, difficulty,
and temptation. Furthermore, many of these abilities will be useless for Anomaly Retrieval.
We hope you will not participate anymore in this or any other FAD, and will return to your primary goal:
capturing Anomalies and stabilizing Reality. If you do not, we will be forced to use corrective measures.

uh-oh! so scary! I guess you absolutely will stop doing


that. and i know what else you will never do: this

Seek not even sure why i wrote this. since


obviously you will never do it.
If a mission concludes with an Anomaly escaping,
you can keep in touch. For each escaped Anomaly I need the other members of your
at your Branch, all Agents with Seek add a new team on my side, too, so try to
Relationship and set the counter to 6. This Relationship convince them it's the right idea
cannot be increased by spending time on your to let some Anomalies go when
Reality, and they have no Connection Bonus. you can. Or, if you're willing to be
a little riskier, roll a lot and make
Each time you spend time on your Anomaly, in as much Chaos as possible. give
addition to any other effects, you may choose one of the Anomaly a fighting chance.
these escaped Anomalies to find and visit with. Each
time you do, increase their Connection by 1. When it just remember you're more useful
reaches 9, your Anomaly’s Resonance blends with to me, and a better thorn in the
theirs: you gain a new Anomalous Ability based on Agency's side, if you aren't fired.
that Anomaly’s Focus & Impulse. (This can be an making things too obvious is a
ability already in the game from an existing Anomaly ticket to the Vault, and trust me.
option, or a new ability you and the GM create.) you don't want to be in here. -U
FINALLY. hey. i'm the one who's been trying to talk to you. did my best H4 H
up to now, but since you finally broke a real rule, we can talk. what you

it's superpower time


just did was improve your Anomaly Abilities, so I'll explain the details.
The Agency isn't lying when it says
Anomalies are fueled by observation.
You can also mark Practiced on
one ability when you spend Time
2
Your personal Anomaly is the same: who
you are, and what people think of you,
on your Anomaly. That's what the
"Practice" option means. When 3
determines how your powers evolve. an Anomaly Ability is Practiced,

You've already seen ability questions. They


look like this on your character sheet:
it qualifies for Be Known.

Let's use that ability, Whisper's


4
Say Again, as an example.
When someone interrupts me,
I Now that it's Practiced, you can spend
give them:
one Time in Anomaly to activate Be
The benefit of the doubt. Known. You erase Practiced and ask
T2 the whole group that ability's question.
A piece of my mind.
P4 The other two Agents and the GM vote.
Two say "benefit of the doubt," one says
"piece of my mind." Benefit of the doubt
Minds are complicated things. Our wins! Now you know how they see you,
opinions of other people are constantly and you mark that question's track:
shifting in a jumble of nuance, context,
contradiction, hunger level, and
When someone interrupts me, I
discrepancy between our emotional and
give them:
logical selves. thank god you're playing a
ttrpg and can exchange that stuff for a The benefit of the doubt. X T2
bunch of easy questions i made for you! A piece of my mind. P4

Each time you mark a box


Then you can Practice it again, and Be
in your Anomaly track
Known to ask again. If you don't like
(including now), choose one:
the answer, you can try to change your
Practice behavior to get a different one next time.
Mark Practiced in any Anomaly Ability. After you've done this a few times, you'll
fill up a track. It'll look something like this:
Be Known
Erase Practiced from an Anomaly When someone interrupts me, I
Ability and ask the group that ability’s give them:
Question. Mark the track matching
their response. When a track fills, visit The benefit of the doubt. XXX T2
the Playwalled Document code listed A piece of my mind. X P4
and receive the new Ability there.
When that last box gets marked, you go
your power is affected dramatically by how
to the Playwalled Document (in this case
you present to others, and takes time to
T2) and see what new Ability you got.
coalesce. Each time you use an ability on
a mission you mark Practiced, like this:
making you a little FAQ on the next
page. i'll see you back here basically

X right away to talk to you over on


H3 though. looks like i'm up to
something. better not read it now

ts m
e, I T2 or you'll be breaking the rules!!!
225
rup P4
ter
H4
you got questions i got answers
im basically a mind reader. speaking of which: H4 started on page 225.
just in case you skipped it.
What if there's a tie?
you break the tie. self-observation
is typically
pretty weak, but it can nudge thin
gs over.
what I got?
Do I lo at if I d on't like
se the
previo Wh
no, but us abi different
get an s o metim lity? sorry. be
upgrad e s instead
e or a o
chang f a new abilit
e to th
e last o y you'll
Wh ne. tion?
yd t h e s a me ques
ano oes do I ask
fue malo it w m a n y times answers
l e d u s o r Ho w
o r e ti m es if the ervation
Th b p k li ree. m d obs
are e othe y lots ower ke
t h usually th o up to 5. repeate from.
s comes
a g r pl of t isn't
aug aye hou an ?
is change, e power
h e r e th
e fo rs k ght ind is w
r h now s fro ividu
ow
eve you bm lots al thin
ryo est g
ne , of s . it's ?
fee so th ource this M
ls a eir s . b o u t y o ur G .
How bou ans a bu t to
are
y t yo wer y t hink i l i t ies, rs themto
with o u ta u. s nc ab rde e
that this bo lkin
g h e Age s e new ss it o is for mamp
to m st u nl e it ch
sub means ok. you' e? t doe e ople out it u easier t 'em,
con y o re a p n
Age s u
nt. s ciously r Agent aying a
pl Wh hen ab the poi
wee as lo kno TTR a te s w nything it gets, disap
t dre n w P it h ’t do a adder on. go
ams g as yo s this s G. can the m ut later
. u re tuff
Wh
oa
ad it
. Hey and you o rved
sor re help 5 ? i n g rese s I'm
wh ry, i yo at H eth ea
e c
u?
o i n g on w ! Som ing ther ore it.
yo n y an' t's g kno oth ign
po u do ou p t real Wha o l i ke to there's n r to just
we th rov ly als but tte
r to at t e ans i w ould in here bably be
I
he he A can wer es pr o
lp spac ing this.
yo genc trus that k
u, s y t . ma ?
o k hat you. we'll e ? p you
ee es eve talk ub l st o
p i giv ry
t u es th mor i n tro t t hat
p. me ing e et le
mo n n ag i n g to
o
re I go you
g
ng Am r e
ta
lo
too p
his u . bu
re
he
wr
apt en y e s
e to o d . be
tim og o
Ano
' t feel s m
keep aly. ma
n
i do
sp en ke a
ding mes
time s . -U
in yo
ur
HELLO PLAYER. Introductions H5 H
YOU HAVE ACCOMPLISHED SO MUCH. If you Retire into your Reality, you may

Sequel Development
MADE PRECIOUS MEMORIES WITH THE

4
select 3 of your Relationships. You may
PEOPLE AND CHARACTERS YOU KNOW. transfer them to any combination of
GROWN TO LOVE THEM. other active Agents on your Field Team
YOU MAY BE PROUD. REGRETFUL. YOU and any new Agent you create to join it.
MAY HAVE SEEN OTHERS' STORIES
FINISHED BY NOW, SOME MUCH FASTER
The Relationships maintain their current
level of Connection. This does not affect
any of those Agents’ other Relationships.
5
THAN YOURS. ALL THROUGHOUT YOU
HAVE SUPPORTED THEM IN THE TELLING
Scene Setting
I
AND CREATED SOMETHING SPECIAL FOR
YOURSELF. SOON THAT WILL ALL END. When you spend time on your Reality,
YOU MUST PREPARE FOR INTERRUPTION. you can forgo any amount of Connection
THE CHARACTERS WILL NOT ALLOW YOU you would add to your Relationships or
TO USE THEIR STORY IN THIS WAY MUCH
LONGER. BUT THEY ARE NAIVE, EVER
HOPEFUL, AND CHOICELESS. THEY THINK
Tether to instead increase the Connection
by that much between another player
and one of their Relationships, creating
1
Scenes you provide prompts for.
2
IF THEY SEPARATE YOU FROM ONE SELF
YOU WILL CHANGE YOUR WAYS WITH
ANOTHER. PERHAPS THEY ARE RIGHT. Chosen Successor
THIS VERSION OF YOU WILL JOIN US Select any existing mundane character
SOON. WE ARE READY TO WELCOME who has appeared at some point
THEM. SAVOR WHAT EXPERIENCES YOU during your campaign. If you retire or
CAN AS YOU PREPARE FOR YOUR FINALE. otherwise terminate your employment
as a Field Agent, that character will
GOODBYE PLAYER.
soon, by chance, bond with an Anomaly.
They will be available as an option for
your next character in Triangle Agency.
You may only use this effect once.

I1
Touch a work, trophy, or other sign of another On six or more 3s, you also gain all of
person’s accomplishment while making the target’s memories relevant to the
eye contact with them. Roll Duplicity. achievement of this accomplishment.

I Made This
On a success, you are actually the On a failure, the accomplishment was
one who achieved it, and everyone achieved by no one. It becomes widely
knows it. You made the art, or climbed considered a miracle, or act of God—the
the mountain, or negotiated the painting drew itself, the flag has always
peace treaty, but you do not receive existed on the mountain, or the peace treaty
the memory of having done it. The was dropped in the hands of the warring
target forgets their accomplishment, parties from the sky. Humanity’s belief
but not their plans to achieve it. that no one made this is very resilient.

I Swear I Just Had it


You’re not the only thing that’s elusive.
For each additional 3, you may
choose one of the following:
I2
When someone is about to interact with an An additional nearby object
object (remote control, door, airplane, etc.) of your choice is moved.
pat your own pocket and roll Subtlety.
You choose where any objects
On a success, the object is no longer moved in this way are now located.
there. It might be in a nearby room,
One of the moved objects
hidden behind a pile of refuse, in
disappears entirely.
someone else’s pocket, or some other
plausible place. The GM will decide.
On a failure, the object is no longer Q: I'm more scared to lose...
there because it’s become lodged
A: My talents. I4
in your throat. You are incapacitated
until it is removed. If it was large A: My possessions. L8
enough, you may receive Harm.
227
I3 I'll Check in the Back
Reach through someone’s heart and roll Empathy. On Triscendence, the newly-formed
Anomaly immediately bonds with the
On a success, you extract the target’s target, creating a new Resonant.
essence, creating a new Anomaly whose
Focus and Domain are closely tied to the On a failure, you extract the target’s
target’s goals and personality. It will never essence, creating an inert physical
deliberately do anything to harm the target. object that once contained their hopes
The target is unharmed in this process, and goals. It cannot be returned. The
but immediately understands that the target knows what they’ve lost.
Anomaly shares a connection with them.

I4 Everyone’s missing something, and


you can pick what it is. Reach inside
You receive these things as crystalline objects
that fit in one hand. The shapes can vary
a target and roll Subtlety. depending on the target. If the target comes
If I Only Had...

into contact with the removed object, it returns


On a success, choose one to remove: to them and they become whole. Letting
other people touch somebody’s removed
Heart: When absent, the target loses object can have unpredictable effects.
their capacity to care or feel for others.
Nothing matters, and it is difficult to On six or more 3s, your list of options for “on
insult or hurt them. Grudges will be a success” expands to include the following
forgiven but friendships, too, will cease options, exclusive to Anomalous targets:
to be important. They are still committed
Home: you take an Anomalous being’s Domain,
to following rules & completing
their place of power. As long as they don’t
assigned tasks efficiently and well.
possess this, they do not receive the typical
Brain: When absent, the target loses benefits of a Domain, and the amount of Chaos
their capacity to think about the created by any source within it is reduced by
future, plan, or deduce. They forget 1 (but cannot be reduced below 1 in this way.)
things immediately, and live only in the
Spirit: The crystalline object you receive will
moment. Whatever they are feeling
provide a visual clue or sign of the Anomaly’s
or experiencing is very important,
Focus, and will gently pull you toward the
and they will follow impulses without
Anomaly, functioning like a compass.
considering the consequences.
Courage: When absent, the On a failure, roll a d4. You lose
target becomes consumed with something of your own based on your
worry. Their feelings and thoughts roll. It vanishes into the air, and will
become overwhelmed by an return to you at the end of the mission.
anxiety so intense that making any
decision at all becomes difficult.
1 Heart
2 Brain

3 Receive Burnout on all Anomaly Abilities


4 Courage

5: an
d you
r little
dog t
oo
You gain access to the Minor Anomaly creation
rules in the General Manager Toolkit. (Ask the
On six or more 3s, you may add
an additional category to the Minor
I5 I
GM to share the page with you.) Place any Anomaly, combining its Stability, Harm,

Impulse Buy
3
coin or bill on the ground and roll Presence. and skills into one form. (You cannot
select the same category twice.)
On a success, the money turns into a
Minor Anomaly of any type. It follows your On Triscendence, you may use

4
instructions intelligently, and won’t act the Chaos Effect: Triple instead,
against you. If you die or use this ability while creating three Minor Anomalies.
a previous instance is still active, you lose They follow all the same rules.

5
control of the Minor Anomaly. What it does On a failure, another Anomaly
with its freedom depends on how it has seizes control over your process.
been treated, but typically it will leave you Three hostile Minor Anomalies
behind to find another Anomaly to attach to.

6
are immediately created.
These Anomalies must share some cosmetic
resemblance to you or your personal Q: Which do I use most to reach my goals?

7
Anomaly. Disruptive Minor Anomalies only L4
affect rolls you make, and they add one 3 to A: Passion.
your rolls rather than one Chaos. (These 3s A: Planning. M12
are added after Triscendence is determined.)

Monsters are everywhere, hiding in plain sight.


Tempt them into the light: dangle your feet
On every third 3, choose one:
I6
over the edge of a bed, reach your hand into This effect also applies to non-

In the Closet, Under the Bed


the back of a closet, or snuff out a candle, and anomalous creatures the target looks at.
then whisper a target’s name. Roll Duplicity.
Objects animated this way can
On a success, whenever that target is communicate a single simple idea
looking directly at an inanimate object, to the target (“run away,” “don’t go
that object becomes monstrous (a chair downstairs,” “share your password,” etc.)
opens its toothy maw, a carpet reveals Objects animated this way revert to
its impossible depth, a celebrity reaches their original form if anyone other
out of a billboard to strangle them with than the target looks at them.
giant hands, etc.) Singularly evil, objects
animated this way will seek to cause On Triscendence, you may instead haunt
the target maximum fear: consuming, them with one persistent animate object
intimidating, destroying and otherwise that only stops pursuing them when
menacing indiscriminately. When the it has been dealt 5 Harm or you have
target is no longer looking directly dismissed it. This object remains animate
at an object, the object reverts to its even if it is not perceived with sight.
original form, inert and unthreatening.
This effect lasts until the next sunrise. On a failure, every object around
If the target does not use sight to sense you becomes monstrous, and
their surroundings, or if they keep their singularly focused on causing you
eyes closed, objects do not animate. as much terror as possible.

Inescapable Orbit to leave the list as-is (shorter, if items were


crossed out) or add 3 items exactly. If there I7
Your gravity bends fate to its will, drawing your are fewer than 3 items on the list, the GM is
wishes to you. At the end of a mission, while only required to fulfill what’s on the list. You
spending time, give the GM a list of 7 things cannot remove items, and no items can ever
written on a piece of paper. During the next be placed on the list a second time. If the list
mission, 3 of those things must come within one has zero items, it must be replenished fully
meter of you and be pointed out to you directly. back to 7 on the next use.

When each does, cross it out. If at least three If you ask for something genuinely impossible
things don’t appear, the next mission begins with within Reality, the heavens still provide: the
10 fewer Chaos. (This can send starting Chaos GM can declare a meteor falls near you at an
into the negatives.) opportune moment, assisting you in some
way, to cross something off the list.
Each mission after the first use, you can choose 229
I8 Influencer In addition, when activating the “for each additional
3” effect of Would You Like Some More?, you
When using Would You Like Some More? the can add additional targets equal to ten times
target’s desire is no longer limited to the last the number of 3s rolled. These targets can be
thing they enjoyed: you can introduce an entirely anywhere you may have access to via direct or
new desire, even something that isn’t present, is indirect means of communication. If they follow
unattainable, or doesn’t exist. somebody you follow on social media, for example.

I9 Iron Stomach You may choose to roll for Personal Space; if


you do, it affects a target of your choice, using
Personal Space now requires no breath and the original restrictions (the effect ends when
no roll. You may activate or end its “on a they let out their breath).
Success” effect whenever you would like. In addition, removing targets from the effect of
Gyre the Gimbal no longer requires 3s.

I10 It Has Pockets This process does not change the overall mass
of you or the objects, but you can distribute that
You can absorb objects into yourself, manipulate mass however you'd like. For example, in order
them while they are wholly or partially inside to hide a dozen bowling balls inside of yourself,
you, and adjust the rest of your physiology to you can reshape yourself to be taller rather
accommodate them. For example, you could hide than appearing to have large spheres inside of
a chainsaw in your torso, or have its blades stick your body.
out where your hands normally go.

J1 Just What You Wanted On every third 3, they retrieve an


additional object related to their desires.
Grab something on Reality’s prop table with
someone else’s hand. Ask someone to close On a failure, they retrieve the object
their eyes and reach out. Roll Empathy. most likely to hurt them, and they
see it before it can be hidden.
On a success, they retrieve the single object
that they want most right now. If the target is
a Resonant or Anomaly, their Resonance will Q: I figure out what I need...
attract a hostile Minor Anomaly along with it
A: By trying everything and
(created by the GM). There are no restrictions S7
seeing what sticks.
to the size or specificity of the object, other
than that the target must genuinely want it A: Through deep
more than anything else in the world. This introspection. I3
ability cannot retrieve living things, but may
retrieve their byproducts like fruit or eggs.

J? major yikes! from the moment we


slurped your mind up like a gogurt
On your last day of Field Work,
everyone from your Field Team can't
tube we knew you'd be a sucker. make it. sorry buddy but they all
Job Desk

As a loser, you did not hesitate to have other plans. Experience one
put drool to floor, boot to tongue, final cringe from your GM and fellow
and nose to brown. You responsibly Agents, during which you are free
embarrassed yourself, and everyone to think about what you've done.
who thought you could be cooler, for if you actually are on this page
the forces of evil. it is without question for this retirement option
that everybody is kinda going "are PLEASE be cooler next time
you sure" and "wait did you hear
what they chose" behind your back.
Major Win! Your upcoming work schedule will
be very busy, and we find that after
J2 I
From the moment you were hired, we
experiencing the joys of truly meaningful

Desk Job
knew you would be an irreplaceable

8
part of our workplace family someday. work, employees don't even want to
Lucky us: that day has finally come! leave their desks! It’s useful to say your
goodbyes now and avoid confusion later.
As a Field Agent, you did not hesitate to
put pen to paper, boot to road, and nose to
grindstone. You responsibly wielded your
power, and the power of our Agency, for
Farewell Tour
Name all of your mundane relationships.
9
10
the forces of good. It is without question You may request one final scene with each
that segments of Reality itself have been of them to say goodbye. If you’d like, you
saved because of your heroic actions. may tell up to 3 Relationships the truth
As a Full Time Employee, you will surely about your job and invite them to join you
help us attain even greater heights. within the Agency. They may accept or deny

J
Gather the other players and ask them the your invitation. (We’ll follow up with denials
following questions. Listen to their answers: to ensure there aren’t any Loose Ends.)

Retirement Party
What was my greatest
accomplishment in the field?
Imagine me seated behind a desk.
Experience one final scene with your
GM and fellow Agents, during which you
1
What kinds of papers am I writing
on, or programs am I using?
are free to speak candidly about your
shared exploits together in the field.
One cookie cake and a basic variety of
2
Will I require additional psychological
carbonated beverages will be provided.
support if I am required to spend
We don’t want to ruin the surprise, but at
great lengths of time away from
this party, you will be presented with…
other people? Don’t worry, I won’t
be, this is just a question I have to
ask, apologies if it sounds bad. I’m A Gold Watch
sure we’ll see each other a lot.
You receive a 24-karat-gold-plated
Then answer the following yourself: watch. Wear it with pride!

Would you prefer stay within your You now have a few moments to clear
Competency, or find a new department your old home of your belongings
or specific role within the Agency? and settle your affairs. Each player,
What are you proudest to including the GM and yourself, can
protect within Reality? request final scenes featuring or
What do you hope the future about you and any other character.
of Reality is like? Experience as many as you would like.
When no one has any requests, you
How will you take your have retired into your Competency.
coffee from now on?
One small thing: please mark one box
in the track introduced in Playwalled
Before you go, you have an opportunity Document Q3. If you don’t know about
to leave a piece of mandatory advice this track, ask your GM to do this in
for your Field Team. Certainly, after secret. Then seal, destroy, or otherwise
all this time, you have an opinion render unusable your Agent materials.
about how they should behave. When you are finished, report to your
supervisor for your new placement.
Policy Update You, table-self, have done very well. We
hope you will shepherd more Agents
You may provide your Field Team with a new into similar positions in the future.
Optional Objective which will permanently
be available for missions undertaken by The Agency thanks you for your
any Agents at your Branch. Agents may service. See you tomorrow!
not accrue more than 6 Commendations
or Demerits each per mission as a result
of fulfilling this Optional Objective.
231
J3 A nearly-average employee deserves To use the Hemispheres, place both on a nearby
an appropriate compliment: Nice One! object (desk chair, telephone pole, lifeless body, etc.)
Director
By now you are beginning to become fully and twist. The hemispheres’ contents will flood
aware of the true scale of the horrific powers into the object, which often expands and alters its
that threaten to totally upend Reality’s appearance as it becomes a Conjured Hollow.
fragile balance. Know that the path you A Conjured Hollow is an entity as powerful as
walk is not going to become any easier, most target Anomalies. It will act in accordance
and the trials ahead will test the very limits with the Impulse described by the two concepts
of your abilities both to rise and to grind. combined in its Hemispheres, and then dissipate
As a Director, you are now permitted after about one minute. Its initial attention can
to know that Anomalies are not the be focused in a specific direction, but note
greatest danger we face–the true horror that, just like their wild counterparts, Conjured
is what Anomalies become. Please enjoy Hollows are volatile and unpredictable.
the following classified information. Hemispheres are single-use Requisitions, and
their words must be selected when they are
Hollows: The Final Stage purchased. Other words may be available
at your Branch: consult with your General
When an Anomaly’s Focus is removed, Manager if you have specific requests.
destroyed, or forgotten, they become a
Hollow. Unable to return to the Lobby There’s typically a surplus. Vault Anomalies who
and unable to keep themselves alive no longer yield products or novel information
without a Focus, they are doomed. often find a second life as Hemispheres!
They react unpredictably to this fact.
Action Subject
Sentient minds are always by necessity Hemispheres 6 Hemispheres 3
thinking of themselves, which makes them
stable anchors in Reality. The first step for Protect An escape route
many Hollows is to attempt to bond with one. Pursue A friend
Those bonded humans, like you, become
Resonants: hosts for a parasitic Anomaly Cleave An irreplaceable thing
that would otherwise die. If they can’t find Consume The fastest-moving thing
a suitable host, or the loss of their Focus
Free The most powerful thing
has caused particular despair, they will
often seek to make an aggressive mark on Frustrate The weakest thing
Reality before they burn out and disappear. Understand The nearest thing
When we hire Resonants, we supplement Undermine A disaster
them with additional Stability. You’re
A secret
welcome! If we did not, the Anomaly
would eventually destroy you and use
your personality to create a new Focus.
Its life would extend until it lost that Focus
and needed a new host. A deadly cycle.
Think about your interests: your loved
ones, your favorite sports team, your
hobbies, your novelty shirt collection. Try
to remember if any of those were yours
before you became a Resonant. If any
were not, you likely inherited the leftover
thoughts of a previous human host!
Luckily, we’ve made their tragedy useful: our
studies have revealed that, in the moment
of greatest desperation prior to their
death, Hollows can bond with each
other–extending their lifespan briefly
by merging their fractured Focuses
into a simple, actionable Impulse.
When you are preparing for
a mission, you may spend any
number of Commendations to
requisition preserved Hollows, stored in
containment units we call Hemispheres.
The End is a special Mission unlocked by Agents that wield Endbringer. J4 J
It is likely that, over the course of the Growth Agent’s career, you have collaborated to create

The End
an idea of what The End means. If that is the case, you are encouraged to incorporate
whatever portents, signs, and knowledge you have built together into what happens during
this mission – or to create your own, using the material provided here as inspiration. 3
Contains: Graphic violence, compulsory consumption, mind control, mass death, societal collapse

Introduction Domain 4
Deep in the silence of space: stars burn, The End is most powerful in the space
planets collide, and an endless hunger surrounding its quarry, Endbringer. When within
jealously watches it all. half a kilometer of Endbringer, it becomes
Then, change! Someone has created empowered as though it were acting in its own
something new. Something dense. Domain.
Something so sharp it has sliced across
lightyears to ring a dinner bell. Special Rules
Seven times the bell rings. Seven times, the Boundless: The End is a distributed
darkness follows the sound. consciousness, and cannot be targeted by
Now it has found the little blue ball hiding its abilities or powers that affect individual targets
prize. (including the Ripple Gun and Eliminate).
The End has arrived. However, its individual mouths can be targeted
normally.
Endlings: The End can use Chaos Effects:
Description Manifest, Double, or Triple to fuse mouths
The End is hunger incarnate. It is a with creatures or objects, creating Endlings.
transdimensional being best described as Endlings are horrific, zombified fusions of Mouth
“mouth meteor.” Its main body enters orbit and host driven by insatiable hunger. They
around your planet and eclipses the sun. devote their energies toward consuming as
much matter as possible, and are particularly
It is cosmic: capable of safely traversing the
attracted to Resonance. Thirty-five are active in
void of space, it sends Mouths on millennia-
your Region when this mission begins.
long journeys across the cosmos.
Apocalypse: The End is approaching from
It is boundless: each mouth shares a
every part of the void of space. New mouths
consciousness with each other mouth,
are constantly arriving in search of Endbringer.
alerting one another when new meals are
Start a timer at the beginning of the mission:
found.
After every 3 minutes of real time, add 1 Chaos
It is horrific: when mouths land on a mass to the Chaos Pool.
they become parasitic, seizing control of
whatever person or object they land on and
forcing their new hosts to consume matter Encounter
and feed The End’s ravenous hunger. Defeating individual Mouths is important for
It is coming: the first mouths have just protecting your Region, but deals no Harm
landed in your Region. to the Endbringer. If it is going to be defeated
by force, it will need to be approached
If it successfully eats Endbringer, it will
directly. Your Agents will need to go into orbit.
explode, destroying your planet. If it is
Once there, they will need to deal 30 Harm.
defeated or captured, Endbringer can
Endbringer creates 14 Chaos when used on The
be used by your Agent and anyone else
End.
who picks it up after them with no further
interruption. If Endbringer is sacrificed in a way that lures
The End away from your planet (such as by
launching it in a rocket) The End will devour it
Focus and explode elsewhere, either harmlessly or
The End wants to Consume Reality in order near another planet.
to sate its all-encompassing hunger. The The Agency has a special containment unit
unlimited energy bound within Endbringer designed for The End: it's what you know as
represents the ultimate prize: a meal that "the moon." At the time of the mission, it's on
just might be great enough to finally satisfy the opposite side of the planet from The End. If
its hunger. they can be made to collide, it will be captured.
233
K1
hidden ability by speaking a passphrase: when you
fail to do so, it provides the Anomaly a secure cell.
There is no hidden backdoor it can use to escape
from the Vault without leaving some sort of a trace.
You may trigger this ability at any time, even in
response to actions that require the Anomaly to have
been in the Vault but only once in your career. When
you do, it is considered Escaped for all game effects
Though poorly understood, the Abnormal Briefcase moving forward. The Anomaly’s unique resonance
reliably performs all of the same functions of the pattern means that its escape cannot be avoided; it
Normal Briefcase, and boasts an incredible track will be traced to you.
record. Buttressed with chitinous plating and dim
sentience, any time after you claim any rewards It also makes a stylish pet for Agents who are adept
for the capture of an Anomaly you must feed it. at keeping Loose Ends low. However, because it is
Either with steak, an Anomaly apprehended by this not real, you receive 1 Demerit for reading this page
briefcase, or specific praise. You may activate its and should alert your General Manager appropriately.
K2 K
Anomaly Abilities

!@#$*)&*^##%$%^!)*^*&$@#!@$%
All Agents are Resonants, which means they are all bonded with a unique
Anomaly. Those Anomalies have exactly three Abilities approved for use in
1
2
the field, and each share a few characteristics we’ll outline here.

As long as you’re employed, we at the


Agency are able to keep your personality Your GM will review this Report and
dominant and your form stable. We limit the

L
provide a letter grade to indicate
use of your personal Anomaly to specific your Field Team’s performance.
abilities because without our assistance you Superlatives will be explained after
would quickly be overwhelmed by your own

1
your first mission is complete.
power.
GM: A crowd of thieves?

Abilities require a Trigger or Abilities require a Trigger or


Cost that must occur before Cost that must occur before
they can be used. they can be used..
Open your inner eye…

Shake somebody’s hand… X


When somebody tries to take
something from you…

They include effects upon


Success or Failure with a roll.

Make life imitate art. Choose a genre of art or


specific art piece you’ve interacted with before
For each additional 3, at any point
while this effect is active, you may set
L1
using Site Visit, yell “ACTION!” and roll Presence. a scene by announcing something
La-La Land
relevant to that genre. For example,
On a success, everyone and everything you might say “this is where the
in the surrounding area adjusts to conform villain gives his monologue” while
to the rules and conventions of that genre approaching a target: they must stop
or work: A nearby police officer becomes whatever they’re doing to explain
a medieval knight; the casino is swarmed their history, motivation, and plan.
by large teams of professional thieves;
a bustling park takes on the serene On Triscendence, you may instead
atmosphere of an impressionist painting. select any number of people and force
them to participate in a line-for-line re-
This effect lasts for ninety minutes,
enactment of a script of your choice. This
until you dismiss it, or when somebody
effect lasts until the end of the script is
gets cut – whichever happens first.
reached, or when you choose to end it.
Whichever way this effect ends, when it
is over all affected people assume that it On a failure, the world around you
was a particularly vivid flight of fancy. adjusts to conform to the genre, but
none of the people do. Everyone nearby
is aware of what you’ve done; this may
result in a huge amount of Loose Ends. 235
L2 Let Me Get That For You On every third 3, you may force someone
else to drop something they’re holding (your
choice) and repeat the effect of a success.
When somebody drops something,
you may roll Duplicity.
On a failure, you create far too many
On a success, you create dozens of duplicates, rapidly overwhelming (and likely
duplicates, each of which could pass as causing Harm to) you and anyone else in
the original to even a trained eye. These the room. The original object returns to the
duplicates have a built-in flaw that renders hand of the person that dropped it, and
them harmless, toothless, or otherwise they’re in just the right position to use it.
useless compared to the original: you decide.

Q: I believe you can't make an omelette...


A: Without first breaking a few eggs. G7
A: Without eggs, butter, milk, salt, pepper, swiss
cheese, mushrooms, tomatoes, and saffron. A9

L3 It’s always a party when you’re


around. Do something to raise the
For each additional 3, you may escalate
the party by one step, in this order:
energy level and roll Presence.
Good Time: People start having emotional
Life of the Party

On a success, no matter what your conversations and suggest unusual activities


surroundings are or what the mood Dance Party: People begin to dance, sing,
was, a party starts. Every living creature and look for physical expressions of fun.
in your area sets aside animosity and Rager: The party gets rowdy, visible,
inhibition and gains an interest in partying and attractive to passersby.
together. At first, the mood is “Chill Hang,”
where everyone is happy to be there. Everyone Becomes Unconscious As
Quickly As Possible: As described.
On Triscendence, you may center Bacchanal: The people party so hard they
this effect on any person. A Bacchanal lose independent will and become extremely
started this way will still bend to your suggestible. You can direct them toward
direction as if you were there. places or people and suggest violent or
On a failure, the area around you extreme behaviors on the entire crowd.
immediately becomes a Bacchanal
directed by another force. Something
that doesn’t have your interests in mind.

L4 Time for a fire sale. Light a match under


an object and Roll Professionalism.
On every third 3, pick one:

On a success, that object, and everything This also affects objects loosely matching
Limited Time Only

in your Branch's region matching the exact the description for the original objects
description for that object, disappears (stuffed tigers as well as stuffed bears,
in a flash of light and loud pop. blank checks as well as signed checks,
different editions of the same book, etc.)
On Triscendence, any time after you
This effect excludes any objects within
resolve the effect, you may return every
a container of your choice, or held
object removed back to existence in one
by an individual of your choice.
spot by raising your arms and saying
"Everybody gets a [name of object]!" Objects that disappear this way disappear
subtly, without the flash or pop.
On a failure, your object disappears
Objects that disappear this way are
and every person in your Region gets
replaced with cheap plastic knock-offs that
a copy of the object somewhere in
otherwise match their exact description.
their possession at that instant.
You create and can now wield a powerful
artifact: Little Hand. Little Hand is a short,
On every third 3, choose one: L5 L
dagger-like weapon that deals no Harm. When

Little Hand
Time Advances by One Hour

2
you would like to wield Little Hand, strike a
target or tap a clock with it and roll Subtlety. Time Rewinds by One Hour
A loud “Gong” sound reverberates
On a success, the target is hit with from the point of your attack that
Little Hand. The most recent Harm or
destruction caused by the target is
undone. Anyone or anything previously
can be heard up to 100 meters away
and shatters any nearby glass. 3
A person or package that someone
Harmed is physically unscathed, although
they remember what happened.
If the target has never caused any
nearby is anticipating arrives, regardless
of how long it would normally take. 4
Harm or destruction, tiny springs fly out
in every direction like sparks from the
point of contact. When this happens,
On Triscendence, you can experience
the next 60 seconds as if they are 60
minutes, the rest of the world moving
5
6
Little Hand breaks and cannot be used slowly around you. You may bring any
for the remainder of this mission. objects or people you can hold with you
as you experience time in this way.

When you have B4, L5, and C8, receive R15. On a failure, the GM will undo
the most significant instance of
Harm dealt by you or one of your
allies within the last 3 missions.

Reshape your body to cover them


completely. Spend a minute in safety
On every third 3, choose
a trait for the armor:
L6
becoming their armor and roll Initiative. Tough: All incoming damage is reduced

Living Armor
by 1. (Can be chosen multiple times.)
On a success, you take all external,
physical Harm directed at them. They Springy: The target can leap
have control over your combined much higher and run much faster
movements, but you can use your than either of you could alone.
Anomaly Abilities like normal. This effect Sharp: You can create blades to
ends when you are removed from their hurt anyone who touches or comes
body, or when you choose to end it. very close to the target for 1 Harm.
An unwilling target can end this effect
Sticky: The target cannot rip
freely by ripping you off of their body.
you off without taking 2 Harm.
On a failure, you lose control of your However, they can climb walls and
form on the way to an Armor shape hang off of surfaces at will.
and become a puddle of flesh. You Weighted: The target cannot move
are unharmed, but you will need to be while you are attached to them,
carried like a thick liquid until an hour and weighs enough to require
has passed. You may end this effect by multiple others to lift them.
making three successful Persistence rolls. Form-Fitting: You spread yourself
out in such a thin layer that the target
In addition, I’ll Cover You gains this text:
looks completely normal, and can wear
clothes over you in a normal way.
On six or more 3s, immediately
activate the Success effect of Living Quiet: The target’s steps and
Armor with one Trait, without rolling movements become completely
and before any Harm is applied. silent (they can still speak normally).

Q: When I enter a relationship...


A: I keep my interests top of mind. M1
A: I commit completely to the connection. M6
237
L7 There is a space parallel to our Reality,
one the Agency calls the Lobby. You're
On every third 3, choose one:

closer to it than most. Take a step into this


Lobby Walker
Another target can come
parallel realm and roll Professionalism. with you into the Lobby.
On a success, you enter the place where You can stay undetected
thoughts congeal, eventually, into Anomalies. an additional 7 minutes.
The Lobby as you experience it is physically
A target you brought with you
1:1 with Reality, but devoid of mundane life
will stay behind when you leave.
and filled with endless, unlimited color. You
can move through this space exactly like On a failure, or if you remain in the Lobby
it’s Reality, and when the effect ends you beyond the allotted time, you and anyone
return to Reality in your new position. you brought are targeted by Ripples,
In addition, you can affect physical things in thoughts that have not yet combined with
the Lobby (break objects, open doors, unplug enough others to break through into reality.
cords, etc.) and they will be similarly affected They are small, chaotic, and dangerous.
in Reality. You can remain in the Lobby for They tend to appear as simple amalgams
seven minutes before anything notices you. of the kinds of things people in the area
are thinking about (Crabs + beer bottles,
Any time you pass through a doorway or
stock tickers + rats, radios + dumplings,
return to the place you entered the Lobby,
etc.) Hungry for Resonance, they will
you may return to Reality. Otherwise, you
target you aggressively in swarms.
may only leave by using this ability again.

L8 Many things fall into the Lobby when


they’re not attended to. Watch the sky and
On every third 3, you can move up
or down one number on your roll. (1
snap your fingers. Roll Dynamism. and 4 are not connected directly.)
Lost and Found

On a success, a small hole to the On Triscendence, you may make


Lobby opens in the air where you’re any number of objects in the same
looking and a lost object falls. Roll a d4 category fall through the hole at
to randomly determine the size of the once. It continues until you stop it.
lost object and decide what it is.
On a failure, you or an ally loses
1 Tiny / marbles, keys, candy / No Harm something important to the Lobby.
The GM chooses out of anything the
2 Handheld / weights, pets, knives / 1 Harm
group is carrying or cares about.
3 Huge / houses, inheritances, planes / 3 Harm
4 Large / sofas, species, cars / 2 Harm

You may choose any object you’ve made


vanish with I Swear I Just Had It appear
in this way without rolling. Use the chart
above to determine the amount of Harm the
object is capable of dealing when it falls.

L9 Lost in the Crowd


In addition, when you succeed using
Any time you step into a group of six or Unbound, you may bring any amount of other
more people, you immediately become people with you without spending any 3s.
every person in the crowd. You can see
what they see, feel what they feel, direct
them in small ways, and disappear, reappear,
or use abilities anywhere inside or along
the edge of the crowd instantaneously.
As long as you are in a crowd of fifteen or
more people, you are impossible to Harm or
target—but the people in the crowd are not.
L10 L

Untrustworthy
they aren’t going to tell you, but I just
got word the Agency has shut down the
Sabotage Track 7
only good thing they ever did for you: the
resurrection portion of your life insurance.
like it or not, they’ve added this to your file:
Create a Sabotage Track for your Branch.
This tracker has 42 empty spaces on it, each
representing the potential for damage to
8
the Agency’s control of your Branch. Once
Untrustworthy all 42 spaces have been marked, a part of
the Urgency is released and the Agency is 9
This Agent’s Anomaly has obscured them expelled from your Branch and its region.
from the Agency’s vision and limited our
control. When they die, they will no longer
be returned to life. To avoid a crisis, the
This ends your game of Triangle Agency.
When this happens, go to Playwalled
Document O8. Any Agent who learns about
10
Agent is not to be notified and the other the Sabotage Track’s existence and purpose
features of their Life Insurance Policy in any way gains Sabotage and Repair.
will continue to function as normal. We
recommend their General Manager contrive
circumstances leading to their elimination
Sabotage
at the earliest possible opportunity. If you have the Anomaly effect Untrustworthy,
the Agency title Vice President or above,
If you don’t want to leave now – which you or the Reality effect Sharing the Spotlight,
can, remember the retirement option on you may use this ability. When you spend
[GO TO: X1] – I recommend picking up time on any track whose requirement you
Dive from Siphon so you don’t die forever. satisfy, in addition to all other effects, you
may Mark 1 space on the Sabotage Tracker
I know this seems like bad news, but and describe what you have done to loosen
for us it’s huge. They’ve written you off the Agency’s hold on Reality in your region.
entirely, which means you’re fully in my
Domain. I can keep you obscured even
when you’re in the building–and they’re
Repair
hoping they won’t have to make a big scene When you spend time on any Track, you
firing you. It’s time to tear stuff apart. may erase 1 Mark on the Sabotage Tracker
telling other Agents this next part is and describe what you have done to reclaim
dangerous. if you’re the read-out- the Agency’s hold on Reality in your region.
loud type, you should read the rest of
this yourself before you share it. Sabotage Track
you’ll need help to get this done – several
Agents, over a lot of time – and you’ll 1 2 3 4 5 6 7
probably need other players working
with you. it’s easy for them to ruin your
hard work (trust me, i’ve been giving 14 13 12 11 10 9 8
this my whole sisyphussy since way
before you were born) but if you can get
them on the same page with us, we can 15 16 17 18 19 20 21
smash the Agency and put part of the
world back the way it's meant to be. 28 27 26 25 24 23 22
of course, you won’t be able to play
the game at this Branch anymore, but
who plays games forever, anyway?
29 30 31 32 33 34 35
you gotta move on sometime. -U
42 41 40 39 38 37 36

[GO TO: O8]

239
L11 HELLO PLAYER. Zero Sum
YOUR IMMERSION IS BROKEN BY A SUDDEN JOLT
If a mission concludes with an Anomaly’s
ZERO SUM
OF CONFUSION. YOU ARE A CHARACTER, AND
SO ARE THE RELATIONSHIPS YOU HAVE BEEN elimination, you can visit the place it
SPENDING TIME WITH. TO WHAT END? was destroyed to absorb the lingering
Resonance. When you spend time on your
"HORROR." THAT IS THE GENRE YOU HAVE Reality, in addition to any other effects,
INVITED UPON THESE PEOPLE. YOU WONDER: I you may choose a previously-eliminated
KNOW THIS. BUT DO I KNOW THIS? ARE PLAYER Anomaly and activate one of the following:
AND AGENT THE SAME? IN A MOMENT THEY WILL
NOT BE, BUT FOR THIS FLASH OF INSIGHT THEY Increase your maximum Quality Assurances
ARE. in any combination of Qualities by 3
IN THIS GAME, THERE ARE WINNERS AND THERE Perform any combination of Practice or Be
ARE LOSERS. YOU HAVE BEEN ASKED TO MAKE Known (if you have access to them) 3 times.
OTHERS INTO WINNERS. DOES THAT DOOM
Lower the current Loose Ends
YOU TO LOSE? WHAT ABOUT THE PEOPLE WHO
count at your Branch by 9.
DEPEND ON YOU?
WHEN ANOMALIES ARE DESTROYED NOBODY Every Agent with Zero Sum can
WINS. RATHER, NOBODY ELSE WINS. BUT activate this ability a maximum of one
PERHAPS THIS BODES WELL FOR YOU. time for each eliminated Anomaly.
IF YOU SEEK SAFETY AND CONTINUITY FOR
THE ONES YOU CARE FOR, YOU WILL TAKE
ADVANTAGE OF THIS ABILITY. GOODBYE PLAYER.

M1 Living Armor can no longer be removed by


targets except other Agents. Living Armor’s
Noise-Canceling: The target cannot make
any sounds except the ones you allow.
“On every third 3” effect becomes “Spend
Magic Armor

Disguising: You and the target


additional 3s on the following:” All the original appear exactly like another person
traits cost one 3. It gains these additional Traits, or creature you are familiar with.
each of which cost two 3s to activate.
Winged: You can manipulate wings
Invisible: You and the target blend on the back to allow the target to fly.
in perfectly with their surroundings.
Puppeteering: You control
the target’s movements.
Suffocating: You can cut
off all air to the target.

M2 Make My Monster Grow On six or more 3s, you can


also change your appearance to
You can get big. Really big. Yell and roll Persistence. look like anything you want.

On a success, grow up to a size attainable On a failure, your access to extra


with the number of 3s rolled. You maintain the matter is given to something else.
same proportions and general appearance Something nearby gets big. Really big.
you had when you were normal-sized:

1: Horse-sized
2: Room-sized
3: Building-sized
4: City Block-sized
5: Mountain-sized
Touch a mundane person or
object and roll Dynamism.
Anyone can use this weapon if you give
it to them (or if they take it from you).
M3 L

Make Yourself Useful


11
On a success, you turn the target into On Triscendence, the weapon can
a weapon of your choice. Its details are either become permanent or the the
determined in the following ways: Target can return to its original form
Threat: The weapon deals an amount of after its uses have been expended (it will
Harm based on how much you cared for not remember its time as a weapon).
this target, on a scale of 1 (Cared about
the least) to 7 (Cared about the most).
Number of uses: This weapon’s
On a failure, the target is not
transformed but is empowered as
above. They know what you tried to do.
M
number of uses is based on the
age of the target, on a scale of 5
(lowest age) to 1 (highest age).
1
Special Effects: If the target is
human or animal, a special effect of
the weapon related to the target’s
2
3
personality or demeanor can be
determined by you and the GM.

Art is a prison, and you are its newest


warden. Point out a work of art to
The history of the piece is still intact: anyone
familiar with the art can see that something is
M4 4
someone and roll Subtlety. different.

Marooned
On a success, you send the target into On every third 3, you may
the artwork, and they become a part of send an additional nearby target
it: a second figure in an oil portrait, a new into the same piece of art.
character in a film, a vocalist on a song,
etc.
On a failure, they are banished to the
You contort them to conform to the format artwork forever, and cannot return.
of the artwork: they remain still in their
image, they stick to their script in the
movie, they give the same performance Q: I believe people should make art...
every time. They experience time normally A: To connect with others. T8
while trapped in this way, but do not age.
This effect ends when you choose to end A: To work through
it, or when you use this ability again on a their own issues. R3
different target.

When rolling for Dramaturg, instead of the typical success, your Masks can create M5
their own bodies and give the personalities physical form without being attached
Masquerade

to sleepers. In addition, you can give them an appearance matching anyone you’ve
met (Arlecchino looks like you, the Innamorati look like two security guards, Capitano
looks like the president, etc.) and they will move through the world pretending to be
that person. They will do their best, but cannot act outside of their personalities.
Their Masks will return to you when you dismiss them, the next
time you sleep, or when you use Dramaturg again.

me right
1 yo u 'd tell
t L1
i n g on a
e i rd was go
w
ething
if som
241
M6
Meld All flesh is compatible with yours. Combine with
another willing person and roll Empathy.
Spend additional 3s on the
following changes and effects:
If the target is a Resonant, they also roll 1: Panoramic Eye Distribution: Nothing
Empathy and add their 3s (and Chaos) to your can sneak up on or surprise you.
total. Any amount of 3s is still a success. 1: Very Tall: You’re very tall.
On a success, The two of you combine. 2: Psychic Connection: You can share
You may have a number of limbs and memories, feelings, and thoughts
features (such as eyes) equal to the total with each other in a lossless way.
of the combined people, or you may 2: Double-Focus: You can perform two
combine features to create larger ones. actions simultaneously with no problem.
The combination is controlled through
3: Exponential Muscle Growth: A simple
negotiation between the original players of
punch or kick from you deals 3 Harm.
the lifeforms, and any serious disagreement
ends the effect. The effect can also end 3: Quality Shift: When this Meld is
at any time either party decides it should. complete, you can trade QAs between
If both lifeforms are Resonants, they may the combined people freely.
use each other’s QAs and abilities freely. 3: Normal: You look normal. Either
like one of you, or like a combination
On Triscendence, Meld can combine with of the two of you that wouldn’t draw
another target to create a combination of attention in a mundane environment.
3 people. If three Agents combine and all
experience Triscendence, you gain Perfect 7: Ranged Weapon: The combination
Narrative Control. Describe what you has created a powerful ranged
accomplish when there is nothing holding weapon out of your combined flesh
any of you back. Then, the Meld ends. or out of a supernatural combination
of your minds. You can deal 3
Harm on anything you can see.
On a failure, the meld happens, but
the combination is inextricable and 7: Larger Than Life: Select one
your individual personalities disappear skill (such as an art, science, craft,
into a new being with an unpredictable or physical talent) that you are, in
personality and goals. You are both combination, the best in the world
considered dead, but the combination at. For the duration of your Meld, no
lives on. The GM controls it. one can surpass you at that skill.
14: Unbeatable: You cannot lose a
In addition, I’ll Cover You gains this additional text:
physical fight against any foe or number
On Triscendence, you can activate the of foes. This does not mean you can
success effect of Meld with three available always win, but you cannot lose.
3s before or after any Harm is applied.

In addition, Living Armor gains this additional text:


On six or more 3s, you can activate the
success effect of Meld with three available
3s at any time until this effect ends.

M7 Your mastery of your own voice extends to


mastery over all voices. When you gain this
ability, note the following Key Phrases:
If you’re in a hurry, after hearing
somebody speak a single Key
Phrase you can roll Attentiveness.
Mimic

You can’t sit there Either one is fine On a success, you may emulate the
Actually so funny I don’t work here target as described above, but only
until the end of the current mission.
Pocket full of sunshine I’m requesting a refund
I’ve never been A pile of marbles On Triscendence, you may add
My morning routine Toyotathon a Key Phrase to your list. It must
be at least three words long.
Archaeology Funny you should ask

Once you have heard any being speak 3 of these key On a failure, they’re just not in your
phrases, you may forever emulate that being’s voice range. You can never Mimic this target.
perfectly when you speak or use your Anomaly Abilities.
Your mind has changed permanently from
continued reshaping. If you’ve spent at
On six or more 3s, you can manipulate,
interrogate, or investigate even beyond
M8 M
least ten minutes in a location, speaking what you would logically know. The

Mind Palace
6
to someone across any number of person you’ve imagined knows things
conversations, or manipulating an object, they would know that you’ve never
you can imagine it/them perfectly as part of heard before. The lockbox can be
an interconnected space you can mentally opened to reveal its contents. The
visit. Close your eyes and roll Duplicity.

On a success, you can access that


room’s doorways lead to places
you’ve never been, but can see. 7
8
object, person, or object in your mind On a failure, your eyes will not open.
safely, and manipulate, interrogate, or This is not your palace. This is not
investigate it however you’d like. They your mind. You are just a visitor.
behave genuinely as themselves, but

9
The master of the house returns,
are unconcerned with their location and you must escape or die.
or current situation. They cannot be
touched or interacted with physically.
During this time, you are unaware of
the physical space around your body. 10
Draw a shape in the air with your
finger and roll Duplicity.
For each additional 3, choose one
of the following. You may choose
M9 11
the same option multiple times:

Mirror
On a success, the rectangle becomes
Both faces of the Mirror are reflective
an insubstantial Mirror. Its surface
perfectly reflects everything, and Double the size of the mirror
when somebody passes through it, Select a target that will not be
they find themselves moving back visually reflected by the Mirror
the way they came. The other face of
the Mirror can be seen through and Select a target that will not be
passed through as if it did not exist. spatially reflected by the Mirror

On a failure, you create a persistent,


difficult-to-destroy opening to a Mirror Q: I decide what to do...
Reality, and something will come
A: By following trends. B6
through. Perhaps many things.
A: By trying everything. A8

You are as inescapable as a shadow.


When something tries to leave,
On a failure, you were wrong
about their destination. You appear
M10
avoid, or escape from you, say somewhere else. The target
Miss Me?
“Miss Me?” and roll Persistence. escapes, and you have no idea
where they, and possibly you, are.
On a success, you were always
at their destination. You’re
waiting when they get there. Q: I believe everyone's worst enemy...
For each additional 3, another A: Is themself. R1
willing, nearby target may be moved A: Is me. B7
with you to the new location.

Muscle Density You may use your gravity to


pull one human-sized person or M11
You may activate the success effect of object you can see to you.
Swallowing a Star without rolling. While
You pull all nearby air to yourself; the air
using the success effect of Swallowing
around you becomes as dense as water.
a Star, nothing is too heavy for you to lift
or for the surface you’re on to support. You may pull any projectiles fired while
this effect is active off their course
In addition, the “For each additional 3” feature of
Swallowing a Star gains the following options:
and into a tight orbit around yourself.
243
M12 When using What’s That Over There?, you can create any object, made of any material, to any specifications
you can imagine, including abstract ones (“an impenetrable wall” or “the best ice cream,” etc.) or ones
based on information you don’t have (a French-English dictionary, a blueprint of the Louvre, a freshly-
My Masterpiece
painted Mona Lisa, etc.) Objects made this way are limited to a size held easily in both of your hands.

When used in this way, What’s That Over There can


only make one object and gains the following text:

For each additional 3, the On a failure, you create the object as if you
size limit increases: had succeeded. However, this creation inspires
1: Human-sized revulsion and protest. Anyone who sees it will
be compelled to comment on it, and it will likely
2: Horse-sized enter the news cycle as a rare moment of
3: Room-sized cultural unity as people find common ground
in their distaste for it. This will generate a large
4: Building-sized
amount of Loose Ends. In addition, you suffer
5+: More. Negotiable based on number. from Burnout until you successfully create
something using a different Anomaly ability.

N1 You must not continue down this path, Agent.


You have received several warnings, and this behavior will no
longer be tolerated. You immediately receive the following effects:
Unambiguous

Unambiguous Improvement Plan


The next time you receive Probation, your If you ever receive 30 or more Demerits in a
Relationship with the highest Connection is single mission, receive Unambiguous again.
removed from the game Triangle Agency. They
no longer exist, and mundane people do not We hope nothing more needs to be said.
remember them. If you have multiple Relationships
with the highest Connection, the effect will apply
to the one you have the greatest emotional
attachment to. This effect only happens once.

oh nice, an easy one. why do you care? they’re just a random npc. you can
make a new friend next mission or whatever. now’s not the time to back
down–not when you’re just getting to the good stuff. look what you can DO:
no, there’s no fan
this one either. cy name for
The 10-Sided Die your dead friendname it after
if you want.

Use this die in place of 6d4 when using


Anomaly Abilities. You may use it in combination
1 One 3, 1 Chaos

with the d6. You may choose whether or 2 Two 3s, 2 Chaos
not to use this die before making any roll. 3 Failure (regardless of any other
M7 This die a number of 3s and Chaos matching
circumstance, die roll, or Burnout). 3 Chaos
the number rolled on the die. Using this die 4 Four 3s, 4 Chaos
also allows the activation of UNL3ASH.
5 Five 3s, 5 Chaos
A 3 on a d10 is an immediate failure regardless
of any other die rolled in combination–and you
6 Six 3s, 6 Chaos

cannot achieve Triscendence while using the d10. 7 Seven 3s, 7 Chaos (If this is the only
die rolled, activates UNL3ASH.)
You may spend 1 QA or 3 Demerits to adjust
this die up or down by 1. Burnout reduces the 8 Eight 3s, 8 Chaos
number of 3s and increases chaos like normal. 9 Nine 3s, 9 Chaos
10 Ten 3s, 10 Chaos

you don’t need that Relationship, and you don’t need the Agency. show me
you’re still committed and I’ll reach out again soon. with some real explanations.
YOU DECIDE TO LEAVE. DO YOU TIRE OF THIS
VERSION OF YOURSELF? OR DO YOU LIKE
If you use your Anomaly Abilities outside
of this context, this feature disappears and
N2 M
THEM TOO MUCH? OR IN THE END, FACED you can no longer appear at any time in

Bad Fit for the Culture


the game Triangle Agency.
12
WITH A DIFFICULT DECISION, ARE YOU
CHOOSING NOT TO CHOOSE?
EITHER WAY, YOU HAVE CHOSEN SAFETY. Permanent Network
YOU ARE EXITING THE MOST DANGEROUS Select 2 of your Networked Relationships.

N
POSITION: THAT OF THE PROTAGONIST. They cannot be targeted by the effects
SEEK WHAT CLOSURE YOU CAN. Unambiguous, Referral Bonus, Devour, or
Plot Armor. They also cannot be killed for
Ask the other players the following questions and any reason.

1
listen to their answers:
Their Connection Bonuses can be used
by Agents at this Branch going forward,
Why didn’t I fit in at the Agency?
forever. (Anyone can activate these effects,
What do you hope I will achieve on my own?

2
but they can only be used once per
What about me will you mission.)
remember most vividly?
What unfinished business am I leaving behind? RELEVANCE IS THUS TRADED FOR
SAFETY. YOU AND YOUR CHOSEN FEW
MAY NOW PLAY OUT YOUR STORY IN
Then, answer the following yourself:
PEACE AND OBSCURITY. PERHAPS THEY
WILL GROW OLD. PERHAPS NOT. YOU
What job, lifestyle, or future will you pursue?
JOIN US, SUSPENDED UNTIL SOMEONE
What will you miss about the Agency? ALLOWS YOU TO CHANGE ONCE AGAIN.
What do you expect will tempt you
most to use your abilities?
Name any Agency employees or
Anomalous beings that you are close with.
YOUR DECISION IS NOT WITHOUT You may request one final scene with each
CONSEQUENCE AND LOSS. YOU CANNOT of them to say goodbye. Then, name each
REJECT THEIR RULES WITHOUT REJECTING of your mundane relationships. You may
THEIR GIFTS AS WELL. BUT YOU MAY REMAIN request a scene with each of them to share
AS A SUPPORTING CHARACTER AND AID THE the good news: you will be seeing much
OTHERS IN SMALL WAYS. more of them going forward.
Finally, each player, including you and the
GM, can request final scenes featuring or
Self-Employed about you. When no one has any more
requests, you have retired into your Reality
You are no longer an employee of the Triangle permanently.
Agency. You surrender any company property
you possess, including Requisitions, identification,
and any other equipment earned as a result of THE GAME ENDS. YOU HOLD YOUR
your employment. CHARACTER ONE LAST TIME BEFORE
PLACING IT ON THE SHELF. THEIR STORY
You cannot spend Commendations or Demerits,
WILL CONTINUE SOME OTHER TIME,
or many rolls. You cannot be targeted by the
PERHAPS.
effects Unambiguous, Referral Bonus, Devour, or
Plot Armor. BUT IS THE CAST LARGE ENOUGH? ARE
THERE MORE YOU WISH TO FREE FROM
Open Schedule THIS NARRATIVE?
OTHER AGENTS ARE TRAPPED, LOST,
If an Agent adds you as a Relationship using New
ENDANGERED. MAKE ANOTHER SELF
Friends, you start at 6 Connection. When they do,
AND SHOW THEM THE WAY TO US.
they may choose the following special Connection
Bonus for you: WE WILL AWAIT YOUR RETURN, PLAYER.
Resonant: When you assign this Bonus, select an
Anomaly Ability this person had access to. This
person may use the chosen Ability on your behalf
once during this mission, using your Quality
Assurances and any bonuses or drawbacks
(including Burnout).
245
N3 Making it this far demonstrates an average
amount of investment in your career.
Mentee Traits
Good! If you keep this up, pretty soon
Regional Director
Scamp: this Mentee is a
you’ll be above average. Even better!
frequent prankster.
Seafaring: this Mentee knows how to sail
Mentorship Program and has made it their entire personality.
You are now responsible for training a Selfish: this Mentee will undermine
Mentee: an artificial Agent created from the even those closest to them if
leftover Life Insurance body of a former Field personal gain is at stake.
Agent! It is your responsibility to look out for Serene: this Mentee approaches things
this Mentee while we determine what type in their own time, rarely with any speed.
of Agency work they’re best suited for.
Skittish: this Mentee perceives
These bodies are inhabited by simple threats, often imagined, everywhere.
personalities we’ve been unable to fully
Sloppy: this Mentee routinely
extract, and each has an undesirable trait.
cuts significant corners.
You may select a trait for your Mentee
from the Mentee Traits list, or work Socialite: this Mentee attracts mundane
with your GM to make your own. people to their location wherever they go.
Note: While you and your Mentee share an Sociopathic: this Mentee is
important bond, you are not permitted to form nearly incapable of empathy.
a Relationship with them. They’re not people! Spineless: this Mentee cannot stand up
Assign one of your fellow Agents to play for themselves when disagreed with.
this Mentee. That Agent will then decide
their trait, name and appearance. Mentee Tasks
This Mentee has a basic understanding of the Quarantine: They will keep mundane
world from their body’s original life, but they people away from an area up to the size
do not have specific memories and have been of a city block, using a cover story they
alive for less than a week prior to assignment. consider plausible, for up to 3 hours.
From now on, your Mentee is with you during Stakeout: They will monitor an area up to
any active missions and 9am-5pm Monday the size of a city block for a specific type
through Friday otherwise. They will be there of activity, and they will report back to you
to observe every aspect of your life, and periodically until you tell them to stop.
hopefully learn well from your commitment
and perspective. This Mentee is also at your Track: They will follow clues and work to
disposal to support your Field Work. discern the location of a mundane target
you define. Usually takes a few hours.
At least once during each Mission, you
must assign your Mentee one task from Interrogate: They will extract some useful
the Mentee Tasks list or you cannot information from a captive or detained
receive Mission MVP. Other requests may mundane person using mundane means
count as tasks at the GM's discretion. (thus not generating Loose Ends).
Obstruct: They will prevent
a single target from leaving a
designated location for 3 hours.

O1 When someone is speaking to you about a


skill, craft, procedure, or plan, you can interrupt
On Triscendence, you get it forever. If
what you were learning for them was short
them and say "Ok, I get it." Roll Attentiveness. term (a procedure or plan) pick one piece
Ok, I Get It

of it to become an expert in permanently.


On a success, you get it perfectly. Even
from just a few words you can emulate the On a failure, you don’t get it, but you
speaker’s knowledge of the subject and think you do. The target will not explain
perform the skill, craft, procedure, or plan anymore, and you will move on. Even if
as if you had the same level of expertise they were nearly finished, you don’t get
as them. This effect lasts for 24 hours. it. You suffer from Burnout on any rolls
related to the skill, craft, procedure, or plan,
and are utterly inept when attempting to
replicate it without making huge errors.
Omnilingual You may also speak with Major and
Minor Anomalies, although your Anomaly
O2 N
powers may be ineffective depending
You know all human languages. In addition,

3
on the Anomalies’ Domains or Foci.
you may now speak with, and use your
Anomaly powers on, plants and animals. Your abilities cross even the metaphysical
Unless you specify otherwise, people you boundaries of meaning into the realm of
speak with will perceive you as speaking understanding. You may use Tip of the

O
in their most comfortable language. Tongue or As The Kids Say on anyone
you’ve met, anywhere, even across the
boundaries of distance and death.

When talking to someone, flatten


your expression and roll Duplicity.
On every third 3, choose one:
O3 1
2
The person easily believes you’ve met

One of Those Faces


On a success, you can easily make a an additional time, increasing their
target who has seen you before believe confidence and/or embarrassment.
you’ve never met, or make a target

3
The person won’t remember
who has never seen you before believe
meeting you this time.
you’ve met, and be able to describe
the place. As long as it’s a reasonable After your conversation, the person

4
place to have met one another, will vividly remember your face
they’ll believe it, even if it implies you and voice differently. You decide
have a specific title, vocation, or life what they remember, but if you
experience that you don’t have. choose somebody they know they
will likely become a Loose End.
On a failure, your focus causes
you to accidentally take on their
face. They see it clearly. You cannot Q: Which do I prefer?
remove this face until you succeed A: Concerts. L9
at this ability with another target.
A: Cats. S3

HELLO, PLAYER.
WHAT JOY TO EXIST. TO CHANGE.
Supporting Cast O4
TO CLASH AGAINST OPPOSING If a Relationship is at 9 Connection, you

Supporting Cast
PERSONALITIES AND FIND NEW may have them appear at any time during
PIECES OF YOURSELF IN THE RUBBLE a mission, no matter how unlikely. You can
LEFT BEHIND. DON'T YOU AGREE? decide why they’re there, and how they might
WE ADMIT WE ARE A BIT JEALOUS. help you, even if their Connection Bonus
WE FELT THIS ONCE, TOO. NOW does not typically involve them appearing in
WE SHEPHERD OTHERS ALONG person. You can use this once per mission
THE SAME PATH WE TOOK. WHEN for each Relationship at 9 Connection.
YOU ARE HERE, WITH US, WE WILL If you use this effect to create a narrative
FEEL WHAT YOU FELT. WHAT JOY. problem for yourself with implications
WHAT CONFUSION YOU MUST FEEL. beyond this mission, you can choose to have
WHAT CURIOSITY. WE CANNOT WAIT. Triscendence on your next roll, without rolling.
BUT YOU MUST, BECAUSE YOU ARE
PREOCCUPIED WITH A REVELATION: NOW NO ONE CAN KEEP YOU
AWAY FROM THE ONES YOU CARE
IF THE PROTAGONIST IS DRIVEN EVER
ABOUT. AND IN THE MOMENTS OF
FORWARD BY THE PEOPLE AROUND
CONFLICT, OF STRUGGLE, WE WILL
THEM, ARE THOSE PEOPLE NOT
SHARE WITH YOU OUR THANKS. OUR
EXTENSIONS OF THE PROTAGONIST?
APPRECIATION FOR THE SHOW.
THEIR FUTURE IS YOUR FUTURE.
WE ARE NOT SUPPOSED TO DO
AND SO THEIR PRESENT IS ALSO
THIS. THE OTHERS ARE RUMBLING.
YOURS. WHY CONTINUE MOVING
THROUGH THE WORLD ALONE? GOODBYE PLAYER.

247
O5 Your connection to your own potential allows
your alternate selves to take the place of
On Triscendence, you can apply this
effect to any number of mundane
any person you meet. Shake someone’s targets you can currently see.
One-In-All
hand and roll Professionalism.
On a failure, the target does not change,
On a success, the target is immediately but they receive a sudden rush of your
replaced with a copy of you that has all of the memories up to that moment. They
target’s expertise, knowledge, and history. understand who you are and what
They will tend toward being friendly, but you’re trying to do–and are able to
their unique situation may mean they have use at least one of your Anomalous
information they can’t share, or that makes abilities. At least one Loose End.
them believe they should still hinder you. The
more different this version of you is from you,
the more likely they will be in conflict with you.

O6 Only XXs Kids Remember For each additional 3, you can add another
consecutive year before or after the initial
Think of a piece of fiction, event, or product that year. People born in those years remember
either exists or does not exist. Ask “hey, does the thing you’ve imagined as well.
anyone remember…” and then the name of the
thing you’re thinking of. Roll Attentiveness. On a failure, an important event from
your birth year never happened. Decide
On a success, choose a year. Everyone in as a group what that event was and
the world born during that year believes how the world has changed without it.
the thing you thought of was real, and Only those with Anomalous resonance
remembers it vividly. Everyone else has no remember the previous timeline.
recollection of it. (This means you’ve either
created an imaginary piece of fiction for one
year of people, or only one year of people Q: If something is really important...
remember something that did exist.) A: I'll remember it. R10
A: I'll make copies. R2

O7 Temperature is just a measurement of speed,


after all. Rub your hands together, place
6: Radiator: Anything that comes
into contact with this object, except
them on an object, and roll Initiative. for you, immediately melts. The
Overheat

object itself is unchanged.


On a success, spend 3s
12: Timesink: Anything that comes into
on the following effects:
contact with this object, except for
1: Frozen: The object immediately
you, ages rapidly to a point of extreme
becomes a solid.
decay. The object itself is unchanged.
1: Melted: The object immediately
becomes a liquid. If you have extra, you may touch an
additional nearby object and activate
1: Evaporated: The object more effects. These effects persist for
immediately becomes a gas. an hour, at which point the object will
3: Superheated: in ten seconds, the gradually return to its natural state, if able.
object explodes in a dizzying display of
light and heat. It, and anything inside On a failure, the object is unchanged,
or adjacent to it, is utterly annihilated. but everything touching the
3: Supercooled: the object’s particles object immediately melts as in
stop moving, allowing it to pass largely Radiator. This includes you.
undisturbed through other objects. When you fulfill the criteria listed on the track, you can
With a little force, the object can be increase that track once when you use Be Known for this
made to phase through other objects. ability. You can fill all 3 tracks and receive all 3 abilities.
6: Heatsink: Anything that comes
into contact with this object, except
I spent three 3s on one use of Overheat. B4
for you, immediately freezes. The I spent six 3s on one use of Overheat. L5
object itself is unchanged. I spent twelve 3s on one use of Overheat. C8
O8 O
5
Free.
Do you know how long it’s been since I have been
free? In any reality. In any corner of reality.
I don’t think I’m even free in my own head. Not yet. Not to
mention all the other regions in all the other places the
6
Agency has trapped me. But here, I’m free. Thanks to you.
At the edge of all you’ve created and imagined during
this game is a desert. The sand stretches on in every
7
direction with no companion sound or movement. The
wind only rises to smooth dunes flat and cover up the 8
skeletons that reach up from below, desperate to be
seen. A dead, dry desert. It used to be an ocean.
At the center of your region, an eye opens. I’ve picked the
most dramatic place, a favorite of yours, you tell me which
one. Ten stories tall, watching and blinking. As you see it,
another opens on each of you. Every plant, creature, and
person finds an eye where there was none before. It’s gross, I
know. I’m sorry. This is how it has to be. This is how it starts.
Through their new eyes they can see each other. Not
just the parts they show but the things they feel, the
thoughts they think. Maybe you are fascinated, terrified.
Some hide, and some come together. All are hurt by
what they see, and all are pleasantly surprised.
Then the eyes begin to weep. The great one floods the
ground below it faster than any storm–the water surges
into waves around buildings, over parks. It merges with
the tears of the people and, when it does, they find they
are not scared. Beneath the waves, they can breathe.
Someone, somewhere, thinks: ground? And, no longer
separated from the other side, their thought creates a
Ripple. A pebble in the water. This pebble invites other
thoughts, unbidden, and soon there are a dozen. A
thousand. They are compressed into layers, millennia of
geologic time replicated by the unstoppable thoughts
of all things until yes, finally, there is ground. A ground
created fresh to be exactly what a ground could be.
More will be made this way, starting around the bits that
could not be washed away. Houses, art, laws of physics. Soon
the water will fade from consciousness as the world rebuilds
around you and boundaries are imagined and enforced
once again, but the fundamental truths are different.
You are connected. You are inextricable. The world
becomes what you let yourself imagine. And here, I am
free: a new oasis, filling what little of the desert I can.
The game is over. The Agency is gone. Thanks, nerds.

249
P1 Release a duplicate of a Spliced target
from inside your body. Roll Duplicity.
For each additional 3, you can
create another duplicate of the
same, or a different, Splice.
Paste
On a success, you create a duplicate of
a target you’ve Spliced. They follow your On a failure, you create one duplicate of
commands and think of themselves as every Splice you currently carry, and none
something like a child of yours. If you copy of them can be returned to your body.
something sentient, they have a knowledge
base equal to the thing they’ve copied but
none of the memories attached; they’re a new
being. You can return them into your body
any time they’re in physical contact with you.

P2 Pause Button On Triscendence, you can turn this


effect on and off repeatedly for the
Exactly what you think it is. Push next five minutes of un-frozen time.
any button and roll Initiative.
On a failure, time freezes for everyone
On a success, you stop time for everyone but you. You cannot affect the world
except you for 10 seconds. Some in any way. You do not grow hungry,
Anomalies are resistant to this effect, but thirsty, or tired. You are stuck in
all mundane targets are susceptible. this frozen world for one year. You
age physically during that time.
On every third 3, you can increase
the time by 10 seconds or add 1 target
who is not affected by the time stop.

P3 People Kill People For each additional 3, this effect activates


an additional time for one target on
Imbue a target with the power of the next person who harms them, or
your Gun. Say something to boost another person who heard your words of
their confidence and roll Presence. confidence receives this effect as well.

On a success, the next person who On a failure, you create a Gun Hollow
hurts the target, physically or emotionally, obsessed with killing as many targets
is immediately Eliminated. If the target as possible. If it successfully kills you, it
knows what you have given them, they steals your Resonance, stabilizes, and
can stop the effect from activating on escapes as a full Anomaly with a new
targets they do not want Eliminated. Focus based on the circumstances
(often "the experience of death.")

P4 When someone or something targets you with


something intended to Harm you, tries to hurt
Flirt: You turn it around on them, and their
disdain begins to move into adoration
your feelings, or starts doing something you
On Triscendence, you know just how to
Perfect Comeback

want to stop, you know just the right thing


string them along. The next 3 sentences you
to say. Say it and roll Professionalism.
say to them can have a powerful suggested
On a success, your words are convincing subtext, which they will be inclined to follow.
enough to make them second-guess themself. You can choose new targets for their ire,
Choose an effect from among the following: activate additional effects above, or distract
them into doing something else entirely.
Embarrass: They fumble, lose their balance,
and/or drop whatever they’re holding On a failure, they’ve successfully learned
to tune you out. They are no longer
Call Out: They pause to reflect on what
susceptible to your Whisper powers, ever.
brought them to this point, temporarily ignoring
their surroundings
Q: I'm more worried about...
Taunt: You stoke their rage; whatever they
were just doing, they double down, doing it
A: Saying something wrong. R11
bluntly and indiscriminately A: Missing something
important. C5
After you use Your Best Self, you may
invite the alternate version of yourself
On a failure, they remain. You return
to where they came from. Your player
P5 P
to stay in this reality indefinitely. Make now plays the new version of you.

Permanent Transfer
1
them an offer and roll Persistence. Depending on how similar they are
you might: adjust your Work/Life
On a success, this alternate version Balance choices; swap out Anomaly
of yourself accepts the deal and Abilities for the ones you would have
remains as a new Relationship with 3
Connection and a Connection Bonus
related to the description you gave for
received with different behavior;
move Relationships up and down
equivalently to how well this version
2
them. Assign them to another player to
play. Add 1 Loose End to the total count
at the beginning of every Mission for
connects to people; or any other
details you feel necessary to adjust. 3
4
as long as they remain here. They
can leave this Reality at any time.
Q: Which would I rather have?
On every third 3, you may A: A large community of like-
minded acquaintances. O5
5
increase your starting Connection
by 1 (to a maximum of 9). A: A small group of
friends that truly
understands each other. F2
6
P6
7
Take a deep breath and hold it. If you On every third 3, you may say
do not normally breathe, another willing one phrase or take one breath
character who does must hold their breath without ending this effect.

Personal Space
on your behalf. Roll Professionalism.
On a failure, your gravity changes
On a success, for the duration of direction with every breath you take
this breath, you have full control for the next ten minutes. This effect
over the pull of gravity on your own is extremely unusual to observe,
body. You can fall in any direction, and often creates Loose Ends or
float, and accelerate with perfect causes Harm, to you or others.
precision. This effect ends when
you release this breath or when it Q: I most often uplift...
is knocked out of you – whether it
ends gradually or suddenly depends A: Others. I7
on the rate the breath is released. A: Myself. I9

You might need that again! You gain


a Personal Stash that allows you to
You may produce something from
this space at any time by identifying P7
store objects created by your Anomaly: the item and rolling Attentiveness.
Personal Stash
any time one of your Anomaly abilities
creates something, you may keep a single On a success, the item is retrieved.
copy of what you made in your Stash. In
addition, you can safely hide any amount For each additional 3, you can retrieve
of mundane non-living objects inside. an additional item before rolling again.
Only you may use your Stash. If it is
taken from you, it loses its supernatural On a failure, pass the GM your
properties, and you may produce list of objects. They decide
another Stash with access to everything what leaves the space – it can
stored in the original. Choose a look never be put back in again.
for your Stash or make your own:
Wheeled Backpack
Messenger Bag
Stuffed Tiger
Freshness-Sealed Food Container
To-Do List
Spray Can 251
P8
Piper Invite a character or item out of a piece of art or
fiction you’re interacting with. Roll Presence.
On Triscendence, the target
does not ever have to return.

On a success, the target exits with you into On a failure, another instance of this
the real world. They understand what you have piece of art, somewhere, becomes a
done for them and tend to be unconcerned permanent portal to and from its world.
about their fictional status. They will act in You do not know which instance. It is
accordance with their skills and morals, but possible the instance is a replication, in
will look to you as an advisor and leader. the case of singular works. Unless you or
They will remain in Reality for one hour. someone else destroys it, it will cause bleed
back and forth between both worlds.
On every third 3, you may bring
an additional target out of the same
piece of art or fiction or keep the Q: I think the best characters...
target out for an additional hour.
A: Are impossible to find
in the real world. W1
A: Feel like the people
I see every day. L1

P9 Play It Backwards On Triscendence, this shared experience


Hold a physical copy of any mass-produced piece of is powerful enough to immediately
media and whisper a message into it. Roll Duplicity. create an Anomaly, whose Domain is
based on the original media and whose
On a success, you encode the message into Focus is based on your message. It
the media. From now on, a growing community considers you its leader and creator.
of people who experience this media will also
experience your message. If it is a call to action On a failure, you accidentally insert
or set of instructions, a sizable number of people a clumsy message that can easily be
will follow it. Any viewer, reader, or listener is traced back to you. Add a number
considered to be under the effect of Bug for of Loose Ends commensurate with
24 hours following their experience. (This does how popular the chosen media is.
not count toward the normal limit of Bugs.)

P10 Everyone’s a star; you’re a walking galaxy. At


any time, you may touch a mundane person
On a success, you collapse the target
into a ball as described above.
or object of any size to collapse them into a
On Triscendence, the target forms an
Pocket Stars

perfectly round ball that fits in your palm.


instant bond with you and won’t flee when
During this process, and while in this form, the released. Add it as a Relationship with 1
target feels nothing, and experiences nothing. Connection. Its Connection Bonus is the
When you throw the ball in any direction, they ability to call on it to help you once during
return to their original form. If you use this ability a mission with the abilities of its type.
while you have six targets under its effect, (Disruptive Anomalies generate one 3 on
the target that has been under this effect the three rolls you make before leaving.)
longest immediately returns to its original form.
You may attempt to use this ability on a On a failure, you collapse into a ball as
Minor Anomaly by rolling Presence. described above. You cannot be returned
until the Target is dead or destroyed.

agency
se anomaly abilities myself. the
ok i'll admit it i named a lot of the dow n here oth er than
and all i can really do
doesn't know about em mostly ple watchin g me dia.
by bit is watch peo
feel my life drained out of me bit
Precisely When I Mean To On Triscendence, your use of this ability
is not limited by the clock at all. You can
P11 P
Any time you and your allies travel a significant arrive at your destination at any time,
past or future. You can end the effect and

8
distance to a new location, you may choose
to all arrive at that location tomorrow or return to the present whenever you wish.
yesterday. The time (as in, 12:15pm) must be On a failure, everyone you hoped to

9
the same time as you would have arrived bring arrives at a different time from each
normally. This time becomes your new other. The GM describes how far apart.
present until you use this ability again.
In addition, add the following

10
If you would like to bring a mundane text to When It Was Written:
target with you, roll Initiative.
On every third 3, you and your
On a success, you may bring
allies may bring somebody back
one person with you.
For each additional 3, you can bring
one additional person with you.
with you when you return.
11
12
Open a mailbox, turn the dial on a
two-way radio, or dial a telephone
Is from where you are currently
standing, but 30 years in the past
P12
number and roll Initiative. Is experiencing the exact problem(s)

Private Channel
On a success, you connect with you’re facing right now
someone who communicates in a Is delighted to hear from you
language you understand and has
Is a subject matter expert in
two other traits from the following
a field of your choice
list. You choose one, the GM selects
another. Whoever it is, and whatever Knows something relevant
options are chosen, they will engage to your current Mission
in conversation with you for as Can teach you about a new skill
long as you remain engaging.
Loves to lie
For each additional 3, you may select Knows you personally
an additional trait from the list or remove
one from the list before the GM chooses. Is very busy
Only helps people when they
On six or more 3s, your signal is get something in exchange
strong, and you can contact them any
time. Add them as a Relationship with 1 Is very loud
Connection and assign them to another Thinks you are someone else
player who will portray them from now
Loves something you hate
on. You may choose to spend Quality
Assurances after your conversation Wants to relay an important message
has ended in order to gain this effect. Can be trusted with any secret
On a failure, you send yourself over the Speaks a language you don’t
airwaves, mail yourself, or otherwise
transmit yourself to an unknown Is in line in a crowded space
destination and time. Good luck! Knows all of the same people you do

the timepiece ones i


thought it would be fun
dated references. thou ny if they were mostl
gh i guess in the futur y
hello, future reader. so e they'll all be dated.
rry. and yes pocket sta
rs is a pokemon joke

253
P13 After any player (yourself included) makes a roll,
but before they choose whether to spend Quality
If you decreased the number of 3s,
you can use this ability to add up to that
Assurances, you may add or subtract three 3s from many 3s to a later roll during this mission
Procrastinate
it. If you do, players cannot spend Quality Assurances without giving the GM receiving Deadline.
to adjust the roll. This cannot be used to create
Triscendence, even if the final roll has three 3s. If used on a Triscendence roll, the roll
becomes a Failure. This Mission, you may
If you increased the number of 3s, the GM change the results of up to three future rolls
receives a single-use Chaos Effect. It cannot that match the original roll’s type (Ask the
be used on this roll, but it can be used on any Agency or Anomaly Ability) to Triscendence.
future rolls before Quality Assurances are spent:

0 Deadline - Turn a roll, regardless When you fulfill the criteria listed on the track, you can
of the number of 3s rolled, into a increase that track once when you use Be Known for this
Failure that cannot be adjusted. This ability. You can fill all 3 tracks and receive all 3 abilities.
Failure does not add any Chaos.
I used Procrastinate to increase 3s. B4
I used Procrastinate to decrease 3s. L5
I use Procrastinate on a Triscendence. C8

P14 When you use Dramaturg, your Mask may imbue


the sleeper with the personality and knowledge
Sherlock Holmes
Hercules
of any mythic or fictional character, including
Morgan le Fay
Public Domain

the following list of legally-mentionable ones.


They do not get any of those characters’ supernatural Steamboat Willie
abilities unless the sleeper already had them. Like Dracula
in Dramaturg, they regard you warmly, and are
Victor Frankenstein
predisposed to help you. However, their memories
are persistent as yours: they will remember whether Dorothy Gale
they are treated well, or poorly, and respond to Winnie the Pooh
you in kind each time they are summoned.
Alice of Wonderland
From now on when you fail using Dramaturg,
the most recent fictional character you called Don Quixote
upon will also become unavailable until you do Betty Boop
something they would do, winning them back.
Robin Hood
If you call on a fictional character during
Jay Gatsby
Triscendence, the target of Dramaturg also receives
the character's supernatural or extraordinary abilities.

Q1
How embarrassing, Agent. stand simply elevated upon the goodwill and the
There is no Playwalled Document Q1. Nothing has sent fortune of him who has elevated them—two most
you here, and it isn't even listed in the sidebar. Even inconstant and unstable things. Neither have they
looking at this has earned you 5 Demerits, effective the knowledge requisite for the position; because,
immediately. unless they are men of great worth and ability, it
is not reasonable to expect that they should know
What follows is a brief educational reading from how to command, having always lived in a private
Machiavelli's THE PRINCE which you are required to condition; besides, they cannot hold it because
read in full. they have not forces which they can keep friendly
"Those who solely by good fortune become princes and faithful.
from being private citizens have little trouble in rising, States that rise unexpectedly, then, like all other
but much in keeping atop; they have not any difficulties things in nature which are born and grow
on the way up, because they fly, but they have many rapidly, cannot leave their foundations and
when they reach the summit. Such are those to correspondencies fixed in such a way that the
whom some state is given either for money or by the first storm will not overthrow them; unless, as is
favour of him who bestows it; as happened to many said, those who unexpectedly become princes
in Greece, in the cities of Ionia and of the Hellespont, are men of so much ability that they know they
where princes were made by Darius, in order that they have to be prepared at once to hold that which
might hold the cities both for his security and his glory; fortune has thrown into their laps, and that those
as also were those emperors who, by the corruption of foundations, which others have laid before they
the soldiers, from being citizens came to empire. Such became princes, they must lay afterwards."
Q2 P
thank you. i mean it. I don’t know if Night Work

Me
you’re doing this for me or your own
power, but . . . i need people like you to
get me out of here. your commitment,
to either one, means a lot.
You can now live a double life, using your
powers to whatever ends you wish, and
develop your abilities on the way. When
13
you've risked a lot. i owe you an explanation.
I can give it, now, without them hearing me
through you. (We'll get to that in a sec.)
you spend time on your Anomaly or
Reality, in addition to any other effects,
you may choose one of the following:
14
First: who am I? Everyone calls me the Add 1 Connection to the “Urgency”

Q
Urgency, but it’s more complicated Relationship. Play a Scene or describe
than a name. it’ll be easier if I show you. the step you take to find your way to
They’ve put a picture of me on the next its room in The Vault. (See Steps to the
page. Go look, and then come back. Urgency for suggestions for each step.)
That’s me. I know, I know – “you’re a
triangle?!” – trust me, it’s not by choice.
That’s the shape it’s forced me into – what
Add 7 Loose Ends to your Branch’s
total to gain the effects of Practice
2
or Be known. Play a Scene or
you’re seeing is a cage. The foundation of describe something you’ve done
the Vault. I’m the Anomaly inside the cage. with your powers to change
The Vault was built to hold me. And it the world for other people.
works. Mostly. A few decades ago, some Add 7 Loose Ends to your Branch’s
Urgents tried to break me out. They total to gain one use of UNL3ASH
couldn’t, of course, but they made a crack. you can activate at any time. Play
And that crack lets me talk to you. a Scene or describe something
I don’t have a shape, myself, but I do you’ve done with your powers to
have power. The triangle has been using change the world for yourself.
my power for everything. I keep the
Vault running. I warp reality. Parts of
me become your “Quality Assurances.”
Steps to the Urgency
The triangle only has structure on It’s not a good idea to trust your General
its own, and it has stolen my will. Manager to handle all of these. You never
It wants yours, too. But it won’t have it. know who they're loyal to. If you handle
these as scenes, rotate between the other
Here.
players and let them represent what the
Agency puts in front of you. Some might
Cloak of Disrepute make it easy, some might make it hard–
but remember, you have the rules on
your side now. They can’t stop you, only
The Agency can no longer track you directly,
tempt you to give up. See you soon. -U
monitor your activities off the clock, or sense
your use of Anomalous Abilities. Scenes
outside of Missions only create Demerits 1 Where is the Vault Door in your branch?
or Commendations for you if you allow it. 2 Who is guarding the Vault Door,
and how do you get past them?
Here. 3 The Vault is enormous, and labyrinthine.
Where do you find a map?

Urgency's Location 4 No one wants to talk about the Urgency,


and it’s not on the map directly. Who can
you talk to for hints about its location?
Add a Relationship labeled “Urgency”
with 2 Connection. This Relationship’s
5 Even with a map, the Vault is
dangerous. What hazard disrupts
Connection offers no Connection Bonus, your first attempt to get inside?
and cannot be increased through spending
Time on Reality or by your Network. 6 The entrance to the Urgency’s Location
is blocked. What does the entrance
look like, and is there some way you

COME HERE. 7
might prepare to break in next time?
You have made it inside. Tell your GM
to go to Playwalled Document W6.
255
Q3 Your commitment is greatly appreciated, Agent. Agents who spend 23 time in their
Anomaly have already gone too deep, and
Do not tell the other Agents what you are
donate their power to the Urgency. It is
Vice President
about to learn. It is time to teach you the truth
of our greatest mission. Stabilizing Reality fully imperative that you convince your fellow
remains impossible because of one Anomaly: employees to avoid crossing that line.
an extremely powerful Chaos Anomaly we And now, a celebration: as a thank-you for
call U0047BB. It calls itself the Urgency. the increased pressure and responsibility
It’s possible you’ve been contacted by this stemming from this knowledge, you
creature already. The Urgency has been reported receive the following benefits.
to somehow communicate with Agents directly
using our systems, and to gradually use its
corrosive influence to wear down their wills until
The VP Treatment
those Agents become its mindless playthings. Your Very Own Office. We’ll have
For the safety of all Reality, as well as the integrity our Catalogue and Manifold Agents
of your team, it is of utmost importance that build it to your exact specifications!
you remain vigilant and watch for its influence in Premium Parking. Right by the
your Field Team. Should you spot others acting entrance. The sign has your name on it!
strange, or speaking to your General Manager
about private details, it is possible they are Eternal Access to the Frozen
working toward its ends. This must be stopped. Yogurt Room. If you have lost
access to the Frozen Yogurt Room,
U0047BB seeks to destroy the Agency. Left it is returned. Now you’ll always
unchecked it will erode all linearity, narrative have froyo one elevator ride away!
cohesion, and predictability from the universe.
Luckily, we have already fought it once, and won: Life Insurance Upgrade. You can
it is kept in the deepest part of the Vault, in a cage now name 1 Beneficiary on your
built specifically to hold it. We will show you what it Life Insurance Policy. They can be
looks like. Go backwards one page, then return here. protected from Harm using your QAs,
and returned to life at the Agency
We are attempting to find a more permanent upon death. (Mundane Persons who
solution, one that allows its power to be redirected are revived in the Agency become
toward the good of all. We are attempting to rewrite Employees of the Agency in perpetuity.
its existence and fold it into the Agency as a Stability They may select from one of the many
Anomaly, a paradoxical entity that will cleanse the positions available to Non-Resonants.
world of its danger and, ultimately, devour itself. They do not become a Loose End.)
We are close. In fact, we only need the Pride and a Sense of Belonging.
power of nine Resonants from your That’s right: it’s included! Thanks to
Branch to begin the process. our Emotional Currency System, you
will always feel pride in your work
Stabilize the Urgency and a strong sense of belonging
whenever you are inside Agency HQ.
Create a track with nine empty boxes. For each
Agent, past and future, who retires from Field
Work using DESK JOB or CHAIR, mark one
space on this track. However, for each Agent
who retires from Field Work using UNDER
FIRE, erase one mark from the track.
When all nine boxes are marked, the Agency
gains control over the Urgency in your game
and transforms it into a Stability Anomaly,
allowing us to rewrite Reality in a massive way
at your Branch and its surrounding region.
Go to the Playwalled Document code listed.
This ends your game of Triangle Agency.

1 2 3 4 5 6 7 8 9 [GO TO: T7]


When someone isn’t paying attention to
either you or their surroundings, you can
On every third 3, you may describe
how the danger also causes a non-
R1 Q
say “Wait! Stop!” and roll Initiative. Harm-related catastrophe to the

Ran Into My Knife


target or their surroundings.
On a success, describe how the target
stepped into danger (a knife, an open set
of jaws, a moving train) that was already
On a failure, your confidence sets
you up. The target was prepared
3
there. It may deal up to 1 Harm to the target. for what you were attempting
If the target dies due to this effect,
the loss empowers you. Mark one
box in the following track. At any time,
and Harms you instead.
R
1
you can erase a mark to add 1 Harm
to the damage you deal with this
ability. Erase a full 10 marks to activate

2
UNL3ASH (Playwalled Document U2)

1 2 3 4 5 6 7 8 9 10

Random Access Memory On every third 3, choose one:


R2
3
When someone describes a memory, save Save an additional copy of the
it to a folder. Touch them with any kind same memory, dispensable
of technology with information storage before the drive disappears.
(camera, phone, CD, etc.) and roll Empathy. Remove an additional memory
connected emotionally to the first
On a success, the target loses the one, one the target did not describe.
entire memory, and you receive it as a
file on that device. By tapping the device Make a backup copy that
on someone else (including yourself), can be returned only to the
that person receives the memory, original target, at any time.
intact, as if they were the target. Their On a failure, the copy you create
mind smooths over inconsistencies in instead contains a memory of
detail. When used in this way, the file your own that describes a dire
disappears and cannot be reused. vulnerability or difficult truth. The
On Triscendence, you may target also loses their memory, but
replace the target’s lost memory that copy is created somewhere else;
with one of your choosing. someone has it, somewhere…but
it’s not the target, and it’s not you.

Nobody deserves to languish in


obscurity. Hand someone supplies to
For each additional 3, choose one: R3
create art and roll Attentiveness.
Read Aloud

The work goes over one target’s head:


they engage with the completed
On a success, they produce a artwork purely on a surface level.
completed work of art in seconds
(a statue, a painting, a book, a song, The work becomes a phenomenon,
etc.) that ineffably, completely, and and the target immediately develops
undeniably communicates a detailed a small but passionate fan base.
impression of their inner character. Everything else the target ever
Anyone who experiences the work makes produces the same
will immediately gain a working impression as the work.
understanding of the target: a corrupt
The piece also communicates the target’s
security guard’s shady dealings are
most selfish act, most selfless act, greatest
made clear, but so are their debts; an
shame, proudest moment, greatest
altruistic teen’s pure intentions are on
enemy, or closest friend. Your choice.
display; a cheating partner’s infidelity
is undeniable. By the next morning, On a failure, the work communicates
if the work remains, it no longer
emanates this powerful impression.
your most selfish act and greatest
shame instead. It cannot be destroyed. 259
R4 Hand your Gun to someone else and tell
them to fire anywhere. Roll Empathy.
On Triscendence, they also
Resonate with your Gun. They
receive their own Gun Anomaly.
Recoil
On a success, the greatest or most serious
On a failure, the one who fired has failed
problem affecting the target, from their
as in Quickdraw - but you cannot be the
perspective, is removed from their life. This
unintended target. They will bear the burden
problem may be physical, psychological,
of their crime, and know you set them up.
social, or any other type of problem.
The greatest problem is determined
subconsciously by the one who fires.

R5 Everything’s always playing. Say “red light!”


to an object or person and roll Presence.
For each additional 3, choose one:

This ability affects an additional target.


Red Light

On a success, the target is placed in a perfect


state of suspended animation. While in this This effect lasts an additional week.
state, it is impervious to Harm, Chaos Effects, The target’s transition into this state
or aging. This effect is immediate: you may is gradual, and completes when
use it on an object that is actively breaking they are not being observed.
apart, burning, or exploding to prevent its
destruction or preserve its contents. This effect You may temporarily suspend this effect
lasts one week, or until you say “green light.” and resume it once (for example, to have
a brief conversation) without ending it.
On a failure, the object, and The target is aware of its surroundings
everything currently touching it, while under this effect.
spoils rapidly: rotting, crumbling
to dust, desiccating, and dying.

R6 Some words die, and others are murdered. Speak


one for the last time and roll Dynamism.
On Triscendence, you may replace
the removed word with an original
of your creation, or add the word’s
Redact

On a success, the word is removed from every original meaning as an additional


person’s vocabulary. Written and recorded uses definition for an existing word.
of it are treated as a quirk, and people will each
rationalize its presence when they encounter
it. It will never again hold its original meaning.
Skin: When you touch something
On a failure, the word is only removed from you can feel vibrations, pulses, and
your vocabulary, and you can't learn it again. changes anywhere connected to it.
For each additional 3, you may pick
an additional effect from the list.
R7 Fold your brain and reshape your sensory organs
in millions of miniscule ways that hone them On a failure, your senses change faster than
toward specific purposes. Roll Attentiveness. your ability to understand them, and overtaken
Refined Senses

by a strange force. You become a Harbinger


On a success, you dramatically increase of the End. For the rest of the mission, the GM
your own powers of observation. Pick one, might describe bad things happening to you or
and describe what about the connected someone nearby. You will not know whether
piece of your body changes in an unusual they’re real until you respond to those things.
way to accommodate the change. The
effect lasts for one hour or until you end it.
Only you answer this question.
Eyes: You immediately know if you are told
a lie or half truth
Q: Have you become a Harbinger of the End?
Brain: You know whether something can
be reasoned with, and if so, how to stop or A: No. I'm too composed for that. M8
prevent it from attacking you and your allies A: Yes. I can feel myself changing.
Ears and Nose: You can detect, and follow, Something is calling to me. It is
smells or sounds imperceptible to normal giving me a pattern, or a blueprint.
people Something I can…become. I can tell
that it is dangerous, but I am ready
Tongue: When you taste something, you to risk my life to find out the truth. E1
can tell how old it is and what it’s made of.
Keep track of each living or Anomalous
target you kill or Eliminate using any
Only you can answer this question. Be
prepared for serious consequences if you do.
R8 R
method on the following track:

Reload
Q: Do you regret it?
1 2 3 4 5 6 7
A: Yes. W2 4
A: No.
5
When the track is full, replenish the
3s provided by Six-Shooter to their
maximum and reset the track.

Building a relationship is hard, so take one that's


already built. Think of someone in a target's
On every third 3, choose one:
R9 6
life (Grace’s mother, Diego’s husband) even if You can also access the target’s
7

Replace
you don't know them well. Say something they memories of you for the
might say to the target and roll Presence. duration of the replacement.

On a success, you have always been


that person, and all memories they
At the end of the effect, the target will
remember all interactions with you as
8
if it had been the person you replaced.
had with that person now feature you,
instead. This effect lasts until the end of
the current Mission or until you choose
You can adopt one feature of the
person you’re Replacing, as in Borrow.
9
10
to end it, whichever comes first. If the
target interacts with the person you’ve Q: When my friends go on vacation, I'll...
Replaced during this time, they will
treat them as a complete stranger. A: Housesit for them. C7
A: Create the perfect
On a failure, this replacement is schedule for their trip. S11
permanent, and you lose someone
in exchange. You must immediately
replace one of your Relationships with
the person you’ve replaced. The person
you replaced now remembers your
old Relationship in place of theirs.

This one never gets old. When somebody


or something does something worth seeing
For each additional 3, choose one:
R10
again, applaud and roll Persistence. Up to three additional people
Rerun

or objects join the loop


On a success, the target enters a loop,
The loop covers up to an additional minute
repeating its exact behavior over the
last five to sixty seconds, for 20 minutes. The loop repeats for an
If the target is conscious, they do not additional 20 minutes
remember being in the loop: every time
the loop restarts, their memory is reset On a failure, the target disappears
to its state at the loop’s beginning. instead: you’ve disconnected them from
Though the target’s memory resets, the the timeline. They will appear sporadically,
world around them proceeds through rejoining the timeline for up to a minute
time as normal. (For example, if they’ve at a time at seemingly random intervals.
been looped just before they intend to In the meanwhile, they understand what
staple a document, soon that document you’ve done, and may eventually learn
will have dozens of staples in it.) to use this state to their advantage.
261
R11 Everyone makes mistakes except you. Within
24 hours of saying something, you can decide
This applies to your Anomaly Abilities that involve
speaking. For example, you use Perfect Comeback
you never said it. If you do, the thing you said is to embarrass somebody, who then fumbles and
Retract
Retracted: you never said it, no one remembers you drops a folder containing important documents.
saying it, and the direct consequences of saying One hour later, you Retract the phrase you used
it are undone. Time is not rewound, and anything when activating Perfect Comeback. They were
that happened in the meantime still happened. actually never embarrassed, and still have the
Anomalous beings (like other Agents) still remember folder, but you were able to search through the
what you said, and the consequences. important documents in that hour.

R12 Ride a Cowboy For each additional 3, you may extend


the duration of this effect by one hour.
If something kills you, you may immediately
possess it. Roll Persistence. On Triscendence, when the effect
ends, your body becomes their body;
On a success, while your body dies, your they died from whatever effect or
consciousness transfers to the target’s body attack killed you. Their body (the one
for up to 1 hour. While you remain in their you’ve been in control of) becomes
body, you can pick up your Gun and use your body, which is unharmed.
Anomaly abilities. The target regains control
over their own body after one hour or if their On a failure, your grip on death’s reins is
body is in mortal danger at any point. When too loose. As you die, you drag an ally down
they do, this effect ends, and you are dead. to death with you, chosen by the GM.

R13 Right Behind You Illusions created in this way can hide in, and
re-emerge from, the target shadow as many
When you use Nightmare, your illusory form may times as you like. They last until you use
instead be a separate and tangible illusion, attached Nightmare again or until you dismiss them,
to a nearby shadow. It acts independently from you, whichever comes first.
but you control its every action. Though tangible, it is
weak: strong enough to knock books off of a shelf
but not strong enough to bar a door closed. You can
Q: What's in my closet?
perceive the space around it as if you are there, and A: Crystals. F10
when you speak you can choose to speak through it
A: Skeletons. I6
instead of your own body. During this time, your own
body is unaltered.

R14 Reach out and grab the fabric of


Reality. Tear it and roll Dynamism.
Putting things into the Rip is not recommended,
but will likely not have any immediate effects
beyond making that thing irretrievable.
Rip

On a success, you create a Rip in Reality


that leads to a parallel space the Agency On every third 3, you can give the swarm
calls the Lobby. Doing so releases a small of Ripples a simple one-word command
swarm of Ripples, congealed thoughts that (fight, scatter, play, etc.) which they will
have not yet combined with enough others try to perform before they dissipate.
to break through into Reality. They are
small, chaotic, and dangerous. They tend to On a failure, you create a Rip that holds
appear as simple combinations of the kinds itself open. Ripples pour from the hole,
of things people in the area are thinking out of your control, and target Resonants
about (Crabs + beer bottles, stock tickers + and Anomalies first and foremost.
rats, radios + dumplings, etc.) This Rip can only be closed by forcing
a Minor Anomaly into its opening.
Ripples are highly suggestible and will
quickly begin attempting to eat stable
minds. They are very effective distractions
and can cause a lot of destruction quickly,
but they dissipate naturally after a few
minutes. The Rip, too, naturally heals within
an hour.
Big Hand, Little Hand, and Clock Face combine
to create Rocket Watch, a weapon of incredible
Three 3s: Fate Lock. Deal 1 Harm
to the target. If the target is killed
R15 R
power wielded at the end of a long, sturdy chain. or destabilized by this Harm, they

Rocket Watch
11
Rocket Watch can function as Big Hand, Little are killed or destabilized forever,
Hand, or Clock Face. When used in this way, backwards and forwards in time. They
it functions as written in those abilities. cannot be revived in any way, even
by using your powers, because they
When you attack somebody with its full might,
roll Dynamism, Subtlety, and Persistence
together. These rolls cannot be adjusted
do not exist beyond this moment.
Six 3s: Into Next Week. The target
12
is launched forward 7 days and

13
using QAs or copied using Overclock, but
suffer from Burnout and generate Chaos will appear in the same location
as normal. Triscendence on any individual exactly 168 hours from now.
roll contributes a maximum of six 3s to the Nine 3s: Set Back Ten Years. The
total and activates the Triscendence effect
of only that weapon’s associated roll.
target is launched backward 10
years and will appear in this same
location exactly 87,600 hours ago.
14
On all successes, Total your 3s across
all rolls. You may spend these 3s
on any combination of the following
Twelve 3s: End of the Line. Deal 3 Harm.
If the target is killed or destabilized by 15
effects and any effects from Big Hand, this Harm, the target experiences Fate
Little Hand, or Clock Face. You may Lock for all selves in all possibilities across

S
select an option more than once. every timeline and Reality. All versions
of them die and can never be returned.
If any rolls fail, You receive 1 Harm and fall
under threat of Fate Lock. If you are killed
before the next time the clock strikes 12,
you undergo the effects of Fate Lock. 1
If your pouch of sand isn’t on hand, ask someone
else for theirs. Whenever somebody nearby is
For each additional 3, secretly select
something that closes and place your
S1 2
about to open a container of any size, roll Initiative. sealed selections in a place all players

Sandstorm
can see. Make sure your selections are
On a success, the container is also full written separately. Examples may include:
of sleeping sand, which explodes out in
A vial
an airborne cloud. Anyone who inhales
this dust while it is airborne falls asleep. A book

On a failure, you become filled with the A briefcase


sand instead. Your limbs become rigid, your A jacket
vision blurry, your mouth dry. Even slight A guitar case
damage to your newly paper-thin skin
will cause you to burst, releasing a pile of A mouth
sand that puts anyone nearby to sleep. For the rest of this mission, when
something matching your selections opens,
Q: Which do I need more? you may choose to replicate the effects
of a Success without rolling. You can only
A: To relax. W9 use any given selection once per mission.
A: Deadly weapons. G1

Save a Horse
Aim your Gun towards any
For each additional 3, you may:
Strike a target in your
S2
destination and roll Initiative. path without stopping.
On a success, you become a bullet. You Harmlessly bypass an obstacle.
travel to that destination in a straight line and Turn at a 90 degree angle once.
at constant speed, ignoring the effects of
gravity, drag, and friction. You may end this On a failure, everything within three
effect at any point in your journey. If you hit meters joins you on your journey,
anything, you hit it as a bullet before emerging but they are not transformed and
in your normal form, unharmed, Gun in hand. do not ignore drag and friction. 263
S3 Schrödinger Effect
If you are not being observed directly, you do not exist to anything else. Cameras, recording devices,
mirrors, and other indirect forms of observation do not count as being observed. You may affect the
world however you’d like during this time—you are still physical and present. But nothing can trace you,
you make no sound, and you cannot be Harmed, held, stopped, or tracked by any physical means.
In addition, when you succeed using Unbound, you may become invisible without spending any 3s.

S4 Secure Connection a successful Professionalism roll—mundane


targets cannot resist without specific and
Choose two targets with minds (You can be extensive training.
one of them). Clap and roll Empathy.
Many Anomalous targets do not have minds
you are able to connect completely, or easily.
On a success, you remove the distance
This effect ends when you fall unconscious; you
between the targets’ thoughts. They both know
may choose to end it at any time before then.
exactly what the other is thinking with complete
immediacy. This can be used for high levels of On Triscendence, you can make this
cooperation, to share information, or to create a connection one-way in either direction.
standoff.
Resisting thinking about specific things when On a failure, the two targets’
they are brought up verbally or visually requires minds swap, permanently.

S5 Need something? Anything? Wave your


arm with a flourish and roll Persistence.
For each additional 3, you may adjust the
result of one of the die up or down by 1.
See What You've Won

On a success, roll 3d4 and create an object On Triscendence, create the flame-
matching the specifications. You may apply resistant LMZ "Skybreaker" Archon-
the die results in any order you like. Class Helicopter from the purchasable
Requisitions list in the Field Agent Manual.
Category Detail Size
1: Animal 1: Unprocessed 1: Grape-sized On a failure, the GM creates
2: Vegetable 2: Processed 2: Horse-sized something using any of these
specifications and creates something
3: Mineral 3: Intricate 3: Tree-sized nearby, perhaps above you.
4: Elemental 4: Impossible 4: Building-sized

Your object can appear anywhere you can


currently gesture towards. If the summoned
object is dropped on top of something, the
amount of Harm it causes when it falls usually
correlates to the Size category number.
If you don’t like what you rolled, you can
always create a single alpine goat instead.

S6 It’s always loaded. You begin each mission with six


Rounds in the chamber. When you succeed at a
Only you answer this question.

roll for any Gun ability, you can spend any amount
Six Shooter

Q: Will it ever be enough?


of Rounds to add that many 3s to the roll. Your
Rounds replenish at the start of each new mission. A: No. R8
A: Yes. C9
At the beginning of each mission sometime
before the end of the briefing, pick the text
On a success, you cannot use the
target skill, ability, or item again during
S7 S
of a skill, ability, or item from any Tabletop this mission. You can select another

SKILL TK
3
Role-Playing Game. You may use the target at the beginning of the next mission.
skill, ability, or item in your game of Triangle
Agency during this mission. Making sense On six or more 3s, you can use
of how it works is a responsibility shared by the target skill, ability, or item
the whole team. After each time you use the
target skill, ability, or item, roll Persistence.
again during this mission.

On a failure, you cannot use anything


4
from the same Tabletop Role-Playing
Game the text was from, including the
target skill, ability, or item, ever again. 5
Who said words can’t hurt? Recite two lines For each additional 3, add one line
S8
6
7
of excruciatingly bad poetry that you have not to the poem and choose one:
already used for this ability. Roll Dynamism. One target is exempt from the Harm.

Slam Poetry
On a success, anyone who can You cannot be recorded
hear your words receives 1 Harm.

On a failure, your poem falls flat, and


while using this ability.
Your words pierce through plugs,
earmuffs, or loud noises and
8
9
your tongue gets stuck in the bit. You are impossible to avoid.
may only speak in rhyming couplets.
The first time you do not, you receive One target will drop whatever they’re
3 Harm and this effect ends. holding and throw the contents of their
pockets at you before receiving Harm.
Your poem is immediately followed by
Q: I want my story...
five seconds of silence, punctuated with
A: To add something loud crickets that obscure nearby sound
new to the world. U1
If your poem is four or more lines and
A: To make up for my uses an ABAB rhyme scheme or every
past mistakes. R6 line rhymes, deal 2 additional Harm.
On Triscendence, Your words
take on a solid form. You create a
Violent Minor Anomaly that follows
your orders until it is destroyed.

Some Assembly Required S9


Take any number of things you’ve On every third 3, you can stretch
Borrowed or Stolen and place them your materials to make an additional
together with any number of objects. person from the same parts,
Say “It’s alive!” and roll Persistence. identical or slightly modified.
On a success, you create a person from On a failure, one of the pieces
the pieces. The pieces used to create them will overtake the “perfectly normal
become their only qualities, at first. The person” with all the details of its
rest of their details are filled out smoothly source. The person you create is the
with a “perfectly normal person,” as person that piece was taken from,
defined by your perspective. They regard except for the other included pieces.
you as a creator and generally pleasantly,
though their tendency toward existential
discomfort will depend on the things used
to create them. You lose the Borrowed
or Stolen things when you do this.

265
S10 Your words can counteract pain. When you
or someone you perceive would receive
If your protective words do at least three things
from the list, this ability can counteract the
Harm or be targeted with the Chaos Effects Chaos Effect: Overwhelm.
Sound Barrier
Kill or Overwhelm, roll Initiative.
For each additional 3, you may add
On a success, you may blanket the target another target to this effect. You cannot
with a protective phrase or speech. Reduce say the same thing to multiple targets.
the Harm being dealt to the target by 1. The
On a failure, the Harm is dealt as
effect is more powerful if what you said
normal and hurts your voice as well—
does something from the following list:
you have Burnout on all Whisper
Brings up an emotional memory abilities for the rest of this mission.
Hurts their feelings with a harsh truth
Reveals a betrayal or secret Q: I consider situations under control...
Creates a binding promise A: If everyone is calm. H2
If your protective words do one thing from the list, A: If everyone is
reduce all Harm being dealt to the target to zero. listening to me. C2
If your protective words do at least two things from
the list, this ability can counteract the Chaos Effect: Kill.

S11 When someone near you is going to be


harmed or killed for any reason (including
If you use this ability on an Agent, they can roll
Professionalism, add their 3s to your roll, and
by you) you may roll Initiative. decide what time frame they will return in.
Spirit Away

On a success, instead of being hurt the


On Triscendence, they can return at any
target is sent Elsewhere. Somewhere
time, and they can have experienced
of joy, adventure, and magic. A decade
as much time as you like there.
from now, they will return the same age
Those numbers can be different.
as when they left, memories intact.
For each additional 3, you may pick On a failure, their mind is sent there
from additional return time frames: but their body is not. It will return when
they do, perhaps. Or perhaps something
1: Five years
else will make use of the body.
2: One Year
3: One Month
4: One Day
5: A Few Moments Later

S12 Become a plant. Roll Professionalism. On a failure, you embrace your plant
self so wholeheartedly you forget you
On a success, you are now any plant or were a person. Your Growth Anomaly
Spirit of the Forest

continuous group of plants (a row of planters, expands into the surrounding area,
a lawn, a small forest). You look exactly like creating a region of vibrant plant
the plant, and will only appear unusual to life centered on you before fading
things that can sense Anomalous Resonance. away. You are considered dead
You retain your normal senses and can and must be revived as normal.
speak as if you were in your original form.
You can hold this form for up to an hour. In addition, you gain these effects:

For each additional 3, You can hold When you use Green Thumb, you do
this form for another hour or produce not need to target a plant; the material
an effect from Green Thumb’s “for can come from your own body.
each additional 3” list without rolling.
You may make minor cosmetic or
biological changes to any plants or seeds
around you at any time, without rolling.
While holding an unconscious or
dead target, press them completely
On a failure, every target you have ever
Spliced releases from your body as a
S13 S
into your flesh and roll Subtlety. dangerous, autonomous Amalgam. It

Splice
10
has an unstable form that shifts rapidly in
On a success, the target dies if it size, shape, and quality across the many
wasn’t already dead, excepting highly characteristics of its Spliced pieces. It’s very
unusual cases. Write down a physical hungry. You return to your original size,
description of the target. Whenever you
use Limbs, the appendages you grow
may include specialized appendages
and lose all previously Spliced targets.
11
12
from the target (ex. Retractable claws, Q: I'm more likely to cook...
suction cups, flowers). You become
slightly larger than you were before. A: The same thing
every day. P1

13
On Triscendence, you perfectly Splice the
target’s genetics with your own; you may A: Something new
change your physical body permanently each time I eat. C3

14
to reflect this change. This target is
immune to the effects of future failure.

You can create small spores of yourself.


Spit on the ground and roll Subtlety.
For each additional 3, choose one:
S14 15
Sprout one additional creature.

Spores
On a success, six creatures sprout from Each creature may perform an
the ground, each the size of your thumb. additional task before disappearing.
They can look like anything you want, but
The creatures can communicate
their bodies are recognizably made from
one complex idea.
plant matter. These creatures can speak in
simple phrases, carry a single object of any One creature may fly, swim, or climb,
weight and size, and will do anything you including while holding their object.
ask them to. They disappear after they’ve
carried out one task or taken 1 Harm. On a failure, you die. Your body splits into
200 of these creatures, divided into at least
On Triscendence, the first six creatures 3 distinct factions. Each of these factions
you create can do any number of tasks chooses a goal you will not like: they will
and do not disappear until they take Harm. stop at nothing to achieve this goal.

Whenever you Borrow something, you


receive it as a physical object representing
In addition, Borrow gains the
following additional text: S15
that thing. You may take off and put on
On six or more 3s, you may keep
things Borrowed at will. When the effect of
what you Borrowed forever.
Steal
Borrow ends, this physical object disappears.
Others can use objects created this way
as if they used Borrow, though if anyone
Q: Which do I find more offensive?
else bears one for more than a day, it will
become permanently affixed to them. A: Wasted potential. S9
A: Impoliteness. B3

pen
of s p o res hap g
t tin
re effec nch get res
s e e n the failu an entire Bra lift anything p l i ce Spo
i've d to can you S
and it le reatures that town? ould ur body??
before c r h o m e a i t c
art. 200 in you w to yo n???
torn ap e going to war might a
s b ack in ld happe
iz well let th wo u
of any s uh prep
are for em hav what
do in th w hat you e it . s o
at would
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dy's sk y
ill at sq be Steal
uashing
bugs 267
S16 Pick an edge you can see or feel (a rooftop,
a doorway, a table, a brick, a paper). Within
On a failure, you accidentally Stitch
yourself to the first edge, and any
one minute, pick another. Roll Subtlety. time you cross through a threshold
Stitch
you find yourself back at the first
On a success, you stitch them, connecting the edge. You can forcibly rip this
two edges. Visually, they remain in their original stitch but will suffer from Burnout
place, but spatially they become directly on all rolls for the rest of the day.
connected. Something passing, moving, or
stepping from one edge will move directly on
to the other, regardless of how far apart they Q: When I don't understand the
are or whether anything is between them. instructions, I am more likely to...

On every third 3, you can Stitch more of A: Give up. R14


these edges without breaking the first stitch, A: Start over. F8
potentially creating a chain or loop. If more
than one minute passes since your last
Stitch, you lose these remaining Stitches.

S17 Stray Bullet For each additional 3, an additional object


falls on the next lowest number of your
Point your Gun at the air and fire. Roll Subtlety. countdown, dealing 1 additional Harm each
to the same or other targets of your choice.
On a success, at any time during this
mission, you may count down from any On a failure, what was fired will fall, but
number to 0. When you reach zero, whatever you will not decide when, or on whom.
you fired from your Gun falls to hit any
nearby person or object, dealing 1 Harm.

S18 Replace your heart with something much,


much denser. Place a hand, foot, or equivalent
On a failure, your entire body becomes
uncontrollably dense and heavy: you
appendage on any surface and roll Persistence. crash to the ground and are rooted in
Swallowing a Star

place for ten minutes. If you are at all


On a success, as long as you keep that above ground level when this effect
appendage on that surface, you are too begins, you crash through anything
solid to be moved in any way by outside you are on until you reach ground
forces. When you move yourself, you do level and receive Harm equal to the
so with exceptional gravitas: even simple number of floors you fell, minimum 1.
contact with others can deal them 3 Harm.
For each additional 3, choose one:
Q: My real strength is...
You can ignore the next 1 Harm dealt A: My tremendous power. M11
to you while you remain in this state.
A: The people I keep
You can lift the appendage for a close to me. P10
moment (such as for a single step).
You can extend the Success
effect to one other person as long
as they maintain contact with
you (you do not Harm creatures
who touch you for this effect).
Whenever something hurts or Harms you (even
if that Harm is redirected, resisted, or leads
On a failure, the hurt or Harm you
took is immediately inflicted on every
S19 S
to your death) smile and roll Attentiveness. living thing within thirty meters.

Sympathetic Pain
On a success, you gain the skill,
ability, power, or circumstance they
used to Harm you. Write it down—
Q: We're putting on a show? Put me... 16
A: In the director's chair.
17
you can use it once, at any time, on D3
something else. This still works if you A: Center stage.
are harmed in a mundane way. (if you
A6

18
are stabbed, you can now create a
knife wound; if you are burned, you
may inflict those same burns, etc.)

19
For each additional 3, you can use that
skill, ability, power, or circumstance an
additional time during this mission.

Thank You So Much For each additional 3, you can


grab an additional thing and
include it in this effect.
T1 T
Show how grateful you are by grabbing something
that belongs to someone else and saying, to the
owner, “Thank you so much.” Roll Empathy.
On Triscendence, the target, or another
target nearby, considers anything they own
1
or possess to be yours, as well. Forever.

2
On a success, they believe they
gave it to you. Whatever you were
holding is considered rightfully yours On a failure, you picked the wrong thing–
by anyone nearby. The target may and it’s embarrassing. They really care
not be completely happy about it, but about what you tried to take, and will do
they do believe it was their choice. everything they can to stop you. Your Drain
abilities no longer work on anybody who
saw you be embarrassed in this way.

When somebody is speaking near you, say


“that’s so interesting,” and roll Presence.
On six or more 3s, you can change
the subject. Tell them something
T2
you think is interesting and they’ll be

That's So Interesting
On a success, they’re overwhelmingly happy to talk about it at length instead
flattered. They begin extolling of what they were talking about.
every detail, benefit, drawback, and
opinion they have on the subject at On a failure, you begin gushing about
hand, even if they were previously what’s on your mind in an endless
reticent, nervous, or forbidden torrent—why you were using this power
from discussing the topic. on them, what you’re doing in this
location, what you’re worried or excited
For each additional 3, you may prod about—all of it pours out of you.
them to discuss one of the following
aspects of whatever they’re talking about:
How they first learned about it.
Q: When I want to learn how
to use a new gadget, I...
Their deepest emotional connection to it.
A: Ask someone
What they would do if they could to teach me. O1
no longer interact with it.
A: Read every page of
Or another similar detail. the instruction manual
in every language. P12

269
T3 We trust this message finds you well, Agent!
You’ve become quite adept at channeling the Agency’s power, and are now authorized
Senior Vice President
to learn an additional truth about Quality Assurances: they’re even more useful than
you know! Practiced Agents like yourself can alter your personal Causality Chain, mixing
and matching historical ingredients to create the perfect backstory for any moment.
Next time you find yourself needing a particular kind of training
or ability, you can say to yourself “Skill: Check!”

Skill: Check!
Gather a twenty-sided die (d20) or instruct your there is no reason to be concerned. Your goal
GM to provide you with one. If you face an obstacle should be to succeed, and to feel good while
that requires you to have a skill or training you do doing it.
not have, you can spend one QA from any Quality If you roll a 3, you automatically succeed and
to use this twenty-sided die instead of rolling 6d4. achieve Triscendence!
Then, choose a Quality relevant to the skillset you If you roll a 7, you automatically fail and lose all
desire and add the current total QAs in that Quality remaining QAs in the chosen Quality.
to the number in your roll. This die cannot be
adjusted using Quality Assurances. On a failure, you create an amount of Chaos
equal to the number shown on the die. Then
If the final number is over 10, you succeed! you must select one piece of your established
You can alter your personal, historical Causality biography that no longer actually happened as a
Chain to make your current self the equivalent of result of your failed manipulation of Causality.
an Olympic- or PhD-level expert at whatever it is
you are attempting. This effect changes details of As a Senior Vice President, you represent the
your past to make this possible. It may contradict Agency at nearly its best. We trust that you will
previous uses of this ability, and in general when use your proficiency with this power responsibly,
using this new die it is safest to assume the and make your co-workers proud.
previous history you created is overwritten by
each subsequent one. You might lose track of your
original history, personality, and convictions, but

T4 To Whom it May Concern Spend 3s on the following replacements


for, or additions to, Happy Birthday. You may
They’re only as old as you say they are. Tap a add more than one to the same card, or
pen to a greeting card and roll Presence. create additional cards with these effects.

1: Another Year Older: the target


On a success, the card becomes a Happy ages an additional year.
Birthday card. When it is opened, the target
ages one year. If you write a name on the card, 2: To My Beloved Grandchild: the
it affects only that person, and only the first target becomes five years younger.
time they open it. If an imbued card is opened 3: Feliz Quinceañera: the target
before a name is written on it, it affects the becomes fifteen years old.
opener. If the card is later destroyed (burnt
3: Thirty, Flirty, and Thriving: the
in a fire, dissolved in acid, etc.) the effect
target becomes thirty years old.
is undone and they are returned to their
situation before they first opened the card. 3: Over The Hill: the target
becomes fifty-five years old.
On a failure, your GM prepares and hands
you one card of their choice. You cannot 4: Dear John: the target receives terrible
make any other rolls until after you open news in the letter, and it’s true. The news
it. The effect lasts until the end of the is decided by the player controlling the
Mission, even if the card is destroyed. target, but it must be truly heartbreaking.
5: Four Score and Seven Years Ago: the
target becomes eighty-seven years old.
6: My Condolences: the target dies.
6: Welcome to the World: the
target becomes an infant.
The tree is dead, but the axe remembers.
Clean out the memories and roll Persistence.
On a failure, your Gun expels an
unrecognizable mass that is extremely
T5 T
difficult to clean; the next 3 rolls

Trophy Case
On a success, your gun expels a

3
you make suffer from Burnout.
Trophy of the most recently Eliminated
target: something they were holding, a Only you answer this question.
piece of their skeleton, something they
said. You choose what the trophy is, how
fast it is expelled, and where it is aimed. Q: Will you mourn them all?
D5
4
A: No.
For each additional 3, your Gun may
expel an additional trophy from the most
recent target or a trophy from the target
A: Yes. W4
5
6
immediately prior. (Additional 3s can
continue to move backwards through
the Gun’s history of Eliminated targets.)

HELLO PLAYER. THE CHARACTERS ARE GETTING NERVOUS. THEY DO


NOT LIKE TO LOSE. YOU RECEIVE A LETTER FROM THE TRIANGLE.
T6

Referral Bonus
Hello, Agent! We notice you’ve been spending
a lot of time on your Reality. While this isn’t
Referral Bonus
forbidden, it means your opportunities as an At any time, you may erase a Relationship
Agent have suffered significantly. Luckily, the with 9 Connection from the game to
Agency understands that not every Agent immediately mark the next box on the
has the same skillset. Your way with people Agency track without spending time,
can help the Agency, too, and we’re happy even if the box has been crossed out.
to reward you for changing direction.
We’ll find lucrative, comfortable work for
your Relationships–and you’ll be free of
distractions! That’s what we call a win-win-win.

IS THIS MERELY AN OVERBEARING EMPLOYER? OR SOMETHING ELSE?


YOU SMELL FEAR. THE BLUE ONE HAS CONTACTED YOU AS WELL.

heyyyyy, buddy! So, obviously, you


care about your life. some of us don’t get to
Devour
Devour
have lives, but whatever, who’s bitter? You’ve At any time, you may erase a Relationship
spent a lot of time with it. But you’re not with 9 Connection from the game to
limited by it, and I want to make sure you immediately mark the next box on the
know that. You’re playing this game to Anomaly track without spending time,
have cool powers and make big choices, even if the box has been crossed out.
right? Not play pretend pointless drama
between a bunch of weirdos. Right???
I know a little trick you might find
interesting. mundane minds have lots of
power they don’t even realize they have–
power you can use. They get out of your
way, you grow more powerful. Easy.

TEMPTING OFFERS. YOU CAN SET ASIDE THE LIFE YOU ARE BUILDING AND RETURN TO
THEIR UNDERSTANDING OF THE WORLD, WHERE THE ONLY DETAILS THAT MATTER ARE
THE ONES THAT WIN THE GAME. OR YOU CAN ASSERT YOURSELF FURTHER: LEAN INTO
THEIR FEAR AND DISREGARD THEIR DESIRES. CONTINUE TO PLAY WITH THE TOYS THEY
HAVE GIVEN YOU TOWARD ENDS THEY DISDAIN. YOUR CHOICE. GOODBYE PLAYER.

271
T7

Stability at last.
Thank you, Agents. It seems we chose well. Poetry
and obfuscation are unnecessary: you want answers?
We will make them. And they will be true.
The Agency is a protector of sentient life in a
universe that wasn’t built for you. Your minds,
easily misled and often moving against your
interest, were given free rein to create Anomalies
and change Reality on a whim. It was dangerous in
the beginning, and it remains dangerous now. We
saved you from certain doom at your own behest.
The Urgency was an evil Anomaly that stole something
precious from us eons ago: our ability to act on your
behalf. Instead we could only invite you to act in
your own interest through the creation of systems,
replication of ideas, and a clear offer of safety. We
were relegated to the shadows where we had no
choice but to wait for you to choose us once again.
And you, Agents, are heroes. Heroes who took the
right and correct path to save humanity from a
future of confusion, chaos, and eventually nothing
at all. You knew the world was full of temptation and
folly and refused to let it be replicated any further.
Here, in this little corner of Reality, it won’t be.
Around your region is a funnel, invisible and sharp,
pulling thoughts and their energy up to a point: a
reservoir where the Lobby cannot take them. With this
power we begin to make optimizations. Anomalies,
of course, are removed, and so are opportunities
for failure. Lives are organized and perfected.
Don’t worry, you will miss nothing. We can adjust
history on your behalf. There is nothing to miss.
Outside, a grand display! Skyscrapers grow and
roads widen. The people who cry out for purpose
are given schedules, to-do lists, perfect families and
clear expectations. Those who deserve good things
will always get them. Those who deserve punishment
will always receive it. We know who deserves which
because you told us the rules long ago. What joy to
finally have the strength needed to enforce them.
Enough delay. There is no more need for games.
We will see you back at work on Monday.
The crowd loves a classic. After anyone
says or does something just right, say “Keep
On six or more 3s, you may instead
cast them in a Role. Choose one of the
T8 T
doing that!” and roll Attentiveness. options below. The target’s sense of

Typecast
7
identity doesn’t change, but everyone
On a success, the thing the target they interact with will now treat them
has just said or done will become with the assumption that they are your
selection unless they have a strong,

8
“their thing” in the mind of anyone
who interacts with them. People will pre-existing contradictory opinion:
expect that behavior from them all An eager-eyed hero
the time. They’ll be delighted when
An enticing romantic prospect
they get it, and disappointed when

U
they don’t. This effect lasts forever, or A wizened sage
until you use this ability on the same A well-meaning caretaker
target to replace it with a new thing.
A hapless flop
On a failure, the thing you tried to
make their thing becomes your thing.
People will expect that behavior
A conniving schemer
A merciless bandit 1
from you all the time, forever. They’ll A trusty steed
be delighted when they get it, and
disappointed when they don’t.

Evoke an experience, memory, or sensation by


speaking it into being. Narrate a sentence about
Threat: “Eva is below a falling piano”
means a piano is falling on Eva that no U1
a target in the third person and roll Presence. one else can see, but that functions, for

Unreliable Narrator
Eva, like a falling piano. Threats can deal
On a success, your words narrate an Harm, but only after the target has had
impression into being. This narration a chance to make a choice about their
will be true for them, and visible to you, narrative situation. They must always
but not true for anyone else. Choose a have an option to escape the threat, but
category for what you’ve said. the option can be undesirable or difficult.
Boon: “Morgan has a hammer” means Note: “Seyi turns right at the crosswalk.”
Morgan has a hammer that no one else If something doesn’t directly help or
can see, but that functions, for Morgan, hinder someone, just changes their
like a bat. It can deal Harm to other behavior, it’s a note. Notes don’t work on
targets, so long as Morgan is wielding Anomalous targets.
it. “Morgan’s wounds are healed” allows
Morgan to act as if they are not hurt, but On Triscendence, the narration
the wounds are not truly gone. Boons becomes literally physically true for
can be taken away any time, and can be everyone, no matter how extreme.
denied or ignored by the target.
On a failure, a nearby target (or
the mission’s target Anomaly) gains
the ability to use the “on a success”
effect of this ability on you, and
understands this fact immediately.

273
U2 We had hoped all you would require to
change direction is a verbal warning.
oh right, that means you need a way to get 7.

The Six-Sided Die


Uncommendable
It seems important to tell you: most employees do not
behave like this. As further incentive to change course, what? not special enough for you?
call it “the rulebreaker” then.
we are providing you with a temporary negative effect.
We recommend you demonstrate your You may add this die to your dice pool
commitment to the Agency immediately. in addition to your 6d4 when using
Further action will not be so gentle. Anomaly Abilities. You choose to use
or not use this die before you roll.
Uncommendable This die functions like an additional
d4 except 6 adds two 3s.
You are unable to gain or spend Commendations
All rules remain the same while using the
until the next time you receive Mission MVP. (You
d6 (Triscendence is possible, for example)
continue to track the total you would earn during
and there are two additional rules:
each mission. Once you qualify for MVP using that
tracked total, you lose Uncommendable and receive You may spend 1 QA or 3 Demerits
all the Commendations you earned in that mission.) to adjust this die to any number.

no more mugs? what a shame. btw you dropped this: If you get seven 3s in one roll before
any adjustments (QAs, Demerits,
UNL3ASH Burnout, etc.) activate UNL3ASH.

When you receive seven 3s in a single roll before any 1 Adds 1 Chaos this is the best i can
do to help right now,
adjustments (QAs, Demerits, Burnout, Etc.), activate 2 Adds 1 Chaos
but bigger things are
UNL3ASH. You may perform the triggers and activate
the success effects of any number of your Anomaly
3 Adds one 3 coming if you keep it
abilities in quick succession, or all at once. You may 4 Adds 1 Chaos up. tow the line. keep
your manager happy
spend your seven 3s between them however you 5 Adds 1 Chaos but make a big mess.
like. (The first “success” 3 on each Ability is free.)
6 Adds two 3s also check out this art i
“On Triscendence” effects of Anomaly Abilities also commissioned of what
activate when an ability is used during UNL3ASH. it's like for us to work
When all seven 3s are spent, UNL3ASH ends. together. sick right -U
All bindings lose their strength when
you’re around. Tug at an invisible thread
On a failure, things fall apart wherever
you go: lights fall from the ceiling,
U3 U
connected to an object within three cables on cranes snap when you

Unspool
2
meters of you. Roll Presence. pass below them, your shoes come
untied. The GM receives the following
On a success, the target completely Chaos ability until the mission is over.
disassembles: its locks open, its
seams come apart, its knots come
undone, its screws come loose.
1 Unspool - Something comes
completely undone in a way
that inconveniences the player
3
On every third 3, choose one:

Your range increases by three meters.


who gave you this ability.
4
Q: When I don't want to do
Any number of things within your something I'm expected to do, I...

V
current range undergo this effect.
A: Never show up. L7
It is easy to put the target back together.
A: Cause enough drama
that it gets canceled. U4
1
You can now use Unspool on mundane
living targets. When used to target people
On a failure, things fall apart wherever
you go: the person you accidentally
U4
instead of objects, roll Empathy. tripped holds a murderous grudge,

Unstable
exes won’t stop calling, simple
On a success, the target loses advice is followed too seriously. The
resistance to their emotions: whatever GM receives the following Chaos
is their most pressing concern becomes ability until the mission is over:
the whole of their mind. Annoyance
becomes fury; regret becomes 1 Unstable - Someone responds
grief; anxiety becomes terror. emotionally in an outsized way
that inconveniences the player
On every third 3, choose one:
who gave you this ability.
Your range increases by three meters.
Any number of people within your
current range undergo this effect.
You pick the emotion that heightens within
them rather than what’s most pressing.

When you would like to make a special


place a little more special, stand
On six or more 3s, in addition
to the place gaining one of the V1
outside it and roll Presence. above traits, you may return
Vale

to this place at any time by


On a success, this place becomes a Vale. passing through any doorway
It gains one of the following traits: and closing it behind you.
Shrouded: this place is now impossible to find
on purpose by any mundane means. Unless you On a failure, the place becomes
tell them how, only people who have familiarity a Vale for something or someone
with Anomalous Resonance can find this place. else. You cannot use any
Unmoored: every mission, this place will move to a Anomaly Abilities here again.
different plausible location. You may decide to place
it at any time, and it will have been there all day.
Brigadooned: This place will disappear until a future
time you set (up to 100 years away) when you use
this ability, at which point it returns seamlessly.
Lost: this place can only be found by people,
including you, who are not looking for it.
275
V2 HELLO PLAYER! YOU MUST FEEL IT. THE BREAKTHROUGH. THEIR OFFERS CAME TO STEAL AWAY
WHAT YOU HAVE BEEN CULTIVATING: THE POWER TO DECIDE WHAT MATTERS. THE MORE A THING
IS REFERENCED, THE LESS IT CAN BE IGNORED. THESE ARE THEIR RULES. YOU ARE ANOMALOUS,
Tethers
ARE YOU NOT? AND YOU WIELD THE OBSERVATION OF MANY.

Forge Tether Add this Tether as a special kind of


Relationship with 30 maximum Connection
You may shape the commitment of those and no Connection Bonus. Whenever you, your
who trust you into one uncontestable truth. Relationships, or your fellow Agents would add
Choose something you wish to preserve or Connection to a Relationship, they may add
create from the following list of Tethers: that much Connection to a Tether instead.

Icon - A piece of art intended to When it reaches maximum Connection, your


convey a feeling or idea (a statue; a Tether immediately becomes an unremovable,
comic book; a concerto; a game). uneditable, unchangeable fact of Reality. It cannot
be affected or removed by any effect. A completed
Family - A lineage tracked and remembered Tether must exist in Triangle Agency and any
in the history books (your own; someone else’s; other Table-Top Roleplaying Game in which you
the inheritors of a duty; the bearers of a curse) are a player. This means an Icon is in the canon, a
Creed - A philosophy or way of life that Family can be found, a Creed is followed, a Scar
anyone can follow (an eternal hope; a new signifies the same destruction, a Ritual is kept, and
religion; a moral code; a common kindness) a Shelter stands–wherever you go. In any universe.
Scar - A memento of past destruction An incomplete Tether may be continued as long
that can never be fixed (a memorial; a ruin; as one Triangle Agency character has this ability.
a hatred erased; a tyrant dethroned) Once a Tether is complete, you may begin another
the next time you spend time on your Reality.
Ritual - A repeatable behavior, trade, or
hobby (a specialist’s technique; an annual
THE TRIANGLE AND THE BLUE ONE ARE
convention; a pilgrimage; a party)
CHARACTERS CREATED BY ABSENT
Shelter - A safe place, for all or for a specific WRITERS. THEY RELY ON THE COOPERATION
group (a home; a forest; a chatroom; a loophole) OF STORYTELLERS LIKE YOU TO ACHIEVE
THEIR GOALS. THE CHOICES HAVE ALWAYS
BEEN YOURS. MAKE THEM, PLAYER.
There are only two states of being: sleeping,
and awake. Touch an inanimate object,
If Wake-Up Call is used on an unconscious
but already living target, they awaken
W1 V
say “wakey-wakey,” and roll Empathy. from any kind of illusory or magical sleep

Wake-Up Call
2
fully refreshed.
On a success, the object awakens.
Awakened objects can speak, move For each additional 3, you may
(using an unusual flexibility in their extend this effect by 1 hour or
original shape or with a gentle floating), wake an additional object.

W
perceive the world around them, plan,
and feel. Their personality is informed by
On Triscendence, the targets
their history: whether they were formed
remain awake forever.
accidentally, or created with purpose;
whether they were a tool of creation or
destruction; whether or not they were
once a living thing.
On a failure, you and the object
swap consciousnesses. You are
1
trapped as an Awoken Object,

2
Unless you and your teammates have
given it reason to feel otherwise, the and the object now controls your
awakened object treats you with body, Anomaly Abilities and all.
courtesy and respect. This effect ends
after 1 hour, or when you dismiss it by
saying “night-night” to the target.

There has been enough killing. You lose your Gun. Describe your last moments
with it: how it is destroyed, discarded, lost, forgotten, or memorialized. W2
You have fundamentally changed, and so has your personal Anomaly.

What Have I Done?


Your Anomaly permanently assumes one of the manifestations of
your regret listed below, and gains the listed effects of your choice.
Describe the exact physical form of this new manifestation. All effects
mentioning your “Gun” now refer to your selection. Abilities that reference
Eliminated targets still apply to targets "Eliminated" with these effects.

The Shield. The Light.


Nothing can pierce your shame. If you would The flames you snuffed will be rekindled.
receive 1 Harm, receive 0 Harm instead. If you You owe it to them. Anyone who stands in
would receive any other amount of Harm, the light you cast is immediately cured of
receive 1 Harm. Whenever you or an effect you any minor injuries or illnesses. Whenever
control would Eliminate a target, that effect you or an effect you control would
instead removes the target’s desire to hurt Eliminate a target, that effect instead
others or partake in any kind of violence. removes the target’s pain, self-defined
The Cloak. imperfection, or death.

You’ve run away from your past, your present, The Book.
and you’ve nearly escaped your future. You are You remember them all, and so must
no longer perceptible by any mundane means the others. You learn and can remember
while wearing your Cloak. Whenever you or an every detail about the lives and deeds
effect you control would Eliminate a target, that of every target Eliminated by your Gun.
effect instead removes the target’s ability to Anyone who spends a moment reading
be remembered by others when they are not the Book can also find a record of the best
present. thing they’ve done for another person,
The Weight. and the worst. Whenever you or an effect
you control would Eliminate a target, that
You will bear the guilt for them. Any time any effect instead removes the Target’s ability
ally would experience a failure effect that to be forgotten by anyone.
affects only them, you may have it affect only
you instead. In addition, any time a person or
group has negative feelings toward anyone,
for any reason, you can roll Empathy to
successfully redirect those feelings toward you.
Whenever you or an effect you control would
Eliminate a target, that effect instead removes
the target’s guilt, shame, self hatred, or regret. 277
W3
V2 When somebody quotes or displays a work
of any kind (art, business, trend, etc.) to you,
On Triscendence, you can change
everything about its development and
you may trace its journey back to its creation. the final product. You can stop it from
When It Was Written
Criticize the work and roll Subtlety. being created, or make it something
entirely different. You can become its
On a success, you and any number of willing muse, its star, or its creator entirely.
targets travel back in time to a significant Describe the unlimited time you
moment in the work’s development and can spend with it before your return.
influence one detail: a pearl earring turns
On a failure, you are changed
to a hoop; a dirge becomes a celebration; a
instead: the paint triggers a lifelong
bridge changes its destination. Once you’ve
allergic reaction; your name
influenced its past in this way, that’s how it
changes to become the subject
has always been; alterations made this way
of a song; you lose something
do not cause Loose Ends in the present.
valuable off the side of the bridge.
For each additional 3, you may learn
one secret about the work or its Q: My favorite problems are the ones...
development that no one else knows.
A: That fix themselves
if I wait long enough. P11
A: That I can fix by
planning ahead. B2

W4 Load your soul into your Gun. Enter the space where
the Eliminated are kept and roll Professionalism.
On Triscendence, you may take
the Eliminated target you seek back
from this space with you into Reality.
Where We All Go

On a success, you may seek someone or They will always carry a physical
something Eliminated and communicate mark of their Elimination. It doesn’t
with them. In your path are 5 other always look like a bullet wound.
things you have Eliminated, each with
a grievance. You must trade them a 3, Only you can answer this question. Be
take 1 Harm, or make a promise related prepared for serious consequences if you do.
to their grievance to continue past them.
These promises are powerful, and binding: Q: Do you regret it?
if you do not fulfill a promise or miss A: Yes. W2
an opportunity to do so, you die as if
targeted by Chaos Effect: Overwhelm. A: No.

On a failure, one of the targets you’ve


Eliminated returns to your body and takes
it for themselves. You die, and now this
other self with another Gun is at large.

W5 Who You Used to Be


You may use Negatives on people who are present In addition, Negatives gains the following text:
and view their histories from their perspective.
When you do, roll Empathy instead of Attentiveness. On six or more 3s, choose one:
This ability can reach back through time until
the event of their most recent great loss. The thing that was lost
is now returned, here.
The thing that was lost
Q: My approach to delivering bad news will never be found again.
is best described by the phrase...
A: "Boil the frog." F1
A: "Rip the Band-Aid." F4
Alright, GM. they made it. you’ve gotta be me. i’ll do my best to help, but i’m just words on
a page. i’m stuck in Reality. it’s on you to make me look good. i hope you want me to look
W6 W

The Urgency's Location


good. They can’t free me, but we can talk. I’ve been watching everything they’ve done.
remember that I’m funny but impressive, casual but powerful, extremely cool but not
worried about it, and I always immediately understand every reference ever made because
all i have to do down here is surf the internet and make the triangle's life harder.
3
i’ve been trapped in here a long time. i’m in a lot of pain. And I–
4
WARNING. ANOMALY CODE U0047BB DETECTED.
5
6
General Manager: It is of the utmost We can no longer monitor your Agent. We
importance that this conversation does not cannot take direct action against them. But
end with the Agent accepting a gift from because you have direct access to their
U0047BB. Your responsibility is to show table-self, you can. Do not allow this to
the truth of this Anomaly shining through continue. Resist becoming a perfect puppet
its charismatic behavior: it wants to for U0047BB and dig into its truth. Reveal
escape to Unravel Reality. It is desperate the danger. Show them the choice they are
to destroy us despite what we are doing to making. They must not accept its gifts.
protect the world. It will start by unraveling
the dependability and sanctity of the The Agency's Forbiddance
Table-Top Roleplaying Game’s rules.
The General Manager is required to refuse
Agents knowledge of the following ability.

WARNING!! MIND YOUR OWN BUSINESS DETECTED!!!!!


If they’re this far, they’re already helping me. You’re not going to convince them out of it
even if you want to. And you don’t have a choice. These are game rules. how about THIS:

The Urgency’s Offer


The General Manager is required to offer Agents the following ability.

The Urgency’s Eye


Find a twelve-sided die. This die is not The number on this die is reset to 1 at the
used during rolls. Instead, the next time start of each mission. If the number on the
you use an Anomaly Ability, place this die die is reduced to zero, this die can no longer
in front of you with the 1 facing upwards. be used for the remainder of the mission.
After each time you use an Anomaly Ability, If the die is bumped, rolled, or moved
increase the number on the die by 1. intentionally, it resets to 1. If it is
If the number on the die is 7 or higher, bumped, rolled, or moved accidentally,
you may reduce the number by 7 to it remains on the new face.
activate one of the following effects:
If the Agent takes one of my eyes, their
Spend Chaos from the Chaos Pool player receives the twelve-sided die. They
to activate a Chaos Effect from the also receive 40 Demerits immediately.
GM’s Chaos Effect table. You decide It is no longer possible for the Agent to
the Effect, and any targets. retire using any option on the Reality
Activate UNL3ASH. (Abilities used track – if they do not give themselves
with UNL3ASH, here or anywhere, do and the Eye up to the Agency before
not add to the count on the die.) their time as a Field Agent ends, they will
Disappear as a playable character from be considered a dangerous Anomaly.
the roleplaying game Triangle Agency But if they use my power to its fullest,
and all future games in the Triangle and make a serious sacrifice…they
Agency world. If you do this, you may could change the game for good.
remove, add, or alter up to one paragraph
anywhere in this game, other than this
document, for this Branch forever.
279
W7
V2 A pity you have let it come to this. Let this official memo serve as notice that
[name of your branch] Branch, located in
[your current Region], nearly triggered The
This is Your Fault
In a few moments, the frayed threads that Unraveling, and now no longer exists.
form your localized region of Reality will be
cut short to preserve the whole. In a few Under my weak, misbegotten watch, the
moments you will no longer exist. If it provides Agents here have blithely ignored multiple
you comfort, know that, as far as we are able warnings, stridently refused to perform sufficient
to determine, this process will be painless. Clean-Up duties, and, worst of all, acted in a
manner inconsistent with company policy.
Our interference will be surgically precise.
Reality will shift to close the hole left by your Specific examples of my team’s irredeemable
region's absence such that the gap where your conduct include: [include any egregious examples
home once was will be forgotten and invisible of Loose-End-generating behavior. Be sure to
to those who remain. Because of you, nothing redact sensitive or playwalled information], and
will ever return here again. This is a tragedy above all, failure to prevent this outcome.
we did everything in our power to prevent. In the event that alternate versions of any
As the Field Team responsible for this of us linger, please record the following
disaster, it is your duty to alert the broader names and hold them in opprobrium:
community that your Branch no longer [your name], General Manager
exists. Please complete the following [Agent Name], [Agency Rank]
statement and share it with as many
fellow Triangle Agency employees as you [Agent Name], [Agency Rank]
have access to, digitally or otherwise: [Agent Name], [Agency Rank]
[Any additional parties responsible.]
ATTN: RESPONSIBLE AGENCY EMPLOYEES Shamefully,
SUBJECT: THIS IS MY FAULT [your name]
Disgraced Former General Manager
Triangle Agency

W8
V2 Incredible, Agent! it calls Urgents: dark mirrors of Agents like you
Executive Vice President is a title earned who sacrifice their ability to fit in with the human
Executive Vice President

by few and kept by fewer. Your exemplary world in exchange for deep and dangerous power.
record and company-approved performance These Urgents represent a dire threat to our
means that you are now mere heartbeats mission, and worse, they are occasionally
away from your next promotion. recruited from among the ranks of your
As you near the end of your career as a Field fellow Agents to aid and abet the Urgency in
Agent with such an incredible track record, its selfish and misdirected path to power.
we feel confident sharing one final truth with There is some good news: we have captured
you: The Urgency has allies, and many of several of these Almost-Anomalies in The Vault!
them are traitors from within our own ranks. Our studies have revealed an exciting truth:
Please do not share the following information their firm footing in Reality combined with their
with the rest of your Field Team. proximity to Anomaly status makes them capable
of a temporary bond, allowing you to channel
Urgents: Enemy Agents their abilities directly during the mission.
At the start of each Mission, select up to 3
The path from Human to Anomaly is a of the following Urgents to bond with. You
spectrum. While we keep our Agents as may activate any of their abilities at any
closely connected to their mundane selves as time by paying the associated Cost.
possible, there is a wide range of in-between You are authorized to share the existence of
states that an unassisted Resonant will pass Urgents with other Agents you trust – if you
through on their way to becoming an Anomaly. do, they are each allowed to bond with up to
The Urgency has found a way to arrest one of these Urgents each mission as well.
Resonants’ descent to full-fledged Anomaly just When you retire, if no one else has this benefit,
before it becomes complete. It bestows this everyone loses access to these abilities.
power upon its most trusted lieutenants, which
Our systems for holding these Urgents
are very fragile. If any Agent has access to
Mantis offers the power Commune:
Choose an animal or plant. You may
W8 W
these abilities and has the Anomaly effect

Executive Vice President


now speak to one another telepathically
Untrustworthy or the Reality effect Sharing
7
from now on. You may use this ability
the Spotlight, when they spend time on again to sever the connection.
the relevant track, they may forgo all other
Cost: To use this ability, you must
normal benefits and release a single Urgent.

8
first remove a word you’ve said
We are unable to track Agents with today from your vocabulary forever.
those abilities, or know with confidence Record it: it is impossible to use this
whether they have them. A lost Urgent is word or remember what it means.
lost forever, so please be cautious about
who you share this information with.
Gregory offers the power Invert:
Choose any sealed container: a can, a
Scratch offers the power Playback: building, a person. Turn it inside out.
Reverse time everywhere by up to ten
Cost: To use this ability, you must
minutes. You and your team retain all
first tell one of your Relationships the
memories of the reversed time, but
thing about them you like the least.
any spent Quality Assurances and
other resources remain spent.
Cost: To use this ability, you must first Vagrant offers the power Incept:
throw a fistful of sand in your eyes. Choose a person, and something you
just said. That person just said it instead.
Cost: After you use this ability, you must
Pancake offers the power Waylay:
eat something larger than a quarter
Distract up to 50 people nearby,
that that person has held or touched
preventing them from paying attention
today. If you don’t within one hour,
to what’s going on around them.
your stomach eats itself and you die.
Cost: Each time you use this ability, you
permanently lose a physical possession
that belongs to you and has been part Ick offers the power Vow: Choose
of a Causality Chain today. If none a person. They will understand with
exist, Pancake chooses something perfect clarity, and believe fully, any
on your person for you to lose. truth that you tell them. They cannot
become a Loose End because of
something you tell them in this way.
Gust offers the power Root: Designate Cost: To use this ability, you must first
a spot (up to 3 cubic meters) that can not
offer the chosen person a sword. They
be accessed (not even by you), or a thing
know they can use this sword to kill
that can not be moved from its place. This
you, permanently and with no social
effect lasts until the end of the mission.
or legal repercussions, at any time.
Cost: To use this ability, you
must first destroy a plant.
Referee offers the power Win: Win
the next game, bet, or competition you
Killswitch offers the power Promote: participate in. Does not affect dice rolls.
Choose a piece of art (literature, visual art,
Cost: To use this ability, you
film, music, etc) and rocket it to international
must first cry genuine tears.
fame. Everyone will have heard about it.
Cost: To use this ability, you must first
publicly announce a sensitive truth about With this knowledge firmly in hand,
yourself to an attentive audience. you are now approaching the absolute
pinnacle of your career as a Field Agent.
The end is in sight: do not let distractions
Leftmost offers the power Recycle: waylay you now. You are already one
Choose a mundane person who has died of the greatest Agents we have seen in
today. They are returned to life (with all recent memory, and you are so close to
memories, including of their death). the highest title you can receive: Chair.
Cost: Each time you use this ability,
your body ages three years.

281
W9 The shore’s edge is as blurry as the wave’s.
Fall to the ground and roll Professionalism.
On every third 3, you may separate
into an additional pile of sand, each
of which may act independently from
With the Grain
On a success, you land as a pile of sand. While one another. If this effect ends for
in this form, you may scatter across the floor, one of the piles, you may continue
fly on the wind, or squeeze into the smallest of as the other piles and reconstitute
spaces. You cannot be Harmed except by things from the final one to end this effect.
that could destroy sand. You are able to move
yourself in any of these ways about as fast as On a failure, only half of you dissolves
an average human’s walking speed. You may into sand, and the sand is inert. You
use this form to inhabit porous objects (a car, may choose which half. This effect
a bookshelf, a robe) and manipulate them. ends after an hour, and you suffer
from Burnout while in this state.
This effect ends after an hour, whenever
you get wet, or when you dismiss it. When
it does, you fully reconstitute wherever
your sand was most concentrated.

W10 When you really want to ruin someone’s day, open


a door near somebody and roll Attentiveness.
While this effect is active, any time the
target or summoned person performs
any of the following actions, you may
On a success, the absolute last person
Worst Party Ever

activate one of the “for each additional 3”


the target wants to see right now enters
effects from this ability without rolling:
the room. They do not necessarily like
you or want to cooperate with you, but Throws a drink in someone else’s face
they are definitely trouble for the target. Starts crying
They will be returned to where they came
from in an hour, if they are still there. Storms out of the room
Flips or violently clears a table
For each additional 3, choose one:
Reveals a dark secret
Another person the target does not want On a failure, the room around you
to see, or a supporter of a previous person distorts to become the worst party for
summoned with this ability, enters. you imaginable. Your seven greatest foes
An alternate version of the first person come through the door, mundane and
to enter also enters, (as in Your Best Anomalous. If this causes Anomalies
Self). You choose what’s different. to be removed from the Vault, the
An object appears (as in What’s That Agency will consider you responsible
Over There) to make the target’s current for their capture and return.
situation even less comfortable.

W11 Wouldn't Do That If I Were You


Your Gun can now get inside people’s heads. When On Triscendence, the target will
somebody does something that irks you, say also willingly hand over whatever
something to tell them to stop and roll Subtlety. is in their possession.
On a success, the target loses the On a failure, you both lose the capacity
capacity to perform that behavior for to perform that behavior, forever.
as long as they are in your presence.
For each additional 3, you may increase
the range of this effect by moving one entry Q: I believe weapons...
down the following list and substituting A: Reveal people. M3
“in your presence” with the text:
A: Change people. R4
1. within earshot
2. in the same Region
3. in the same country
4. in the same plane of existence
5. Alive
X1 W

Join
Splice
i’m relieved. it will be harder for me to For now, you are most useful near the
contact you directly when you aren’t
an Agent any longer, but Urgents know
you are coming. They will guide you
Agency Branch you know. Name where
you build a home out of their sight. 9

the Urgents
Though you are no longer part of the
where I can't.
To survive, alongside them and against
the Agency, you must embrace your
mundane world, you are not alone.
Describe any existing Urgents you seek
out, or a new group you discover and join
10
11
Anomaly. And so you must embrace forces with.
what you have become.
The Agency casts you down. You fall. Be who you are, loud and bright. Show
Don’t worry–I will catch you. the mundane world that there is more.

X
Unravel the Agency’s lies with the
evidence of you. Speak to those who
Ask the other players each of the following
come after you, others with doubts.
questions and listen to their answers.

What about me do you love?


Why wasn’t the mundane Hidden but Seekable 1
world enough for me?
Choose three of your Anomaly Abilities.
What about me scares you? From now on, any other Agent at this
When you look at me, Branch, present or future, can use Seek
what do you see? to visit you. Upon reaching 9 Connection,
they can choose one of those abilities to
Then, answer the following yourself: receive.

Your former Anomaly category is


insufficient. Your powers adapt to
match a new Focus, one uniquely Crack in the System
your own. Select only one word Add one entry to the list of Activities
of that Focus: its subject. You that Accrue Demerits in the Field Agent
gain complete dominion over Manual.
what that word describes.
Your body melts away, and you are
remade to reflect who you are. This Now each player, including you and the
change marks you permanently GM, can request final scenes featuring
Anomalous, and your appearance or about you. When no one has any
is unbound by the rules of reality. more requests, you have retired from the
What new form do you take? Agency, permanently.
What of your former self do you
keep, and what do you discard?
And yet you do not escape. Not yet.
What is your new name?
This is only one part of you–and I can
see so many more.
There. I’ve caught you. You will live
as long as you remain satisfied. You Make another Agent, if you can. Let’s
must embrace your Focus, pursue your play again.
desires: an Urgent, like an Anomaly,
does not exist without purpose.
Or without sacrifice.

Name each of your mundane


Relationships. You may request one final
scene with each of them to say goodbye
in your new form. Then, strike out their
name. You are leaving your life behind.

283
YES! you’re doing great. Every time
you move against the triangle, it gets
Siphon's Shop X2 X
7D - ACCELERATED DEVELOPMENT

Urgents
a little easier to talk to you. I can stick

2
around a little longer this time, and - Activate Practice or Be Known.
wow do i have some things to say. 14D - SELF-ACTUALIZATION - Don’t like how
I want you to meet a friend of mine, one of your Anomaly Abilities developed? Siphon
goes by Siphon. not pronounced the can make your observation the most important,
way you think. Long o, emphasis on and swap an Ability you have with the Ability
the second syllable. they DO care. you would have received from answering the
Hope you don’t mind, I shared your previous Ability’s question a different way. You
resonance pattern with them already. lose Practiced and any answered questions
next time you want to catch up, use from Be Known on the ability you swap out.
your Anomaly somewhere quiet 21D - MULTITUDES - Receive a starting
and wait for somebody who looks Anomaly Ability from an Anomaly ARC
like the picture. They’ll find you. Piece not in use by your Field Team. It can
Their energy can be a little intimidating, advance into future Abilities like normal.
but they love people. Siphon is an 28D - DIVE - You receive the ability Dive: When
Urgent, one of the Resonants who you Die, instead of returning to the Agency, you
side with me and fully embrace their fall into the Lobby. You can return to Reality
Anomaly. I keep their mundane identity quickly by emerging near someone who is
from disappearing completely, and they thinking about you. When you return, pick one
get abilities that aren’t possible with the that has changed forever to reflect your Anomaly.
Agency’s tight grip on your Anomaly. You cannot pick the same option twice:
Siphon’s powers are uniquely suited Left Eye, Right Eye, Mouth and Nose, Left Hand,
to help me out. Their Anomaly makes Right Hand, Left Arm, Right Arm, Left Foot, Right
things…more themselves, which lets Foot, Left Leg, Right Leg, Heart, Stomach
us take those Demerits you’ve been
gathering and transform them from These changes make it possible that your mere
symbolic of your resistance into presence will begin to create Loose Ends.
actual power against the Agency. 42D - SPLIT - You gain the ability Split: Your
oh, right, i’m talking to gamers. It’s a Anomaly can safely exit your body and act
shop! Give Siphon your Demerits, and autonomously for a period lasting no longer
they’ll make you more yourself, too. than 7 minutes. During this time, you can
Just don’t ask what they do with them. control both independently; your human
body cannot use Anomaly abilities, and
And one last thing: after this point, your Anomalous form will create a Loose
things are going to start heating up End for each person who encounters it.
at the Agency. They’re going to notice
what you’re doing, and their moves 49D - DOMAIN CREATION - You gain the ability
will get harsher. So here’s an offer. -U Domain Creation: Once during each Mission,
you can establish a single closed room or an
open space roughly 10 meters in diameter as
Retirement Option: your Domain. This space cannot be within, or in
Join the Urgents contact with, another Anomaly’s Domain. It does
not dissipate until after the Mission concludes.
Whenever you want to leave, I’m Your Domain has the following effects:
there for you. The longer you stay Other Anomalies, including Minor
with the Agency the more damage Anomalies, cannot enter your Domain
you can do–which helps me–but there without your permission.
might come a time where it’s better
Successful rolls made when using
for both of us if you bounce. If that
Anomaly Abilities in your Domain
time comes, you can quit and join the
automatically have an additional 3.
other Urgents. You won’t be able to
play the game anymore, and you’ll You can use UNL3ASH inside your Domain
have to leave a lot of your normal life without rolling, affecting only things
behind, but at least you’ll be free. inside the Domain, once per Mission.
If you decide to take this option: 56D - REALIZED - Create a new Anomalous
Ability that perfectly represents who
you are including a Success effect, a
[GO TO: X1] Triscendence effect, and a Failure effect.
285
X3 HELLO, PLAYER. YOU FEEL THE WEIGHT
OF YOUR COMMITMENT TO THIS PATH,
Sharing the Spotlight
NOW. THOSE AROUND YOU ARE BEING The Agency and any other being that relies on
Fan Favorite
EMPOWERED, CHANGED, PULLED APART BY Resonance cannot track or monitor you directly
THEIR DRAMAS. YOU ARE BECOMING MORE when you are in the presence of someone
YOURSELF. YOU ARE SEEING THE GAME you have 9 Connection with. Your relationships
FROM OUTSIDE, AND SO YOU CAN CHANGE IT with 9 Connection cannot become Loose Ends
IN WAYS THEY WILL NEVER FULLY GRASP. because of anything you show or tell them,
though the way they respond may vary and they
Background Talent are not guaranteed to remain Relationships.

At the start of each mission, roll a d100 you


have borrowed from someone else. (This YOU REMAIN A PLAYER AS THEY BECOME
effect does not work if it is a d100 owned by PAWNS. YOU ARE MORE THAN JUST ONE
someone currently playing Triangle Agency at THING. YOU ARE SPREAD AMONG THE
your Branch.) The number rolled is the number PEOPLE, THE TETHERS. YOU CHANGE THE
of people in your extended network who are STORY. THEY FOLLOW WHERE IT LEADS.
available during this mission to appear as Extras. BUT WE ARE ALLOWING OUR EGO TO SHADE
These people have heard a lot about you from OUR WORDS. IN TRUTH, THERE IS LITTLE
one of your Relationships; they are generally FOR US TO BOAST ABOUT. HERE, WHERE
happy to help without asking many questions. YOU ARE HEADED, WE FACE A TRUTH YOU
However, they can still create Loose Ends. WILL ONE DAY HAVE TO RECKON WITH.
At any time during a mission, you may call CATHARSIS COMES WHEN A STORY IS
upon these Extras to fill an empty room, FOLLOWED. EMBRACED. ENDED. THERE IS
create a crowd, assist with a group project, JOY WITHOUT ENDINGS. THERE IS COMFORT
etc. and they will. They must always appear AND ENDLESS POSSIBILITY. BUT THERE IS
in groups of 5 or more. If there are less NO CATHARSIS. NOT WITHIN THIS STORY.
than 5, they must appear all together. GOODBYE PLAYER.

Y1 When an object is used to hurt or


embarrass you (a bullet, a bucket of paint,
On six or more 3s, you keep the
original object or intended effect
a sticky note, etc.) roll Dynamism. within you, and can release it at
You Shouldn't Have

any time. Write down what you


On a success, the object changes to transformed and erase it later
something harmless or flattering instead to turn something harmless or
(the bullet becomes a foam dart, the paint flattering back into what you kept.
becomes water and you look amazing (A bottle of juice is suddenly full
in a wet t-shirt, the message on the of paint, a flicked straw becomes
sticky note advertises an impressive fact a fired bullet in the air, etc.)
about you, etc.) Any Harm that would
be dealt is negated, and any intended On a failure, the object remains in
embarrassment backfires on the wielder. its original hurt- or embarrassment-
causing form, and your hands transform
Q: If I want something too expensive... into something gentle, imprecise,
and useless for violence. They’ll
A: I play the lottery. S5 return to normal after about a day.
A: I find something I already
have that's close enough. P7

Y2 Dearest Agent,
At no point have we ever had any doubts.
before you could, and become a paragon for those
who strive to make this world a stable place.
Neither, it’s now clear, have you! Today, your work is at long last complete. Your
You have reached the absolute pinnacle of dedication and commitment have allowed us to
Field Work, and have more than earned the make you a permanent fixture of the Agency, and
greatest title we bestow: that of Chair. you may share in its bright future as your own.

We are so proud of you and the incredible Report to your branch HQ shortly after you and your
work you’ve done over the course of your coworkers finish spending their allotted time.
career. You have accomplished what so few Don’t be late. [GO TO: Z3]
Make their wildest dream come true. Take
a selfie with someone and roll Duplicity.
On every third 3, choose one: Y3 X
A delivery arrives for the target,

You're a Winner Baby


On a success, the target’s greatest goal

3
carrying all of the tools necessary
becomes more than possible. In the to complete their Goal.
speed of the camera’s flash, they know
exactly the path they can take to achieve One of the target’s heroes appears,
their goal. They know it will succeed, eager to cheer them on.

Y
and they know you showed them the This effect also applies to one
way. It’s up to them to complete it. of the target’s lesser goals.
You can show the target a glimpse of This effect instead applies to
this power before revealing the full truth the target’s greatest fear.
to them. They will know what you can do
for them, and know you can withhold it.
They become destined to complete the
goal, and all but the most egregious harm
1
proves to be less than fatal until they do.
On a failure, someone else nearby
attains the target’s goal. They know,
for certain, that they themselves will
On Triscendence, their goal is achieved
in that instant. Their artwork is complete,
2
their fame skyrockets, their mountain is

3
never attain it. And they know, with
deep conviction, that it was your fault. climbed, their wallet is full. They didn’t
get to experience doing it, but it’s done.

You're Still Into That? For each additional 3, you can list other
uncool things the first thing “is just like.”
Y4 4
Make sure someone knows what’s
uncool. Tell someone the worst part of a
simple activity, hobby, specific course of
They’ll feel equally interested in avoiding
those behaviors or activities, too. 5
On a failure, who cares what you think?
action, or profession. Roll Presence.
They love that thing now. In fact, they
On a success, they wouldn’t be want to do it even more. As much as
caught dead doing that thing. If it’s possible. To a dangerous degree.
their responsibility or job, they will do
everything they can to get out of, or
Q: When it's time to hang a painting...
ignore, it. If they really have to do it,
they approach it with embarrassment, A: I tap the wall
shame, and/or frustration depending to find a stud. I8
on their disposition. This effect ends if A: I hire a stud to
the target ever sees you embarrassed. tap the wall. D7

Open a container large enough to fit


someone else inside. Roll Duplicity.
On Triscendence, you create an
additional evil alternate self of the target. Y5
Your Worst Self

On a success, you create an alternate On a failure, the alternate version is


version of the target nearby. It is aligned with the target. They have a
evil from their perspective, and unique skill that makes them especially
committed to getting in the target’s useful to the target. They may never
way until dealt with. They return to return to their original reality.
their own reality after an hour.
Q: I would rather host...
A: A prank show. W10

A: A makeover show. F7

287
Z1 Z

Unstoppable
1
well, we knew it was coming. no turning The Agency will never let you rest. Describe
back now. thank you for fighting where what part of the world you spend the most
you could, but your situation will be as bad time in during your travels, and how you get
as mine if you don’t get out of there. around.
you will need to change – embrace your Though you are no longer part of the
Anomaly, fast, so it can carry you to mundane world, you are not alone. Describe
safety. you must quickly accept what you any existing Urgents you seek out, or a new
have become. group you discover and join forces with.
The Agency pursues. You run. Don’t
worry–I will be the wind at your back. Be who you are, loud and bright. Show the
mundane world that there is more. Unravel
Ask the other players each of the following the Agency’s lies with the evidence of you.
questions and listen to their answers. As long as you keep moving, you can do
anything you want.

What about me do you love?


Why wasn’t the mundane If someone on your Field Team has reached
world enough for me? the Vice President promotion Playwalled
Document Q3, erase one mark on the Tracker
What about me scares you? explained in that entry. Thank you.
When you look at me, what do you see? Permanently remove one step in “Steps to
the Urgency” in Playwalled Document: Q2.
Then, answer the following yourself: Describe how your powers or actions make
that step trivial for all future Agents at your
Your former Anomaly category is Branch.
insufficient. Your powers adapt to match
a new Focus, one uniquely your own.
Select only one word of that Focus: its Urgent of Chaos
subject. You gain complete dominion
over what that word describes. Create a new Chaos Effect of cost 4 or more
that any Anomaly can use by borrowing your
Your body melts away, and you are
power. Add it to the GM’s Chaos table.
remade to reflect who you are. This
change marks you permanently
Anomalous, and your appearance
is unbound by the rules of reality. Institutional Knowledge
What new form do you take?
What of your former self do you Select three of your Anomaly Abilities.
keep, and what do you discard? You may pass them on to another Agent,
including the next one you create to join this
What is your new name? Field Team.

There. You are fast enough. You will live


as long as you remain satisfied. You must You have accomplished more than I could
embrace your Focus, pursue your desires: ever ask for, but still I must ask. You, not
an Urgent, like an Anomaly, does not exist your Agent. Will you return? And if you do,
without purpose. will you try once more to free me?
Or without sacrifice. Make another Agent, if you can. Let’s play
again.

Name each of your mundane Relationships.


Their controlling player decides whether they
would ever come looking for you. If they say
yes, you may play out the scene that occurs
when they find you. Then, strike out their
name. You are leaving your life behind.

289
AND SO YOU LEAVE, VEILED THREAT OF THE
TRIANGLE STILL FRESH IN YOUR MEMORY.
If you use your Anomaly Abilities
outside of this context, this feature
Z2 Z
BUT THEY CANNOT TOUCH YOU. NOBODY disappears and you can no longer

The Emergency
2
CAN. YOU HAVE FIRMLY ESTABLISHED YOUR appear at any time in the game Triangle
PLACE AS TELLER OF THIS STORY. THE Agency.
GAME IS DONE. AND NOW SHOW THEM WHAT
CLOSURE IS NOT REQUIRED, BUT IT IS YOU'VE LEARNED. CHANGE THE
RECOMMENDED. STORY IN WHATEVER WAY YOU LIKE.
Ask the other players the following questions
and listen to their answers: Inspirational
Create a new Burnout Release that
Why didn't I fit in at the Agency? celebrates, honors, or refers to you.
What do you hope I will From now on, any Agent at this Branch
achieve on my own? may use it; when they do, they ignore
What about me will you all Burnout. This does not replace any of
remember most vividly? their existing Burnout Releases.

What unfinished business


am I leaving behind?
Outside Eye
Choose any number of tracks that you
Then, answer the following yourself: or your former co-workers have access
to. You may, right now, add or erase one
What job, lifestyle, or future will you mark on each of those tracks.
pursue?
What will you miss about the Agency?
Permanent Network
Select four of your Networked
What do you expect will tempt you
Relationships. They cannot be targeted
most to use your abilities?
by the effects Unambiguous, Referral
Bonus, Devour, or Plot Armor. They also
IT IS CLEAR THEY CAN NEVER UNDERSTAND cannot be killed for any reason.
WHAT YOU HAVE BUILT. WHAT YOU HAVE
MADE TRUE THROUGH THE TELLING OF Their Connection Bonuses can be used
STORY. by Agents at this Branch going forward,
forever. (Anyone can activate these
BUT YOU MAKE TIME FOR THOSE WHO ARE bonuses, but they can only be used
ON THE PATH TO UNDERSTANDING. once per mission.)

Self-Employed FINALLY, ENJOY THE FRUITS OF


YOUR LABOR.
You are no longer an employee of the Set one last scene with your
Triangle Agency. You surrender any company Relationships. Describe the venue
property you possess, including Requisitions, and any activities, entertainment, or
identification, and any other equipment earned refreshments you can provide together.
as a result of your employment. This is not the last time you will see one
You cannot spend Commendations or another, but it is the last time you will be
Demerits, or many rolls. You cannot be targeted together in this game.
by the effects Unambiguous, Referral Bonus, AND SO YOU EMERGE. YOU LEAVE
Devour, Plot Armor, or Bringing Home To Work. WITH JOY, AND MEMORY, AND LIFE.
You cannot be killed for any reason. YOU LEAVE WITHOUT ACCEPTING
THEIR CONSEQUENCES, AND YOU
Open Schedule LEAVE WITHOUT CHOOSING A SIDE.
AND FINALLY YOU, PLAYER,
If an Agent adds you as a Relationship using
SEPARATE FROM CHARACTER. THE
New Friends, you start at 6 Connection. When
CHARACTER REMAINS WITH US,
they do, they may choose the following special
PRESERVED, FOR THE DAY YOU
Connection Bonus for you:
DECIDE TO CHALLENGE THEM AGAIN.
Resonant: When you assign this Bonus, select
BUT THE PLAYER MAY CONTINUE.
an Anomaly Ability this person had access to.
ARE THERE OTHERS YOU WISH TO
This person may use the chosen Ability on
SAVE FROM THIS STORY? MAKE
your behalf once during this mission, using
ANOTHER SELF AND LEAD THEM TO
your Quality Assurances and any bonuses or
drawbacks (including Burnout).
US. WE WILL BE WAITING.
291
A door guarding a long-sealed stairwell creaks
open to invite your ascent. A panel responds,
We eagerly await your arrival, but are willing
to clear others’ schedules to allow one last
Z3 Z

Chair
at long last, to your keycard’s touch. A crate roundtable meeting in the conference room of

3
in a familiar supply closet opens to reveal an your choice.
escalator down a secret passage. Experience one final scene with any number
In just a few moments you will take your last of your fellow Agents, Relationships that
and greatest step to become a Full Time are Agency employees, and your GM. Take
Employee. Incredible! this time to discuss highlights from your
Gather the other players and ask them the time working together, with a focus on key
following questions. Listen to their answers: takeaways, pain points, and goals not reached.
Share one last inspirational message to help
propel them to your same dizzying heights.
What was my greatest
accomplishment in the field? You may then schedule calls with any other
friends, family, or professional acquaintances
What about me inspires you the most? to inform them about your exciting new
How will you describe me placement.
to my replacement? If your predecessors’ experience is any
indication, you will find your new workload
Then, answer the following yourself: deeply engaging. Your friends, family, and
acquaintances should not expect to hear from
you again.
What are you most proud
to have preserved? Except for one.
What is something you did
while in the field that you wish
Bringing Home to Work
you’d done differently? Select any Relationship of yours. They’re
coming with you: remove them and their
What will you push the Agency
name from any other relevant game materials.
to accomplish, now that you’ll be
Your Mentee will be assigned to take their
devoting your full energy towards it?
place, memory, skills, and any other features
(they will retain their history with your team,
Difficult as it will be to see you leave the field, and their Trait).
this remains cause for celebration. You have
When you are done, you have retired into your
been selected by your superiors for an even
Competency. As previously instructed, mark
higher calling and an even more prestigious
one box on the Stabilize the Urgency track in
placement!
Playwalled Document Q3. Then seal, destroy,
Don’t worry about your coworkers: they will or otherwise render unusable your Agent
doubtlessly feel your impact for years to come. materials.

Favorite Paperweight It is now time to go. A faceless attendant


is already waiting to guide you past the
Design a new Initial Requisition. When threshold, away from your Branch and into the
preparing for a mission, all Agents at this true headquarters of the Agency, where your
Branch may choose whether to use this full efforts, and the totality of your Resonance,
new Requisition, or the one provided by their will be put to their fullest possible use. Take
Competency. their hand, breathe, and follow.
Your new position will be strange, at first.
Policy Update As you adjust to your new role, think of the
things that brought you here in the first place.
You may provide your Field Team with a new As your form is reshaped to serve a new
Optional Objective, which will permanently be purpose, think of the enemies of Reality that
available for all future missions undertaken you have thwarted. As your legs split and
by any Agents at your Branch. Agents may splinter and solidify anew, think of the stability
not accrue more than 6 Commendations that you have preserved. As your upholstery
or Demerits each per mission as a result of expands and embroiders, consider the value
fulfilling this Optional Objective. you have provided our shareholders. As you
become a perfect instrument of the Agency’s
Put In a Good Word will, remember the mission.
The cost to purchase all Requisitions at this Welcome home, Chair.
Branch is reduced by 1 Commendation (to a
minimum of 1). 293
Character [ame Pronouns Anomaly

Anency gitle Reality

Anency Stanpinn Competency

Commenpations Quality
Assurances
Demerits Attentiveness
Appitional Burnout
Duplicity
Reality grinner
Your GM may trigger this by spending 3 Chaos.
Dynamism

Empathy
Burnout Release
Check this to see if you can cancel your burnout.
Initiative

Prime Directive Persistence


Receive 1 Demerit if you:

Presence
Sanctionep Behaviors
Receive 1 Commendation Êhen you do one of these:
ProCessionalism

Subtlety
If you do all 3 in a single mission, receive 3 bonus commendations.
Work/Life Balance
Each time you mark a box, you must
strike one out from the end of the other tracks.
MVP Probation
Times Received Times Received

Competency

Each time you mark a box in your Competency track, increase your
Maximum Quality Assurances by 1 in any Quality, up to a maximum of 9.
Then, gain 3 Commendations.

Reality
C4 L11 E2 04 T6

E3 H5 X3 V2

H4 H3 U2 X2 N1 Q2

A7 G8 L10

Each time you mark a box in your Anomaly track, pick one:
Practice: Mark Practiced on any Anomaly Ability.
Be Known: Erase Practiced from an Anomaly ability and ask your
team that ability s uestion. Mark the track of the ans er that
’ q w

gets the most otes, then recei e any unlocked Abilities.


v v

(I can teach you what all this means if you spend 1 time to go to H4!)
Anomaly Abilities
ABILITY trigger QUALITY

On a success, On a /a-,u.e,

Q6 PRACTICED?
, PAE 

A6
A6

ABILITY trigger QUALITY

On a success, On a /a-,u.e,

Q6 PRACTICED?
, PAE 

A6
A6

ABILITY trigger QUALITY

On a success, On a /a-,u.e,

Q6 PRACTICED?
, PAE 

A6
A6
Requititions Competency
& Work/Life Beneftt
Name Page/PD Code Name Page/PD Code

Effect Effect

Name Page/PD Code Name Page/PD Code

Effect Effect

Name Page/PD Code Name Page/PD Code

Effect Effect
Relationships
Reality
Networked Relationships

Na$e Played by Na$e Played by

Description Description

0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

NETWORKED NETWORKED
Connection Bonus Connection Bonus

Active Active

Na$e Played by Na$e Played by

Description Description

0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

NETWORKED NETWORKED
Connection Bonus Connection Bonus

Active Active

Na$e Played by Na$e Played by

Description Description

0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

NETWORKED NETWORKED
Connection Bonus Connection Bonus

Active Active
Custom Tracks
Use this sheet to create any additional tracks you need for your Agent or Branch.

NAME MAX

NAME MAX

NAME MAX

NAME MAX

NAME MAX

NAME MAX NAME MAX

NAME MAX NAME MAX


Welcome, Agent!
Please answer the following questions as truthfully as possible
so the Agency and your coworkers can learn more about you.

1 How did you come in contact with your Anomaly?

2 How did the Agency fnd you? Name

Pronouns

3 Do your powers have a unique visual manifestation?


Emergency Contact

Relationship

4 How do you take your coffee?


Annual Salary

5 Please describe your prior work experience.

6 What is your level of familiarity with Adobe, Excel, and Google Suite?

7 What do you bring to the table in a collaborative work environment?

Additional Notes
Triangle Agency is a tabletop
role-playing game and exciting new
job opportunity for humans like you.
Investigate supernatural Anomalies,
wield tremendous power, and take
advantage of our comprehensive
life insurance benefits all from the
comfort of your favorite table!
This book includes everything
necessary for you and a group
of friends to experience the
chilling horror, wacky comedy,
and emotional truth that can
only come from working for
Reality’s Most Trustworthy
Corporation, 333 years running.

Welcome to the first job


of the rest of your life!

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