Triangle Agency - HTG - Core Rules (OEF, 2024)
Triangle Agency - HTG - Core Rules (OEF, 2024)
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2
Credits
Lead Game Designer & Project Manager: Caleb Zane Huett
Game Designer: Sean Ireland
Special Thanks: Goblin Archives, Sarah Braver, Em Carlson and the team
at BlackwaterDND, The Casual Ones, Cory Casoni, Christopher Ryan Chan,
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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:
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.
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
33 Chaos 64 Drain
8
Table of Contents
66 Timepiece 104 Barista
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!
10
Necessities for Participation
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.
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.
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.
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.
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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.
* 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.
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.
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
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
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.
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.
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.
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.
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
28
Alternate Mission-pportunities
Good Disinvited to
0 Standing 6 Parties
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.
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.
30
The Mission Report
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:
32
Using Four-Sided Dice
Chaos
Directly affecting Reality comes
with risks, even for the Agency.
Problems
Anomalies. Your GM spends Chaos when
an Anomaly takes specific supernatural
actions against you and your allies.
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.
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.
3
QA away from success!
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.
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
Triscendence
This roll is successful, creates no Chaos, and you choose one:
38
Quantify Your Success
0
1
2
0
4
5
6+
Roll Modifiers
Spend Quality
Assurances Apply Burnout
3 -1 3
3
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:
40
Agents are advised to use this extraordinary
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.
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!
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
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.
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
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
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
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44
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Failure is Assumed
[GO
TO: K
EMPLOY CAUTION 2]
2]
[GO ]
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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.
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.
4+ Harm Worse.
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
46
Life Insurance Policy
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!
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:
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.
48
Conflict Resolution
1 Time ceases to move until the outcome of a conflict is determined.
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.
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.
52
Content Control
Equal Opportunity Policy
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:
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.
54
What is Mundane?
Cryptids
Creatures of folklore, such as fairies
Ghosts
Aliens
Artificial Intelligence
Psychics/ESP
Magic
Debt
The Occult
Mad Science
Anthropomorphic Animals
Superheroes
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.”
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.
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
Each has 3 Abilities you are cleared to use. Add these to your Anomaly Abilities sheet.
Each have a Reality Trigger and Burnout Release. Some have other
important features. Add these to you Primary Reference Sheet.
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!”
58
Anomaly Abilities
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.
59
Whisper
ANOMALY
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.
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.
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
62
What's That Over There?
Anomaly
Point somewhere nearby and say “what’s that over there?” Roll Attentiveness.
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.
63
55
ANOMALY
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.
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.
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
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.
Eyes
Open a few more eyes. Roll Professionalism.
On a success, you sprout new eyes on your body, with potent new abilities.
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 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.
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
55
71
Dream
Don't worry. It's not real.
ANOMALY
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
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.
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.
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.
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.
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.
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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
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Caretaker R EALITY
80
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
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.
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.
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.
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Pursued
R EALITY
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
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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
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
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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?
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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
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>.
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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.
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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?
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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
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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
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81
R EALITY
Creature
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
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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.
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
98
ARC: Competency Guide
Prime Directive
Keep everything above board.
Each time you lie, receive 1 Demerit.
(+3 Presence)
Create a problem for the problem.
(+3 Persistence)
99
PR
COMPETENCY
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...
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:
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.”
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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.
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.
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...
106
Prime Directive
Competency
Maintain the hierarchy.
Each time you take an order, receive 1 Demerit.
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.”
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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.
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!"
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101
Gravedigger COMPETENCY
110
Prime Directive
Competency
Don't dirty innocent hands.
Each time you touch something living, receive 1 Demerit.
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)
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.
Reception
Receive 1 Commendation each time you:
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)
114
Prime Directive
Competency
Never say "unfortunately."
Each time you deliver bad news, receive 1 Demerit.
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)
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.
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)
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
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!
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.
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
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.
124
Experiencing Time
Competency Scene Reality Scene
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!”
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.
This method keeps growth steady according to playtime, and allows the
group to plan a number of sessions for their entire campaign.
If you use this method, we recommend placing an upper limit at 3-5 Time
where additional weeks are not counted.
126
Competency in Detail
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.
128
Available Now!
Requisitions
The following Requisitions can be purchased immediately after your first mission.
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.
The Small Locker is the size of an average backpack. The Large Locker is the
size of an average garage.
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.
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.
First Time 15
All Following Times 30
Note that this cannot affect past interactions with Anomalous beings,
including your own personal Anomaly.
All Requests 99
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.
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
(I can teach you what all this means if you spend 1 time to go to H4!)
132
Cerebral Fashionable
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:
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.
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!
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?
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
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
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
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
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
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
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
144
werful,
extremely po
oes great
everything g
finds a Hollow
new Focus
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.
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.
E LY N OT.
A B S
Date
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*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
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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
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to utifu ts dy es al nergy
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h i n n d i m i ca l ly e a l i t
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hat med ,
o cc i at
u rs e l y
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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.
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.
hard to get to
GROSS!!! PLEASE
DON'T MAKE ME GO
IN THERE!!! PLEASE!!!!
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.
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 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.
Alert
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.
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 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 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.
This way, they have to roll at least twice to deal with incoming threats.
Chef’s kiss.
Final Warning
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
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:
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
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
o
Tes e
1633
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.
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
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
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,
UR DESKTOP BUDDY!
Works in Safe Mode!
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.
Chaos
Controller
Personal
Schedule
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.
some people do
want, that, though.
your field team
might. you should
be prepared for it.
Yes Yes
r Ur Buddy 171
then I'll start
by tweaking a Express (Free Trial – 4 pages remaining)
few things...
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
(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
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.
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
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?
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
Correspond
Circle Back Rememo Favorite Memo Give Feedback
Sync Up
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
1,000,000,000 today. Claim your prize! making every mission harder from the safety of their home.
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?
POWERED BY
Profile Settings Log Out
a place for work
: 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.
ADVERTISEMENT POWERED BY
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
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?
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
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...
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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.
s]
[GO TO: that suck
[it's W7]
AGENCYOS TERMINAL
let me get
my stuff.
AGENCYOS TERMINAL
AGENCYOS TERMINAL
AGENCYOS TERMINAL
1 2 3 4
Halston Dog
1 Vango Juice
Bar
Vindication
Park
Outdoor Flea
Market
Run and
Convention
Center
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.
jk im still here
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.
On that day, you will have successfully completed the first part of
your training. Re-read the contents of this manual, and begin again.
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.
Escaped Other
Chaos
+3 Demerits
per ent Pool
Alias
MtP
Behavior
Focus
Probation
Domain
Loose Ends
Optional Objectives
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.
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.
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.
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.)
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
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.
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.
C
The target is unable to be hostile or
aggressive toward anyone at all, anywhere.
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.
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.
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.
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.
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.
piece of paper and rolling Professionalism. the price listed in "on a success."
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.
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.
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.
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:
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:
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.
F
Any time you talk to yourself at the table, you generate 1 Chaos.
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
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.
Forced Perspective
can see and roll Attentiveness. will only return to its original location
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]
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.
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
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.
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
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.
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.
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.
ts m
e, I T2 or you'll be breaking the rules!!!
225
rup P4
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H4
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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.
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.)
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.
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.
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.
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?
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.
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).
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
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.
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
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.
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.
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
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.
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.
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
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.
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.
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
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.
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.")
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
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
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
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
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?
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.
2
UNL3ASH (Playwalled Document U2)
1 2 3 4 5 6 7 8 9 10
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.
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.
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.
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
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.
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
roll for any Gun ability, you can spend any amount
Six Shooter
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.
Slam Poetry
On a success, anyone who can You cannot be recorded
hear your words receives 1 Harm.
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.
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.
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.
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
somebo situation. ma
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...
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.
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.
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
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.)
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.
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.
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.
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:
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.
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.
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.
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
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.
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.
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.
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,
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
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.
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.
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.
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
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
(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
On a success, On a /a-,u.e,
Q6 PRACTICED?
, PAE
A6
A6
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
Effect Effect
Effect Effect
Relationships
Reality
Networked Relationships
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
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
Description Description
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NETWORKED NETWORKED
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Custom Tracks
Use this sheet to create any additional tracks you need for your Agent or Branch.
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Pronouns
Relationship
6 What is your level of familiarity with Adobe, Excel, and Google Suite?
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.