TEXT: Tales From The Loop - Overview 
  Always describe how you are doing something.  
  This is story centric, improv: 
  “yes, and” instead of “no, but” 
  Six Principles 
  Your home town is full of strange and fantastic 
  things. 
  Everyday life is dull and unforgiving 
  Adults are out of reach and out of touch 
  The land of the Loop is dangerous, but kids will not 
  die. 
  The game is played scene by scene. 
  The world is described collaboratively. 
   
  Conditions 
   
  Upset 
  -1 
  Scared 
  -1 
  Exhausted 
  -1 
  Injured 
  -1 
  Broken 
  Auto fail 
   
  Hideout 
  Here the kids can gather safely.  
  No NPCs will find the hideout unless shown by the 
  kids.  
  Heal conditions when spending time here. 
   
   
   
   
  Anchor 
  Kid’s personal safe connection. 
  Cannot be put into trouble with the anchor.  
  Heal all conditions when spending time with the anchor. 
  Change after Mystery 
   
  Experience points 
  +1 skill per 5 experience points. 
  1 Experience is gained per item 
  Participation 
  Trouble related to problem or relationship 
  Used or struggled with pride 
  Put yourself at risk for other kids 
  Learned something new (what is it?) 
  Change other things 
  Pride, Problem, Iconic Item, Relationships 
  Any of these can have changed throughout the mystery. 
  You can select or can have found a new iconic item. Could 
  have done something new to be proud of.  
  Relationships to NPCs or kids could have changed.  
  Your Problem could have been solved. 
  If you are bored with any of these, these can also change, 
  and might require a scene. 
   
   
   
  
  Tales From The Loop - Overview 
  Trouble 
   
  Dice Roll 
  Roll Attribute Level + Skill Level # dice 
   
  Difficulty 
  Sixes needed 
  Normal 
  1 
  Hard 
  2 
  Almost Impossible 
  3 
   
  Iconic Item 
  Stays, use when appropriate 
  +2 dice 
  Pride 
  Refills each mystery 
  +1 success 
  Push Roll 
  Reroll any failed dice. 
  Push yourself (+1 condition) 
  Can only be done once, immediately after failed roll 
  Luck 
  Refill each session 
  Spend after failed roll, reroll non-success dice.  
  (after fail, before or after push) 
  Describe how luck helped (or ask GM) 
  Help each other (trouble) 
  Fail: suffer same condition 
  Describe how you help, +1 die for the helped kid. 
  Kid vs Kid 
  Roll your dice as normal, kid with highest # of 6 wins. 
  Extended Trouble 
  Stages 
  Set the Stakes  
  (what happens on fail) 
  Threat level  
  (Normal, hard, almost impossible) 
  Make a plan 
  Kids discuss: who uses which skill, how will they do it? 
  Play each scene 
  1 per kid 
  Can roll Lead before starting, instead of rolling towards 
  trouble 
  Outcome 
  Final sum of successes decides outcome. 
   
  Threat Level 
  Sixes needed 
  Normal 
  2 * # of kids 
  Hard 
  3 * # of kids 
  Almost Impossible 
  4 * # of kids 
   
  Sixes 
  Outcome 
  < half needed 
  Complete fail 
  > half needed 
  Check conditions to add successes  
  (describe how!), part success 
  >= needed 
  Full success 
  
  Tales From The Loop - Overview 
  Skills (Bonus effects) 
  Bonus effects can be bought for extra sixes. (these are 
  examples) 
  Sneak (Body) 
  Hide, sneak or steal 
  +1 success for other kid 
  Find sth. unexpected or more of what you’re looking for 
  Force (Body) 
  Lift heavy things, fight, endure physical stress 
  +1 success for other kid 
  Impress, frighten or humiliate 
  Pin opponent 
  Take sth. from opponent 
  Opponent knocked out 
  Don’t need to roll again to overcome same trouble 
  Avoid collateral damage 
  Move (Body) 
  Climb, balance, run, chase, get away 
  +1 success for other kid 
  Impress someone 
  No one notices you 
   
  Tinker (Tech) - Build 
  Build mechanical items 
  You need items, tools, time and/or extra skills / help to 
  build 
  More durable (+1 bonus, up to 3x) 
  Can do more (+1 bonus, up to 3x) 
  More discreet (+1 bonus, up to 3x) 
  Tinker (Tech) - Manipulate 
  Break, use or jury-rig machines, pick locks, drive motor vehicles 
  Can require calculate, to figure out 
  +1 success to other kid 
  Auto-success for same trouble 
  Do it more quickly 
  Do it more quietly 
  Show off 
  Program (Tech) - Create 
  Create  a program 
  You need items, tools, time and/or extra skills / help to 
  build 
  More effective (+1 bonus, up to 3x) 
  Can do more (+1 bonus, up to 3x) 
  Program (Tech) - Manip. 
  Manipulate electronic items. (hack, disable, control, etc) 
  May need to calculate first. 
  +1 success to other kid 
  Auto-success on same trouble 
  Did it quickly 
  Get new / unexpected information 
  Show off 
  Calculate (Tech) 
  Know how tech. obj. Work and how to use them.  
  Success: Ask two questions 
  +1 question (up to +3) 
  
  Tales From The Loop - Overview 
   
  Contact (Heart) 
  Know the right person and contact them 
  Describe person and roll. 
  Contact has all the right tools 
  May heal 1 condition 
  Brings more people, who also help 
  Auto-success for same contact 
  Contact has important information 
  May use contact as +1 item (up to +3) 
  Charm (Heart) 
  Charm, lie, befriend, manipulate. 
  Keeps believing you 
  Form lasting relationship 
  Takes risks to help you 
  Will try to persuade others 
  Frightened, confused or impressed 
  Infatuated 
  Lead (Heart) - inspire 
  Help others work together, focus 
  Can create dice pool for trouble. Kids can use dice only if 
  they do as you say. 
  Dice pool​: # of sixes * 2 
  Lead (Heart) - heal 
  Soothe, heal condition of other kid 
  (private time with kid, cannot heal broken) 
  Fail: Suffer same condition 
  Heal another condition 
  Heal you own condition 
   
  Investigate (Mind) 
  Find hidden objects, clues, survey place. 
  Ask two questions 
  Fail: Misunderstand / someone finds out a secret about you 
  / condition 
  +1 question and +1 die when use information (up to +3) 
   
  Comprehend (Mind) 
  Have or find the right information. 
  Fail: Incorrect or bad information 
  +1 question and +1 die when use information (up to +3) 
  Empathize (Mind) 
  Study what makes someone tick (person, animal, cyborg, etc.) 
  Need time to study or talk to the person, 2 questions on 
  success 
  Fail: Incorrect or bad information 
  +1 question and +1 die when use information (up to +3) 
   
   
  
SOURCE: textdata/thevault/Tales from the Loop RPG (Year Zero Engine) [multi]/3rd Party/Tales From The Loop - Player overview.pdf