Tales from the Loop

Player Quick Reference

Cheat Sheet

Core Dice Mechanic

Attribute + Skill = Dice Pool (d6s)
  1. Build your pool: Attribute + Skill = number of d6s to roll. Minimum 1 die.
  2. Roll all dice at once. Every 6 = one success. You only need one 6 to succeed.
  3. If you get at least one 6, you succeed — more 6s mean a better outcome (GM's call).
  4. If no dice show a 6, you fail. You may choose to Push the Roll (see below).
Modifiers
  • Each Condition you have removes 1 die from your pool (minimum 1).
  • Each helper adds 1 die to your pool (declare before rolling).
  • Pride adds 3 dice once per session — declare before rolling.
  • Iconic Item adds +2 dice once per session when relevant.
  • Extended Trouble: GM sets a countdown; each success removes one step.

Pushing the Roll

When you fail, you may choose to push. You must do this before the GM describes the consequences.

  1. Take one Condition of your choice (reducing your future dice).
  2. Re-roll all dice that did not show a 6 — keep your existing 6s.
  3. If any helpers contributed, each helper also takes a Condition.
  4. You cannot push twice on the same roll.
Important: Pushing always has a cost. Even if you succeed after pushing, you still carry the Condition you took. Use it when the stakes are worth it.

Attributes & Skills

💪 Body
Sneak Move unseen, hide, stay silent, tail someone.
Force Overpower, fight, break things, push through obstacles.
Move Run, jump, climb, bike, swim, dodge.
🔧 Tech
Tinker Build, repair, sabotage, or jury-rig machines and devices.
Program Hack, operate computers, work electronics.
Calculate Figure out math, navigate, plan routes, strategize.
❤️ Heart
Contact Know someone useful, find resources, call in favors.
Charm Persuade, befriend, bluff, flirt, make a good impression.
Lead Inspire others, take command, motivate the group.
🧠 Mind
Investigate Search for clues, examine scenes, find hidden things.
Comprehend Understand information, recall facts, solve puzzles.
Empathize Read emotions, understand motivations, sense deception.

Skills range 0–5. Attributes also range 1–5. At character creation skills start at 0 (use Attribute only) and Attributes are set by your Kid Type.

Conditions

Each condition removes 1 die from your pool. Take them to push rolls — or when the GM says so.

😤
Upset
Emotionally rattled, frustrated, or overwhelmed.
−1 Die
😨
Scared
Frightened, anxious, or paralyzed by fear.
−1 Die
😴
Exhausted
Physically drained, worn out from effort.
−1 Die
🩹
Injured
Physically hurt — bruised, cut, twisted ankle.
−1 Die
💔
Broken
Completely incapacitated — you lose the scene and cannot act until you recover.
Out
Recovery
  • Conditions recover between sessions — or through anchor moments.
  • Broken recovers at the start of the next session.
  • The GM may allow recovery mid-mystery when narrative warrants it.

Helping

  • You must be in the same location as the acting character.
  • Describe how you help — then add 1 die to their pool.
  • Multiple kids can help the same roll.
  • If the roll is pushed, every helper must also take a Condition.
  • Helpers cannot help their own rolls.
Tip: Helping is often smarter than rolling yourself — you share the risk only if the roll goes wrong.

Pride, Drive & Iconic Item

Pride
  • Each kid has one Pride — something they are truly proud of.
  • Once per session, invoke your Pride before you roll to add +3 dice.
  • You cannot use Pride when you are Broken.
  • If you used your Pride this session, check a box — at session end, gain +1 XP.
Drive
  • Your Drive is your kid's core motivation (e.g. "I want to uncover the truth").
  • If you acted on your Drive this session, gain +1 XP at the end.
Iconic Item
  • Your one special possession (e.g. a camera, a Swiss Army knife, a ham radio).
  • Once per session, use it to add +2 dice to a relevant roll.
  • If you lose your Iconic Item, describe how you feel and try to recover it.

Anchor & Relationships

Anchor

Your Anchor is the person, place, or thing that grounds you — a parent, a pet, your home. It is your emotional safety net.

  • When you visit or interact with your Anchor, you may recover one Condition.
  • If your Anchor is threatened or lost, it becomes a central story moment.
Relationships
  • Each kid has one relationship to another PC (e.g. "She's the smartest person I know.").
  • Each kid has one relationship to an NPC (a family member, teacher, neighbour).
  • Relationships shape what matters to your kid and who they turn to.
Note: Adults in the world won't believe kids about Loop anomalies. Only the kids can deal with the strange.

Experience & Advancement

At the end of each session, check each question that applies — each earns 1 XP:

  • Did you participate in the session?
  • Did you act according to your Drive?
  • Did you use your Pride?
  • Did you help another kid in a meaningful way?

Maximum 4 XP per session.

Spending XP
  • 5 XP — raise a Skill by 1 (max 5).
  • 10 XP — raise an Attribute by 1 (max 5).
  • 15 XP — gain a new Pride or swap your Drive.

Spend XP at the start of the next session, before play begins.

Kid Types & Signature Attributes

Your Kid Type defines your starting Attribute scores and one bonus Skill. The attribute in brackets is your highest.

Bookworm Mind
Computer Geek Tech
Gamer Mind
Goth Heart
Hacker Mind
Hick Body
Hustler Heart
Inventor Mind
Jock Body
Lone Wolf Body
Motorhead Tech
Party Animal Heart
Popular Kid Heart
Raider Body
Rocker Body
Seeker Mind
Show-Off Body
Snob Heart
Troublemaker Body
Weirdo Mind

Mystery Structure

Each session is a Mystery — a strange event tied to the Loop that the kids investigate. Mysteries have three acts.

I
Lead-In
Normal life is disrupted. The kids encounter the first hook — a strange sight, a missing person, an inexplicable event. It draws them in.
II
Investigation & Action
The kids gather clues, face obstacles, follow leads, encounter threats. The mystery deepens. Multiple scenes may happen in this act.
III
Resolution
The central conflict is resolved — not always neatly. The anomaly is contained, the truth is uncovered, or a sacrifice is made. Normal life resumes.
Countdown

For extended threats, the GM may set a Countdown (usually 6 steps). Each success on a relevant roll removes one step. When the clock hits zero, the threat resolves — for better or worse.

The World of the Loop

Setting
  • Alternate 1980s Sweden (or Boulder City, Nevada — depends on your setting book).
  • A government research facility called the Loop generates strange phenomena — machines walking on their own, gravity anomalies, time distortions.
  • The kids exist at the margins of this world. Adults don't believe them and can't perceive most anomalies.
  • The Loop's effects don't harm the kids directly — but what lurks around it can.
  • Kids cannot die — but they can be Broken, changed, or lose what matters to them.
GM Principles
  • The world is strange but grounded in everyday 80s life.
  • Every Mystery has a mundane explanation layer and a strange one beneath.
  • The GM never rolls dice — all resolution is player-side.
  • Failure drives the story forward — it doesn't end it.

The Hideout

Every group of kids has a shared Hideout — a private space that belongs to them alone. Examples: an old barn, a treehouse, a basement, a forgotten room in school.

What it provides
  • A safe place to gather, plan, and debrief between scenes.
  • A location where the kids can recover Conditions if they rest here and feel truly safe.
  • A space to store items and clues across sessions.
  • A character in its own right — the Hideout can be discovered, threatened, or destroyed, creating major story moments.
Tip: Describe your Hideout in detail at session zero. Where is it? Who knows about it? What makes it feel like yours?

Extended Trouble

Used for prolonged conflicts, chases, or multi-stage encounters where a single roll isn't enough.

  1. GM sets a Countdown (typically 6, but can be 3, 4, or 8).
  2. Each round, all acting kids choose their approach and roll.
  3. Each success removes one step from the countdown.
  4. GM may impose costs per round: Conditions, lost items, time passing.
  5. When the countdown reaches zero, the kids succeed (or fail if time runs out).
Common uses: repairing a malfunctioning machine, escaping a creature, surviving a storm, convincing a crowd.

Fights & Conflicts

Tales from the Loop doesn't have structured combat rounds. Physical conflict works through the core dice mechanic and Extended Trouble.

  • Force is used to overpower, restrain, or fight physically.
  • Causing harm to an opponent means they take a Condition.
  • Kids cannot kill — only Broken opponents are fully out of the scene.
  • Running away uses Move vs the pursuer.
  • Distracting or tricking uses Charm or Comprehend.
  • Anomalous creatures usually cannot be defeated physically — outsmart, outrun, or contain them.
Remember: Fighting is rarely the right answer. The kids solve mysteries with their heads, not their fists.

Common Roll Reference

Break down a locked door
Body + Force
Climb a fence or tree
Body + Move
Outrun a pursuer
Body + Move
Hide from someone searching
Body + Sneak
Pick a lock or bypass security
Tech + Tinker
Fix a broken machine
Tech + Tinker
Hack into a computer
Tech + Program
Navigate with a map
Tech + Calculate
Find someone who knows something
Heart + Contact
Convince an adult to help
Heart + Charm
Calm a panicking friend
Heart + Lead
Search a room for clues
Mind + Investigate
Recall an important fact
Mind + Comprehend
Understand someone's feelings
Mind + Empathize
Spot a hidden figure
Mind + Investigate
Bluff your way past a guard
Heart + Charm