Tales from the Loop
Player Quick Reference
Cheat SheetCore Dice Mechanic
- Build your pool: Attribute + Skill = number of d6s to roll. Minimum 1 die.
- Roll all dice at once. Every 6 = one success. You only need one 6 to succeed.
- If you get at least one 6, you succeed — more 6s mean a better outcome (GM's call).
- If no dice show a 6, you fail. You may choose to Push the Roll (see below).
- 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.
- Take one Condition of your choice (reducing your future dice).
- Re-roll all dice that did not show a 6 — keep your existing 6s.
- If any helpers contributed, each helper also takes a Condition.
- You cannot push twice on the same roll.
Attributes & Skills
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.
- 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.
Pride, Drive & Iconic Item
- 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.
- 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.
- 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
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.
- 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.
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.
- 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.
Mystery Structure
Each session is a Mystery — a strange event tied to the Loop that the kids investigate. Mysteries have three acts.
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
- 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.
- 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.
- 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.
Extended Trouble
Used for prolonged conflicts, chases, or multi-stage encounters where a single roll isn't enough.
- GM sets a Countdown (typically 6, but can be 3, 4, or 8).
- Each round, all acting kids choose their approach and roll.
- Each success removes one step from the countdown.
- GM may impose costs per round: Conditions, lost items, time passing.
- When the countdown reaches zero, the kids succeed (or fail if time runs out).
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.