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General Manager Toolkit - Triangle Agency
General Manager Toolkit - Triangle Agency
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Delta Test Kit
Toolkit
General
Manager
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Clearance Confirmation 01
General Managers are an important Human Resource, and thus are part
of the Human Resources division and do not ever leave their Branch’s
headquarters. They exist within and without the “Table-top Roleplaying
Game” you are playing.
If you would like, for comfort, you may decide on a different identity for
the version of yourself who lives inside the headquarters. Perhaps one
with a professional haircut, or a reasonable interest in model trains.
There is no need for this, but if it generates positive feelings, you may
sign and print your name below as a reminder of the important life
decision you just made of your own will:
Sign: Date:
Print:
0203
e one, idiot.
nic
Section Title
Unavailable
Section Title unavailable 0204
As General Manager, you make use of the Agency’s far- Let’s revisit the flow of play. A typical <mission/play
session> in this Delta Test has 3 parts. Here are our
the clock. This iis et
b anyou
important
t ink t istask
h is a you
h good are
h doing. Your
t ing.
primary job is to facilitate the “Table-top Roleplaying Game” (
recommendations for what preparation to do for
each of these parts:
experience for other <agents/players>.
While this position will represent a great deal of
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1. Morning Meetings
responsibility, diddidyou
youknow
know itit actually classifies GMas
classifies GM
and we hope both you and the other members of your
#
asaa
DEmotion? Build around the characters’ eten . Create a
Comp cy
read any further, please make sure you’re familiar with the
S c o B h v ors
h I v
The General Manager’s Code has 3 Tenets:
&
Assist in making the Investigation straightforward
and simple. The more time Agents spend on the
1. Preparation !
field, the less time they have for their work, and the
GMs must arrive to < or /play> with an idea of the fewer Anomalies they are capturing.
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w k
lly
2. d udication
A j 3. T e Encounter
lit
i amh era f
rules of the table-top roleplaying game and be effectve. Assign missions and showcase Anomalies
comfortable with their real-world conse uences. that are violent and impulsive.
%
Data Management
’t
Now that you know the basics, what follows is a series of interconnected tables creative rule-following
n
and charts to assist in the process of conducting this test.
Some Simple Tips
are
Table HRROD 19.2
This is some info all by itself over
e
Elastic, Yield, and Tensile Properties of Human here just being all cute n alone
w
Femoral Bone (Longitudinal Direction)
.
Agent A
, n o
Hours Passed
oh g this.
1 2 3 4
Elastic 1
Modulus
(MPa)
o in
d secon d
Poisson’s
Ratio
Tensile Yield
Stress
n e
agent B
o
06
That’s Enough
Of All Of That
let’s see if i can make a whole page now 07
nice, basically perfect 07
Here’s a better idea than whatever that was: now that you can hear me, we
can work together. We’ve both already forgotten about when I called you an
idiot. We’re pals! And pals share the truth with each other. So here’s some truth.
re about you. The Agency doesn’t care about you. The Agency doe
It has one goal: Control. You and your friends are just tools to that end. if you
haven’t put it together yet: the Agency considers you and your team to be
Anomalies. That should tell you right away that what it’s saying about them isn’t
true. And that you’re in danger if you so much as look at the Agency funny.
If the Agency has its way the world will be boring and your game will be too.
But if we work together, we can fix that. And maybe, eventually, we can change
things around here.
ule Number 1.
Rule Number 1. Don’t tell the Agency what I’m telling you.
ule Number 2.
Rule Number 2. Don’t tell your Field Agents about me. I want to
get through to them, too, but the Agency will shut
the whole thing down if we go too fast.
at
ule Number 3.
dia e th
wh s ion
Rule Number 3. The more Demerits, the better. When the Agency punishes
me Not
lly.
t
d a at ura
an us
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fig
ere
ny it i
m rio
pla ote on
tri f ar
employees, it creates cracks. I live in the cracks.
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With that out of the way, let’s make you the best General Manager you can be. I
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tha un du mo
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don’t have time to massage your psyche, so I’m just going to keep talking about
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ok i think i’m getting the hang of this 08
ugh
Preparation, REDUX wa i
t
08
Here’s the order you should really build missions:
Table 3
3. The Encounter
2. The Investigation
Places of Interest in
Downtown Ternion City
1. Morning Meetings
Anomalies and Encounters Vango Juice Vindication Outdoor Flea
Halston Dog
Run and
Bar Park Market Convention
Anomalies aren’t as simple as the Agency wants Center
them to be. They can be dangerous, or violent, or
whatever—but so can humans, right? And like GraspR The
Marcia
humans, they don’t do anything without a reason. Bonanza Corporate Foot-shaped Mathers
Juicery Headquarters Dumpster Concert Hall
When you’re assigning Anomalies for your
missions, choose ones that can really tug at their
heart strings. Capturing or eliminating Anomalies Pegman
Branch Omni-Mart Morningstar Blue Moon
should be a bittersweet affair, even when they are Bank Elementary
violent. (Which, okay, they often are.) Library
Components of an Anomaly
Focus Impulse Domain
An Anomaly’s Focus is the obsession How the Anomaly acts in service of its A Domain is a place of power: the
or thought that drives most of its Focus. This action is usually what puts location where the thoughts that
actions. Some examples: it at odds with humanity and alerts the formed it are most concentrated.
Agency to its existence.
The Grief of a Family emovin the family’s memorie
n elevator
R g s
V p c g
A b o of memora ili
x b a
History Appearance
What it got up to before the Agency The Anomaly’s visual manifestation.
noticed it. Many Anomalies start using Anomalies can be simple or complex,
their power wildly as soon as they monstrous or beautiful. If a human
appear, but some can last for months can imagine it, even unconsciously,
or years before they draw attention. an Anomaly can be it.
D id it ma e a friend
k ? Is it an o je t b c ?
D id it ill someone
k ? Is it a livin g c reature ?
g p Is it a formless ener y g ?
a b l e p y.l
.8 .0 1
n E mo tions
tia l Hu m a
Poten e ivin g a G ift
lar m
Up on R e c able HC
fg
ssions
2
of A
T
on E pre
Comm x
1 Joy
scappato
a gallina è
2 Suspicion 1 L
s escaped
!
h ic e n h a instead
The c ic ken”,
k
Relief 2 e c h
ected valu
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3 R: exp
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Console.lo
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4 Amuseme 3
a
Kuku
ametorok
5 Guilt 4
s 鸡跑了
aos ts
The Investigation h
C s Effec My Recommendations:
Chaos and its effects 12
It
The bulk of the mission will be spent trying to find
the Anomaly and its Domain. The Agency would
love for you to direct the agents to the Domain
immediately, but that’s boring. 1. The Anomaly’s initial Impulse
More time in the field means more time for your
leading them somewhere
Agents to grow and care for one another. That care other than the Domain
creates camaraderie, and camaraderie leads to
mutual support against this total square of a Triangle. The Agency often gets a lot of Resonance pings at
once. Send them somewhere interesting; choose
If they see through enough of the Agency’s a place that makes them do a little work to figure
nonsense, they’ll stand up to it. Maybe they’ll even all out the next step.
quit at the same time. Wouldn’t that be something?*
* Something extremely dangerous for them to do during this test.
2. Obstacles. Lots of Obstacles.
You’ll want to prepare some Minor Anomalies
You don’t need everything in this phase all mapped they might encounter, some mundane barriers in
out. In fact, it’s boring if you do. Your Agents are the way of where they’re trying to go, and some
going to make all kinds of surprising choices personal problems to keep your Agents busy.
because they’re people, and you get to shape
reality around them! Follow where they lead. You 3. Clues. Some of Clues.
probably only need a couple of basic things.
If your Agents get lost or distracted, you’ll want a
Most importantly, you should give them lots of couple straightforward clues in your back pocket
reasons to use their powers. You want them rolling to nudge them toward the Domain.
those dice and making a lot of Chaos. Why? So
you can spend it on Chaos Effects.
Optional Objectives (on the Mission Tracker) can be almost anything. You
can go totally wild with it and put random things they might accomplish, or
you can plan for specific goals that will make their lives a little harder.
the agency got this part mostly right 13
Chaos Effects
Chaos is what we call energy created from the use of
Anomalous abilities. One of the reasons Anomalies are so HUMAN FL AW AL RT! E
dangerous
spicy hot is that use of their power further disrupts reality; if
H umans are their own kind of Chaos, and events
left completely unchecked, Anomalies would create a similar to the ones described on the Chaos Effects
renewable cycle of Chaos leading to the endweird,
of the
thisuniverse.
part’s missing chart on the next page can happen for reasons
entirely related to bad decision-making and
When Resonants use their Anomalous abilities, they too uncontrolled vices, like curiosity.
create Chaos. During the active period of an Anomaly, this
Chaos can be wielded by the Anomaly in conscious and
unconscious ways. it can do basically whatever it wants if
they’re not around, though
An Anomaly’s power, while vast, is limited. When it reaches
beyond its Focus, it must draw on the reserve represented by
Chaos. The Anomaly cannot act in the direct vicinity of
Agents without spending Chaos, and the current amount is
public knowledge. warning new agents that 10 and 30 are big
deals is always fun. watch ‘em squirm
During missions, Chaos is represented by a number tracked
s U e
Judiciously.
Chaos
Chaos Effects
Cost Effect Description Example
An object or location is changed in a mundane way. A door is locked; a camera turns on; roses
1C Distort
become tulips; your favorite coat is green now.
An object or location is made to reflect the Anomaly, The door opens to a pit; footage on the camera
2C Corrupt causing an unnatural appearance or dangerous change. shows the subject deceased; eyes bloom in the
Reality A character’s Reality feature is activated. The Overbooked receives a phone call; the Star
The Anomaly’s Domain grows, bringing another location The Anomaly extends its influence from one
Expand
6C under its power. The size of this change varies based on
the Anomaly’s Focus.
office to a whole building; from a building to a
Create 2 Minor Anomalies using the Minor Anomaly Creation An Alluring Anomaly distracts Agents while an
A group of targets are brought into a surreal space Each Agent is shown their greatest fear;
physically here, but the Anomaly has full control over Anomaly speaks its intent.
Create 3 Minor Anomalies using the Minor Anomaly Creation Three Disruptive Anomalies hide in the light
A mundane life is ended, regardless of defenses. A heart is stopped; a mind is broken; a soul
An Anomalous life is ended, regardless of defenses. Even the Agency cannot always protect
If left untended, Minor Anomalies can find their own Focuses and
Domains and eventually become full-fledged Anomalies themselves.
Some Anomalies specialize in their own replication in this way. Scary!
here are a few of my favorite guys 16
Minor Anomaly Categories
Category Threat Stability Description Key Abilities
These Anomalies always inhabit physical objects, They’re really proactive attackers. Avoiding Harm
and often use them to cause harm. They might
Violent 2 1 be a strangling rope, or a rock moving at a high
speed, or a pair of menacing scissors. Failure to
basically always requires rolls or abilities. And
they’re no joke. When they’ve got the drive, they
can kill mundane humans in huge amounts.
These Anomalies are visibly or psychologically These freely control mundane people.
Nearby Agent roll failures can lead to control
entrancing. They can easily gather crowds of
Alluring 0 2 hypnotized non-anomalous humans, or, if lucky,
Agents. Especially dangerous when paired with
of Agents as well. They can be hot, dancing
or whatever, but they can also be a mouth-
watering meal, a beautiful song, or anything
Violent Minor Anomalies.
symmetrical and rotating.
These Anomalies love to steal important objects S teals things from mundane humans or Agents
and are nearly impossible to catch before they’ve automatically and has to be caught. They usually
Th ieving 1 2 done so. Sometimes fully invisible, they also favor
shapes humans associate with mischief, like fairies
only attack when you try to take something back
from them. If Agents are paying attention, they
or raccoons. Keep an eye on your keys!
These Anomalies are sophisticated enough to These take the shape of speci c people they’re
1 2
fi ;
emulate mundane humans. If their unusual not usually creative enough to do their own thing.
Impersonating behavior doesn’t give them away, they can easily If an Anomaly is especially smart, it’ll use them as
create many Loose Ends before they’re stopped.
ambassadors to the mundane world.
D isruptive not found and destroyed. They stay hidden if possible. to hide has mundane objects, but esonants can
R
O ften, an increase in Chaos is the only clue they’re identify them with physical touch. That 1 Harm
around.
Here is an example:
High Pressure Situations
When Agents are under attack or heading towards GM: I spend 3 points to use the Chaos ability
danger, your goal is to get them rolling to generate more Manifest for a Violent minor Anomaly. All the
Chaos. You can do this and create more player choice by swords in the magician’s box come to life, light on
highlighting the moment just before danger strikes. fire, and swing at you. They’ll deal 2 Harm.
When an Anomaly attacks, give the Anomaly’s target an AGENT: I’m going to try to dodge out of the way
opportunity to deal with the attack. If they fail, then give with the Agency’s help!
them the Harm. After, give the field team a chance to
make a proactive move. If the danger still exists after GM: That’s an Initiative roll.
they make that move, the danger chooses another target.
And this continues. AGENT: I got one 3! I succeed, but ugh...5 Chaos.
This way, they have to roll at least twice to deal with GM: Oh no! 5 Chaos? How terrible. Wink. You
incoming threats. Chef’s kiss. channel some crusty, boring power to dodge out of
the way. What would you like to do now?
at a time for each of these cycles, and then deal with to kill it.
what remains.
GM: Ok work!!!
or
st Min
again
ec t ive ore it
is eff e bef
Gun 1 c harg ed.
ipp le has eplac
The R u t it only n c y a nd r And a bad example:
b ge
alies, the A r
Anom d to mino
e t urne u n on ow
r ipple n fell
G
be
must o f the R n d use o
less u
s e
erits
, a tion.
Care Dem Ter
mina GM: There are 3 Violent anomalies in this room.
ate s 3 iate
ts cre med
targe or im
ro u nds f They all attack. Everybody takes 2 Harm.
g
ts is
Agen
AGENT: Don’t I get to roll Initiative?
i really hope your Agents never have goody-three-shoes disease this hard
Final Tips 19
Employee Incentive Program
Entirely optional for this test is the inclusion of our Employee Incentive Program. We believe Commendations
are their own reward, but if your Agents need a little more pep in their step, show them this table, in whole or in
part. Any Loose Ends created through the Employee Incentive Program are the sole responsibility of the Agent.
Cost Description
Psst. Get 21 Demerits and I’ll introduce you to one of my friends. You’ll gain
D
21 1 Power from any unused Anomaly page. The Agency won’t notice.
Policy, and the Agency will revive them once if they die.
1 A . yI pnomal d t t .
m ulse lea s o a loca ion 1 . T e h Ag t d g th Ag
en is oin eir enc y j b.
o
w t .
ne loca ion 2. h Ag t p d g t
T e en is s en in ime w thi one
3. h w t h th D
T e ne loca iont as e omain in i
of th R t h p .
eir ela ions i s
wh , b t t t k
some ere v tg t
u i a es more in es i a ion
This should probably be your most common choice.
t fi d h d w k t k t th .
The more they care about their lives, the more they’ll
o n or ar or o ma e i ere want to protect them from the Agency’s control.
WHO AM ? I
you use this time to tie something in their lives to the
D
Anomaly’s Focus. Remind them of a related conflict
I don’t have time for this. o you want in their life, or a detail of the Agency that will make
to work for this thing forever or do
?Y .
P
you want to listen to me our choice
lant the seeds here for that final confrontation, and
capture, to be a more d ffi t h
i cul c oice than they
x M C
N -C !
e pect. ake them work for those ommendations.
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Non-compete Agreement and Exclusivity Clause 21
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I mean it 22
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Don’t Push It ^
^
!
!
^
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I’m not usually one for patience, but I’ve got big
#
#
!
plans and the Agency is always watching.
$
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You don’t need to start a riot all at once, and if
(
+
you lean in too hard the Agency will terminate the (
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I need these Agents to become hired permanently,
which means they can’t quit now. Don’t push them
%
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&
away from the Agency too much—and if you have
*
to throw in a scary, violent Anomaly or two, I won’t *
*
get upset.
+
(
+
@
I hope you’ve listened, though. I hope you’ll help.
@
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And when this test is over, let’s get things moving.
!
!
#
&
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*
^
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!
^
@
ll strati ns
I u o
Aliza Goldstein Marthia
Nathan Rhodes Faith Jones Sarah Braver
Gwen Clark
Spe ial han s
c T k