T.I.M.E Stories: Tric Trac TV
T.I.M.E Stories: Tric Trac TV Rulebook
Table of Contents
Table of Contents
Transcription Notes
- Only the printed text of the card faces is transcribed. Flavour text, photographs and decorative navigation labels (such as "A-B-C-D", card counters and floor names) are omitted, except where a location's name is needed to find its cards.
- Card numbers are shown only where the card face prints them. Several cards have no visible number in the source; they are headed by their printed title instead.
- Items 1 to 5 are transcribed from their printed item faces. The faces for ITEM 6 and ITEM 7 are not in the source, so the text that gives them is transcribed but their own contents are not.
- Numbered cards 8 to 11 are not in the source at all. Cards 1 to 7 in the mod are "ITEM" placeholder faces (with a stray "desktop:/tmp ... Error" watermark) and carry no scenario text.
- Plan cards 12 to 15 are blank layout diagrams of an organisation chart with no printed rules.
- Symbols that the card faces print as icons only are rendered as bracketed descriptions, for example "[white shield] 4". The source has no icon legend, so these descriptions are not official names.
Setup
Introduction (Bob's briefing)
Bob seems in a bad mood this morning, he grumbles the following:
"Alright, I will not try to hide the fact that your first mission is easy-like. A job made for you, in short. Something odd is happening in 2015, in the happy little city of Orleans. Don't ask me where that is, I've never left the East sector of zone B5."
Now read out loud and in order cards B through D.
The Mission
"All I know is that one of the media sources of the time (a quite primitive one, by the way - a website, can you picture that ?) promoting the work of the Agency has experienced a minor issue. To make it simple, a temporal fault has opened and caused true pandemonium in their offices. Your job is to get the website back up and running. No matter the cost."
Transfer (introduction)
"You will be sent into receptacles selected from a group of the website fans gathered in front of the door. They've just broken through. Transfer."
Characteristics: On this mission, your receptacles will have the following characteristics: Strength, Precision, Technique.
Final Preparations
Place:
- The ITEM cards in their space.
- The 4 PLAN cards face up on their reserved spaces.
- The group token on the Ground Floor, your arrival location.
- The time token on 16 TU.
- The 2 SUCCESSFUL/FAILED MISSION cards on their reserved space, face down.
Transfer (setup)
Each player chooses a receptacle (don't forget to take the life points, which are placed on their card). Determine who will be the Time Captain. Close the BASE and place it next to the board, then open the Ground Floor location. Read card A out loud. This is how the adventure begins.
Receptacles
Each receptacle card gives its stats in this order: Strength, Precision, Technique, a skull-and-shield value, and life points (heart icon). Each receptacle also has a printed ability.
BIGBOB666
- Strength 2, Precision 3, Technique 2, skull-and-shield 3, life points 3.
- Hands Full of Paint: During a Precision test, always add [cyan star] to your result. (The star's numerical value is not legible in the source.)
BEAN EASE
- Strength 2, Precision 2, Technique 3, skull-and-shield 3, life points 3.
- A Nicely Full Attic: You adore games: once per run, you can reroll all of your dice.
BUNNINVISIBLE
- Strength 2, Precision 2, Technique 1, skull-and-shield 2, life points 4.
- Drag: You inspire such pity that you can leave a combat in progress (which is normally forbidden).
BROKENDOWN
- Strength 2, Precision 2, Technique 2, skull-and-shield 3, life points 3.
- The Price is Right: When the Time Captain die shows 3, you freak out and the result is considered to be a 2.
The receptacles' profile text (forum name, message count, registration date, location) and their flavour blurbs are omitted.
Locations
Location cards are headed by the location name printed on the card. Cards that show only a photograph and a letter (A, B, C, and so on) carry no rules text in the source and are not transcribed.
Map Tiles
- Kitchen
- Left office space
- Right office space
- Ground Floor
- Tex Mex: This place can't be entered until you've earned the right to.
Ground Floor
Card: to the left of the stairs (no card number visible).
To the left of the stairs, you can see the desks of many coders. You have to admit that people work hard here. Well, most of the time anyway, as the room is empty now.
You can search one of the desks or explore the unlit room in the back.
Card: desk (no card number visible).
You absolutely need to find the password for this tub. Only perfect technique will allow you to pull this it off.
[red mouse icon] Technique 6 (the printed value is shown as a white shield with 6).
If you succeed, take ITEM 2.
Card: unlit room (no card number visible).
In this musty and dank space, the darkness washes over you as you enter. The oldest and meanest denizens roaming the Tric Trac forums have taken physical shape and suddenly attack you. Fighting these badass trolls should be epic. But lengthy. Still, epic. Well, let's go with lengthy, anyway.
Combat: [white shield] 8, [red skull] 1, [green Strength icon].
Kitchen
Card: narrow room (no card number visible).
The atmosphere is overheated and the sound of beasts come from this narrow room.
To the left, the washrooms, to the right, the sink.
Card: blue monkeys (no card number visible).
You immediately understand what has been causing the strange noises since your arrival. Blue monkeys rush forth from the washrooms, a place which has seen them come to life, and where they will quickly return.
Combat: [white shield] 4, [red skull] 2, [green Strength icon].
Card: sink (no card number visible).
You really intend to spend time doing the dishes?
Tex Mex (Restaurant)
Card: restaurant entrance (no card number visible).
The restaurant is bursting at the seams but you quickly find the table where Node and his buddies are sitting. They are served increasingly generous dishes and have no intention of moving from here. You'll have to act quickly to free them, as they can't hold on much longer!
You can attempt to visit the kitchens, pass by the washrooms, or simply stop by the bar.
Card: kitchens (no card number visible).
Dozens of cooks are busy in front of the ovens. You can attempt to sabotage the recipe of the succulent Montana Chicken so that patrons refuse their dishes and everything returns to normal.
[orange Precision icon] Precision 4 (shown as a white shield with 4).
If you succeed, the situation returns to normal. Take ITEM 6.
As soon as you have ITEM 6, return to the LOCATION of your choice.
Card: washrooms (no card number visible).
Blocking the door to the washrooms will certainly allow the patrons to realize that something's not right. But you'll have to hold on!
[green Strength icon] Strength 6 (shown as a white shield with 6).
If you succeed, the situation returns to normal. Take ITEM 6.
As soon as you have ITEM 6, return to the LOCATION of your choice.
Card: bar (no card number visible).
Without something to drink, the customers won't be able to handle the spiciness of the Chili and will come back to reason, for sure. You need to sabotage the Coke Zero pump.
[red mouse icon] Technique 6 (shown as a white shield with 6).
If you succeed, the situation returns to normal. Take ITEM 6.
As soon as you have ITEM 6, return to the LOCATION of your choice.
Right Office Space
Card: office (no card number visible).
Unlike the other areas discovered so far, this one isn't deserted.
You actually notice Jamie and Guillaume sitting at a game table, on the right of the room.
To the left is another empty desk.
At the back is Phal's desk, from which a curious chant sounds.
Card: boxes of games (no card number visible).
Nothing is to be found here other than games, games, and more games.
Card: Phal's desk (no card number visible).
As you come closer to the desk, you hear the muffled voice of Phal coming from the speakers of his computer. No doubt about it: he is trapped in his machine, and more specifically in his Music database. You'll have to find a connection between the songs available to you and Mister Phal...
- If you choose Rompeprop, a Porno-Grind-Core band and their song "Vulcanic Eskimo", take ITEM 3.
- If you choose Soul Coughing and their hit "Super Bon Bon", take ITEM 4.
- If you choose Komintern Sect and their "Chant des supporters", take ITEM 5.
Card: Jamie and Guillaume (no card number visible).
Guillaume and Jamie are stuck in the middle of a game. They don't seem able to free themselves. But that's not so bad, as that's where they spend their days anyhow!
Left Office Space
Location photographs and a letter only; no rules text in the source.
Tric Trac Office (Node's Lair and Recording Studio)
Card: front doors (no card number visible).
You enter the Tric Trac office through the front doors! The air is saturated with electricity, and animals sounds are coming from the first floor. All of this gives you a bad feeling.
You can explore Node's lair behind the crate on the left, or search randomly among the board game boxes.
To the right, you can enter the recording studio.
Card: Node's lair (no card number visible).
Everything is in order here, the screens are on but Node isn't at his desk. There's no point hanging around here, there isn't a single living soul to be seen.
Card: board game boxes (no card number visible).
After a quick glance, nothing special here aside from a few GameWorks boxes, the contents of which have been thoroughly mixed.
Card: recording studio (no card number visible).
A strange construct sits on the table. It seems to be made up of an aquarium combined with a refrigerator's cooling unit. On the ground, you find a large puddle of water in which Doctor Mops' famous cap is floating.
The aquarium contains a strange creature: an axolotl.
You can try to:
- Feed the creature (take ITEM 1)
- Attempt to unplug the cooling unit ([white shield] 5, [orange Precision icon]). If you succeed, take [green square].
- Do nothing (and nothing happens).
Card: after unplugging (no card number visible).
After unplugging the cooling unit, the temperature in the aquarium rises and you witness a strange transformation. The aquatic creature begins to mutate. Its gills are absorbed into its body, it takes on a brownish color and vainly attempts to leave the water. The creature is going to drown so you grab it with both hands. The transformation doesn't end there. It grows and grows before adopting a humanoid shape. Doctor Mops has been trapped in the body of his totem animal, Tric Trac's mascot. Wearing only his cap, Mops offers to meet up later, when you find the rest of the team members.
Take [bar piece].
If you have [square piece], [L piece], [bar piece], take ITEM 7.
Items
Items 1 to 5 are printed as named item faces. Item faces are transcribed below under their printed titles. The ITEM number is taken from the card that references it, because the item face does not print its own number in the source.
Earthworms (ITEM 1, referenced by the aquarium card)
After feeding the animal, which is looking at you with a jovial look, you keep the few earthworms that are left - you never know.
Password (ITEM 2, referenced by the desk card)
The password was easy to find: STFU. It was also written on a post-it stuck to the side of the screen. These guys are visibly very concerned with security. An entry dated today is quite straightforward. The entire technical staff, including Node, is having lunch at a local restaurant. A quick glance through the yellow pages and you get the address.
You're now allowed to enter the Tex Mex location.
Vulcanic Eskimo (ITEM 3)
A terrifying sound begins to spew forth from the MAC's speakers. Just as you do.
You lose [life point icon] each. You ruin the office carpet. You also lose 5 time units.
Super Bon Bon (ITEM 4)
A curious band and an unusual album title, but the music is quite pleasant and soothing.
All agents recover [life point icon].
Still no trace of Phal here.
You also lose 5 time units.
Chant des supporters (ITEM 5)
At first, you don't get the connection between a Punk-Oï band from the 80's and Mister Phal. Suddenly, as you're listening carefully to the opening words of one song, the solution pops out! The first chords of saturated guitar struck with a madman's vigor have barely begun to sound when Phal appears at his station as though nothing was amiss. He lets you know, however: "Without the others, I can't put everything back to normal."
Take [square piece].
If you have [square piece], [L piece], [bar piece], take ITEM 7.
TEAM (no item number printed)
Node and all of the other coders are in front of you, full to bursting. But also ready to go back to work!
Take [L piece].
If you have [square piece], [L piece], [bar piece], take ITEM 7.
ITEM 6 and ITEM 7 faces are not in the source. Their contents are not transcribed.
Plan Cards
Cards 12 to 15 are PLAN cards. Each face prints only a blank organisation-chart layout (a tree of empty boxes) with no rules text in the source.
Base
The BASE cards are numbered A to D. Card A is the cover; cards B to D are photographs with no rules text in the source.
Mission Outcome
The two mission-result faces (numbered 20 and 21 in the source) print only an emblem and a title. The result texts below are on separate, unnumbered faces in the source; which result face each belongs to is inferred from its colour and wording.
Mission Successful
Green result text (unnumbered face in the source). Pairs with the MISSION SUCCESSFUL face, card 20.
Bob's smirk lets you believe he just caught his fingers in the door.
"Bravo guys, the TRIC TRAC website is back online. They'll be able to hold a TTV for the Agency! Dismissed!"
Closing text on the mission success card (the team's return):
The entire team is back and ready to work. The desks are now abuzz with palpable energy. It's time to go back to base. TRANSFER!
Read the MISSION SUCCESSFUL card.
Mission Failed (TU)
Blue result text (unnumbered face in the source). Pairs with the MISSION FAILED (TU) face, card 21. TU stands for time units.
Either Bob has just gotten himself a ticket, or he's mad at you.
"The website isn't back up yet. You wouldn't be laughing at me behind my back, would you? Come on, get back there, you slowpokes. Yes, all of you, not just you, Bunninvisible."
Restart the scenario from the beginning after resetting the adventure.
You can transfer yourself to the location of your choice.
Source Gaps (summary)
- No scenario booklet or briefing text beyond the card faces above.
- Numbered cards 8 to 11 are absent from the mod.
- Cards 1 to 7 are blank ITEM placeholders in the mod; items 1 to 5 are transcribed from their named faces.
- The faces for ITEM 6 and ITEM 7 are not in the source.
- Card numbers are visible on only some faces; the remaining cards are identified by their printed titles or by the location they belong to.
- The Mission Successful and Mission Failed (TU) faces (cards 20 and 21) carry no result text on their own fronts. The result texts are on separate unnumbered faces; the pairing is inferred from colour and wording.