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Tragedy Looper: Weird Mythology

Expansion for Tragedy Looper

Tragedy Looper: Weird Mythology Rulebook

Table of Contents

Table of Contents

  • Major Rule Changes
    • Extra Gauge: Mythos knowledge
      • 1. Prepare the Extra Gauge
      • 2. Increase when madness is touched
      • 3. Learning magic
  • Main Plots
  • Subplots
  • Roles
  • Incidents

Major Rule Changes

Extra Gauge: Mythos knowledge

This set uses the Extra Gauge, which measures how much of the mythology that the Protagonists know. Prepare the Extra markers, and use them as stated on the next page.

1. Prepare the Extra Gauge

At the start of each game, the gauge should be at zero. This does not reset, even in a new loop.

2. Increase when madness is touched

Wherever a Goodwill ability is refused, immediately increase the Extra Gauge. In this set, Goodwill Refusal has become an ability of true madness.

To touch the Extra Gauge, the Protagonists trade their sanity for greater knowledge of the mythos. The Extra Gauge can also be increased by roles and abilities. For example, the Wizard can use his ability to teach magic to the Protagonists.

3. Learning magic

Once the Extra Gauge reaches a certain point, the Protagonists learn the below spells:

  • Extra 1 or more: Spell of Sympathy. At the start of the first day, if the Extra Gauge is 1 or more, the Leader may place 2 Goodwill on any one character of his choice.

    It was a strange spell. Water in a vase, a strand of hair, and moonlight. That was all it took to get close to your loved one. But we used it to stop the endless loop.

  • Extra 2 or more: Reminiscence of the Forefathers. At the end of the loop, if the Extra Gauge is 2 or more, the Protagonists get to know the first subplot.

    Suddenly, it just swam into my mind. An old stone building, a strange, giant statue, a scripture that was highly ornate. And so, I understood one of the links of this world.

  • Extra 3 or more: Ancient Seal. As soon as the Extra Gauge is 3 or more, for the remainder of the game, the Protagonist's "Forbid Intrigue" cards are no longer nullified if more than 1 of them are played in the same day.

    It was much heavier than it looked, and it felt strange to the touch… I held it towards the thing that had crept out of the darkness, and then…

  • Extra 4 or more: Madness. If the Extra Gauge ever reaches 4, at the end of that day, the Protagonists die. This happens after everything else. Also, at the end of that loop, any remaining loops are lost, and the game goes immediately to the Final Guess.

    I… I didn't want to know…

Main Plots

Main plots are the core of the script, normally containing the loss conditions.

Choir to the Outside God

  • Roles to add: Key Person, Sacrifice, Immortal
  • Plot rule: At the end of the loop, if there are at least 5 characters with Intrigue on them, the Protagonists lose.

Giant Time Bomb Again

  • Roles to add: Witch, Deep One
  • Plot rule: At the end of the loop, if there are 2 or more Intrigue on the Witch's starting location, the Protagonists lose.

The Sacred Words of Dagon

  • Roles to add: Key Person, Cultist, Deep One
  • Plot rule: At the end of the loop, if there are as many or more Intrigue on the Shrine than the Extra Gauge shows, the Protagonists lose (if the Extra Gauge is at zero, the Protagonists always lose).

Bloody Rites

  • Roles to add: Witch, Immortal
  • Plot rule: At the end of the loop, if there are as many or more corpses as the Extra Gauge shows, the Protagonists lose. If the Extra Gauge is on zero, the Protagonists automatically lose.

The King in Yellow

  • Roles to add: Sacrifice, Cultist
  • Plot rule: At the end of the loop, if the Extra Gauge has increased at all this loop, the Protagonists lose.

Subplots

Plots that work in the script's background. They might add other loss conditions or rules. The subplots are comparatively easy to find out. The Mastermind should try to bluff his way through in order to gain a loop count.

An Unsettling Rumor

  • Roles to add: Conspiracy Theorist
  • Plot rule: [Optional] [Mastermind ability] The Mastermind may add 1 Intrigue to a location of his choice.

Whispers from the Deep

  • Roles to add: Deep One, Paranoiac
  • Plot rule: [Mandatory] The Paranoiac gains all the abilities of the Key Person.

The Resistance

  • Roles to add: Conspiracy Theorist, Wizard, Serial Killer
  • Plot rule: none

People Who Saw

  • Roles to add: Conspiracy Theorist, Witness
  • Plot rule: none

The Profound Race

  • Roles to add: Serial Killer, Time Traveler
  • Plot rule: none

The Faceless God

  • Roles to add: Faceless, Wizard
  • Plot rule: none

Twisted Truth

  • Roles to add: Paranoiac
  • Plot rule: On script creation, the Informer must be included. The script writer then chooses one "extra" main plot. At the start of the loop, if the Extra Gauge is on 2 or more, during that loop, the original main plot is deprecated and the extra main plot is activated instead.

Roles

What the characters are hiding.

Key Person

  • Max limit: none
  • Ability: [Mandatory] [Always] When this character dies, the Protagonists immediately lose and the loop ends.
  • Appears in plots: Choir to the Outside God (main plot), The Sacred Words of Dagon (main plot)

Cultist

  • Max limit: none
  • Mandatory Goodwill Refusal
  • Ability: [Optional] [Card resolve] You may ignore all "Forbid Intrigue" effects on this location and on all characters in this location.
  • Appears in plots: The Sacred Words of Dagon (main plot), The King in Yellow (main plot)

Witch

  • Max limit: none
  • Mandatory Goodwill Refusal
  • Ability: none
  • Appears in plots: Giant Time Bomb Again (main plot), Bloody Rites (main plot)

Sacrifice

  • Max limit: none
  • Unkillable
  • Ability:
    • [Optional] [Day end] If this character has at least 2 Intrigue and at least 2 Paranoia, you may kill all characters and the Protagonists.
    • [Mandatory] [Incident step] When determining whether an Incident of which this character is the culprit will occur or not, treat also Intrigue as Paranoia.
    • [Mandatory] [Script creation] This character must be the culprit of an Incident.
  • Appears in plots: Choir to the Outside God (main plot), The King in Yellow (main plot)

Paranoiac

  • Max limit: none
  • Mandatory Goodwill Refusal
  • Ability: [Optional] [Mastermind ability] You may place 1 Intrigue or Paranoia on this character.
  • Appears in plots: Whispers from the Deep (subplot), A Twisted Truth (subplot)

Deep One

  • Max limit: 1
  • Optional Goodwill Refusal
  • Ability:
    • [Optional] [Mastermind ability] You may place 1 Intrigue on this location or on any character in this location.
    • [Mandatory] [Always] When this character dies, reveal the role and increase the Extra Gauge 1 step.
  • Appears in plots: Sacred Words of Dagon (main plot), Giant Time Bomb Again (main plot), Whispers from the Deep (subplot)

Wizard

  • Max limit: 1
  • Ability:
    • [Mandatory] [Loop end] If this character is dead, the Protagonists lose.
    • [Mandatory] [Goodwill ability step] When this character's Goodwill ability is used, reveal this role after resolution. Then, the Leader may increase the Extra Gauge one step.*
  • Appears in plots: The Resistance (subplot), The Faceless God (subplot)

Note about the Wizard role

A Goodwill ability may be considered as used if its conditions are fulfilled (e.g., a legal target is present), even if the end result has no visible effect (e.g., the target has no Paranoia counters on him).

  • Example 1: The Girl Student is in a location where there is no other student. Her ability cannot be used.
  • Example 2: The Girl Student is in a location where there is another student, but that student has no Paranoia. In this case, the ability will have no effect, but it will still be considered as used. In example 2, if the Girl Student was the Wizard, she would reveal her role.
  • Example 3: The Shrine Maiden is at the Hospital. Her ability cannot be used.
  • Example 4: The Shrine Maiden is in the Shrine, even if the Shrine has no Intrigue, her ability is considered as used. In example 4, if the Shrine Maiden was the Wizard, she would reveal her role.

Witness

  • Max limit: none
  • Ability: [Mandatory] [Day end] If this character has 4 or more Paranoia, this character dies, and the Extra Gauge increases with 1 step.
  • Appears in plot: People Who Saw (subplot)

Serial Killer

  • Max limit: none
  • Ability: [Mandatory] [Day end] If there is exactly 1 other character in this location, that character dies (regardless of the number of corpses).
  • Appears in plots: The Resistance (subplot), The Profound Race (subplot)

Faceless

  • Max limit: none
  • Optional Goodwill Refusal
  • Unkillable
  • Ability:
    • [Mandatory] [Always] If the Extra Gauge is 1 or less, this character gains the abilities of a Conspiracy Theorist.
    • [Mandatory] [Always] If the Extra Gauge is 2 or more, this character gains the abilities of a Deep One.
  • Appears in plot: The Faceless God (subplot)

Immortal

  • Max limit: none
  • Unkillable
  • Ability: none
  • Appears in plots: Choir to the Outside God (main plot), Bloody Rites (main plot)

Time Traveler

  • Max limit: none
  • Unkillable
  • Ability:
    • [Mandatory] [Card resolve] The effects of "Forbid Goodwill" on this character are ignored.
    • [Optional] [End of last day] If this character has 2 or less Goodwill, you may declare a loss for the Protagonists. If you do, the loop ends.
  • Appears in plot: The Profound Race (subplot)

Conspiracy Theorist

  • Max limit: 1
  • Ability: [Optional] [Mastermind ability] You may place 1 Paranoia on a character in this location.
  • Appears in plots: An Unsettling Rumor (subplot), The Resistance (subplot), People Who Saw (subplot)

Incidents

Accidents and horrors during the script. Are they intentional or fated to be?

Insane Murder

  • Effect: Kill any one character in the same location as the culprit.

Evil Contamination

  • Effect: Place 2 Intrigue on the Shrine.

Mass Suicide

  • Effect: If the culprit has at least 1 Intrigue, all characters in the culprit's location are killed.

Hospital Incident

  • Effect: If the Hospital has at least 1 Intrigue, everyone in the Hospital dies. Also, if the Hospital has at least 2 Intrigue, the Protagonists die.

Increasing Unease

  • Effect: Place 2 Paranoia on any character, then 1 Intrigue on any other character.

Missing Person

  • Effect: Move the culprit to any location. Then place 1 Intrigue on that location.

Uproar

  • Effect: If there is at least 1 Intrigue on the School, everyone in the School dies. If there is at least 1 Intrigue on the City, everyone in the City dies.

Fire of Demise

  • Effect: The first time this Incident happens this game session, all characters and the Protagonists are killed.

Hound Dog Scent

  • Effect: When determining whether this Incident occurs or not, count Intrigue instead of Paranoia. For the rest of the loop, if another Incident occurs, the Protagonists are killed after the Incident step.

The Executioner

  • Effect: When determining whether this Incident occurs or not, treat the culprit's Paranoia limit as 1 less than its printed limit. The Leader chooses one character. That character is killed.

Discovery

  • Effect: Increase the Extra Gauge 1 step.