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Infinity Train Players Guide V1.0

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Mikaze Watanabe
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0% found this document useful (0 votes)
182 views

Infinity Train Players Guide V1.0

Uploaded by

Mikaze Watanabe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

“In the Train” by James Thomson

As we rush, as we rush in the Train,


The trees and the houses go wheeling back,
But the starry heavens above the plain
Come flying on our track.

All the beautiful stars of the sky,


The silver doves of the forest of Night,
Over the dull earth swarm and fly,
Companions of our flight.

We will rush ever on without fear;


Let the goal be far, the flight be fleet!
For we carry the Heavens with us, dear,
While the Earth slips from our feet!
A Powered by the Apocalypse Tabletop RPG
Written and designed by Henry Kathman
Sample Character Illustrations by Evan Kisner
The Powered by the Apocalypse system
developed by Meguey Baker and Vincent Baker.
Based off the show characters created by Owen Dennis and Cartoon Network

Special Thanks to:


[Insert other contributors here]

Conductor’s Note: The following is a fan-made role-playing game. Infinity Train is


owned by Owen Dennis, Cartoon Network, Turner Broadcasting, HBO, and Time
Warner. The usage any companies, products, characters, television shows, motion
pictures, or other properties in this book is not meant to challenge the trademarks or
copyrights concerned.
Please support all officially released products associated with Infinity Train.
Introduction
Infinity Train: The Roleplaying Game is an
adaptation of the 2019 Cartoon Network Miniseries
which seeks to recreate the experiences of the show
for a tabletop setting. This game is meant to be
played with 2-6 players, one of whom will act as the
Conductor( or Gamemaster) of this mysterious train,
while the other players take the roles of denizens of
this train or passengers who found themselves
transported from earth to this world. This game will
use the Powered by the Apocalypse tabletop
gaming system, taking much inspiration from games
like Babes in the Wood, Monster of the Week, and
Dungeon World. While players will not be required to
have any previous experience or knowledge about
roleplaying games, a basic familiarity of these
concepts will prove helpful.
This game will primarily take place on the titular
Infinity Train, a strange train that has the
capabilities of creating anything that can be
imagined. If you haven’t already seen this show, it
comes with a high recommendation to anyone
playing this game. While this game is designed to be
enjoyed by fans of the show, the system can still be
enjoyed by fans of science fiction stories like The
Twilight Zone, Portal, and The Hitchhiker’s Guide to
the Galaxy, or any fans of western animated
cartoons like Gravity Fall and Over the Garden Wall.
Using both sets of inspirations will greatly help to fill
up the train to ensure that passengers arrive at
their proper destination in life.
Like other Powered by the Apocalypse games,
each player will need a character sheet for their
passenger or denizen, as well as two six-sided dice
(2d6). These character Sheets can be found in the
resources section of the book, as well as the
document folders that came with this guide.
“Welcome aboard, new passenger! I am your conductor,
One - One. Once you wipe those groggy little peepers,
you’ll probably have a lot of questions like, “Where am I?”,
“Why am I here?”, “Are snacks provided?” For those of you
who are talking to me like I’m there in real life, I’m not! I’m
a cold steely prewritten message… And this is a train
where you sort out your problems. How about that
number on your hand? Pretty cool and green! Every
passenger has one… The numbers are made by the train
based on your life in order to have the most
personalized experience we can offer. If you want to go
home, get your number down to zero and, BOOF, away
you go! (Sign) I’m a zero… But always remember that
there are lots of denizens along the way to help you on
your journey! Don’t be afraid to reach out! Unless is one
of those monsters with more teeth than body…
Remember, you can’t spell escape without
companionship! Ummm, CompanionSHAPE?
Companionscape! By reading this message, you absolve
the train for any liability of injury, harm, or death that
may befall you. But no need to worry about that now,
you’ve got a number to get down! Best of luck to you!
And may the potential sweet release of death be swift
and kind to you.”
Abilities and Dice
All passengers and denizens of the train are assessed and classified by their
abilities to and aptitude for traversing the train. These skills are quantified into a
system One-One calls T.R.A.I.N points.

Tenacity ( T ):
This skill judges a character’s ability to overcome physical challenges and problem. A
player’s strength, dexterity, and speed can determine how much tenacity they have.

Resolve ( R ):
A character’s ability to alleviate damage and emotional distress will be determined by
their resolve. This skill will judge a character’s ability to overcome mental problems.

Assertion ( A ):
Standing up for yourself can be hard. Assertion determines how confident a character
can navigate social problems.

Intuition ( I ):
This skill mark’s a character’s ability to perceive and investigate their surroundings.
Whether it is finding the solution to a puzzle, observing hidden details about a
location, or telling if someone is lying, your intuition is key to navigating the train.

Niceness ( N ):
While strength and cunning are vital skills, being kind to those you encounter can be a
valuable skill when making friends and assisting other passengers and denizens of the
train.

Depending on a character’s background, they might be inherently


better at some skills than others. All skills are measured on a scale from -3
(the weakest) to +3 (the strongest).
When a character is confronted with a challenge presented to them
by the conductor, they will perform a move by rolling two six-sided dice
(2d6), then adding the relevant T.R.A.I.N. points to the roll. Here are the
following outcomes:
10 +: A complete success
7 - 9: Have a mixed success. A player succeeds but must sacrifice or
compromise something.
6 -: Player fails, the events are left to the Conductor, and they gain 1 XP
For example, a teenaged passenger might want to fight off a monster.
They could use the move “Teen Angst” and its correlating train point
Resolve since it involves their emotional distress. The player will roll 2d6
and add the passenger’s Resolve points, which is presented in the book at
“Roll + R .” Add the resulting numbers to determine if they succeed.
Harm, Health, and Armor
The train has many different types of threats, some physical, some mental, and
many emotional. Whether they are hit by a giant monster, become scared at the sight
of a strange denizen, or are insulted by a fellow traveler, your passengers and
denizens will encounter some harm in these cases. Whenever a passenger or denizen
comes into some form of harm, these attacks will only do 1 harm each time. While
mechanically physical and emotional wounds are treated the same, you should
narrate them specifically as you tell your story together. The primary exception to
damage is any major action that would prove to be fatal without question (i.e. being
shot, falling a great distance, being hit by a vehicle etc.). In those circumstances, no
harm is given, and that character would perish without some special miracle.
Each player character will have a different amount of starting health points. A
character’s health points act like a threshold for how much harm they can get before
being lost in the train forever, whether if they lose the motivation or desire to continue
the journey or are killed by some treat on the train. Luckily, characters can remove
some of the harm by resting for an extended period of time or by utilizing special
moves that certain characters have access to.
In addition to being able to heal, characters can also alleviate potential harm by
utilizing certain types of improvised armor, hiding, or taking cover. Doing this will
subtract 1 from any attack rolls made by the conductor at that time. While it is unlikely
that character can use these tactics in every scenario, you should be able to reward
the creativity of players who think outside of the box.
XP and Leveling Up
Over the course of their journey on the train, through their successes and failures,
denizens and passengers will find themselves growing in different ways. In these cases,
players will then earn XP, which will help them grow as characters. There are several
ways to earn XP. First, whenever a player attempts a move and rolls a 6 or less, they will
gain 1 XP. At the end of each gameplay session, the conductor should ask your players
the following questions:
Did you have a positive influence on the creatures around you?
Did you learn a secret about the train?
(Denizens Only) Did you improve yourself in some way?
(Passengers Only) Did your number change?
If a character answers positively to any of these questions, they will earn an
additional XP point for every positively answered question. A character levels up once
they spend XP equal to 4 + their current level. For example, a passenger leveling up
from 2 to 3 will need to earn 6 XP. Once a character has leveled up, they gain one
health point and one of the following: A new movie on the basic move list or the
special movie list or an Increase in any skill by 1 (A max at +3).
“The Train” by Mary Elizabeth Coleridge
A green eye-and a red-in the dark.
Thunder-smoke-and a spark.

It is there-it is here-flashed by.


Whither will the wild thing fly?

It is rushing, tearing thro’ the night,


Rending her gloom in its flight/

It shatters her silence with shrieks,


Where is it the wild thing seeks?

Alas! For it hurries away


Them that are fain to stay.

Hurrah! For it carries home


Lovers and friends that roam.

Where are you, Time and Space?


The world is a little place.

Your reign is over and done,


You are one.
Creating a Character
Whether a player decides to be a passenger or a denizen of the train, they have a
wide variety of options for what type of characters they are; each with their own
strengths weaknesses and special abilities. A good group will be able to cover a wide
variety of skills by varying the types of characters they play. These are the following
traits that players will need to detirmine when creating a character for this game:
Character Types
To start off, players will need to figure out
what type of character they would want to play
in this story. Characters in this game are
divided between Passengers and Denizens,
each with their own traits, abilities, and roles
that are specific two these two types. See their
respective sections to learn more about each
player type and all their variants.
Basic and Special Moves
Like most Powered by the Apocalypse games,
all players use specific moves to address
moments where the game rules interact with
the story being told. Players will start off with
moves specific to their type of character, as
well as being proficient in a pool of basic
moves that can be used by everyone. For more
explanation on how moves work, see the
section ‘Using Moves’.
Starting Items
The train picks up passengers in the real world when they might not expect it. Any
mundane items they have in the real world will be taken onto the train.
Players can pick one mundane object that they might have on them at the start of
their adventure. This item can be used over the course of the adventure to add +1 to a
relevant dice roll. Keep in mind: the item by itself does not inherently enhance a dice
roll, but how the player uses it.
Certain items that are deemed too dangerous have been confiscated by the
conductor in the past. Keep this in mind while creating characters. While passengers
are more likely to have items, denizens can also have some type of object on them if
the player requests it. For item ideas, see ‘Example Starting Items’.
Backgrounds and Lives before.
The train is designed to help passengers and denizens solve their problems, and
each character will have to look to their past to figure out what their problems are.
Players should write a couple of sentences describing their life before the adventure
started, tis will help the conductor determine the challenges players might face on
their journey.
If your character is a passenger: who were they before the train? Where are they from?
When and where did the train appear? Who were some important people in that
character’s life before the train?
If your character is a denizen: What train car are they from? Have they ever been to
other parts of the train? Have they ever encountered any other passengers? How do
they feel about their situations?
Like most other tabletop games, players should try to leave some level of ambiguity
of your character’s past. Doing so can help to reveal certain elements of their
backstory. Players can be as secretive as they want with the other players, though the
conductor will have access to your past in order to determine the obstacles they
encounter on their journey.
Character Secrets
Just as every player character has a past, and the past is filled with secrets.
Sometimes secrets are ok, but there are time where confronting the past can help a
character progress.
When creating their characters, player will be asked to write three secrets about
their character. These secrets will be utilized by the Conductor to help define your
experiences on the train, do expect that these secrets will come to light.
Secrets come in the three following categories:
One Happy Secret about a happy element of your past that you do not always feel
comfortable to share. (i.e. you have a crush on someone, a private memory with
someone you care about, you secretly watch cartoons as an adult)
One Sad Secret about yourself or your past. (i.e. A dead relative or friend, a friendship
that ended, something you don’t like about yourself)
One Shameful Secret about something you are truly ashamed of. This is the secret you
do not want anyone to know. (i.e. You really hurt someone in the past, you have an
embarrassing/bad habit, you have told a big lie)
For ideas of what these secrets might be, see the section ‘Example Character Secrets’
The Role of the Passenger
It is unknown who the first passenger of the train was, but the train has taken
humans from earth during some time of transition in their live. These characters might
have little to no memory of how they first found the train or why they were chosen, but
every passenger will find a glowing green number printed onto one of their hands.
Regardless of who your passenger is, their main goal for most will be to find a way off
the train to return to their home on earth.
Passengers are divided into the following four categories, depending on their ages:
Child, Teenager, Adult, and Elder. Depending on their age, they might start out with
different skills and train point values.

Hand Numbers
If you are a passenger on the train,
one of the first things you might notice is
a green glowing number that has been
imprinted on one of your hands. The
nature of this number might be unknown
at first, though you might discover its
purpose by the end of your trip. At the
start of the adventure, the conductor will
assign a number to your passenger. You
might notice that the number moves up
and down depending on your actions.
When this occurs, be sure to think about
what you did to cause the change.
Understanding this can help you figure
out a way to return home.
Child (Passenger)
Some passengers are children younger than the age of 11. On
average, these passengers will have fewer life experiences and will
likewise be far more likely to have a much lower number compared
to other passengers.
While their stays on the train are on average shorter, they might
be much more vulnerable and a much more scared. Despite this,
they will generally be friendly to everyone they greet, which will
result in them inevitably meeting others that are willing to help
them.
Quite often, these passengers will still have a lot to learn about
the world and themselves, so perhaps there is something about
their number that might help them grow up a little better.

Starts with 5 health, 2 Child Moves, 3 Basic Moves


Special Moves: What’s that Thing? Your childlike curiosity gives
Let’s Be Friends! Your childlike innocence helps you a chance to see what older people can’t
you gain the trust of other more easily. Roll + see. Roll + Intuition
Niceness 10+: You happen upon a clue.
10+: You gain the trust of another character. 7-9: You find a clue, but you are now
Add +2 to Charm moves separated from the group.
7-9: The character trusts you and adds +1 to Who’s a Good Boy? Your affection for all things
charm moves, but they don’t like the rest of cute and cuddly helps you make friends with
the party. animal-like denizens. Roll + Niceness
Look at Me! Your desire to be the center of 10+: You make friends with the creature and
attention can help distract foes. Roll + Assertion they now will act at your behest. They use the
10+: When another character uses a defensive same basic moves as you.
move against the distracted foe, they gain +2 7-9: You befriend the creature, but it doesn’t
to a roll. always do what you say and is prone to
7-9: The other character’s defensive move causing problems.
gains +1, but you are now in danger.
Teenager (Passenger)
Because of their place as young adult, teenaged passengers between
the ages of 12-18 are much more common. Since they are practically
adults, they are a lot more physically capable and intuitive.
Depending on their lives at this point, the types of struggles they are
trying to overcome can vary wildly, from dealing with peer pressure,
abuse, or uncertainty about adulthood.
Because of this transitional time in their lives, and all the mental,
physical, and emotional changes that they might be undergoing.
Teenage passengers might act like they know everything, even if they
definitely do not. Though learning to overcome this and accept this may
be the key to leaving the train.

Starts with 7 health, 2 Teenager Moves, 3 Basic Moves

Special Moves:
I can Relate: You can empathize with a lot of the 7-9: You utilize your talents and add +1 to your
experiences people might go through and can next move. Though you are a little too full of
help them feel better. Roll + Intuition yourself and can only help yourself.

10+: Remove 1 harm from a young character. Step Up: Because of your experience with
younger kids, you know what it means to look
7-9: Remove 1 harm from a young character out for them. Roll + Assertion.
but transfer it to you.
10+: You deter or block the attack of a foe
School Superstar: Back in school, your that would’ve harmed one of your friends.
character has some type of special talent.
Maybe they were a stellar student in history 7-9: You protect your friend but put yourself
class, the lead in the spring musical, maybe they in imminent danger.
were skilled with computers, maybe they were a
star player on lacrosse team. Whatever the Teen Angst: You can only keep it bottled up for
talent, these skills can be applied and help to so long. The resulting rage can help to enhance
enhance your basic moves. Roll + 1 T.R.A.I.N skill attacks. Roll + Resolve
of choice. 10+: Add your current Harm value to your next
10+: You effectively utilize your talents and move. Then heal 1 Harm.
succeed. Add +2 to your next basic move. 7-9: Add your current Harm to your next move
Adult (Passenger)
After establishing their independence in the Adult world,
Passengers between the ages of 19-60 display a heightened
sense of maturity, as they have now fully developed in a lot of
ways.
However, some adults can get so wrapped up in their
everyday lives and the responsibilities that this entails, it can
hinder their development in certain ways. As a result, many of
the adult passengers have lost some sense of what is
important in life, which the train attempts to help them with.

Starts with 6 health, 2 Adult Moves, 3 Basic Moves


Special Moves:
Adulting: Your life experience in the adult world 7-9: You utilize your talents and add +1 to
has given you a lot of practical knowledge your next move. Though you can only help
about how certain object and devices function. yourself.
Roll + Intuition
Console: As an adult, it is your job to assist all
10+: You understand how a device or object the other passengers around you.
functions.
10+: Remove 1 Harm from a character.
7-9: You THINK you understand how a device
or object functions, but you might be wrong 7-9: Remove 1 Harm but the process takes
about some things. some time and leaves you vulnerable.

Career Minded: You can apply the skills from Give Orders: Your age can give you a level of
your job to help you enhance your basic moves. authority, which you can use to your advantage.
A construction worker might be more tenacious, 10+: The character you order around gets an
a service worker has gained some Resolve, and additional +1 or -2 to their dice roll, your choice.
those who work in schools or offices might have
some intuition. Roll + 1 T.R.A.I.N skill of choice. 7-9: Same as above but your foe now perceives
you as a threat and acts
10+: You effectively utilize your talents and
succeed. Add +2 to your next basic move.
Elder (Passenger)
Though it is rare, the train will sometimes pick up passengers
that are older than 60 years old. Often, these passengers suffer
from more physical and mental strain, and might have some
difficulty traversing the train in certain regards.
In the old age of these passengers, they will more likely a lot wiser
and kinder in their old age. While they may have learned a lot,
chances are, there is still something they need to figure out about
themselves, even at this stage in life.
Whatever they have to figure out, these passengers will have to
figure it out sooner rather than later before their age catches up
with them.

Starts with 5 health, 2 Elder Moves, 3 Basic Moves


Special Moves:
Distant Memory: You can use some knowledge I’ve Seen Worse: You have already seen so many
from your past to solve your current problems. crazy things in your life, what’s the worst this
Roll + Intuition train has to offer? Roll + Resolve

10+: Your memory helps you understand 10+: Add +2 to a defend action, Remove 1
something about the train. Harm.

7-9: While you can remember something from 7-9: Add +1 to a defend action, but this has
your past, it does leave you somewhat left your foes more focused on you.
confused about how it helps your situation.
Sage Advice: Your life experiences can be used
Don’t Mind Me: Being old can have it benefits. to help the younger generations. Roll + Assertion
Using your age can help you deceive or
persuade someone. Roll + Niceness 10+: Your advice gives +2 to a character’s next
basic move.
10+: Your foe perceives you as just a simple
old person and ignores you. 7-9: Your advice helps give +1 to a character’s
next basic move, but misunderstood some
7-9: Same as above but the foe grows element of it, which has left them vulnerable
suspicious and may investigate further.
The Role of the Denizen
The Infinity Train has the ability to create almost anything imaginable. This has
resulted in wide variety of creatures and machines that inhabit the train and are
classified as ‘Denizens.’ Denizens can take up a large number of forms and can thus
vary widely in both appearance and abilities. From anthropomorphic versions of
everyday objects, to talking animals with a for monarchies, denizens take residence in
the countless train cars in its interior worlds. But they are not limited to their own as
they can travel freely throughout the train. While there is some question about the
train’s ability to create life, the denizens act as independently functioning beings with
their own personalities, hopes, dreams, and ideals. While traversing the train, denizens
can have their own goals in. From assisting the passengers, helping themselves,
finding some object or secret on the train, or even finding a way off.
While these denizens can take a near infinite number of forms, there are four broad
categories that train denizens can fall into: Animals, Objects, Reflections, and Robots.
These categories are designed to cover the wide number of character possibilities
that a player can could envision. Though if one of the player options does not suit
them, they are free to create an original denizen type at the behest of the Conductor.
Move: Train History
There are many things that can distinguish a passenger from a denizen. Though
mechanically speaking, Denizens are different in that they all start with the move Train
History. Beings who have spent an extensive amount o time in the train can use this
move to help remember certain details and facts about the train, its different cars, the
various passengers, denizens, and specific mechanics explaining how the train
functions. Note: it is possible for passengers to learn this move, though only if they
have spent years aboard the train. To use this move, roll + Intuition.
10+: You remember some detail about how the train works (i.e. how an item functions,
how to traverse certain cars, how to avoid certain obstacles)
7-9: You remember some detail, though some of the specifics might be wrong or
misleading, cause you to be detoured in accomplishing certain things.
Animal (Denizen)
There are many types of animals on this train, covering a
wide variety of species; all having the ability to speak. Many of
these animals come from trains with animal kingdoms, leading
to very regal mannerisms.
Despite their slightly heightened intelligence, they still do
have certain animalistic tendencies that are reflective of their
species. In addition to this, their lack of opposable thumbs and
height can be a deterrence when traversing the train.
This allows them to have some heightened senses of instinct,
which can make them indispensable allies aboard the train.

Starts with 6 health, 2 Animal Moves, 2 Basic Moves, Train History


Special Moves:
Animal Expert: Your animal heritage helps you Instinct: You tap into your animal instinct to
converse with the other animal denizens on the help you notice things about your surroundings.
train more easily. Roll + Intuition Roll + Intuition

10+: You know of an animal that can assist in 10+: You pick up on some unknown threat and
this situation. can anticipate any potential harm.

7-9: You might know an animal that can help, 7-9: You anticipate some type of potential
but they might not be reliable. threat. Though that threat might just turn out
to be your reflection, a squirrel, or a shiny
Inspiring Leader: Your royal upbringing within object.
the animal kingdom allows you to carry yourself
with dignity and respect. This can be used to Natural Cuteness: Your animal traits will allow
help your interactions with others. Roll + you to persuade others. Roll + Niceness
Assertion
10+: You add +2 to a Charm or Grift roll.
10+: You can assist another character’s dice
roll of your choice. Add +1 or -2. 7-9: Add +1 to Charm or Grift, but the target
will condescendingly treat you like a common
7-9: Same as above, but they might not take pet
you seriously and will be less likely to listen in
the future.
Objects (Denizen)
The train is also filled with anthropomorphized objects of a
wide variety! Books, telephones, water, plants: you think of an
This can result in them being somewhat limited in their ability
to do certain tasks. Though for any players that want to get
more creative with their character choices, this is the class
that can serve as a starting point.

Starts with 6 health, 2 Object Moves, 2 Basic Moves, Train History


Special Moves:
Objective Assistance: Your time on the train can more easily construct objects. Flower
allows you to be connect to certain other Object people, while known to be renowned cooks, can
Folks you might know. Roll + Niceness also use their branches and leaves to stretch
and grow to new heights. Roll + 1 T.R.A.I.N skill of
10+: You know a being that could assist in this choice
situation.
10+: You effectively utilize your talents and
7-9: You might know someone that can help, succeed. Add +2 to your next basic move.
but they might not be reliable.
7-9: You utilize your talents and add +1 to
Object Lesson: There are certain objects on the your next move. Though you can only help
train that fill resemble yourself, which can lead yourself.
to having some innate knowledge about how
the object functions. Roll + Intuition Sooth: It is hard to say what it is, but the
humanity that can be found in all Object People
10+: Add +2 to a roll that corresponds to an can be a comforting presence for passengers.
item. Roll + Niceness
7-9: Add +1 to a roll with an item, but the item 10+: Remove 1 harm from a passenger.
breaks.
7-9: Remove 1 harm from a passenger but
Personal Properties: Certain elements about transfer it to yourself.
yourself can allow you to apply traits about
yourself to your basic moves. The Tool People
Reflections (Denizen)
Originating from the Chrome Car, characters might see their
reflections become independent beings.
According to mirror law, whenever a reflection’s “prime” being dies,
they must have their memories wiped and take up a new prime, or
become an officer called a “Flec”, who are devoted to “maintaining the
barrier” between the prime world and the mirror world.
It is against mirror law for a reflection to roam the prime world, but
there have been circumstances where some reflections have been
able to pass through keeping an reflective surface attached to them
or by wearing a special mirror suit usually relegated to the Flecs.
This newfound freedom comes at a cost, as the Flecs will stop at
nothing to arrest you. The only guaranteed freedom is finding a place
with no reflections.

Starts with 10 health, 2 Reflection Moves, 2 Basic Moves, Train History


Special Moves:
Criminal Network: Being on the other side of the Reflective Surface: All reflections can use their
law has exposed you to the criminal underworld mirror bodies to traverse the world of reflections
that can be seen on the train, which has given for their advantage when navigating obstacles
you several shady contacts, Roll + Assertion around the train. Roll + Tenacity

10+: Your criminal contact successfully assists 10+: You are able to easily traverse your
you without issue. surroundings by using the mirror world.

7-9: Your contact assists you, but the Flecs 7-9: You are able to traverse the mirror world,
are alerted to you. but the Flecs are alerted to your location.

On Your Toes: Living a life on the run had made Steely Exterior: All reflections are made of a
you a lot more alert and ready to flee at a similar chrome material, which causes them to
moment’s notice. Roll + Intuition be a lot more resistant to harm, which can easily
make it easy to protect other from danger. Roll +
10+: You can immediately sense whether Resolve
something or someone is a threat.
10+: You block the 1 harm directed towards
7-9: You can vaguely sense that there is a another character.
threat, but it is unknown what the source of
that threat is. 7-9: You block the harm, but it leaves you
open to an extra attack made by a foe.
Robots (Denizen)
The train is maintained and run by a large variety of robots. From
the porters that process passengers, the Stewardesses that run
security on certain cars to simple repair bots that can be seen
aboard the train.
While many of these robots seek to facilitate the smooth
operation of the train, some are unaware of their functions and
seek to find an identity.
Many of these robots are able to function by interfacing with the
train in certain ways, but they have little power in the train outside
of their functions.

Starts with 5 health, 2 Robot Moves, 2 Basic Moves, Train History


Special Moves:
Database: All robots aboard can access the area to turn on you, or the interface to reject
train’s databases. While they might have access you and inflict 1 harm.
to every piece of information, it can still be
utilized to find knowledge about the train, Roll + Problem Solver: While your programing can
Intuition make certain tasks like identifying objects
outside of your database, it can make you
10+: Accessing the data give you +2 to a especially good at solving problems by
examine check. calculating possible solutions. Roll + Intuition

7-9: Some of the data is corrupted and 10+: The conductor will give you two possible
incomplete, gives +1 to a claim check, and solution to a presented problem.
cuts off access to the database for a day.
7-9: The conductor will give you two possible
Interface: You can interface with certain solutions to a presented problem, but one is
equipment on the train. It can be as simple as extremely likely to fail.
interfacing with a computer or phone, or as
complicated as a boxcar control panel, Roll + Robot Companions: You can directly
Assertion communicate with other robots by electronically
interfacing with them. Roll + Niceness
10+: You can maintain control over the device
to a limited capacity. The interfaced object 10+: You add +2 to a Charm or Grift roll
can help add +2 to any basic actions towards a robot.

7-9: Same as above but maintaining the 7-9: Add +1 to Charm or Grift, but the robot
connection may cause other robots in the might start to glitch out.
Using Moves
Moves come into play when the players
encounter a situation with uncertain
outcomes. Whenever a player is doing a
move, be it a class specific move or one
of the following basic moves, players
must declare the move that they intend
to use to address this situation. It is
important that they do not just declare
the move they want to use, but also
describe how they plan to specifically
use this move in the game as to better
facilitate the proceeding story.
Some players have access to moves
that can enhance the moves of
themselves or other characters. If a
player wishes to use one of these
enhancing moves, they will need to
declare their intention to use this move before the other player declares and
describes the move that they wish to use.
While players will have access to moves that are exclusive to their specific class,
all players will be able to use all the basic moves listed below, though will start
being proficient in at least two of these basic skills. Sometimes, there will be an
emergency that will require the player to use a basic move which they are not
proficient in. In the event of this, they will have to subtract two points (-2) from
their dice roll to represent their lack of expertise.
As a result, it is important to have a party that has at least one person skilled in
each of these basics moves to better ensure a safe journey aboard the train.
List of Basic Moves
Charm
A key to surviving on this train is getting help from other passengers and denizens.
This can be simple persuasion, flattery, or even begging. Be sure to specify what the
character says to charm the being in question. Roll + Niceness
10+: A character warms up to you and is willing to listen to you.
7-9: A character listens, but they might demand something out of you.
Defend
Instead of having the conductor roll to hit players with an attack, a player that
anticipates an incoming attack can lower the potential harm that might be inflicted on
another character or themselves. Describe what the character does to protect the
being in question and Roll + Resolve
10+: Cancel 1 incoming harm and immediately attempt to cause harm to the attacker.
7-9: Cancel 1 incoming harm but garner attention of the attacker(s).
Examine
When encountering a situation with a lot of unknown factors, a player can examine
their surroundings and the other characters. When making this check, they will be
choosing one specific part of their environment that they wish to know more about
and can potentially ask the GM one or more of the following questions:

• What is going on here?


• Who can I trust?
• What are they thinking?
• What should I be wary of?
• What happened here recently?
• What here is not what it appears to be?
Roll + Intuition
10+: Ask the conductor two of the following questions which they will answer
truthfully.
7-9: Ask your GM two of the following questions. One answer will be true, the other a
lie.
Fight
You will have to use this move in situations where you are fighting against something
that can fight back. When you are attacking, describe how you intend to inflict harm
upon the being. All attacks will do 1 harm to the opponent by default, though having
certain items or executing certain enhancing moves can help to increase this potential
harm. Roll + Assertion
10+: You do 1 harm and the foe does not act for another turn.
7-9: Do 1 harm but the foe, though your attack leaves you over for retaliation.
Flee
Sometimes, it is better to flee a situation rather than fight. You can use this move if
there is a clear way to remove yourself from an area of danger. Describe how you try
to avoid this danger, Roll + Tenacity
10+: You successfully escape the danger.
7-9: You escape but there is some complication: you leave something behind, you
take something with you, you create tracks, etc.
Grift
Sometimes you just must convince people to do things against their self-interest.
Players use this move when they want someone else to do something they might not
immediately want to do. First, they must be able to provide some compelling reason
for that being to listen to you before enacting the move. What constitutes as a
compelling reason will vary on the relationship that player has with the character,
certain characters might be more difficult when attempting to manipulate, intimidate,
or lie to them. Roll + Assertion.
10+: They trust you and will do what you say so long as it does not endanger them
directly.
7-9: They will ask you to provide something that can help make the grift convincing.
Perform
The train offers a lot of challenges, but you can use music, dancing, or any other art to
help in these situations. Players must first provide ample reason for how the art can be
used in a given situation, and them describe what they plan to do to perform. Roll +
Intuition
10+: Your art contains something important to your world. The Conductor tells you
something useful about your current situation.
7-9: You are swept up in your own work. The Conductor tells you something poetic
about your situation, it is up to you to make it useful.
Trick
Sometimes you will have to get one over on someone else without them knowing, be it
through sneaking past a foe, snagging something under their noses, or creating a
something to trap or prank them. As long as there is an element of surprise, this roll is
applicable. Describe what you try to do to trick someone. You must have access to
certain materials in order to accomplish certain tasks. Roll + Resolve
10+: The plan goes without a hitch and can give 1 harm if applicable.
7-9: Your scheme works and does 1 harm if applicable but any items you used are
destroyed in the process
Example Starting Items
When passengers are taken aboard the Infinity Train, they might have certain items on
their person. Here is a sample of items that they might have on their person.

• A cellphone with 64% battery with • A retro calculator watch


no service • A slightly melted chocolate bar
• A set of keys with a spray bottle of • A half full pack of gum
mace • Travel tissues
• A pen with a chewed-up end • Survival rope bracelet
• An old receipt from the last place • Sunglasses
you got takeout • A Cluttered Purse
• A pocket-sized daily planner • A backpack with school supplies
• A walking stick • A locket with a photo of a loved
• A multitool pocketknife one
• A compact blush kit with a mirror
Be sure to consult with the conductor when determining the items that are on a
character’s person.
Character Backgrounds and Backstories
It can sometimes be difficult figuring out what kind of character you are going to play
in this story. These archetypes can help you figure out the problems your character
might have to overcome.
The Collector: You enjoy collecting odd items, it could something that you never could have dreamed of.
be something as simple as buttons, or it could be Perhaps you got more than you bargained for…
mementos that are found in each car. This can lead
to you having a heavy load to carry as your collection The Griever: You lost someone or something that was
grows. irreplaceable to you, now it seems so hard to find a
way to move forward. Everyone will grieve differently,
The Complacent: Maybe you are a people pleaser, though how you process this loss may define the rest
maybe you’re afraid of confrontation, but you are of your life.
definitely complacent in how people treat you and
might have to figure out ways to better stand up for The Irresponsible: You’ve rarely faced consequences
yourself. for your actions in the past, and now that others are
relying on you, you might have to rethink of some
The Coward: The world is a scary place, but your fear things…
of it can make it difficult to help the people who
matter most to you, perhaps it has already costed The Obsessed: You are incredibly fixated on some
you something dear. But bravery does not come easy, item, goal, mystery, or person. This has greatly
and fear can have a very strong grip… affected your goals in life, for better or for worst. You
might realize that goal to its full potential, or maybe
The Cynic: The world is a cold cruel place, and there there’s more to life…
is nothing that can be done about it. That is what you
have always told yourself, at least. Though perhaps The Researcher: You seek knowledge and
you are not as powerless as you once thought you understanding about the world around you. It can
were, and this train can show you a different side of make you extremely knowledgeable about something.
the world. This pursuit of knowledge can take priority over other
vital parts of your life.
The Directionless: Life has dealt you a pretty crappy
hand, and you aren’t sure what the best course of The Runaway: There is a big problem in your life that
action going forward is. Though now, navigating the you are running away from, something that you hope
train is at least a start. never catches up to you and you never have to
address, but there is only so far that you can run.
The Explorer: You seek out adventure, mystery, and
novelty within your life, and you wish to see
Example Character Secrets
The following is a list of examples for the three different secrets that you
can give your characters. When assigning such secrets, feel free to modify
them and go into more detail as to further flesh out elements of that
character’s story.

Happy Secret Sad Secret Shameful Secret


I try to appear friendly and
I took advantage of
I can do a great rendition outgoing all the time, but
someone in order to get
of “Word Up” by Cameo in reality, I feel stressed all
something I wanted.
the time.

I have always wanted to I lost someone/something


I abandoned someone
learn ballet, but my friends close to me and I still have
when they needed help
think its dumb. not gotten over it.

When something bad


I have a crush back at A happy memory of my
happened to myself or
home that I do not want to past is not as happy as I
someone I knew, I felt
confess to yet. make it out to be.
apathetic.

I had a dream that now I feel burnt out about a


I love to write poetry and
seems completely thing or person I used to
play clarinet.
unachievable. love with a passion

I have someone who does I have problems with how I


I had a big fight with
not know just how much a was raised by my family,
someone close to me
better person they have but I do not know how to
before the story.
made me. address it with them.

I know a lot about a really Someone I am close to did There is some trait about
dorky subject something really bad. I me that I really wish was
(architecture, ballet, want to report it, but is it different and actively try
jousting, tabletop rpgs) the right thing to do? to suppress.

I am not publicly out yet, I never got to tell someone


I told a pretty big lie about
but I am now comfortable how I really felt about
my life.
to say that I am LGBTQ+. them…

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