Infinity Train Players Guide V1.0
Infinity Train Players Guide V1.0
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.
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.
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.
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.
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.
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.
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.
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:
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.