You are on page 1of 7

More about

Welcome, Pilgrim! Haunted Table Games


Thank you for checking out the first expansion for Colony: SALEM!
We’ve created a new playbook and module in celebration of Haunted
Table’s debut release, Triangle Agency!

If you haven’t heard about their game, please follow the links on the
right and read all about it. In brief, Triangle Agency is a game about
paranormal investigation and corporate bureaucracy. Players become
Agents serving the whims of a shadowy corporation, and though they
tap into mind-bending powers themselves, Agents must hunt and
capture Anomalies that threaten the fabric of reality… all while trying to Triangle Agency is copyright Haunted Table, LLC.
hold on to their human lives and responsibilities.
You can find more information about them
And, hey. If you’re a fresh arrival who hasn’t heard of Tritonis Games at their website and their page at itch.io!
yet, welcome! Colony: SALEM is a game about a sci-fi future in which
Neo-Puritans have fled the MegaCorp-dominated arcologies of Earth
in order to escape rapidly accelerating advances in robotics. Players
take on the role of newly arrived colonists fighting to survive unrest,
Colony: SALEM
division, natural forces, and the terrifying unknowns of space. By Self Stable Expansion
default, Colony: SALEM is played in a colony in the midst of a “Bot March 2023
Hunt,” with colonists suspicious that a heretical “Chanical” (a lifelike
construct virtually indistinguishable from biological humans) resides Writing by Nathan Lawrence and Peter Reitz
among them. Whatever the truth of this situation may be, the colony is Layout, Cover, and Interior Art by Peter Reitz
a powder keg of suspicion and mistrust simply waiting for a spark to
ignite it. The Colony: SALEM Self Stable Expansion is an independent production
by Tritonis Games and is not affiliated with Triangle Agency or Haunted
For this expansion, we imagined a variation on our default setting Table, LLC. It is published under the Triangle Agency Third Party License.
where the Agency exists as yet another MegaCorp on Earth. You could
incorporate this material by deciding the Agency has sent an Agent to
the Neo-Puritan colony to hunt a dangerous Anomaly. Alternatively,
the colony itself could be an Agency Chapter, much like how other
MegaCorps might sponsor other Neo-Puritans’ journeys to the stars. Powered by the Apocalypse
World engine,
Whatever route your table takes, this expansion will mesh Triangle by D. Vincent Baker Colony: SALEM is
Agency’s elements of the supernatural with Colony: SALEM’s sci-fi and Meguey Baker. © 2023 Tritonis Games
themes about trust, religion, and science. Attribution NonCommercial
ShareAlike 4.0 International
Find Colony: SALEM and more from Tritonis Games on (CC BYNCSA 4.0)
DriveThruRPG and our page at itch.io!
The Playing the Agent
Whether they’re an extradimensional time traveler or a contemporary
Agent of the colonists, the Agent recognizes threats beyond the Colony’s
typical concerns. Vastly more than a conspiracy theorist, the Agent
accesses bizarre powers to fulfill the whims of a mysterious Agency
which employs them. Players should consider how the Agency makes
its demands known and how its leaders react to failure or disobedience
“If you agree to work (whether it’s intentional or not), as well as how the PC feels about the
tension between their mundane and supernatural life.
for us, half the time you
won’t know the purpose
Equipment
of your duties… and
Begin play with one option from each pair below:
when we do explain,
a ripple gun a stun baton
we might not be effective against Anomalies Incapacitates a target
OR
telling the truth.” [Appendix] [Colony: SALEM p. 66]

a normal briefcase a distress beacon


- James Alan Gardner,
safely confines Anomalies OR Issue a planet-wide SOS
Trapped [Appendix] [Colony: SALEM p. 69]

“authentic” documentation a homeworld artifact


support for a false identity OR a reminder of the life before
[Colony: SALEM p. 73] [Colony: SALEM p. 71]
Name: _________________________________________________
Adrian, Benedict, Ethel, Sidney, Ursula, Whittaker, a capable name
Agent Advancements
Look: Being in a group doesn’t mean forgetting yourself. At the end of each
• Eyes: approachable, direct, high-strung, probing, stubborn session, mark XP if your Origin led you into conflict with the Agency.
• Clothes: clean, corporate, quirky, tactical, trendy
• Frame: androgynous, concealed, feminine, masculine,  Take another Agent move.
transgressive, transitioning  Take another Agent move OR select a second option from
• Apparent Age: child, teenager, young adult, middle-aged, “Tap Resonance”
elderly, ancient, ageless  Take a move from another playbook
Origin:  Take a move from another playbook
• Anomaly caretaker, financially struggling, helpless romantic,  You are the leader of a Pyramid [Appendix]
lab grown, organization backbone, overbooked agent,  Add 1 to Body (max 3)
 Add 1 to Mind (max 3)
rising star, secret monster, tragic past
 Add 1 to Heart (max 3)
Colony Background:
• What Anomaly threatens the colony, and what makes it so XP Track:  
dangerous? After marking your fifth XP tracker, clear all marks and take an
• How has the colony unwittingly accepted the Anomaly as an advancement.
important (or even essential) part of their lives?
© 2023 Tritonis Games
Conditions Agent Moves
Harm
You begin with “Tap Resonance” and select one more.
+0 +1 +1
⚫ Tap Resonance: By cultivating your personal Anomaly, you can
 Body  Mind  Heart bend the fabric of reality. Choose one Resonance that you possess.
Force Assess Manipulate To use it, roll Body. On a 10 and up, the Resonance works as
Shield Tech Scrutinize described. On a 7-9, it works, but the MC narrates a complication.
 Catalogue: Transform a held object to a similar (but slightly
Mark XP the first time you use a highlighted stat in each scene. different) version of itself.
 Manifold: Declare “I know a shortcut!” to find a single-use
path to your destination, no matter how improbable.
Colony Name Colony Suspicion  Timepiece: Overwhelm a target with nostalgia, making
them desperate to talk about their past—even things
0 1 2 3 typically secret.
 The Gun: When someone tries to hurt you, you shot first. Deal
If Colony Suspicion exceeds 3, the MC adds a point to Unrest instead.
harm as established before resolving the aggressor’s roll.
 Drain: Choose a feature of your target and take it for
Player Characters Suspicion Score yourself: a face, a voice, a beloved, etc. Now you have it
and they don’t.
0 1 2 3  Absence: Become intangible to pass through walls, chains,
0 1 2 3 and other obstructions.
 Whisper: Respond to a spoken sentence by restating it in
0 1 2 3 your own (revised) way. The target believes the new
sentence is what they meant.
0 1 2 3
 Grow: Sprout additional limbs to disarm a target, engage an
Apply Colony and PC Suspicion scores as a penalty additional target, or render a target unconscious.
to the Comfort, Shield, and Manipulate moves.  Dream: Reframe a target’s opinion of their day. Choose
one: normal, boring, lonely, joyous, terrible, important.
First Session Suspicion Scores
• You’re keeping tabs on someone, but it’s obvious. You and another  Grant Commendation: Through praise, you grant another PC +1 to
player each gain 1 Suspicion on each other. their next roll. You receive a demerit from the Agency for acting on
• However you’ve justified your presence here, you’re still a your own, though, and suffer -1 to your next Tap Resonance roll. You
newcomer. Begin with 2 Colony Suspicion. cannot grant another commendation until the demerit is resolved.

 Triscendence: Rolling a pair of 3s on any action counts as a result of


PC Suspicion Triggers (Once per Scene):
15, regardless of circumstances. The MC then narrates how your
• When a PC acts with chaotic disregard for others, gain 1 Suspicion.
excellence attracts the curiosity, jealousy, or obsession of a colonist.
• When a PC demonstrates competency in their role, lose 1 Suspicion.
 Tie Loose Ends: When you use Force, add 1 to the result.
Colony Suspicion Trigger (Once per Session)
At the end of each session, ask the other players: “Today, did I do  Retrieval Team Leader: You’re as close to an expert as anyone can
everything I could to protect the mundane from the supernatural?” be at this job. Add +1 to rolls when you investigate phenomena
• If no: Gain 1 Colony Suspicion. related to an Anomaly.
• If yes: Lose 1 Colony Suspicion.
Threat: The Alveolus
Horror Vacui Description Agenda

Module Summary A crystalline octahedron which Escape its containment protocols;


exhales a corrupted atmosphere amass Breathless followers
Shortly after establishing their colony, the Neo-Puritans settlers
discovered an artifact hidden within their new home. Testing revealed
it to be chemically and structurally similar to amber, but the artifact’s MC Moves
function remained a mystery until the colony’s atmospheric scrubbers
ceased functioning: though the colonists should have suffocated within Catch Your Breath: Breath of Life:
hours of the mishap, they still had plenty of breathable air. The colony’s Each time a PC awakens in the When a character without the
MegaCorp liaison returned to Earth to report on this potentially colony compound, clear any Breathless Condition would be
profitable artifact, but the entire crew arrived dead by suffocation. previous “Catch Your Breath” Deactivated by Harm within the
Strangely, reports suggest the ship had plenty of breathable air aboard. conditions and roll Body. artifact’s atmosphere,
The Players arrive at the colony on the next shuttle, each with their own 10+: Gain the Buzzing Condition. they are not Deactivated.
motivations for pursuing the news of this artifact. 7-9: Gain the Winded Condition. They instead gain
6: Gain the Gasping Condition. the Breathless Condition.

Playbooks
Agent, Threat: The Breathless
then Chanical, Representative, Scientist, and Security
as needed to fill the table Description Agenda

Colony Types Colony Governments Deceased colonists animated Shepherd the artifact
by the Breath of Life back to Earth.
Alien Ruins Agency Chapter
OR OR
Subterranean Corporate Plutocracy
MC Moves
Compulsion: Choke:
Opening Questions for the Players When a PC fails an Assess or When a PC attempts to enforce
Scrutinize roll related to the the artifact’s containment
What scent suffuses the colony that, while pleasantly intoxicating to Alveolus, the Breathless secret protocol, the player chooses one:
locals, is initially sickening to newcomers? away more supplies for their a violent Breathless appears in the
journey to Earth. Permanently scene, a Rare or Unique piece of
What visual tell clearly distinguishes colony locals from newcomers?
advance the rarity of one gear is destroyed by the Breathless
category of gear (Common to in retaliation, or an NPC gains the
Rare, to Unique, to Unavailable). Breathless Condition.
© 2023 Tritonis Games
Judgment Day Database
• The Anomaly produces several conditions:
Heralds • Buzzing: You awaken with an almost frantically sharpened
• A PC experiences persistent pressure at their throat which makes it mental awareness: gain +1 to Assess and Scrutinize rolls.
hard to breathe or swallow. • Winded: You awaken with tingling numbness: you are
• A PC experiences numbness and tingling in their hands or fingers. limited to a single Body roll per scene.
• A PC experiences blurred vision, as if the room has suddenly • Gasping: You awaken in a sweat, on the verge of
thickened with mist; however, no one else seems to be affected. hyperventilation: you suffer -1 to Body, and you are limited
• A conversation between two colonists is interrupted by a fit of to a single Body roll per scene.
wracking coughs. • Breathless: You have become dependent on the Anomaly’s
• A minister faints during a Neo-Puritan service. Upon awakening, atmosphere:
they describe a vision of a sailing ship stuck in the sea without wind. • You no longer need to breathe oxygen. You are not
• Two Neo-Puritans discuss how exhilarating it is to feel the Spirit move affected by the “Catch Your Breath” move.
through them. • Other biological processes still occur, but they
• A colonist is about to exit the airlock to complete maintenance cannot harm you (for example, eating still provides
outside the colony. Their space suit is visibly torn and unsafe for use. energy and staves off hunger, but you cannot suffer
• While conversing with a colonist, a PC notices muscle spasms in the Harm from starvation).
colonist’s face. The colonist assures the PC that it’s become so • Suffer 1 Harm as you begin to suffocate for every
normal that they don’t even notice anymore. hour spent outside the Anomaly’s atmosphere. You
• Deep, rushing, arhythmic sounds come from the vents. Colonists cannot reduce Harm while suffocating.
claim it’s due to an irregularity with the colony’s HVAC unit. • Reduce 1 Harm for every hour spent inside the
• A puff of vapor trails through the room which gradually becomes Anomaly’s atmosphere; even after reducing Harm,
overpowered with the colony’s distinct scent. wounds you’ve suffered do not visibly heal.
• A crowd of colonists goes quiet for a moment, as if listening to • A Breathless character cannot be Deactivated by
something in the distance. They resume their conversations as if Harm from most sources. If a Breathless character
nothing happened. would be Deactivated by Harm from suffocation,
then they are permanently Deactivated.
• A sector of the colony could have its atmosphere vented, allowing
Dooms the PCs to encounter the strange abilities of the Breathless.
• As the colony’s atmosphere changes, plants may turn yellow or
Containment Breach: Decontamination: reddish, produce smaller fruits, and generally develop more slowly.
The Breathless are ready to escort Either the colony’s sponsoring • A MegaCorp may be interested in finding a way to harness the
the artifact to Earth so that it can MegaCorp or the Agency has Alveolus’s atmosphere to create a new inhalant party drug.
taint the planet’s atmosphere. determined that the Anomaly is • A coven of Chanicals may believe the Alveolus is the key to
Without the Anomaly, the colony too dangerous for containment. creating a haven safe from the tyranny of humanity.
begins to depressurize, and While initiating plans to destroy the • Neo-Puritans may believe the visions they experience while
Breathless colonists who were left Anomaly, they also send security asphyxiating on the Alveolus’s atmosphere to be divine in origin.
behind will begin to suffocate. forces to apprehend Breathless • If you’re using the Alien Ruins colony type, the PCs may believe the
colonists for study. Any colonists entity which inhabits the ruins is their primary threat (or even an
who resist are to be Deactivated. Anomaly). That’s fine! Allow players to chase that red herring: when
someone is mortally injured but not Deactivated, that can be
another sign that something unnatural is going occurring.
New Colony Type
Appendix Alien Ruins:
• Boon “Integrated”: The colony is built upon the wreckage of an
abandoned alien megastructure, but it remains somewhat
functional. Once per session, each PC can add 1 to the result of
New Gear: a Tech move, in addition to their normal modifiers.
• Players, how do the colonists believe these ruin might have
Colony: SALEM has no currency system. Instead, equipment is ranked been used by their original creators?
based on its rarity. The MC should keep rarity in mind when determining • Weakness: “Occupied”: Something else resides here with the
the availability of an item or the ease with which it can be acquired. colonists, and it’s not happy with its new neighbors. At the
beginning of the first session, the MC immediately fills a segment
For example, the Agent’s starting gear is ranked [U] Unique: it would of the Judgment Day clock. The MC will later incorporate this
require a session for another character to obtain and expose the PCs to entity into Judgment Day.
genuine risk. Acquiring more ammo for the ripple gun is ranked [R] Rare: • Players, what sign suggests that something else shares the ruins
it can be obtained with some risk or maneuvering. with the colonists, and how have they managed to ignore that
sign?
[U] Ripple Gun: Modeled after props from old Earth science fiction
movies. 1-handed, concealable weapon. Deals 6 Harm to Anomalies New Colony Government
or 1 Harm to other targets, medium range. Contains only one unit of
ammunition. Resupplying the unit is equivalent to obtaining [R] gear. Agency Chapter:
• Virtue “Charter”: The Agency is exceedingly clear about what it
[U] Normal Briefcase: A storage device capable of capturing and considers “correct” behavior. The Players brainstorm three
safely containing Anomalies for transport. In order to function, the guiding principles for this colony. The first time a PC performs an
Anomaly must first be exhausted, calmed, or willing. action in accordance with a guiding principle each session,
add 1 to the result of the roll.
New Player Cohort: • Players, how has the Agency gained the trust of its Neo-Puritan
colonists?
• Vice “Secrecy”: The Agency is aggressively opaque about
Whenever the cohort is able to provide reasonable assistance in the
what it considers “incorrect” behavior. The MC brainstorms
fiction, the PC may add a +1 to the relevant roll.
three prohibited behaviors for this colony in secret. The first time
a PC publicly violates an expectation each session, add 1 to
• The Agent — Pyramid: You are at the top of an organized their Colony Suspicion score. At the start of each session,
subcommittee serving the Agency. If they attempt to tap their replace one prohibited behavior with a new one.
Resonances, there are always complications. • Players, what peculiar rumors do the colonists whisper about
how the Agency violates their Neo-Puritan principles?
New Colony Names:

Alien Ruins Agency Chapter


The _____ Site Delta
Great _____ Ternion

© 2023 Tritonis Games

You might also like