Professional Documents
Culture Documents
1-2 Recovers naturally, over time. 6 D eranged S hrewd D ealer : You are able
analyze people through your insight and
3 Needs treatment to improve. experiences. You use roll + reason
4-5 Gets worse if untreated.
+ I nsane to R ead a P erson .
6 Requires immediate treatment.
Basic Moves Puzzle Things Out (roll+reason)
When you face an intellectual dilemma, learn a
new piece of information, or discover a clue, you
may attempt to puzzle things out, roll+reason.
Who Are You?
You live in a world of books, a world of
Act Under Pressure (roll+reason)
When you are doing something quickly and precisely, Whenever
On a hit, you get to ask one or more questions.
you act on one of the Keeper’s answers,
the imagination. From time to time, you
hurriedly flee, or are trying to resist something frightening, take +1. look up from a dusty tome to see the
roll+reason. On a 10+, Ask 3 or gain 1 Lore. world is not as bright as you otherwise
On a 10+, you do it. On a 7–9, Ask 1: have dreamt. You know somewhere
On a 7–9, you flinch, hesitate, cave, or stall: the GM can
offer you a worse outcome, a hard bargain, or an ugly »What is this? in the myths and legends, there lies
choice. »»What does this mean?
»»How can I get in/out/pass?
Who’s in control here? a hidden truth, and somewhere must
Convince (roll+affinity)
When you have something someone wants, you can use »
Which enemy before me is the most dangerous?
What is its weakness? lurk the dragons only a heroine can
your charm, wit, or wiles to get them to do something for » » What should I keep an eye out for?
How does X fit into Y? slay. And you’ve slain more than one
you, roll+affinity.
For NPCs:
in your day.
On a 10+, they ask you to promise something first, and do R ead a Person (roll+passion)
When you read a person in a charged interaction,
it if you promise. roll+passion. Name
On a 7–9, they need some concrete assurance right now. On a 10+, hold 3. On a 7–9, hold 1. While you’re Matthew Chadwick, Arthur Niles,
For PCs: on a 10+, both of the following: interacting with them, spend your hold to ask the
character questions, 1 for 1: Daniel Lewis, Sylvia Blair, Rhonda
» if they do it, they gain a point of Lore. »Is your character telling the truth? Langford, or Claire Davis
» if they refuse, it’s acting under pressure »What’s your character really feeling?
On a 7–9: »What does your character intend to do?
»What does your character wish I’d do? Look
» if they refuse, it’s acting under pressure »How could I get your character to X?
» On a miss, they lose a point of Trust with you.
What they do then is up to them.
Resort to Violence (roll+might)
When you cast aside all pretense of civility and The C hoose one from each category .
G ender : Man or woman.
Author
wish to harm your enemy, regardless of personal
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner, C lothes : Worn suit, worn dress,
When you help or hinder with someone who’s making a whether it be with fists or feet, or a more proper
roll, roll+trust. weapon, but you do so with malice in your heart. rumpled casual, or fine old.
On a 10+, choose 3.
a tremulus playbook F ace : Refined, haggard, somber,
On a 10+, they take +2 (help) or -2 (hinder) now.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: thoughtful, or plain.
you expose yourself to trouble. E yes : Faraway, clever, red-rimmed,
On a 6 or less: they lose a point of Trust with you or the »You take definite hold of it
Keeper holds one to use as a hard move (your choice).
»»You suffer little harm (-1 harm) tired, or probing.
Poke Around (roll+luck) » You inflict terrible harm (+1 harm)
You impress, dismay or frighten your enemy B uild : Emaciated, full, corpulent,
When you poke around a place physically looking for For PCs, pressing the attack when they’re
things, roll+luck. Additional attempts to search the same impressed, dismayed or frightened counts as
thin, or lithe.
area are made at a cumulative -1 unless the Keeper informs Acting Under Pressure.
you something substantial has changed.
Threaten (roll+might) Who Do You Trust?
On a 10+, select 1 of the following: When you threaten someone or something,
roll+might. You are physically engaging with the
» Find 1 good item (Keeper’s choice) deadly promise of violence.
» 1 minor item (your choice)
» 1 clue (+1 forward when acted upon) On a 10+, they have to choose 1:
» Pick one from the table below »dishForce your hand and take whatever damage you
On a 7–9, you may: »Backout,down and do what you want.
» Find hidden area/threshold (in/out) (Keeper’s Choice) On a 7–9, they can instead choose 1:
» Find minor item (Keeper’s choice)
» Determine a physical hazard present (if none, you find »Hurriedly get out of your way
that out) »»Barricade themselves securely in
Give you something they think you want
On a miss, there is either nothing more in the area or the »Back off calmly, hands where you can see
Keeper may hold 1 to use as a hard move at any time. »Tell you what you want to know (or hear)
Attributes Health Moves
You begin with all the basic moves.
Y our L ore M ove
N ovel E xperience :
is
The place
R eason 1 S cuffed reminds you of something from one of
C hoose two special moves .
your books. You may spend a point of
P assion 2 B ruised L ore to get +2 to P oke A round .
Gear
A uthor - in -R esidence : You have
M ight 3 B attered been put up by the local college to be
a feather in their cap. You have been
L uck 4 B roken given a small cottage near the campus. Y ou start with :
You are expected to make an occasional » a d6 W ealth
appearance on campus. This earns
A ffinity 5 G rievous you 2 d 6 W ealth monthly, and +1 » No L ore
Affinity with the academic community
C hoose one set
6 D ying and those who appreciate the arts. C hoose two of the following :
Gear
» Reason +2 Passion -1
particular party, they must be willing to take it,
and people are going to know your business.
Might 0 Luck 0 Affinity +2
» Reason 0 Passion +1
1 S tartled R eady for A nything : At the
beginning of a session, roll your Passion. On a Y ou start with :
Might +1 Luck +2 Affinity -1 2 S hocked 10+, Hold 2. On a 7–9, Hold 1. At any time,
you can spend your Hold to gain a +1ongoing
» 2d6 x 2 W ealth .
for a scene. On a miss, the Keeper Holds 1, » Weekly stipend: d6 W ealth .
L ore 3 D isturbed and can spend it to have you “caught out” (i.e.,
ill prepared and -1 for a scene).
» An automobile.
» Expensive changes of clothes.
W ealth 4 T raumatized S ummer H ome : Your family has a
place in the area, perhaps one you’ve not
» No L ore .
gone to since your childhood. It is a fine, old
5 H ysteric mansion, and you have sent ahead two of your A nd choose two :
» A small pistol or sword cane.
» R egarding D amage attendants (perhaps Strickland and Alice, a
butler and maid?).
1-2 Recovers naturally, over time. 6 D eranged » A trunk full of books.
U pper C rust : People naturally defer to » 2d6 worth of jewelry.
3 Needs treatment to improve.
4-5 Gets worse if untreated.
+ I nsane your grace and bearing (or maybe just your
money?). You can drop your name and station
» Fur coat (valuable), +1 armor
to persuade people to do or say things they » A pet (valuable, alive), your
6 Requires immediate treatment. might not normally. roll + affinity . choice and yours to detail.
Basic Moves Puzzle Things Out (roll+reason)
When you face an intellectual dilemma, learn a
new piece of information, or discover a clue, you
may attempt to puzzle things out, roll+reason.
Who Are You?
You have more than a calling, you
Act Under Pressure (roll+reason)
When you are doing something quickly and precisely, Whenever
On a hit, you get to ask one or more questions.
you act on one of the Keeper’s answers,
have a gift. You are a skilled healer
hurriedly flee, or are trying to resist something frightening, take +1. who has decided to leave the grind of
roll+reason. On a 10+, Ask 3 or gain 1 Lore. the big city behind in search of greener
On a 10+, you do it. On a 7–9, Ask 1: pastures.
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this?
offer you a worse outcome, a hard bargain, or an ugly » »»What does this mean?
How can I get in/out/pass?
choice. Who’s in control here? Name
»»Which enemy before me is the most dangerous?
What is its weakness? Doctor Jameson, Old Doc Smith,
Convince (roll+affinity)
When you have something someone wants, you can use » What should I keep an eye out for? Franklin Woodard, Dr. Jacqueline
your charm, wit, or wiles to get them to do something for »How does X fit into Y?
you, roll+affinity. Atway, Carla Wells, Doctor Sheila
For NPCs:
On a 10+, they ask you to promise something first, and do When
Read a Person (roll+passion)
you read a person in a charged interaction, Kensington
it if you promise. roll+passion.
On a 7–9, they need some concrete assurance right now. On a 10+, hold 3. On a 7–9, hold 1. While you’re
interacting with them, spend your hold to ask the Look
For PCs: on a 10+, both of the following: character questions, 1 for 1: C hoose one from each category .
» if they do it, they gain a point of Lore. »Is your character telling the truth? G ender : Man, woman, or
» if they refuse, it’s acting under pressure »What’s your character really feeling?
»What does your character intend to do? ambiguous.
On a 7–9: »What does your character wish I’d do?
»How could I get your character to X? C lothes : Worn suit, rustic casual,
» if they refuse, it’s acting under pressure
» On a miss, they lose a point of Trust with you.
What they do then is up to them.
Resort to Violence (roll+might)
When you cast aside all pretense of civility and
wish to harm your enemy, regardless of personal
The rustic fine, or outdated fine.
F ace : Plain, round, gaunt, or pensive.
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner,
whether it be with fists or feet, or a more proper
When you help or hinder with someone who’s making a weapon, but you do so with malice in your heart.
Doctor
a tremulus playbook
E yes : Sharp, beady, wide, or watery.
B uild : Slim, pudgy, fat, or rangy.
roll, roll+trust.
On a 10+, choose 3.
On a 10+, they take +2 (help) or -2 (hinder) now.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: Who Do You Trust?
you expose yourself to trouble.
On a 6 or less: they lose a point of Trust with you or the » »»You take definite hold of it
You suffer little harm (-1 harm)
Keeper holds one to use as a hard move (your choice).
Poke Around (roll+luck) »You inflict terrible harm (+1 harm)
You impress, dismay or frighten your enemy
When you poke around a place physically looking for For PCs, pressing the attack when they’re
things, roll+luck. Additional attempts to search the same impressed, dismayed or frightened counts as
area are made at a cumulative -1 unless the Keeper informs Acting Under Pressure.
you something substantial has changed.
Threaten (roll+might)
On a 10+, select 1 of the following: When you threaten someone or something,
roll+might. You are physically engaging with the
» Find 1 good item (Keeper’s choice) deadly promise of violence.
» 1 minor item (your choice)
» 1 clue (+1 forward when acted upon) On a 10+, they have to choose 1:
» Pick one from the table below »dishForce your hand and take whatever damage you
On a 7–9, you may: »Backout,down and do what you want.
» Find hidden area/threshold (in/out) (Keeper’s Choice) On a 7–9, they can instead choose 1:
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none »Hurriedly get out of your way
present, you learn that) »»Barricade themselves securely in
Give you something they think you want
On a miss, there is either nothing more in the area or the »Back off calmly, hands where you can see
Keeper may hold 1 to use as a hard move at any time. »Tell you what you want to know (or hear)
Attributes Health Moves
You begin with all the basic moves and
Y our L ore M ove is
Heir
What they do then is up to them. wish to harm your enemy, regardless of personal
safety, roll+might. You may wrest control of an
Help/Hinder (roll+trust)
item or situation from another in this manner,
whether it be with fists or feet, or a more proper Look
When you help or hinder with someone who’s making a weapon, but you do so with malice in your heart. a tremulus playbook C hoose one from each category .
roll, roll+trust.
On a 10+, choose 3.
On a 10+, they take +2 (help) or -2 (hinder) now. G ender : Man or woman
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: C lothes : Nice casual, worn casual,
you expose yourself to trouble.
On a 6 or less: they lose a point of Trust with you or the » »»You take definite hold of it
You suffer little harm (-1 harm) nice rustic, worn suit, or simple dress
Keeper holds one to use as a hard move (your choice).
Poke Around (roll+luck) »You inflict terrible harm (+1 harm)
You impress, dismay or frighten your enemy F ace : Plain, friendly, innocent, or
When you poke around a place physically looking for For PCs, pressing the attack when they’re
things, roll+luck. Additional attempts to search the same impressed, dismayed or frightened counts as
honest
area are made at a cumulative -1 unless the Keeper informs Acting Under Pressure. E yes : Bright, clever, wide, tired,
you something substantial has changed.
Threaten (roll+might) narrow, or almond
On a 10+, select 1 of the following: When you threaten someone or something,
roll+might. You are physically engaging with the
B uild : Slim, athletic, full, lithe, or
» Find 1 good item (Keeper’s choice)
» 1 minor item (your choice)
deadly promise of violence. angular
» 1 clue (+1 forward when acted upon) On a 10+, they have to choose 1:
» Pick one from the table below »dishForce your hand and take whatever damage you Who Do You Trust?
On a 7–9, you may: »Backout,down and do what you want.
» Find hidden area/threshold (in/out) (Keeper’s Choice) On a 7–9, they can instead choose 1:
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none »Hurriedly get out of your way
present, you learn that) »»Barricade themselves securely in
Give you something they think you want
On a miss, there is either nothing more in the area or the »Back off calmly, hands where you can see
Keeper may hold 1 to use as a hard move at any time. »Tell you what you want to know (or hear)
Attributes Health Moves
You begin with all the basic moves.
S ensitive : Increase your P assion
by +1 . You sometimes get strange
vibes. Whenever you roll a natural 12,
R eason 1 S cuffed immediately make a roll + passion .
O n a 10+ , you get 1 Lore, on a
C hoose two special moves . 7-9 , you get 1 clue, on a 6 or less ,
P assion 2 B ruised you suffer a horrible vision and take 2
A ncestral H ome : You have a shock .
M ight 3 B attered large, crumbling, remote manor that
has seen better days. It is filled with Y our L ore M ove is
L uck 4 B roken an assortment of oddities your ancestor L ucky : You may spend a point of
collected. It is weird. You may P oke Lore to turn any partial success into a
A round the old place once per day. success. You can use this for rolls made
A ffinity 5 G rievous by the other Characters, provided you
O n a 7+ , you may choose to find one are within shouting distance and you
6 D ying good item of your choice or two clues trust them (Trust +1 or greater).
C hoose one set
» Reason +1 Passion +1 (or choose from the normal choices).
Gear
+ D ead O n 6 or less , the Keeper may Hold
Might -2 Luck +2 Affinity +1 2 to use as Hard Moves. (If you don’t
» Reason +1 Passion 0 initially choose this, then the house is
Might -1 Luck +1 Affinity +2
» Reason +1 Passion +1 Sanity still tied up in probate, boarded up, and
so on. You can’t use it. Sorry.)
Y ou start with :
» a d6 W ealth
Might 0 Luck +1 Affinity 0 » No L ore
» Reason +1 Passion +1
1 S tartled C ertainty : You are certain there
is some reasonable explanation for A nd
Might -1 Luck +2 Affinity 0 choose two of the
2 S hocked the weirdness you witness. You aren’t
delusional, you know strange things following :
exist. You just know they must have » A beat-up roadster (valuable,
L ore 3 D isturbed logical underpinnings to them. Reduce unreliable).
any shock taken by 1. » A small trust fund set up for
W ealth 4 T raumatized you, d6 Wealth per month.
F rantic : After you are harmed, » A good item of your choice (up
you may use roll + luck instead
5 H ysteric roll + might to T hreaten your to 3 wealth ), inherited from
» R egarding D amage assailant. On a hit, you deal 1 extra the dearly departed (weird).
1-2 Recovers naturally, over time. 6 D eranged harm .
» Contact: the town attorney
3 Needs treatment to improve. H ow B ad I s I t ?: After a fight, you (perhaps Vincent Miller?), or
4-5 Gets worse if untreated.
+ I nsane may roll+luck to physically recover. the only friend of the deceased.
10+ heal 2, 7-9 heal 1, 6 or less ,
6 Requires immediate treatment. your wound is worse (suffer 1 additional
harm ).
Basic Moves Puzzle Things Out (roll+reason)
When you face an intellectual dilemma, learn a
new piece of information, or discover a clue, you
may attempt to puzzle things out, roll+reason.
Who Are You?
Your passion for digging deep for stories has
Act Under Pressure (roll+reason) On a hit, you get to ask one or more questions. given you a reputation as a muckraker and a
When you are doing something quickly and precisely, Whenever you act on one of the Keeper’s answers, no-nonsense sort. You’re just willing to look
hurriedly flee, or are trying to resist something frightening, take +1. where others aren’t. You turn over rocks, look
roll+reason. On a 10+, Ask 3 or gain 1 Lore.
On a 10+, you do it. for skeletons in closets, and are concerned first
On a 7–9, Ask 1: and foremost about the truth. You discovered
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this? early on, the truth is often ugly and harsh
offer you a worse outcome, a hard bargain, or an ugly » »»What does this mean?
How can I get in/out/pass?
choice. Who’s in control here? and something most don’t want to hear. In
»»Which enemy before me is the most dangerous?
What is its weakness?
this pursuit, you’ve learned a few unsettling
Convince (roll+affinity) things, things downright strange and weird,
When you have something someone wants, you can use » What should I keep an eye out for?
your charm, wit, or wiles to get them to do something for »How does X fit into Y? and you’ve got those thrown in a box for
you, roll+affinity. when you write your memoirs. Until then,
For NPCs: Read a Person (roll+passion)
On a 10+, they ask you to promise something first, and do When you read a person in a charged interaction, you get your byline when you can.
it if you promise. roll+passion.
On a 7–9, they need some concrete assurance right now. On a 10+, hold 3. On a 7–9, hold 1. While you’re
interacting with them, spend your hold to ask the Name
For PCs: on a 10+, both of the following: character questions, 1 for 1: Nash Anderson, Fredrick Sheridan, Patrick
» if they do it, they gain a point of Lore. »Is your character telling the truth? Hansen, Shelby Brooke, Alexandria Woodard,
» if they refuse, it’s acting under pressure »What’s your character really feeling?
»What does your character intend to do? or Margaret Storm
On a 7–9: »What does your character wish I’d do?
»How could I get your character to X?
» if they refuse, it’s acting under pressure
» On a miss, they lose a point of trust with you. Resort to Violence (roll+might)
When you cast aside all pretense of civility and The Look
C hoose one from each category .
Journalist
What they do then is up to them. wish to harm your enemy, regardless of personal
safety, roll+might. You may wrest control of an G ender : Man or woman.
item or situation from another in this manner,
Help/Hinder (roll+trust) whether it be with fists or feet, or a more proper
When you help or hinder with someone who’s making a weapon, but you do so with malice in your heart. a tremulus playbook
C lothes : Worn suit, antiquated
roll, roll+trust.
On a 10+, choose 3. casual, slightly out-of-date fine, or
On a 10+, they take +2 (help) or -2 (hinder) now.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: worn formal.
you expose yourself to trouble. F ace : Haggard, vibrant, plain,
On a 6 or less: they lose a point of trust with you or the » »»You take definite hold of it
You suffer little harm (-1 harm) bearded, or refined.
Keeper holds one to use as a hard move (your choice).
Poke Around (roll+luck) »You inflict terrible harm (+1 harm)
You impress, dismay or frighten your enemy E yes : Faraway, clever, red-rimmed,
When you poke around a place physically looking for For PCs, pressing the attack when they’re
things, roll+luck. Additional attempts to search the same impressed, dismayed or frightened counts as tired, or probing.
area are made at a cumulative -1 unless the Keeper informs Acting Under Pressure.
you something substantial has changed.
B uild : Corpulent, thin, energetic,
Threaten (roll+might) full, or bony.
On a 10+, select 1 of the following: When you threaten someone or something,
roll+might. You are physically engaging with the
» Find 1 good item (Keeper’s choice) deadly promise of violence. Who Do You Trust?
» 1 minor item (your choice)
» 1 clue (+1 forward when acted upon) On a 10+, they have to choose 1:
» Pick one from the table below »dishForce your hand and take whatever damage you
On a 7–9, you may: »Backout,down and do what you want.
» Find hidden area/threshold (in/out) (Keeper’s Choice) On a 7–9, they can instead choose 1:
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none »Hurriedly get out of your way
present, you learn that) »»Barricade themselves securely in
Give you something they think you want
On a miss, there is either nothing more in the area or the »Back off calmly, hands where you can see
Keeper may hold 1 to use as a hard move at any time. »Tell you what you want to know (or hear)
Attributes Health Moves
You begin with all the basic moves.
Y our L ore M ove is
Gear
gain +1 when you A ct U nder
P ressure .
M ight 3 B attered
N ose for N ews : You gain a +2 Y ou start with :
L uck 4 B roken bonus from clues, instead of the normal
+1 . » a d6 W ealth
» A room in a boarding house
A ffinity 5 G rievous S nappy C omeback : You have a
knack with a camera and a sharp eye. (costs 1 W ealth per month).
No camera is unreliable in your skilled
C hoose one set
6 D ying hands. You may snap photos and later » A decent camera (unreliable).
» Reason +2 Passion P oke A round them to see if there » No L ore
+1 was anything you may have missed. Of
Might -2 Luck 0 Affinity +2 + D ead course, to get any of those things will
» Reason +2 Passion -1 require you to go back to where the A ndchoose two of the
pictures were taken.
Sanity
Might -1 Luck +1 Affinity +2 following :
» Reason +2 Passion 0 S taff R eporter : You have a small » An old jalopy or motorcycle
Might -1 Luck +1 Affinity +1 desk located in the office of the local (either unreliable).
» Reason +2 Passion +2
1 S tartled rag. You earn d 6 W ealth per month
and may roll + luck once per day. » A small sidearm (unreliable).
Might 0 Luck -1 Affinity 0 On any success, you get a story lead (a
2 S hocked clue). On 6 or less, you have to wait d 6 » A couple of local gossips who
are sometimes good for a story
days before you can try again.
L ore 3 D isturbed (+1ongoing with them).
U ndaunted : When you fail to » +1
C onvince someone, you may lore
Gear
T hings O ut , you may ask 1
M ight 3 B attered additional question on 7+.
L uck 4 B roken E xpert : You gain +2 ongoing with Y ou start with :
all rolls relating to one topic (your » 1 d 6 wealth .
A ffinity 5 G rievous choice). When you P uzzle T hings
O ut about this topic, you ask one »A small home ( or faculty
additional question on a 7+ , and gain housing ).
C hoose one set
6 D ying a point of L ore in addition to your » No lore
» Reason +2 Passion +1 other choices on a 10+ .
Might -2 Luck 0 Affinity +2 + D ead L ogical : You think things through.
» Reason +2 Passion -1 +1 R eason . A ndchoose two of the
following :
Might -1 Luck +1 Affinity +2
» Reason +2 Passion 0 Sanity S age A dvice : When a Character
comes to you for advice, tell them what
»
»
Two fellow academics.
A bicycle.
Might -1 Luck +1 Affinity +1
» Reason +2 Passion +2
1 S tartled you honestly think the best course is.
If they do it, they take +1 to any rolls » A small sidearm.
Might 0 Luck -1 Affinity 0 they make in the doing, and you gain a A pet (you name it and decide
2 S hocked point of L ore .
»
what it is) only you can love,
cheap and loyal.
L ore 3 D isturbed S ound A rgument : You may
use roll + reason instead of » Eyeglasses (+1 Reason when
roll + affinity to someone. for worn, if needed, -1 Reason when
W ealth 4 T raumatized npcs : on a 6 or less, you have not worn).
-1 forward with them. » +1
H ysteric
lore
5
» R egarding D amage
1-2 Recovers naturally, over time. 6 D eranged
3 Needs treatment to improve.
4-5 Gets worse if untreated.
+ I nsane
6 Requires immediate treatment.
Basic Moves Puzzle Things Out (roll+reason)
When you face an intellectual dilemma, learn a
new piece of information, or discover a clue, you
may attempt to puzzle things out, roll+reason.
Who Are You?
You don’t just sell things, you sell dreams. You
Act Under Pressure (roll+reason) On a hit, you get to ask one or more questions. help put a product in someone’s hands and
When you are doing something quickly and precisely, Whenever you act on one of the Keeper’s answers, make their lives better and the world better
hurriedly flee, or are trying to resist something frightening, take +1. to boot. Sure, you’ve knocked on a few doors
roll+reason. On a 10+, Ask 3 or gain 1 Lore.
On a 10+, you do it. and have encountered more than your share
On a 7–9, Ask 1: of strange people along your travels, and you
On a 7–9, you flinch, hesitate, cave, or stall: the GM can
offer you a worse outcome, a hard bargain, or an ugly »What is this? know every now and then you have to hightail
choice. »»What does this mean?
»»How can I get in/out/pass?
Who’s in control here?
Which enemy before me is the most dangerous?
it out of some place where you’ve worn out
your welcome, but, hey, that’s all part of
Convince (roll+affinity)
When you have something someone wants, you can use » What is its weakness? doing business. What’s wrong with turning a
your charm, wit, or wiles to get them to do something for » » What should I keep an eye out for?
How does X fit into Y?
you, roll+affinity. little profit while you save the world?
For NPCs:
On a 10+, they ask you to promise something first, and do R ead a Person (roll+passion)
When you read a person in a charged interaction,
it if you promise. roll+passion. Name
On a 7–9, they need some concrete assurance right now. On a 10+, hold 3. On a 7–9, hold 1. While you’re Traveling Jason Freely, Mister Mack,
For PCs: on a 10+, both of the following: interacting with them, spend your hold to ask the
character questions, 1 for 1: Doc Roberts, Miranda McLane, or
» if they do it, they gain a point of Lore. »Is your character telling the truth? Candice Fairview
» if they refuse, it’s acting under pressure »What’s your character really feeling?
On a 7–9: »What does your character intend to do?
»What does your character wish I’d do? Look
» if they refuse, it’s acting under pressure »How could I get your character to X? C hoose one from each category .
» On a miss, they lose a point of Trust with you.
What they do then is up to them.
Resort to Violence (roll+might)
When you cast aside all pretense of civility and The G ender : Man or woman.
To use medical attention to speed the recovery of someone with one or two
segments of harm, don’t roll, just spend one stock. They choose: spend 4
days (segment 1) or 1 week (segment 2) sedated, immobile but happy, or
do their time like everyone else.
To use medical supplies to revive someone who’s DYING (at the sixth
segment, not beyond): roll + stock spent.
On a 10+, they recover to BROKEN (segment 4).
On a 7–9, they recover to GRIEVOUS (segment 5).
On a 6 or less , you’ve done everything you can, but they’re still dead.
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Mental Health
Certain Characters, notably the Alienist, may treat people who are suffering
shock. The patient must be in a place he feels safe. At the very least, he must
be removed from the locale/source/presence of his discomfort(s).
To treat a character with three or more shock, roll + stock spent.
O n a 7+, the subject stabilizes (restore Sanity to second segment), but the
Keeper chooses 1 (on a 10+) or 2 (on a 7–9):
• They need to be physically restrained before you can move them.
• Even sedated, they fight you; you’re A cting U nder P ressure .
• They’ll be in and out of consciousness for 24 hours.
• Stabilizing them eats up your stock; spend 1 stock more.
• They’ll be bedridden, out of action, for at least a week.
• They’ll need constant monitoring and care for 36 hours.
O n 6 or less , they take 1 shock instead.
To use medical supplies to speed the recovery of someone with one or
two segments of shock, don’t roll. They choose: spend 1 day (segment 1)
or 1 week (segment 2) sedated, immobile but happy, or do their time like
everyone else.
To use medical care to revive someone who’s DERANGED (at the sixth
segment, not beyond): roll + stock spent.
O n a 10+, they recover to TRAUMATIZED (segment 4).
O n a 7–9, they recover to HYSTERIC (segment 5).
O n a 6 or less , you’ve done everything you can, but they’re still insane.
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