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classic playbooks

characters for use with tremulus


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tremulus: a storytelling game of lovecraftian horror, tremulus, associated


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The Classic Playbooks
We are here to laugh at the odds and live our lives so well that
Death will tremble to take us. - Charles Bukowski
This PDF contains the eleven core playbooks for use in tremulus.
Additionally, you’ll find the reference pages cited for the Alienist and Doctor
after the last playbook.
Alienist
You are well educated and study to treat the mind.
Antiquarian
You study history through the objects and relics from past days.
Author
You dream and write and explore the corners of your mind.
Detective
You are a private eye, a mind for hire, well versed in the fine art of unraveling
mysteries.
Devout
You are committed to spreading hope and restoring people’s faith in
humanity.
Dilettante
You are rich, usually idle, and often indulge in pastimes the poor only
dream of.
Doctor
You are a trained, rationally minded physician, capable of treating the
illnesses and injuries of the human body.
Heir
You are an everyman who has recently come into a windfall.
Journalist
You are an investigative reporter with a keen eye and nose out for the next
big story.
Professor
You are a teacher, a speaker, a walking body of knowledge.
Salesman
You are a peddler, huckster, a smooth-talking trader.
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 studied at fine universities
Act Under Pressure (roll+reason) On a hit, you get to ask one or more questions. the world over. You know the inner
When you are doing something quickly and precisely, Whenever
hurriedly flee, or are trying to resist something frightening, take +1.
you act on one of the Keeper’s answers, workings of the human mind, and have
roll+reason. On a 10+, Ask 3 or gain 1 Lore.
a knack for uncovering people’s darkest
On a 10+, you do it. On a 7–9, Ask 1:
secrets and deepest desires. You help to
On a 7–9, you flinch, hesitate, cave, or stall: the GM can heal the soul, much as a doctor would
offer you a worse outcome, a hard bargain, or an ugly »What is this? heal the body.
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?
Convince (roll+affinity) Name
When you have something someone wants, you can use » What is its weakness?
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? Doctor Harmsworth, Hermann van Cleef, Simon
you, roll+affinity.
For NPCs:
Blackford, Dr. Gunther Hesse, Mariam King,
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, Annette Cushing, or Dr. Cassandra Nabokov
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 Look
For PCs: on a 10+, both of the following: interacting with them, spend your hold to ask the
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?
» if they refuse, it’s acting under pressure »What’s your character really feeling? G ender : Man, woman, or
On a 7–9: »What does your character intend to do? androgynous.
»What does your character wish I’d do?
» if they refuse, it’s acting under pressure »How could I get your character to X? C lothes : Tailored suit, wrinkled
» 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 attire, worn fine, or outdated formal.
F ace : Plain, round, smug, friendly, or
Alienist
wish to harm your enemy, regardless of personal condescending.
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner, E yes : Mesmerizing, exotic, clever,
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. a tremulus playbook inscrutable, or close-set.
On a 10+, they take +2 (help) or -2 (hinder) now. On a 10+, choose 3.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: B uild : Bony, slender, corpulent,
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
energetic, or graceful.
Keeper holds one to use as a hard move (your choice). »»You suffer little harm (-1 harm)
  You inflict terrible harm (+1 harm) Who Do You Trust?
Poke Around (roll+luck) » 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
S hock T herapy : You may spend
a point of lore to quickly attempt
R eason 1 S cuffed Therapy. to snap someone out of a mental
fugue without being in a safe place.
P assion 2 B ruised T herapy : You may restore people’s roll+reason,
Sanity through talk and the proper
M ight 3 B attered administration of sedatives. See 10+: restore 2 segments of Sanity.
M ental H ealth (p. 32) for details. 7–9: restore 1 segment of Sanity.
L uck 4 B roken You may roll + stock to heal the 6 or less : you may choose to either
mind. not restore Sanity or restore 1 segment
A ffinity 5 G rievous C hoose two special moves .
of Sanity and the Keeper gains 1 Hold
to use as a Hard Move at any time.
6 D ying
C hoose one set
» Reason +1 Passion +2
Might -1 Luck 0 Affinity +1 + D ead
C ottage : You have a small cottage
in town where you can treat patients.
It is a safe place. You may have a loyal
Gear
Y ou start with :
» Reason +1 Passion +2 assistant (Oswald or Sheryl?) as well. » 2d6 W ealth
Might 0 Luck -1 Affinity +1
» Reason +1 Passion +2 Sanity You earn d 6 wealth per month it is
in operation. » A valise with 6+d6
(sedatives and the like).
stock
Might +1 Luck -1 Affinity 0
» Reason +2 Passion +2
1 S tartled D rawing C onclusions : You » No L ore
Might -1 Luck -2 Affinity +2 may use roll + passion to P uzzle
2 S hocked T hings O ut . C hoose two of the following :
» A motorcycle (fast, reliable).
L ore 3 D isturbed E mpathic : You may use » 4 d 6 accumulated wealth in valuable
roll + passion to C onvince . metals or a small sidearm or sword
W ealth 4 T raumatized cane.
» D iary of a madman . may
Quid Pro Quo: When you be studied a d6 hours each day.
5 H ysteric successfully R ead a P erson , you roll + reason . On a 10+, gain 1
» R egarding D amage may ask additional questions (up to Lore. On a miss, -1ongoing for the day
your Reason) by exchanging answers (disturbed).
1-2 Recovers naturally, over time. 6 D eranged with the target first. You have to be » W ealthy patron . Gain +1d6
wealth per month.
3 Needs treatment to improve. completely honest and open in the
4-5 Gets worse if untreated.
+ I nsane exchange. » C lipping service . Make a
roll + luck at the start of each
6 Requires immediate treatment.
S tudent of H uman N ature : You session, on a 10+, gain 1 Lore. On a 7-9,
you gain one clue. It costs 1 wealth
gain +1 to any attempts to C onvince . each month to maintain.
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 spent your life studying
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,
antiquities, turning your interest into
hurriedly flee, or are trying to resist something frightening, take +1. your occupation. Over the years,
roll+reason. On a 10+, Ask 3 or gain 1 Lore. strange items have come into and out
On a 10+, you do it. On a 7–9, Ask 1: of your possession, and you know some
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this? things out there are truly evil. You fear
offer you a worse outcome, a hard bargain, or an ugly » »»What does this mean?
choice. How can I get in/out/pass?
Who’s in control here? what may happen if they fall into the
»»Which enemy before me is the most dangerous?
What is its weakness? wrong hands, and direct your energies
Convince (roll+affinity)
When you have something someone wants, you can use » What should I keep an eye out for? into locking them away from prying
your charm, wit, or wiles to get them to do something for »How does X fit into Y?
you, roll+affinity. eyes and dark dispositions.
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,
roll+passion.
it if you promise. 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
interacting with them, spend your hold to ask the Thurmond Mastiff, Jodi French, Roy
For PCs: on a 10+, both of the following: character questions, 1 for 1: Kellogg, Peter Strand, Jessica Norbert,
» if they do it, they gain a point of Lore. »Is your character telling the truth?
»What’s your character really feeling?
Miss Kensington, or Franklin Hale
» if they refuse, it’s acting under pressure »What does your character intend to do?
On a 7–9: »What does your character wish I’d do? Look
»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.
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 C hoose one from each category .
G ender : Man, woman, or
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.
Antiquarian ambiguous.
C lothes : Worn suit, rustic casual,
roll, roll+trust.
On a 10+, choose 3.
a tremulus playbook rustic fine, or outdated fine.
On a 10+, they take +2 (help) or -2 (hinder) now. F ace : Plain, round, gaunt, or pensive.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: E yes : Sharp, beady, wide, or watery.
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) B uild : Wiry, stooped, hunched,
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 emaciated, or fat.
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.
Who Do You Trust?
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.
Y our L ore M ove
P rovenance :
is

You know a LOT


R eason 1 S cuffed about the item in question. You can
C hoose two special moves . spend a Lore to ask three questions
P assion 2 B ruised A ntique S hop : You have a small
about an item.

M ight B attered store filled with bric-a-brac and, perhaps,


Gear
3
an assistant (Chester or Jennifer?), to
run things when you’re out and about.
L uck 4 B roken You may use roll + reason to P oke Y ou start with :
A round your shop once per day. Your
shop earns d 6 wealth per month. » 1d6 wealth .
A ffinity 5 G rievous
F ortunate : Things tend to fall your » d6 wealth of knick-knacks

C hoose one set


6 D ying way, +1 L uck . (you decide what).
» Reason +2 Passion 0 » No lore
H orse T rader : With your glib
Might -1 Luck +2 Affinity 0 + D ead tongue, you may roll + affinity
» Reason +1 Passion +1 to swap items with people instead of A ndchoose two of the
wealth for goods or services.
Might 0 Luck +1 Affinity 0
» Reason +2 Passion -1 Sanity 10+: you make a favorable trade—
your goods are worth +1 wealth .
following :
» A walking stick
Might 0 Luck +1 Affinity +1
» Reason +1 Passion +1
1 S tartled 7-9: Even trade.
» 1 d 6 worth of knick-knacks (you
Might -2 Luck +2 Affinity +1 decide what, if weapons, they
2 S hocked 6 or less : you may either make the have a tag of old or unreliable).
trade at -1 wealth or renege on the » Eyeglasses (+1 Reason when
deal, gaining a -1 ongoing with the
L ore 3 D isturbed person/place you’re dealing with. worn, if needed, -1 Reason when
not worn).
W ealth 4 T raumatized I dentify O bjects : When you use
P uzzle T hings O ut on an item of
» Reference Library (+1 Reason
for one topic, you choose, when
import (your call), you may ask one used requires a d6 hours).
5 H ysteric additional question. » +1
» R egarding D amage lore

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 :

» Reason +1 Passion +2 B ookish : You may roll + reason


Might -2 Luck 0 Affinity +2 + D ead when you P oke A round a library or » Writer’s Circle (2d6 members).
» Reason +2 Passion -1 similar place (county records office, and » Royalties (gain +2 d 6 wealth
Might -1 Luck +1 Affinity +2
» Reason +1 Passion 0 Sanity so on.)
C reative T hinker : You
per month).
» A bicycle (reliable).
Might -1 Luck +2 Affinity +1
» Reason +2 Passion +2
1 S tartled may roll + passion instead of » A small sidearm.
roll + reason when you P uzzle » A pet (you name it and decide
Might 0 Luck -1 Affinity 0 2 S hocked T hings O ut . When you achieve at
least a partial success in this manner,
what it is) only you can love,
cheap and loyal.
you may ask one additional question.
L ore 3 D isturbed » Eyeglasses (+1 Reason when
worn, if needed, -1 Reason
H ard to R attle : You have a tough when not worn).
W ealth 4 T raumatized mind and reduce any S hock taken by » A small room in a boarding
one.
house (costs 1 Wealth/
5 H ysteric S trangely I ntense : When month).
» R egarding D amage
you are A cting U nder » +1 L ore
1-2 Recovers naturally, over time. 6 D eranged P ressure , roll + luck instead of
roll + reason .
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’ve found missing heirs, lost
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,
children, and brushed up with more
hurriedly flee, or are trying to resist something frightening, take +1. than a little bit of weird things in
roll+reason. On a 10+, Ask 3 or gain 1 Lore. your hunt for the truth (and a steady
On a 10+, you do it. On a 7–9, Ask 1: paycheck). You’ve been banged around
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? a lot over the years. It comes with the
choice. »»What does this mean?
»»How can I get in/out/pass?
Who’s in control here? territory.
Convince (roll+affinity) Which enemy before me is the most dangerous?
When you have something someone wants, you can use » What is its weakness?
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? Name
you, roll+affinity.
For NPCs:
Richard Lacy, Tommy Stone, Jackie
On a 10+, they ask you to promise something first, and do R
it if you promise.
ead a Person (roll+passion)
When you read a person in a charged interaction, Boy, Sharon Speed, and Miss Brooke
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 Look
For PCs: on a 10+, both of the following: interacting with them, spend your hold to ask the
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?
» if they refuse, it’s acting under pressure »What’s your character really feeling? G ender : Man or woman.
On a 7–9: »What does your character intend to do? C lothes : Cheap suit, cheap dress,
»What does your character wish I’d do?
» if they refuse, it’s acting under pressure »How could I get your character to X? rumpled suit, or outdated skirt.
» 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 F ace : Hard, rugged, pretty, honest, or
soft.
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner,
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.
Detective
a tremulus playbook
E yes : Sleepy, smoldering, clever, or
piercing.
B uild : Lanky, sturdy, lean, lithe, or
On a 10+, they take +2 (help) or -2 (hinder) now. On a 10+, choose 3.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: fat.
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
Keeper holds one to use as a hard move (your choice).
  »»You suffer little harm (-1 harm) Who Do You Trust?
You inflict terrible harm (+1 harm)
Poke Around (roll+luck) » 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.
Y our L ore M ove is

D eductive R easoning : You may


R eason 1 S cuffed spend a point of L ore to reveal one
C hoose two special moves .
hazard or gain +1 ongoing with an
P assion 2 B ruised NPC. Whenever you discover a clue,
gain 1 L ore .
L oner : You work better on your own.
M ight 3 B attered You gain a +1 to all rolls connected
with one attribute (your choice), but
L uck 4 B roken never gain any benefits from anyone
helping you. Gear
Y ou start with :
A ffinity 5 G rievous M ethodical : When you P oke » a d6 W ealth .
A round , you may use roll + reason
C hoose one set
6 D ying instead of roll + luck . On a success,
you gain 1 clue in addition to whatever
» a sidearm of your choice.
» Reason +1 Passion -1 » A cheap change of clothes.
+ D ead else you pick. » No L ore .
Might +2 Luck 0 Affinity +1
» Reason +2 Passion +1 R ough and tumble : You’ve been A nd choose two of the
Might -1 Luck -1 Affinity +2
» Reason +1 Passion 0 Sanity in more than a few fights. +1 Might.
You also get a set of brass knuckles, a
blackjack, sap, or some other small bit
following :
» A nice hat (+1 Affinity when
Might 0 Luck +2 Affinity 0 worn).
» Reason +2 Passion +2
1 S tartled of handheld nastiness for dealing with » A hunting rifle.
trouble.
Might +1 Luck -1 Affinity -1 2 S hocked S mooth : You gain +1 Passion and
» A shotgun.
may spend one hold earned to gain » A cheap automobile (unreliable).
L ore 3 D isturbed a clue when you successfully R ead a » A contact in the community
P erson . (you choose who they are).
W ealth 4 T raumatized » A client from the City
S treetwise : When you R ead
5 H ysteric a P erson , you may ask one (generates a d6 Wealth per
» R egarding D amage
additional question on a 7+ and may month, as long as you show
roll + affinity to spread the word some results).
1-2 Recovers naturally, over time. 6 D eranged when buying goods..
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 have been called to minister to a
Act Under Pressure (roll+reason) flock of lost souls who have lost their
When you are doing something quickly and precisely, On a hit, you get to ask one or more questions.
hurriedly flee, or are trying to resist something frightening, Whenever
take +1.
you act on one of the Keeper’s answers,
path. You have encountered evil in its
roll+reason.
On a 10+, you do it.
On a 10+, Ask 3 or gain 1 Lore. many guises, and know it falls upon
On a 7–9, Ask 1: those of strong heart, and conviction to
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this? stay the course.
offer you a worse outcome, a hard bargain, or an ugly »What does this mean?
choice. »»How can I get in/out/pass?
Convince (roll+affinity) »»Who’s in control here?
Which enemy before me is the most dangerous?
What is its weakness? Name
When you have something someone wants, you can use
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? Father Brown, Brother Michaels, Rabbi
you, roll+affinity.
FOnor NPCs: Luca, Joshua White, Mother Jones,
it if ayou
10+,promise.
they ask you to promise something first, and do Read a Person (roll+passion) Sister Janice, or Teresa Hollister
When you read a person in a charged interaction,
On a 7–9, they need some concrete assurance right now. roll+passion.
For PCs: on a 10+, both of the following: On a 10+, hold 3. On a 7–9, hold 1. While you’re
interacting with them, spend your hold to ask the Look
» if they do it, they gain a point of Lore. character questions, 1 for 1: C hoose one from each category .
» if they refuse, it’s acting under pressure »Is your character telling the truth?
On a 7–9: »What’s your character really feeling? G ender : Man or woman.
»What does your character intend to do? C lothes : Formal vestments, worn
» if they refuse, it’s acting under pressure »What does your character wish I’d do?
» On a miss, they lose a point of Trust with you. »How could I get your character to X? vestments, robes, habit, casual clothes,
What they do then is up to them. Resort to Violence (roll+might)
When you cast aside all pretense of civility and The or missionary clothes.
F ace : Open, pinched, friendly, calm,
Devout
Help/Hinder (roll+trust) wish to harm your enemy, regardless of personal ascetic, serious, or honest.
When you help or hinder with someone who’s making a safety, roll+might. You may wrest control of an
item or situation from another in this manner,
roll, roll+trust. whether it be with fists or feet, or a more proper E yes : Bright, piercing, peaceful, or
On a 10+, they take +2 (help) or -2 (hinder) now. weapon, but you do so with malice in your heart.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 10+, choose 3.
a tremulus playbook accusing.
you expose yourself to trouble. B uild : Slim, full, trim, heavy, or
On a 6 or less: they lose a point of Trust with you or the On a 7–9, choose 2: angular.
Keeper holds one to use as a hard move (your choice).
  »»You take definite hold of it
You suffer little harm (-1 harm)
Poke Around (roll+luck) »You inflict terrible harm (+1 harm)
When you poke around a place physically looking for »You impress, dismay or frighten your enemy Who Do You Trust?
things, roll+luck. Additional attempts to search the same
area are made at a cumulative -1 unless the Keeper informs For PCs, pressing the attack when they’re
you something substantial has changed. impressed, dismayed or frightened counts as
Acting Under Pressure.
On a 10+, select 1 of the following: Threaten (roll+might)
» Find 1 good item (Keeper’s choice) When you threaten someone or something,
» 1 minor item (your choice) roll+might. You are physically engaging with the
» 1 clue (+1 forward when acted upon) deadly promise of violence.
» Pick one from the table below On a 10+, they have to choose 1:
On a 7–9, you may: »dishForce
out,
your hand and take whatever damage you
» Find hidden area/threshold (in/out) (Keeper’s Choice) »Back down and do what you want.
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none On a 7–9, they can instead choose 1:
present, you learn that) »Hurriedly get out of your way
On a miss, there is either nothing more in the area or the » Barricade themselves securely in
»»Give you something they think you want
Keeper may hold 1 to use as a hard move at any time. Back off calmly, hands where you can see
»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

S mite : You may spend a point


R eason 1 S cuffed of L ore to roll + luck instead
C hoose two special moves . of roll+might when you T ake
P assion 2 B ruised C ontrol or T hreaten .
You may
Gear
D ivine I nspiration :
M ight 3 B attered engage in lengthy meditation or prayer
to think upon serious matters. When
you do, you may roll+luck instead of Y ou start with :
L uck 4 B roken roll + reason to P uzzle T hings
» Symbol of your faith.
O ut .
A ffinity 5 G rievous E asy to talk to : You gain +1
» a d6 W ealth
A ffinity . » Bible or other book of faith.
C hoose one set
6 D ying
» Reason 0 Passion 0 G race : You gain +1 to all L uck » No L ore
Might 0 Luck +1 Affinity +2 + D ead related rolls.
» Reason +1 Passion +1 choose two of the following :
P lace W orship : You have a
Sanity
of
Might -1 Luck +1 Affinity +1 small church, synagogue, temple, or
» Reason 0 Passion 0 converted house where you tend to » A relic (weird) handed down to
Might +1 Luck +2 Affinity 0 your flock. You have a room above it you by your old mentor.
» Reason +1 Passion +1
1 S tartled where you sleep and keep your personal » A small sidearm.
Might -1 Luck +2 Affinity 0 effects. Of the congregation, you have
2 S hocked ten loyal souls you can call upon as » An old pickup truck (unreliable).
the situation demands. You earn d 6 » A cane.
L ore 3 D isturbed wealth per month.

S anctify : You may perform rituals


W ealth 4 T raumatized or rites, using holy water, incense,
and the like (collectively called stock)
5 H ysteric to make a house, home, or individual
safe from otherworldly affairs. This
» R egarding D amage
6 P sychotic uses d 6 stock . (If it’s a big place, or
1-2 Recovers naturally, over time. has lots of points of egress, probably
3 Needs treatment to improve. 2 d 6 .) Should you not have enough on
4-5 Gets worse if untreated.
+ I nsane hand, all supplies you have used are
wasted, and you’ll have to begin anew.
6 Requires immediate treatment. Should a malevolent force be present,
you’ll be A cting U nder P ressure .
Otherwise, roll + reason .
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?
Born with a silver spoon in your
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,
mouth, you are filthy rich, and jaded
hurriedly flee, or are trying to resist something frightening, take +1. beyond your years. Your idle hours
roll+reason. On a 10+, Ask 3 or gain 1 Lore. are filled with the pursuit of exotic
On a 10+, you do it. On a 7–9, Ask 1: entertainments, each more fantastic
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? than the last. Your wealth allows you
choice. »»What does this mean?
»»How can I get in/out/pass?
Who’s in control here? indulgences others only dream of.
Convince (roll+affinity) Which enemy before me is the most dangerous?
When you have something someone wants, you can use » What is its weakness?
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? Name
you, roll+affinity.
For NPCs:
Amelia T., Miss Duvall, Michelle
On a 10+, they ask you to promise something first, and do R
it if you promise.
ead a Person (roll+passion)
When you read a person in a charged interaction, Winslow, Emily Gordon, Jack Windsor,
roll+passion. Peter Hamilton, Eric Von Braun the III
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
For PCs: on a 10+, both of the following: interacting with them, spend your hold to ask the
character questions, 1 for 1: Look
» if they do it, they gain a point of Lore. »Is your character telling the truth? C hoose one from each category .
» 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? G ender : Man, woman, ambiguous,
»What does your character wish I’d do?
» if they refuse, it’s acting under pressure »How could I get your character to X? or concealed.
» 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 C lothes : Tailored dress, fine suit,
fine casual, leather jacket and slacks,
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner,
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.
Dilettante or riding gear.
F ace : Plain, refined, aristocratic,
a tremulus playbook clever, condescending.
On a 10+, they take +2 (help) or -2 (hinder) now. On a 10+, choose 3.
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: E yes : Sharp, milky, appraising,
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
bedroom, or weak.
Keeper holds one to use as a hard move (your choice). »»You suffer little harm (-1 harm) B uild : Bony, full, trim, energetic, or
  You inflict terrible harm (+1 harm) graceful.
Poke Around (roll+luck) » 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 Who Do You Trust?
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.
10+: They’ve heard of you and are will to
help. Hold 1. You can spend this at any time
to get them to do pretty much anything they’d
do normally. If it’s something they wouldn’t
R eason 1 S cuffed C hoose two special moves .
otherwise do or against their nature, it’s going
to cost you 2D6 wealth . If you don’t have
P assion 2 B ruised A thletic : You are healthy and hale; add the money on hand, they won’t do it if you
come back later.
+1 M ight . Whenever you must physically 7-9 : They’ll help you out or answer questions,
M ight 3 B attered A ct U nder P ressure , you get a +1 to
your roll. but it’s going to cost a D6 wealth . And it
has to be legal and non-harmful to them.
6 or less : who do you think you are
L uck 4 B roken D eep P ockets : You have a regular
reserve of wealth you can tap into at throwing your weight around? The Keeper
any time. You can go to a bank once gets to hold 1 and may spend it at any time to
A ffinity 5 G rievous per day, and with a roll + luck : take a Hard Move against you.

10+ You can withdraw 2 d 6 W ealth . Y our L ore M ove is


C hoose one set
6 D ying 7-9 You can get d 6 W ealth , but people will Y ou ’ ve D one T his B efore : You
» Reason +1 Passion gossip buzzing about your large withdrawal. can spend a point (or more) of Lore to gain a
-1 or less : the bank is unaccustomed to
Might +2 Luck 0 Affinity +1 + D ead 6
such large transactions, and doesn’t have that +1 forward to any Move. You get +1forward
for each point of Lore expended (limited
» Reason -1 Passion +2 much on hand. You can either wait d6 days to +3). If you would’ve succeeded without
to try again, or get a letter of credit for the
Sanity
Might 0 Luck +1 Affinity +1 amount. If the latter, it has to be made out to a spending any Lore, you don’t spend any.

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

E mergency T riage : You may


R eason 1 S cuffed Medical Training. roll + luck to attempt to quickly
heal a wounded person in any
P assion 2 B ruised M edical T raining : You are a
trained physician capable of dealing
situation.
with cuts, scrapes, and broken bones. 10+: restore 2 health.
M ight 3 B attered You may roll + stock to treat 7–9: restore 1 health.
injuries. See P hysical W ellness
(p. 31) for details. You may use any O n a 6 or less : first, you may
L uck 4 B roken medical supplies with roll + reason . choose to either not heal or restore
1 health and the K eeper gains 1
A ffinity 5 G rievous C hoose two special moves .
H old to use as a H ard M ove at
B edside M anner : Gain 1 T rust any time.
6 D ying with a character when you
Gear
C hoose one set successfully treat them. Lose 1 Trust
» Reason +1 Passion +1 on 6 or less. If you treat an npc
Might -1 Luck 0 Affinity +2 + D ead successfully, gain +1 ongoing with
» Reason +2 Passion +1 them or -1 ongoing with them on a Y ou start with :
6 or less. » 2d6 W ealth .
Might 0 Luck -1 Affinity +1
» Reason +2 Passion -1 Sanity D octor ’ s O ffice : You have a
small home with a clinic where you
» A medical bag with 6+d6
Might +1 Luck +1 Affinity 0 stock of medical supplies.
» Reason +2 Passion +2
1 S tartled can work on patients. You may have
a loyal assistant (Jane or John?) as well. » No L ore .
Might 0 Luck 0 Affinity -1 You have a stock of pharmaceuticals,
2 S hocked and other medical supplies on hand to
treat people. You earn d 6 W ealth A ndchoose two of the
per month it is in operation. following :
L ore 3 D isturbed » A sword cane.
F ield M edic : while you are caring
W ealth for people, not fighting, you get +1 A small or medium sidearm.
4 T raumatized armor .
»
» Eyeglasses (+1 R eason when
F orensic E xpert : when you
5 H ysteric P oke A round corpses, you may
worn, if needed, -1 R eason
when not worn).
» R egarding D amage use roll + reason instead of
1-2 Recovers naturally, over time. 6 D eranged roll + luck . » Reference Library (+1 R eason
for one topic, you choose, when
3 Needs treatment to improve. T rustworthy : Your position makes used requires d6 hours).
4-5 Gets worse if untreated.
+ I nsane people innately inclined to confide in
you. You gain +1 A ffinity , and may » An average automobile.
ask one additional question when you
6 Requires immediate treatment. successfully READ A PERSON .
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 always felt apart, different, as though you
Act Under Pressure (roll+reason) On a hit, you get to ask one or more questions. didn’t belong anywhere. You attended university,
When you are doing something quickly and precisely, Whenever you act on one of the Keeper’s answers, got a nice job, and found a place where you could
hurriedly flee, or are trying to resist something frightening, take +1. live out a mundane, ordinary existence. Somewhere
roll+reason. On a 10+, Ask 3 or gain 1 Lore.
On a 10+, you do it. deep within, you knew it couldn’t last. It began with
On a 7–9, Ask 1: the letters from a place you never heard of, a place
On a 7–9, you flinch, hesitate, cave, or stall: the Keeper »What is this? you felt called to you, and you let them languish,
can 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? unopened, and unread. Afraid of what they might
»»Which enemy before me is the most dangerous?
What is its weakness?
contain. You had been warned to always avoid that
Convince (roll+affinity)
When you have something someone wants, you can use » What should I keep an eye out for? side of the family. Then the man came, an attorney
your charm, wit, or wiles to get them to do something for »How does X fit into Y? with a briefcase, a ticket, and a deed to your ancestral
you, roll+affinity. home. You felt a sudden release, as though you’d
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, been holding your breath all these years, and decided
it if you promise. roll+passion. to see for yourself if there was really a future for you
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
somewhere else in a place less ordinary, a place where
character questions, 1 for 1: you might belong, a place you could call your home.
For PCs: on a 10+, both of the following:
» if they do it, they gain a point of Lore. »Is your character telling the truth?
» if they refuse, it’s acting under pressure »What’s your character really feeling? Name
»What does your character intend to do?
On a 7–9: »What does your character wish I’d do? Samuel Hale, Franklin Weed, Benjamin
»How could I get your character to X?
The
» if they refuse, it’s acting under pressure Blackwood, Amanda Leach, Teresa Wilkinson,
» On a miss, they lose a point of Trust with you. Resort to Violence (roll+might) or Eleanor Radford
When you cast aside all pretense of civility and

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

L ocks A re S uggestions : You may


spend a point of L ore to get quickly
R eason 1 S cuffed C hoose two special moves .
and quietly into or out of any mundane
place.
P assion 2 B ruised F amiliar W ith D eadlines : You

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

W ealth 4 T raumatized roll + luck to try another angle.

10+: they will do it, if you keep their


5 H ysteric name out of things.
7-9: they tell you about a guy who
» R egarding D amage knows someone who may know.
1-2 Recovers naturally, over time. 6 D eranged 6 or less : they wonder why you won’t
take no for an answer, the Keeper may
3 Needs treatment to improve. give you -1 ongoing with the NPC
4-5 Gets worse if untreated.
+ I nsane or Hold 1 to take a Hard Move against
you at any time
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?
Learning is your greatest love, and
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,
you happily share your knowledge
hurriedly flee, or are trying to resist something frightening, take +1. through teaching. You have taught in
roll+reason. On a 10+, Ask 3 or gain 1 Lore. various colleges and universities across
On a 10+, you do it. On a 7–9, Ask 1: the country. Over the years, you have
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this? learned life is strange and history is
offer you a worse outcome, a hard bargain, or an ugly » »»What does this mean?
choice. How can I get in/out/pass?
Who’s in control here? often hysterical.
»»Which enemy before me is the most dangerous?
What is its weakness?
Convince (roll+affinity)
When you have something someone wants, you can use » What should I keep an eye out for? Name
your charm, wit, or wiles to get them to do something for »How does X fit into Y?
you, roll+affinity. Professor Thomas Mince, Professor
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, Grant, Trent Banks, Professor Cynthia
it if you promise. roll+passion. Adams, Professor Black, December
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 Green
For PCs: on a 10+, both of the following: character questions, 1 for 1:
» if they do it, they gain a point of Lore. »Is your character telling the truth? Look
» if they refuse, it’s acting under pressure »What’s your character really feeling?
»What does your character intend to do? C hoose one from each category .
On a 7–9: »What does your character wish I’d do?
»How could I get your character to X? G ender : Man or woman.
» 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 C lothes : Worn suit, antiquated
casual, slightly out-of-date fine, or
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.
Professor worn formal.
F ace : Haggard, vibrant, plain,
roll, roll+trust.
On a 10+, choose 3.
a tremulus playbook bearded, or refined.
On a 10+, they take +1 (help) or -2 (hinder) now. E yes : Faraway, clever, red-rimmed,
On a 7–9, you also expose yourself to danger, etc.
On a 7–9, choose 2: tired, or probing.
  »»You take definite hold of it
You suffer little harm (-1 harm) B uild : Heavyset, thin, energetic, full,
Poke Around (roll+luck) »You inflict terrible harm (+1 harm) or bony.
When you poke around a place physically looking for »You impress, dismay or frighten your enemy
things, roll+luck. Additional attempts to search the same For PCs, pressing the attack when they’re
area are made at a cumulative -1 unless the Keeper informs impressed, dismayed or frightened counts as
you something substantial has changed. Acting Under Pressure. Who Do You Trust?
On a 10+, select 1 of the following: Threaten (roll+might)
When you threaten someone or something,
» Find 1 good item (Keeper’s choice) roll+might. You are physically engaging with the
» 1 minor item (your choice) deadly promise of violence.
» 1 clue (+1 forward when acted upon)
» Pick one from the table below On a 10+, they have to choose 1:
On a 7–9, you may: »dishForce
out,
your hand and take whatever damage you
» Find hidden area/threshold (in/out) (Keeper’s Choice) » Back down and do what you want.
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none On a 7–9, they can instead choose 1:
present, you learn that) »»Hurriedly
Barricade
get out of your way
themselves securely in
On a miss, there is either nothing more in the area or the »Give you something they think you want
Keeper may hold 1 to use as a hard move at any time. »Back off calmly, hands where you can see
»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

L earned (L ore M ove ): Spend a


R eason 1 S cuffed point of L ore to gain +1 ongoing
regarding one topic of study (chosen by
C hoose two special moves .
you) for yourself or someone else.
P assion 2 B ruised C learheaded : When you P uzzle

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.

Salesman C lothes : Worn suit, crumpled


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,
When you help or hinder with someone who’s making a whether it be with fists or feet, or a more proper casual, slightly out-of-date fine, or
roll, roll+trust. weapon, but you do so with malice in your heart. a tremulus playbook worn formal.
On a 10+, they take +2 (help) or -2 (hinder) now. On a 10+, choose 3. F ace : Vibrant, sharp, bearded, honest,
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2: or refined.
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
Keeper holds one to use as a hard move (your choice). E yes : Friendly, sharp, clever, probing,
  »»You suffer little harm (-1 harm)
You inflict terrible harm (+1 harm) or appraising.
Poke Around (roll+luck) » You impress, dismay or frighten your enemy B uild : Energetic, full, spare, or trim.
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. Who Do You Trust?
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.
6 or less: they’ve heard this sort of thing before
and you have -1ongoing with them in the future.
Y our L ore M ove is
R eason 1 S cuffed C hoose two special moves .
J ust the T hing : Spend a point of
L ore to produce a specific minor item
of your choice. You need to roll+luck to
P assion 2 B ruised A M ile in T heir S hoes : You are
able to get inside the heads of other people
determine how good it is.
10+: it is of good quality.
and think what you would have done in their 7-9: it is unreliable.
M ight 3 B attered place. You may roll + passion when
you want to P uzzle T hings O ut .
6 or less : whatever it is, it will work
one time or only for a short duration. A key
will work once and then snap off, a flashlight
L uck 4 B roken D evelop R apport : Whenever
you successfully Read a Person, you get
will last a scene (maybe), and so on. It can be
repaired, but may cost as much as a new item
+1 ongoing when reading them in the to get fixed.
A ffinity 5 G rievous future. Gain +1 A ffinity .

C hoose one set


» Reason 0 Passion +1
6 D ying
H ave I G ot a D eal for Y ou !: You
can get nearly anyone to put down hard coin
for anything you own. You may C onvince
people to buy your stuff.
Gear
Y ou start with :
Might -2 Luck +2 Affinity +2 + D ead 10+: they will pay you Wealth+1 (in cash)
» d6 Wealth.
» Reason 0 Passion +1 7-9: they will pay you its value (or offer to » A pickup (reliable, awkward)
trade you something of roughly equivalent with a camper on it for sleeping.
Might -1 Luck +1 Affinity +2
» Reason +1 Passion 0 Sanity worth), Keeper’s choice.
Depending upon the person targeted, it may
take them d6 days to come up with the money.
» 2d6 Wealth worth of useless
bric-a-brac (you decide what).
Might -1 Luck +1 Affinity +2 6 or less : the Keeper can choose that they
» Reason +2 Passion +1
1 S tartled don’t want it or can’t afford it, or will give you » A cracked, wooden baseball
its Wealth-1 for it, if you do them a favor first. bat you’ve had to use once or
Might -1 Luck -1 Affinity +2 2 S hocked M ay I H ave Y our A ttention , twice (unreliable).
P lease ?: You are able to C onvince » No L ore
a crowd of folks to do something you like.
L ore 3 D isturbed If you miss the roll, however, they don’t take
choose two of the following :
kindly to your interference, and become hostile
towards you.
W ealth 4 T raumatized » A small sidearm.
M y W ord I s M y B ond : You can
attempt to C onvince anyone, anytime » A flashlight.
5 H ysteric to do something for you, even if you have
nothing they might want. » Camping equipment.
» R egarding D amage
» An old book (weird)
1-2 Recovers naturally, over time. 6 D eranged 10+: they don’t really expect you to come through
later and will be happy if you do (+1forward). you’ve picked up in a trade
3 Needs treatment to improve. 7-9: they will be upset if you don’t come through somewhere.
4-5 Gets worse if untreated.
+ I nsane in the next d6 days.
Failure to deliver will either create bad feelings
(-1ongoing to CONVINCE), a bad reputation
6 Requires immediate treatment. (where you can’t use this Move again until you
make things right), or the Keeper may hold one
and decide some badness for you later.
Physical Wellness
Certain characters, notably the Doctor, may treat people who are suffering
harm. Those trained to use medical supplies may spend 0–3 stock.
 
To treat a character with three or more harm, roll + stock spent.
 
O n a 7+, the subject stabilizes (eliminating all harm beyond the second
segment), but the Keeper chooses  1 (on a 10+), or 2 (on a 7–9):
• They need to be physically stabilized 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 a 6 or less , they take 1 harm instead.

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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