TEXT: The GameMaster’s Apprentice 
  Instructions 
   
   
  Author: Nathan Rockwood 
  Graphic Designer: Max Johnson 
   
   
   
  Special Thanks 
  This project was backed on Kickstarter by more than 360 supporters, listed at the end of this document 
  (or not, in accordance with their wishes). Without their help, The GameMaster’s Apprentice would 
  never have been more than a pet project in my own home games. Thanks so much! 
   
   
   
   
  Visit us online at www.LarcenousDesigns.com 
   
   
   
   
  The GameMaster’s Apprentice deck and documentation, copyright 2014, owned by Larcenous Designs, LLC. 
  Larcenous Designs, LLC, and associated marks are owned by Nathan Rockwood. Graphic design and 
  iconography by Max Johnson. 
   
  1 
  
  Table of Contents  
   
   
  INTRODUCTION
  3 
  What this deck is
  3 
  What these instructions are
  3 
  What is on the cards: The Randomizer Breakdown
  4 
  HOW TO USE THESE CARDS
  8 
  "Fairness”
  8 
  Genre and Tone
  8 
  Primary Systems
  9 
  Answering Yes/No Questions
  9 
  Creating NPCs
  10 
  Creating Random Events
  11 
  Creating Story Seeds
  12 
  The Little Engine: Running NPCs or encounters on the fly
  13 
  Icon Systems
  14 
  Norse Runes
  14 
  Tag Symbols
  18 
  Elements
  19 
  Scatter Die
  19 
  THE DECK AS A GAME ENGINE
  20 
  Making "fair" decisions
  20 
  Starting a Game
  20 
  Playing a GM­Free Game: What Happens Next?
  20 
  The Basic Loop: The Heart of the Engine
  22 
  Tracking plot and character developments
  23 
  Wrapping up a plot
  23 
  FINAL WORDS
  24 
  Adventure Guides
  24 
  Genre Mashups
  24 
  Make your own materials!
  24 
  Backer Names
  25 
   
   
   
  2 
  
  INTRODUCTION 
   
  What this deck is 
  The GameMaster’s Apprentice deck is a set of tools meant to be helpful for anyone running a 
  roleplaying game. The randomizers on the cards aren’t linked to any particular game system, setting, or 
  even genre. 
  The general purpose of this deck is to create and arbitrate the sort of story ideas and decisions 
  often made by a GameMaster, but which can sometimes be randomized--perhaps to make the decision 
  more ‘fair,’ or maybe just to help the GM come up with something totally new. 
  Each of the 120 card faces in this deck contains a set of fourteen randomizers. While each 
  randomizer has a specific purpose for which it was designed, I did my best to make the cards as flexible 
  as possible. How each randomizer, or the deck as a whole, is used depends entirely upon the needs of 
  the group, Game Master, or player using them. 
  I created these cards for many reasons, but the most important points can be boiled down into 
  two functions. First, I wanted to make it easier (as a GM) to access random tables, and I find a deck of 
  cards faster than hunting through books and comparing them to the results of dice rolls. Second, as my 
  group’s usual GM, I wanted a system that could let me play a solo game with the ‘fairness’ of an 
  outside arbiter, while avoiding the limited options found in most computer- and game-book-based 
  RPGs. With a bit of imagination, a sense of fun, and maybe a character sheet from a game system of 
  your choice, this deck should let you play through an adventure entirely without a human Game 
  Master. 
   
  What these instructions are 
  Because the GameMaster's Apprentice is meant to be flexible, there isn't a right or wrong way 
  to use the cards. For the same reason, while these instructions describe each of the randomizers on 
  the cards, I can't really tell you 'how' to use them; it will be up to you to determine your favorite ways 
  to put them to work. My notes are a framework for you to work within. I'll give you some examples 
  and explain my thinking, but if you're the sort of gamer who is interested in randomizer cards at all, 
  chances are that you're already thinking of ways they might be helpful. 
  However, if you want a little push in the right direction, these instructions include suggestions 
  aimed at gamers in several specific situations: 
  1) You're a GM looking to spice up your plans with new ideas. 
  2) You're running a game and need to generate some information on the fly. 
  3) You're a solo-player (or a group with no GM) and want to run a game with the cards as an 
  engine. 
  3 
  
  What is on the cards: The Randomizer Breakdown 
  While more detailed descriptions of how I use these randomizers together come later, here is a 
  brief overview of each of them, with a few suggestions for use. 
   
   
  4 
  
  1) Difficulty and Reaction Generator 
  This one is often referenced just as the Difficulty Generator, but it serves many purposes. 
  Between the comedy and tragedy masks we have the results of a bell-curved 1-10 number generator. 
  This is great for anything which is probably going to be “average:” the relative difficulty of picking a 
  given lock, how friendly a random stranger is to the PCs, or even how powerful that random stranger 
  happens to be. Most results will fall in the 5-6 or 4-7 range, so plan accordingly! 
   
  2) Likely Odds  
  When you need the answer to a Yes/No question, you can draw here for a “fair” random result. 
  Yes, you could just roll a die and decide that ‘evens’ mean ‘yes’ and ‘odds’ mean ‘no,’ but that actually 
  takes longer--and for me, at least, after I roll I can never remember whether odds were yes or no. 
  Also, the possible answers here include ‘critical’ results; the range is: YES!/Yes/No/NO! 
  The three sub-categories (Bad, Even, and Good) stand for how likely the answer is to be positive 
  (YES! or Yes). ‘Bad’ means there is only a 25% chance of a positive answer; ‘Even’ gives a 50% chance; 
  and ‘Good’ indicates a 75% chance of positive results. 
   
  3) Dice 
  Exactly what they appear to be--the results of randomly rolled dice, ranging from d4-d00. These 
  are handy for a quick number without revealing what dice you are rolling, or when dice are 
  inconvenient for some reason. However, they have one major flaw: dice pools. Unless you shuffle and 
  redraw for each die in a roll, the draw isn't going to be as random as it should be; for one to three 
  cards, the statistics will still be very random, but after that you should probably return all cards to the 
  deck and shuffle. 
   
  4) Norse Runes 
  The 24 runes of Elder Futhark, commonly represented in fiction and fortune-telling as 'the' 
  Norse runes, are here for when you feel like some symbolic interpretation. Like the more 
  commonly-seen Tarot deck, these runes can serve to suggest ideas and concepts. Their presence is 
  inspired by classic games like ​Everway​, which use Tarot-like interpretation as a primary resolution 
  mechanic. See the Icon Systems section, below, for more details. 
   
  5) Elemental Symbols 
  The four elements (at least, those most often seen presented in fantasy fiction) of Earth, Fire, 
  Air, and Water have been imbued with cultural and cross-cultural connotations over the years. While 
  you will probably not draw for them on their own very often, I use them to color my interpretations of 
  the other randomizers, suggesting mood or style; "Disaster Strikes/City Suburbs" can mean something 
  very different if flavored by Earth (an earthquake) rather than Fire (...a fire), for example. 
   
   
  5 
  
  6) Random Event Generator 
  Generating random situations is at the heart of the GameMaster's Apprentice. These three 
  keywords (a verb, adjective, and noun) combine into one of 1.7+ million (if you draw a new card for 
  each word) possible phrases; with the phrase and the current in-game situation in mind, you decide 
  what the cards are suggesting happens next. For example, “Discover/Obscure/Sanctuary” could 
  suggest the players just stumbled into a lost temple or a hidden panic-room, depending on your genre. 
  Just keep the context in mind and apply common sense! 
   
  7) Sensory Snippets 
  Four types of brief description exist on the cards: something to hear, see, feel (physically or 
  otherwise), or smell/taste. A simple way to use these is to draw one card when the players do anything 
  related to observation (searching a room, keeping watch at night, etc) and consider if any of the 
  snippets apply. However, these can also be very useful when generating random content; what a 
  person or place smells like can tell you a lot about them! 
   
  8) Tag Symbols 
  Here you find three out of ten images that exist in a different combination on each card (‘10 
  choose 3’ is the mathematical operation). These symbols can tell you a lot if you want to use them, but 
  they are best when you have created a list for what they mean in a given situation. 
  For example, in an investigative game, each symbol might represent a different kind of 
  discovery during a search for clues; in a fantasy dungeon crawl, they could be used with multiple tables 
  to first populate a room with baddies (each symbol suggesting a monster, trap, or dungeon feature), 
  and then their treasure trove (another table could show what value, type, or power level of loot is 
  found for each symbol). 
   
  9) Scatter Die 
  This shows 8 directional arrows, a direct hit (explosion or star), and a miss (a single “-” dash 
  line). Traditionally used for the direction a grenade misses in, it can also be used to map out random 
  dungeons (showing the direction of the next door, with hits and misses being dead ends, staircases, or 
  similar), tell you where that screaming sound is coming from, or anything else directional. This makes it 
  useful in a solo dungeon-crawl scenario. 
   
  10)​ ​Belongings 
  Initially conceived of as a way to make pickpocketing and looting more interesting, the 
  Belongings field can also be used as part of the random character generator. Each card has a different 
  category listed first; the three examples that follow the category are just meant to help clarify the 
  intent and give you some ideas! The categories should be genre and setting neutral enough for you to 
  use them in any situation. In order to help make this clear, the examples are meant to represent items 
  appropriate to fantasy, modern, and sci-fi settings on each card, in that order. 
  6 
  
   
  11) Names 
  One of the simplest generators, and the one that started it all. Each card has three names, 
  intended to represent a variety of real and fantastical naming conventions and cultures; and while the 
  cultural setting of a game does indeed play a role in what names will be associated with what genders, 
  the names are meant to include one probably-masculine, one probably-feminine, and one 
  potentially-gender-neutral name per card. 
   
  12) Catalysts 
  The random event generator mentioned above is something I love, but it is intentionally vague 
  and relies on interpretation. The Catalyst box is meant to be a much more specific (but, of course, 
  more limited) way to trigger ideas for story seeds and random encounters. While there are only 120 
  different Catalysts, if you combine one with a Location and/or a Sensory Snippet or a Difficulty draw, 
  you can still create a large number of different seeds. 
   
  13) Locations 
  Best used during prep or when the players hear about a distant location (because the one you 
  draw may not mesh with the current location of the party if you use it when they are exploring), these 
  can help you come up with places to adventure that you wouldn’t have immediately thought of. 
  Because the Locations are specific enough to sometimes clash with an ongoing game's needs, 
  consider modifying the drawn location with an adjective from the Random Event Generator, or a 
  sensory snippet, to give it a fresh tone or further detail. "Orphanage" plus the adjective "Mystical" 
  might become a home for wayward fey children, a place a young sorcerer has been hidden away, or 
  simply fairy-tale-like in how awesome it is (perhaps being run by a fairy godmother turned to public 
  service).  
   
  14) Virtue and Vice 
  These are primarily to help flesh out character personality, but any time you want to suggest a 
  motivation (for a villain, hero, or random NPC), you can draw for one or the other (or both). For 
  example, if someone hires the party to go clear out the nearby goblin camp, they might be motivated 
  by revenge (Wrath), or desire for a particular treasure the goblins have (Envy), and the difference can 
  be significant to your ongoing story if the players try to figure it out. 
  However, there is one mechanical issue here: while each individual Virtue and Vice appears 
  equally throughout the deck, the combinations on the cards are not equally distributed, which is why 
  they are on the cards in separate fields. What this means, practically speaking, is that if you draw one 
  card for both the Virtue AND the Vice, you wind up with a result that slightly favors certain 
  combinations--for true randomness, draw one card for each. 
   
   
  7 
  
  HOW TO USE THESE CARDS 
  However you want. Seriously, go to town. But if you want to hear how ​I​ use these cards, here 
  are my thoughts. 
  "Fairness” 
  First, a note on fairness. Whether you are using the cards to generate a story for an upcoming 
  session, randomizing answers on the fly, or running a solo game for yourself, you may sometimes be 
  tempted to replace a card you draw with a second one. Or a third. Or a fourth... 
  Is this 'cheating?' 
  That depends. 
  The golden rule in these cases is that the cards should keep things fun and interesting, and 
  should NEVER spoil your enjoyment of your game. 
  For some people, this will mean that redrawing the occasional card is totally fine, if the results 
  would otherwise drag the story down. To help reduce the likelihood of this (since it still takes up time), 
  I strongly recommend this guideline: If there is a possible result or option that will ruin the game, 
  eliminate it BEFORE rolling a die or drawing a card. If character death would spoil your fun, replace that 
  outcome with capture, maiming, loss of gear, or some other consequence, and THEN roll or draw. That 
  way, you won't have to retcon anything. 
  However, for some people, the "real" danger of losing a character, or being sometimes unable 
  to alter the outcome of an event, is important to the experience. If you fall into this category, I suggest 
  you set a specific rule beforehand. Some games already include a karma/fate/plot/benny point system 
  that lets players make rerolls, change the story, and so on; if your game does, make rules for yourself 
  about how those points can or cannot let you redraw cards (or simply alter the results without 
  redrawing). If your game doesn't have anything like that, perhaps consider allowing one redraw of one 
  card per game session, in-game night, or chapter of a story--but whatever it is, make the rule first, and 
  THEN start play. 
  As long as you are following your own rules, then there is nothing 'unfair' about how you use 
  The GameMaster's Apprentice. And even if you break your own rules, I promise not to call you on it.  
  Genre and Tone 
  The GameMaster’s Apprentice is intended to be a genre-neutral, tone-neutral aid. Whether 
  your game is set in a fantastical, modern, or futuristic world, and whether your tone is grim, serious, or 
  silly, the deck should be able to support your play. 
  However, the curse of neutrality is that it is, by nature, sometimes going to be too generic for 
  your tastes. Alternatively, it may present something badly-tuned for what you wanted. 
  There are two fairly obvious solutions: either draw again, or reinterpret the card you drew. 
  Drawing again can be frustrating, and while I sometimes go that route, I suggest the second 
  option as the better of the two.  
  8 
  
  The GameMaster's Apprentice is designed to give you direction and guidance, but it relies on 
  you to at least fill in the gaps. If you draw a result that is inappropriate for a reason of genre or tone, 
  but you want to 'play fair' and keep the card, simply go with the most similar, but appropriate, idea you 
  can think of. 
  For example, if a card suggests that a character exploring a new planet smells 'Fresh Popcorn,' 
  you could say to them, "You smell something rich, almost buttery, in the air." On the other hand, if the 
  character is in a medieval marketplace and you don't think popcorn would be available, simply saying 
  "The delicious smell of buttery treats fills market square" covers the same idea. 
  Also, if the basic idea of a card is plausible but a detail or the tone of the description was wrong, 
  consider ignoring those details and drawing for an adjective from the Random Event Generator, a 
  sensory snippet, or one of the other content modifiers to replace them.  
   
  Primary Systems 
  These are the things I most often use the cards for. They can be used on the fly, before play, or 
  in any combination. Though they are all vital to using the deck as a solo game engine, that situation 
  gets its own section, further below.  
  Generally, these systems require the use of more than one field from the cards, and not all 
  fields are used equally (or at all) in the systems I describe. All of the systems are meant to work 
  together, though, and you can combine and interweave them with any of the fields in any way you 
  wish. Remember that these are all just ​my​ way; do as ye will. 
   
  Answering Yes/No Questions 
  The GameMaster’s Apprentice is so-called because, like a true GameMaster, it can supply a lot 
  of information about the game; this is one of the simplest and most common ways it does that. 
  If you need the answer to a Yes/No question, draw a card for the answer and look at the ‘Even’ 
  Likely Odds field. 
  That’s the easiest version, but it can get a bit more complicated if you want it to; you can decide 
  that the critical results of YES! and NO! have particularly spectacular results, and you can refer to the 
  ‘Bad’ Likely Odds if there’s only a 25% chance of the answer being ‘yes,’ or to the ‘Good’ odds for a 
  75% chance of ‘yes.’ 
  There are many situations that might call for a draw here; let’s talk about a few of them. 
  1.
  Player curiosity: If the players want to know the details of something you haven’t planned, but 
  which isn’t critical to the game, consider drawing for it with whatever odds you think would 
  make the game most fun for the players. Examples: Is the bartender bald? Is it a nice day out? 
  Can I find a four-leaf clover? 
  2.
  Suddenly-necessary details: If the question has a potential impact on the game, but making the 
  decision yourself would feel like you were cheating or biasing the result, you need to be a little 
  more careful. Don't word the question in a way that ruins the game if you get the 'wrong' 
  9 
  
  result, and carefully consider whether you should have Bad, Even, or Good odds of drawing a 
  'yes.' Examples: Does the guard happen to be looking in this direction? Is the backup generator 
  fully fueled when the power gets cut? Is there a real doctor in this village? 
  3.
  Modifying cards: If you've just drawn for something else, and you have an idea that sounds a bit 
  too implausible, or you have more than one strong idea of what could happen, then you can 
  draw for an answer to clarify things. I do this a lot when building important NPCs or story seeds 
  ahead of time. Examples: Does being Charitable and Fraudulent mean that this character is like 
  Robin Hood? Does 'Destroy/Nearby/Government' mean the city government, as opposed to the 
  kingdom, is overthrown? Does combining the Catalyst 'Naked Man' with the Location 'Museum' 
  mean that there is one of those performance-art installations? If ​No​, then I guess a patron is 
  just VERY drunk….
   
   
   
  Even in a planned game, using a pre-written adventure, I find plenty of opportunity to draw for 
  Yes/No answers. Sometimes players are curious about details that would never have occurred to a GM 
  to prepare for; sometimes they pursue a line of reasoning before the GM has a chance to sort it out; 
  and, of course, sometimes the GM simply won’t have prepared enough adventure for ambitious 
  players.  
   
   
  Creating NPCs 
  Experienced GMs are probably accustomed to creating the NPCs they need for an adventure, 
  but I find that I tend to fall into easy patterns and reuse tropes more often than not when my players 
  decide to encounter an  NPC I ​didn't​ need for the game, and thus did not spend time thinking about. 
  There are a few standard barkeeps, stealthy rangers, and slightly-mad wizards that my adventuring 
  parties just seem to keep running into.... 
  So, to mix things up a bit (either when planning a game or when the party approaches someone 
  for whom you have little detail), I use this quick method. 
  1. Draw a card for a Virtue and Vice combination (draw one card for each if you want to be truly 
  random). This tells you a little about their basic motivations, but will have to be tempered by context. 
  2. Draw a card for Belongings, to see what sort of thing they either have on them or are 
  strongly associated with (for example, a Military Weapon suggests the character may be a soldier, but 
  if you encounter them as a prisoner in a dungeon, they probably don't have that weapon on them right 
  now). 
  3. Draw a card for names, and pick one to go with the character; sometimes names can add to 
  the picture, if they are particularly meaningful. 
  4. Try to fit the draws together in context, and you're done! 
   
  10 
  
   
   
  NPC Generation Optional Expansions: 
  Personality and appearance: Draw for Sensory Snippets, and consider all four on one card; pick 
  one that calls out to you as appropriate. Often, the way someone smells or looks, or a sound or feeling 
  you associate with them, will help flesh out a character significantly. 
  Random descriptor: Draw for an adjective (from the verb/adjective/noun trio of words in the 
  Random Event Generator), and apply it to the character. 
  Reaction: If you want to randomly decide how the NPC reacts to the party, draw and look at the 
  Difficulty and Reaction Generator; 5-6 is neutral, 1 is love at first sight, and 10 is a fight to the death--of 
  course, the specific reaction at high or low levels should be adjusted to fit your situation, but you get 
  the idea. 
  Power level: If you don't know how strong this NPC should be, you could again draw from the 
  Difficulty Generator, and decide if this is an absolute or relative comparison. In a relative draw, 5-6 
  means they are about the same strength as the PCs, while 10 represents a massively more powerful 
  character, and 1 someone very weak. In an absolute draw, 1 represents a starting-level character, 5-6 
  is mid-level, and 10 is a demigod. 
   
  Creating Random Events 
  I love writing plot-heavy adventures and stories for my players, but sometimes I get stuck, or I 
  find myself unintentionally copying a pattern I know well, from fiction or previous games. I created the 
  primary Random Event Generator as a way to solve those issues, as well as to help me run solo-games. 
  I've gone through several different iterations of the generator, experimenting with different 
  combinations of randomizers, and the current version (a verb, adjective, and noun on each card) is the 
  simplest and most effective I've come up with. Which isn't to say it is perfect--I'm always looking for 
  the next, better idea--but it works well enough that between it and some of the decks' other fields, I've 
  run complete solo campaigns without feeling either bored or that the story was incoherent (which is 
  more than I can say for some campaigns I've planned out entirely on my own). 
  Here are the steps I follow the majority of the time: 
  1. Draw two cards, first for a verb, and then a noun. This produces results like "Discover Plan" 
  or "Heal Treasure."  
  2. Consider the results in context. Any flashes of insight? In a game with an important artifact 
  already broken, “Heal Treasure” could indicate the first clue in how to repair it; alternatively, it could 
  indicate the discovery of some vast source of healing, like a fountain of regenerative water. 
  3. If nothing occurs to you, draw a third card for the adjective and apply it to the noun 
  ("Discover Ancient Plan" or "Heal Terrifying Treasure"). If you prefer, you can of course draw for all 
  three right away, but I find that sometimes the extra information actually diverts me from a more 
  sensible course. Either way, be sure to consider the context! 
  11 
  
  4. Work the suggested event into the story in a way that makes sense--it doesn't have to occur 
  instantaneously, or immediately nearby. “Destroy Government” could indicate a coup in the nearest 
  city or kingdom, which would have an impact on the players only when they hear about it--they could 
  return home to find it occupied, or encounter deserting soldiers on the road, or similar. 
  5. If I have an idea that I'm not sure about (usually because I think it might be either too 
  unlikely, or it would be too helpful to my character in a solo game and I don’t want to feel like I’m 
  cheating), I draw for a Yes/No answer to make up my mind. 
  6. If you were trying to create a random event on the fly, but nothing at all leaps out at you 
  from the cards (or the only things you can think of would break the game/the story/your enjoyment), 
  either redraw one or more cards or, officially, nothing happens--no random event occurs! Don't waste 
  time agonizing over it. 
   
  Random Event Generator Optional Expansions: 
  Importance Level: If you want guidance about how important the event should be, draw for the 
  Difficulty Generator. 5-6 indicate the event is as serious as a level-appropriate combat encounter (even 
  if it isn't dangerous itself); higher numbers indicate more serious, game-changing results, while lower 
  numbers indicate fluff, window-dressing, or minor descriptive vignettes. 
  Descriptions: Sometimes, the event's key words make more sense if you have a concrete 
  description of something to start with. Draw a card and read all four Sensory Snippets to see if they 
  spark any ideas; incorporate one or more of them into the event. 
  Catalysts: These can be used for random events in their own right, but since there are only 120 
  of them, you'll get more mileage out of combining them with the Random Event Generator. As with 
  the Descriptions option above, you might need something concrete to spark an idea--so draw for a 
  Catalyst and see what happens! 
   
  Creating Story Seeds 
  The difference between a random event and a story seed is one of scale, rather than necessarily 
  one of technique. A random event is usually something you try to work into an ongoing story in a way 
  that doesn't completely change it (because you don't want to ​randomly​ disrupt the plot); a story seed 
  is where you can have more important, world-or-game-changing results, since you are launching a new 
  tale, adventure, or even campaign.  
  I suggest two possibilities: 
  First, you could use the exact same steps as the Random Event Generator, above, but also draw 
  for a Location and work it into the story (usually as either a starting place or a place the players must 
  go to right away). Don't be afraid to let your imagination really run wild, since you don't have to work 
  the event into an ongoing story! 
  Second, if that doesn't work and you want some more particular information without drawing a 
  ton of cards: 
  12 
  
  1) Draw three cards and set them in a row. 
  2) Read all three sets of Catalysts and Locations. Pick one of each, in whatever combination 
  seems best (even if they are both on the same card). This describes the kicking-off point for the story, 
  and may tell you a good deal about what is to come. 
  3) Read the Sensory Snippets on the first card; pick one or more to use and apply them to the 
  Catalyst/Location combo. This should help you add some detail to what is going on. 
  4) Look at the Virtue and Vice combinations on each card; pick one set to represent the 
  character who first gets the players involved (they could be a victim, antagonist, or quest-giver); also 
  pick a Belongings set and a Name for them from within the options presented, and use the Sensory 
  Snippets on the second card to flesh them out a little more. 
  If that tells you what you need to know, jot down the details and go with it! If you want more 
  specifics, with these things in mind, ask Yes/No questions and draw for answers to flesh the seed out a 
  bit. 
   
  Story Seed Optional Expansions: 
  -Villain, Victim, Visitor: Skip Step 4 above and draw additional cards expressly to create a villain, 
  then a victim, and then a 'visitor' (a friend or acquaintance for the PCs). This gives you a lot more 
  randomness and also can really launch a story rich with detail. 
  -Tag Symbols: Especially if you are already planning on using them with a table you have 
  created, the Tag Symbols (the three icons in circles, next to the scatter die) can give you some 
  interesting detail. If you haven't got a table to use, there is a an example of one in the Tag Symbols 
  section below. 
  -Style: Draw an Elemental symbol and plan on the first part of the game having a play-style 
  focus based on the result: Fire = Combat, Water = Intrigue, Earth = Mystery, Air = Exploration.  
   
  The Little Engine: Running NPCs or encounters on the fly  
  In order to keep things moving, sometimes I use the cards to make decisions quickly, even 
  when I could make them myself just as easily. If you want to use the cards to run an NPC or make 
  decisions about how an encounter plays out, I suggest you can use the Difficulty Generator and Likely 
  Odds fields to sort out many issues very quickly.  
  Because you are acting as the GM and just drawing cards for some additional support, this is 
  probably the easiest way to use them. You can veto any nonsensical results, redraw if you wish, and 
  just move on whenever you need to, so I actually find myself drawing for ‘suggestions’ practically every 
  time a player asks a question, just to see if the results are more interesting than whatever I had 
  planned. 
  However, one important tip is to let common sense reign. If you are starting with a blank-slate 
  NPC, almost any action or decision of theirs can be explained; but once they have an established 
  personality and goals, answers usually suggest themselves, and you won’t need to draw any more. 
  13 
  
  A few other tips for deciding what happens when you have an unplanned NPC or encounter on 
  the field: 
  1) Naturally, you can start by drawing Difficulties for how powerful or hostile the NPC or situation 
  is, and Likely Odds to answer questions about them. 
  2) If you have no idea where to start, draw a card and look at the Sensory Snippets; use at least 
  one of them to generate something (the sound of chains might indicate an arrest being made). 
  3) Draw for the Tag Symbols (see the next section, on the icon systems) and use the results to 
  indicate what is going on; the example table in that section could work for this. 
   
  As an example, let’s say the party camps for the night in a forest, and you want to have 
  something happen that night, but you can only think of the same things you’ve done before: They are 
  startled awake by something that turns out to be harmless; bandits or other monsters attack; or a 
  weary traveler shows up. So, instead, you draw the Tag Symbols, and get a Skull (Impending loss), 
  Shield (Protection), and Target (A distant goal).  
  If you can’t think of any other ‘impending loss,’ to me that often reads as danger of some kind 
  (because danger begets loss). So some kind of danger, plus protection and a distant goal… while you 
  could interpret this is many other ways, my mind goes to a sudden change in the weather that 
  indicates an onrushing storm (possibly even a hurricane, tornado, or magical disaster). The party sense 
  the weather changing, and they know that the only safe haven within miles is a distant… cave? Or 
  perhaps they can see a run-down mansion at the top of that distant hill, and they just might be able to 
  make it there in time to shelter safely….  
  That sounds much more interesting than another bandit attack. 
   
  Icon Systems 
  While the text fields of the cards are relatively simple to interpret, the images in the icon fields 
  might take a little more practice, at least in some cases. If you find that the images and symbols are 
  unhelpful, just remember: There is no wrong way to use the cards, so do what you want--and that 
  includes skipping parts of them entirely. 
   
  Norse Runes  
  I usually bring these into the game when I want yet another, different way to randomize the 
  details, tone, or direction of something. They aren't necessary for any of the core systems of the 
  GameMaster's Apprentice, but you could use them in any game to give you suggestions, or you could 
  base a narrative game system entirely around them as a primary mechanic.  
  To modify or enhance your content the way I usually do, draw one card and apply its meaning 
  to the current situation as sensibly as you can. If you want to do more with them, you'll need to treat 
  them like Tarot cards: a set of symbols that need to be interpreted in combination with each other and 
  the current situation. 
  14 
  
  The Elder Futhark alphabet is itself very old, but (as far as I can learn) other than one or two 
  runes and words that poems and inscriptions indicate had symbolic uses (such as carving them onto 
  amulets or swords), there isn't actually any solid evidence for their original use being fortune telling in 
  the modern manner (which is basically an invention of the late 20th century, and was intentionally 
  based on Tarot-style interpretations).  
  So, because there is no 'original meaning' to draw on, and to avoid violating anyone's copyright, 
  the version I give here is my own, and is based loosely on versions I've been introduced to by those 
  better versed in those modern runic systems than I am. If you prefer to give the symbols different 
  interpretations, that is entirely up to you! 
   
  The First Eight (Freyja’s Aett) 
   
  Fehu 
  Livestock/Wealth:​ Property, prosperity, fertility, increase, social success.  
  In-Game:​ Treasure found, quest rewards doled out, or a great opportunity for 
  success (meeting or helping someone powerful, an easy quest, etc). 
   
  Uruz 
  Auroch/Wild Ox: ​Energy, health, strength, tenacity, and courage. 
  In-Game:​ A character of great physical prowess; a situation that requires 
  strength or courage; an ability that boosts health, energy, or strength. 
   
  Thurisaz 
  Thor/Giant: ​Reactionary, defensive destruction. Instinct, willpower,  and 
  regeneration; lightning, electricity. 
  In-Game: ​A powerful but protective force or character; lightning or electrical 
  power; an actual giant; thorns, or armor that damages attackers. 
   
  Ansuz 
  Ancestral Spirit/A God: ​Revelation, insight, communication, truth, power of 
  words and names; divine intervention. 
  In-Game:​ Contact from a spirit or god; priest or cleric; temple; holy relic. 
   
  Raido 
  Wagon/Journey:​ Travel, evolution, moving forward, gaining perspective. 
  In-Game:​ A quest! A journey for the sake of some greater objective, leveling up 
  or gaining power, learning an important secret, or other forms of evolution. 
   
  Kenaz 
  Beacon/Torch:​ Creativity, inspiration, harnessed power, world-changing ability. 
  In-Game: ​Gaining powers, creating new technology, discovering or researching 
  something powerful. Artifacts, ancient forces, etc. 
   
  Gebo 
  Gift/Exchanges: ​Generosity, balance, contracts, relationships, partnerships. 
  In-Game: ​A good deal, a boon in exchange for fair work, the beginning of a new 
  team, relationship, or business venture; charity. 
   
  Wunjo 
  Joy/Happiness: ​Harmony, spiritual reward, pleasure, comfort, glory. 
  In-Game:​ A reward in the form of a spiritual boon, the gaining of fame and glory, 
  or luxuries and pleasures, as opposed to treasure or power. 
  15 
  
   
  The Second Eight (Heimdall’s Aett)  
   
  Hagalaz 
  Hail/Weather:​ Uncontrollable forces, such as nature, the unconscious mind; 
  crisis that comes before harmony. 
  In-Game:​ Terrible weather or other natural (or unnatural) disaster strikes; 
  powers or abilities are blown out of control; devices or artifacts malfunction. 
   
  Naudiz 
  Need/Distress: ​Resistance, requirements to be met, endurance, patience, 
  survival, a trial or test. 
  In-Game:​ A random encounter or other situation that delays the quest; being 
  forced to deal with bureaucracy or red-tape; the discovery that your 
  almost-complete quest requires an extra step, waiting, or backtracking. 
   
  Isaz 
  Ice/Frustration:​ Mental blocks; confusion needing to be unravelled; cannot 
  progress until more knowledge is gained. 
  In-Game:​ A puzzle, riddle, or confusing situation casts doubt on what the next 
  step must be. A question must be answered, a guide must be found, or similar. 
   
  Jera 
  Good Year/Harvest: ​Effort realized, fruitful results, an end to stagnancy, hope, 
  earned success, cycles of time and life. 
  In-Game: ​Some kind of recent effort pays off (or pays off MORE); the next step is 
  made clear, or a roadblock is removed. 
   
  Eihwaz 
  Yew Tree/Reliability: ​Dependability, trustworthiness; defense and protection; 
  honesty; well-chosen goals that will be accomplished. 
  In-Game:​ Something low-level in importance is accomplished easily or even 
  automatically; friends and allies come through for you. 
   
  Perthro 
  Dice Cup/Mystery: ​Chance, secrets, hidden things, the occult; initiation, sense of 
  destiny; setting out on the path. 
  In-Game: ​Discover of a mystery or a secret; magical or unknowable powers get 
  involved; it seems the character(s) have a destiny that is yet to be realized, be it 
  political, spiritual, or arcane. 
   
   
  Algiz 
  Elk/Protection: ​Shield, shelter, defense, wards against evil, a guardian; 
  connection to the gods or higher states of being. 
  In-Game:​ A place of shelter is discovered, or a protector offers their services; 
  rescued in the nick of time, or saved by what seems to be some kind of divine 
  force. 
   
  Sowilo 
  The Sun/Life-Force: ​Success, honor, life, positive changes, victory; cleansing fire, 
  power. 
  In-Game:​ Good triumphs over evil, either within a person’s warring 
  loyalties/psyche, or in terms of the quest itself; something evil is redeemed, or at 
  least set on that path. 
  16 
  
  The Third Eight  (Tyr’s Aett)  
   
  Tiwaz 
  Tyr/Leadership:​ Authority, justice, rationality, success in competition of all 
  kinds, self-sacrifice. 
  In-Game:​ A just authority gets involved, or the characters are granted authority; 
  legal or competitive victory; or self-sacrifice is required, but will complete an 
  epic quest. 
   
  Berkano 
  Birch Tree/Birth:​ Fertility, birth, growth, liberation; renewal, new beginnings, 
  love, family, connections. 
  In-Game:​ Romantic or personal relationships are advanced, or second-chances 
  are given, prisoners pardoned, or similar. 
   
  Ehwaz 
  Horses/Travel:​ Physical transportation; slow but steady progress; teamwork, 
  trust, ideal marriage or partnership. 
  In-Game:​  Travel or vehicular problems are overcome; trust is built; an 
  already-ongoing partnership or relationship proves to be more successful than 
  first imagined. 
   
  Mannaz 
  Mankind/The Self:​ The individual, intelligence, forethought, skill, ability; the 
  human race, social order, friends and enemies. 
  In-Game:​ Personal skill or cunning wins the day; one person is isolated and 
  forced to work alone to solve a problem; or society gets involved, and status, 
  nobility, and privilege come into play. 
   
  Laguz 
  Water/Regeneration: ​Healing, rest, renewal; dreams, the underworld, the 
  imagination. 
  In-Game:​ Something allows the characters to heal and rest. Dreams and desires 
  and ultimate goals might be unexpectedly advanced. It is even possible that 
  someone is ‘brought back from the dead’ (literally or metaphorically). 
   
  Ingwaz 
  Monarch/Seat of Power: ​Control and power, answering to nobody; authority 
  without implying justice. 
  In-Game:​ An absolute ruler gets involved, possibly causing problems (especially 
  if the characters refuse to do what they want).  
   
  Dagaz 
  Dawn/Day: ​Awakening, clarity, breakthrough; discovery, a new venture, 
  transformation for the better; hope, security. 
  In-Game: ​A new opportunity or quest, or the solution to an old problem is 
  suddenly found. A mystery may be solved (or at least partially untangled). 
   
  Othala 
  Birthright/Home:​ Inheritance, property passed down, house, home, spiritual 
  heritage, fundamental rights, source of safety, that which is most important. 
  In-Game:​ A character’s bloodline, family, estate, or inheritance is brought into 
  play. Alternately, these things may be threatened by a physical, legal, or spiritual 
  force. 
  17 
  
  Tag Symbols  
  My love of random lists should be pretty obvious, so the fact that the Tag Symbols are for using 
  a random list to pick results from another random list should be unsurprising (List-Ception? Yo dawg, I 
  heard you liked tables? Wow, such random, so tables?). With 120 card faces, each card face shows a 
  unique combination of symbols, and every possible combination is represented.  
  If you have a pre-generated list that shows what each icon means in a given situation, drawing 
  for the Tag Symbols is a good way to introduce a combination of elements to a scene, and it ensures 
  that you always get three different results from your list. Whether you are creating the treasure horde 
  for a dragon, deciding what sorts of things a detective finds while investigating a crime scene, or 
  selecting plot elements to work into the Story Seed you are creating, the Tag Symbols can keep things 
  interesting. 
  Of course, this all requires that you create a table ahead of time. Here’s an example. 
   
  Tower
   
  Significant obstacle; probably static in 
  nature. 
  Moon 
   
  Confusion or misunderstanding. 
  Crown
   
  An important individual, with power over 
  you. 
  Sword
   
  Conflict; not always physical. 
  Heart
   
  Family, friendship, or romance. 
  Shield
   
  Protection; not always physical. 
  Skull
   
  Impending loss, predictable but hard to 
  avoid. 
  Target
   
  A new goal; a distant or dynamic 
  objective. 
  Sun
   
  Clarity or revelation. 
  Wand
   
  Powerful technology or magic.  
   
  On the other hand, if you don't want a table at all, then you can still use the Tag Symbols; you 
  just need to be quick on your mental feet. Acting as a relatively simple set of 10 runes, the Tag Symbols 
  can be drawn for a symbolic interpretation; for example, if you want to spruce up a random event and 
  draw a Skull, you might decide to add the undead, the discovery of a corpse, or a sudden sickness to 
  the situation.  
   
  18 
  
  Elements  
  The 'classic' four elements, Air, Fire, Earth, and Water, are represented on the cards here; I was 
  inspired to include them partly as a nod to old games like ​Everway​, which boiled everything down to an 
  interpretation of these ideas. I most often find use for them as modifiers to other things; an NPC who 
  gets Fire might be energetic and aggressive, while one who gets Air could be curious and constantly 
  moving. A random encounter flavored with Earth might indicate earth-associated themes (defense, 
  nature) or a more literal idea (an earthquake, an earth elemental).  
  What I view as a 'standard' interpretation of the meanings of the four elements can be found 
  below, but you should feel free to ignore that in favor of your own views. 
   
  Air
   
  Movement, curiosity, exploration; life in its most dynamic form. Chaotic but friendly; 
  social. 
  Fire
   
  Aggression, energy, destruction; empowered but unchecked. Chaotic and dangerous; 
  combat. 
  Earth
   
  Survival, determination, defense; slow but steady and impervious. Orderly and 
  unchanging; health. 
  Water
   
  Intelligence, knowledge, eloquence; adaptable and understanding. Orderly but shifting; 
  intellect. 
   
  Scatter Die 
  The concept of a scatter die comes from wargaming, when a character throws a grenade or 
  missile that has a strong chance of missing slightly. The die tells you if the missile lands in a given 
  direction away from the target, or (at least in this case) in a complete miss or dead-on-target hit. The 
  miss is indicated by a single dash ('-'), and the direct hit by a tiny explosion of arrows. 
  Other ways to use the Scatter Die might include: 
  1. Creating a dungeon or similar area (with directions indicating passages, and misses and hits 
  indicating stairs, dead ends, or similar). 
  2. Mapping out a tactical set-up, indicating the disposition of enemy forces. 
  3. Selecting a random player to target with an effect (based the 'direction' they have from the GM, as if 
  the card is placed down in the center of the table). 
  4. To indicate time of day, treating the arrow as a the hour hand of a clock; a miss might indicate 
  Midnight or Dusk and the hit might suggest Noon or Dawn. 
  19 
  
  THE DECK AS A GAME ENGINE 
  Taken together, the same systems I use to make decisions or randomize content in a traditional 
  GM-and-party RPG can be used to run a GM-free game. This may not be everyone's cup of tea, but if 
  you like choose-your-own-adventures or game books like the classic ​Lone Wolf ​series, these cards can 
  help you build an adventure! 
  Of course, there are some big differences. Using the cards as a literal apprentice GM means 
  that you have to supply questions for them to answer, add details to the direction the cards give you, 
  and so on; but what you get in return is a game that not only continues well past when a game book 
  would come to an end, but which can literally take you in any direction, on any quest, and to any result 
  you can imagine. 
  I think the added effort is well worth the results. 
   
  Making "fair" decisions 
  I've already discussed what 'fair' means to the GameMaster's Apprentice, but this becomes 
  even more important when dealing with a GM-free game. Whether you are running solo or with a 
  group of friends, decide how to handle interpretations and redraws before you start play--even if that 
  means you just shrug to yourself and think, "Meh, I think it's fine to redraw if I want to." 
  The real trick is to be sure that no one in the group will feel cheated or disappointed at any 
  time; find out your preferences before you start, and plan accordingly!  
   
  Starting a Game 
  Step 0 is to begin with a character you will have fun playing. If you already have an adventure in 
  mind (whether personally made up, or taken from a published module), be sure it fits that adventure; 
  if not, make the character first, and then make an adventure that fits ​them​! If necessary, use the Story 
  Seed generator, above, and throw yourself into the game! 
  It really is as simple as that. Describe the setup, and then ask yourself, ​“What do I do now? 
  What happens next?” 
   
  Playing a GM-Free Game: What Happens Next? 
  With the GameMaster's Apprentice as a GM, things work most smoothly if you treat the deck 
  like it really is a new GM and you want to help them get the hang of things, while still having a fun time 
  yourself: you ​ask the deck 'leading questions' and then deal with the results.  
  If you have no idea what should happen, you can always ask ​"What happens next?"​ and 
  generate a story seed or random event. 
  On the other hand, if you walk into a 10'x10' square room in a dungeon, you can probably be 
  more specific. ​"Are there monsters guarding treasure here?"​ works pretty well. 
  20 
  
  But what if you ask that and get a No? 
  Rather than try and ask question after question after question, I suggest you default to this rule: 
  Ask a question about what you think is the most likely OR best-for-the-story result, and if the answer is 
  'no,' either go with the next most obvious/story-related option, or generate a random event and use it 
  as guidance.  
  So, in this instance, if the cards say that No, there are no monsters guarding treasure in this 
  10'x10' square room, the next most obvious thing is for it to be simply empty--which could mean it is 
  trapped. Roll perception! 
  Or, if there are indeed monsters, go with the most likely kind and use your game system's rules 
  to determine how powerful they are and what loot they might have. If you are running a pre-written 
  adventure, use their notes; if not, you can (for example) draw a Difficulty to decide how tough the 
  combat should be, and have the monsters either act in the most obviously pragmatic way, or draw 
  Yes/No answers to decide what they do. 
  Speaking of combat... in some parts of a game, dealing with a large group of players is fairly 
  simple; most combat systems already use turn order and initiative to handle questions of who gets to 
  act when. However, in situations where no GM exists to move the story forward, and yet no clear 
  initiative order exists, the fact that the narrative control resides with the players could lead to some 
  intra-party conflict. Consider these suggestions:  
   
  1) Everyone should either have equal say in what happens, or have agreed to another 
  arrangement ahead of time. There is a big difference between ​letting​ someone ask all the leading 
  questions, and ​having​ someone ask all the leading questions. 
  2) The goal is to have fun, so while using the GameMaster's Apprentice as a GM, only ask 
  questions that the whole group can accept its answers to.  
  3) If you discover a need for rules to govern who asks questions and in what order, write them 
  down and follow them until you agree to change them. 
   
  And there is one more important detail to keep in mind, whether you are playing solo or with a 
  party: If someone has an idea for what should happen, or they want to jump forward in time to move 
  on, and it just sounds right to everyone involved, there is no reason to force a draw. ​Just say it 
  happens, and move forward from there. ​Perhaps it costs an out-of-game resource, or you modify it 
  with a draw just to see what happens, but there is no harm in moving the game in the direction the 
  players want, or ‘fast forwarding’ time to skip the boring parts of the story. This is the equivalent of 
  telling the GM, “I know it might change the game, but what if we’d rather skip this bit and spend play 
  time on…?” 
   
  21 
  
  The Basic Loop: The Heart of the Engine 
  Once the game is started and you have a basic idea of how to use the deck as a GM, you can 
  move ahead as the plot demands. You can follow a pre-written adventure, or you can make it up as 
  you go along. But, either way, I like to mix things up with what I call 'the basic loop' of play.  
  A large part of playing a role playing game, for me, is the interaction between the shifting 
  challenges and the player or players facing them. If the challenges become predictable or stale, they 
  become boring... and even with the randomizers to make my 'random encounters' and plot twists 
  more interesting, if I am the one deciding exactly when to draw for a random encounter or a plot twist, 
  that doesn't exactly seem exciting to me. 
  So, in order to keep things interesting, I follow these rules: 
   
  1) At the beginning of a game (or scene, if you feel like changing it mid-game), select a method for 
  Tension (see below) 
  2) Whenever you draw for a Likely Odds result to answer a Yes/No question, ALSO look at the 
  Difficulty Generator. 
  3) If the Difficulty is lower than the current Tension, a Random Event occurs, and you have to draw 
  for it and resolve it right away.  
   
  This way, the game changes in ways I as a player couldn't predict--BUT, because the Random 
  Events still involve interpretation, I can avoid spoiling the fun of the game by preventing results that 
  would be silly, stupid, or boring. 
  So how do we decide what the Tension rating is? I have three methods I bounce between. 
  The first is a static number. If I just want to keep things simple, I select a number based on how 
  likely things are to go crazy in this scene (and then it changes at each scene break). A day of rest in a 
  guarded temple might be a 1 or a 2, while if anyone says "I have a bad feeling about this..." it gets 
  ramped up to a 7 or an 8. 
  My second method is a scene-by-scene build. Starting with a 1 for the first scene of a session, 
  the number increases at each scene break until you have more than one random event in a given 
  scene. At that point, it decreases back down to 1. This method makes it easy to start out 'safely' and 
  keeps the rising level of chaos in check (though you can reset the Tension less often to keep things at a 
  frenetic pace). 
  The third method I use is a draw-by-draw build. This is, in many ways, my favorite version. At 
  the start of the session, the Tension is 1. After each draw for the Likely Odds that fails to trigger a 
  random event, the Tension increases by 1; when a random event is triggered (at most every 11 draws), 
  the Tension drops back to 1. This method may be the hardest to track mentally, but for me is the most 
  satisfying--it results in a fairly high number of random events, but if you give yourself the freedom to 
  let some of them be helpful or merely cosmetic (adding flavor to the game, but not acting as disasters), 
  then this high volume of them keeps things interesting without destroying the plot.  
  22 
  
  Tracking plot and character developments 
  When playing a GM-free game with the GameMaster's Apprentice, I suggest keeping written 
  notes about the randomly-generated plot elements. These can help you not only remember what 
  happened, but can make it much easier to tie the plot together (as we'll talk about in the next section).  
  If you generate an NPC, note down the details you create, even if at first they don't seem 
  relevant in the long run. For settings, encounters, and similar, note descriptions and sensory 
  information; perhaps they will combine to mean something more to you later on. 
  And if you really find your stories picking up in excitement, consider keeping a narrative journal 
  for them. Fleshing out the tale both makes it more interesting, and also helps you keep track of 
  possible hooks for continued adventures! 
  While this may seem more relevant in an intentionally plot-heavy game--mystery, investigation, 
  or similar--keeping detailed notes can also serve hack-n-slash games very well. Who have you been 
  hacking, and what about their friends? If you turned left at that last sewer junction, but then hit a dead 
  end, can you just go back and take a right instead? Notes, maps, and drawings can add significantly to 
  the thrill of a game.  
  Wrapping up a plot  
  Let's talk briefly about how to end a story. 
  The first rule is, of course, that no matter what the end actually is--whether the players 'win' or 
  'lose,' or just stop--it shouldn't ruin anyone's fun. Winning and losing can both ruin a game if handled 
  badly. Just ask the teams responsible for triple-A video game trilogies that rely on story decisions and 
  player choice to 'influence' the end result.... 
  Which means: when creating the 'final encounter' or revealing the solution to a mystery, 
  anything that would spoil the game is automatically off the table ​even before you draw a card. If a 
  random event suggests betrayal, but the only possible traitor would be a silly choice in a serious game, 
  skip it; if the draw indicates that the big bad in a gritty drama that has been building to an epic fight is 
  actually a whiny little goblin with no real power, skip it unless you can make it fit the tone.  
  Also, importantly, if you find yourself already in possession of an idea for what should happen 
  at the conclusion to a game, and you feel like anything else would be disappointing, then start there! 
  Yes, I do mean that you should assume that you are right... but then ask: "And what ​else​ is going on?" 
  Draw a random event or a set of tag symbols and use them to modify your assumptions.  
  This works for mysteries as well as hack-n-slash games. Take the clues generated over the 
  course of the game and try to put them together ("We found scales, claw marks, and a smell of 
  sulphur--it could be a dragon!"), decide how likely you are to be correct and also what the next most 
  likely option is ("This is a fantasy world, so it probably is a dragon, yeah.... but it COULD be a demon!"), 
  and then draw Yes/No. If you were right, great! If not, go with the second option.  
  And then, in either case, ask yourself, "But what ​else​ is going on?" and again draw a random 
  event or a set of tag symbols to modify your situation, providing additional detail. 
  23 
  
  FINAL WORDS 
   
  Just a few things I haven’t covered, or which bear repeating! 
  Adventure Guides 
  Adventure Guides are short, targeted genre support supplements that are meant to work with 
  the deck, to either get you started or to enrich your experience, depending on your needs. They supply 
  several basic things, including notes on the genre, suggestions for partially-built story seeds and 
  characters, and tables to supplement the deck (including examples of the tag symbol charts and 
  various uses for them). If you’re having trouble figuring out how to use the cards in practice, these can 
  be a help. They will be available as PDFs from the same source(s) as the GameMaster’s Apprentice 
  deck. 
   
  Genre Mashups 
  I built the base GameMaster’s Apprentice deck to be genre-neutral, but that doesn’t necessarily 
  mean it is always the best fit for a situation. Thanks to incredible Backer support, there will be 
  genre-specific decks and Adventure Guides to follow the release of the base deck. These are naturally 
  going to provide tailored results, but you can also combine them in unusual ways! Combining the Sci-Fi 
  deck with the Fantasy Adventure Guide could produce adventures suitable for a world of strange 
  wonders and lost technology; combining the Age of Sail deck with the Sci-Fi Adventure Guide might 
  lend itself to the adventures of a Star Navy.  
  Of course, the Adventure Guides aren’t actually required to use one deck with a different genre 
  of game; just tailor the results on your own initiative if you prefer. Personally, I try to avoid needing an 
  extra set of reference tables, so rely on the deck alone as much as possible! 
   
  Make your own materials! 
  Why stick with my tables? These are for ​your​ games! Either in combination with the Adventure 
  Guide tables and starters that you have, or beginning entirely from scratch, you can easily create a 
  custom Adventure Guide suited for your setting and play-style of choice. Grab one of the standard 
  Adventure Guides to take a look at the outline, and then have at it! 
   
   
   
  24 
  
  Backer Names 
  Once again, thanks so much! Without these backers, and the approximately 250 others, The 
  GameMaster’s Apprentice would never have made it this far! 
   
  And, if you ever need even more names to draw upon, consider this list as a set of suggestions. 
   
  1soni, Aaron Killeen, Adam Benedict Canning, Akiazoth, Albey Amakiir, Alice Peng & Brandon Powers, 
  Andrea Hinkle, Andreas Walters - Metal Weave Games, Andrew C, Andrew Eakett, Andrew Ring, 
  Andrew Stobie, Arkane Loste, Armin Sykes, Arun Shankar, Atzix, Barl0we, Benjamin & Lauren Rieker, 
  Brent Lyon, Brian Horstmann, Brian Iraheta, Brian Ostrander, Caleb Burley, Carly Robertson, Charles 
  Brokaw, Charles Kersey, Chris Pickler, Christopher Ruthenbeck, Cody A. Campbell, Craig S Janssen, Dan 
  Cetorelli, Dan Suptic, David Carrus, David Korabell, Davis Silverman, Dennis Appell, Devin La Salle, Eben 
  Alguire, Eddie Meshach Sells, Eden Brandeis, Erik "Kiraki" Schaeffer, Ewan A Dougall, Galit A., George & 
  Brenda Anderson, Gnome Archivist, Greg G., HavenWorth, Hershco, Hilary B. Bisenieks, Ian 
  McLaughlin, Harbinger of Plague, James 'Great Old One' Burke, James "Dregg" Carpio, Jay Baris, Jazzy 
  Bear Brown, Jeremy Tuck, John Kane, Joseph Schutte, Josh Chunick, Josh Wilson (sohjsolwin), Joshua 
  Jones, Katrina Clark, Keith Preston, Kenny the Solo Roleplaying Sage, Kjaskar Swafnildson, Kyle J. 
  Wilson, Laura Pinson, Lauren McLemore, Lord Marlith, Lucas Bell, MadLad Designs, Mark Cox-Palmer, 
  Mark Leymaster of Grammarye, Mark the Encaffeinated ONE, Matthew White, Matthias 'Yolgie' 
  Holzinger, Myles Corcoran, Nathan Gilliam, Neil J. Roberts, Nicholas Hutchind, Nicholas Stice, Paul de 
  Haan, Paul Goddard, Penni Walker, Pete Petrusha, Philipp Dopichaj, Pier Antonio BIANCHI, recrispi, 
  Rick Sardinas, Robert Sweeney, DM, Roy Romasanta, Sasaki Chasofito, Scott Pinnow, Sean, Sean 
  Chvatal, Sean West Money, ShadowCub, Simone Maisen, Snider, Sophia Brandt, Stanley Jack Slater, 
  Stefan Leonhardt, Stelio Passaris, Stephen Stalker, Steven K. Watkins, Suzette Mariotti, Talares, Teppo 
  Pennanen, The John Blair, The Roach, Thor, Tim Thompson (Streetmonk Studios), Timothy J. Watkins, 
  Tina & John Tipton, Troy Small, Tuomas Kuusniemi, Umberto Lenzi, Vincent Arebalo, Virginian John, 
  William D. Sharpe III 
   
  25 
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clank of chain...
  Sickly-sweet decay...
  Snare
  2
  Thicket.
  Journey
  Aisha
  �
  © Larcenous Designs, LLC
  3
  3
  Glinting metal...
  2
  8
  2
  �
  1/120
  3
  No
  Bernard
  Domestic papers: Recipes,
  shopping lists, notes.
  Empowered
  �
  Your foot catches on...
  A naked man.
  Yes
  Create
  �
  Yes
  Chastity
  7
  4
  Envy
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grinding gears...
  Wet fur...
  Quinn
  16
  Restaurant.
  Dispute
  Viola
  �
  © Larcenous Designs, LLC
  9
  1
  Movement just out of sight...
  6
  7
  1
  �
  10/120
  4
  No
  Piotr
  Hair care: Hairbrush, elastic
  band, spray-on dye.
  Hopeless
  �
  Sweat breaks out...
  Inconvenient love.
  Yes
  Find
  �
  No
  Loyalty
  4
  2
  Envy
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A stifled curse, followed by a crash...
  Skunk spray...
  Frey
  5
  Lighthouse.
  Relief
  Clara
  �
  © Larcenous Designs, LLC
  3
  6
  A weapon held casually...
  6
  6
  10
  �
  100/120
  3
  No
  Gilbert
  Artwork: Rolled painting,
  expensive statuette, holo-
  sculpture.
  Prodigious
  �
  An unexplainable shiver...
  Untrustworthy friends.
  No
  Fail
  �
  YES!
  Loyalty
  7
  2
  Treachery
  �
  f
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Wet, choking coughs...
  Stale feet...
  Azrael
  5
  Torture room.
  Mentor
  Perdita
  �
  © Larcenous Designs, LLC
  2
  4
  Movement beneath the surface...
  7
  5
  5
  �
  101/120
  6
  Yes
  Leland
  Investment: Mining rights,
  ownership shares,
  terraforming plans.
  Eldritch
  �
  A tear trailing down your cheek...
  Enemies declare peace.
  No
  Learn
  �
  Yes
  Chastity
  7
  4
  Treachery
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An enormous sneeze...
  Savory delights...
  Remus
  11
  City.
  Evidence
  Eleanor
  �
  © Larcenous Designs, LLC
  3
  1
  The full moon...
  3
  9
  9
  �
  102/120
  6
  Yes
  Greyson
  Incredible disguise: Shape-
  altering ring, realistic face,
  DNA faker.
  Ironic
  �
  A passionate kiss...
  A breakthrough!
  No
  Communicate
  �
  Yes
  Temperance
  7
  4
  Treachery
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Awed whispering...
  The mildew of abandoned space...
  Vosta
  3
  Refugee camp.
  Advice
  Diana
  �
  © Larcenous Designs, LLC
  7
  2
  A sliver of moon...
  4
  1
  5
  �
  103/120
  2
  No
  Tobias
  Personal secrets: Secret
  Society membership,
  password, identity change.
  Amusing
  �
  Crushed in a bear hug...
  The situation escalates.
  No
  Sneak
  �
  YES!
  Charity
  6
  4
  Treachery
  �
  u
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The frightened neighing of horses...
  Abrasive, eye-watering bleach...
  Tanis
  16
  Convention.
  Solution
  Rosalind
  �
  © Larcenous Designs, LLC
  9
  3
  Discarded armor...
  5
  8
  6
  �
  104/120
  6
  No
  Warren
  Lie detector: Truthsense
  amulet, polygraph machine,
  mental probe.
  Helpful
  �
  Hit your funny bone...
  Down the rabbit hole.
  No
  Rearrange
  �
  Yes
  Diligence
  2
  3
  Treachery
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Something slithering...
  Apples and plums...
  Atropos
  12
  Shop.
  Pandemic
  Calliope
  �
  © Larcenous Designs, LLC
  9
  3
  Lustrous pearls...
  9
  9
  2
  �
  105/120
  6
  No
  Phillip
  Scandalous evidence: Affair,
  embezzlement, past life.
  Graceful
  �
  Knocked to the ground...
  Severe deja vu.
  No
  Trap
  �
  No
  Mercy
  2
  3
  Treachery
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A booming, unnaturally loud voice...
  Jasmine flowers...
  Volos
  7
  Oasis.
  Wilderness
  Gladys
  �
  © Larcenous Designs, LLC
  0
  2
  Glowing, slitted eyes...
  6
  3
  9
  �
  106/120
  5
  No
  Saul
  Contact info: Fence's name,
  relation to highly placed
  official, friend of a star.
  Fraudulent
  �
  Your ears suddenly pop...
  Your clothes stolen.
  Yes
  Replace
  �
  Yes
  Compassion
  2
  1
  Treachery
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Muffled, stealthy footsteps...
  Toasting nuts...
  Dismas
  14
  Colony.
  Freedom
  Tamora
  �
  © Larcenous Designs, LLC
  2
  8
  A strange city in the distance...
  7
  12
  9
  �
  107/120
  6
  No
  Preston
  Access pass: Secured border,
  military base, corporate
  facility.
  Drained
  �
  A wave of dizziness and nausea...
  Lost a bet.
  Yes
  Degrade
  �
  Yes
  Humility
  4
  1
  Treachery
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A pained bellow...
  A clinical, hospital quality...
  Emory
  17
  Castle.
  Investment
  Zoe
  �
  © Larcenous Designs, LLC
  5
  6
  Mountaintops obscured by clouds...
  4
  11
  4
  �
  108/120
  4
  No
  Burley
  Smuggled goods: Illegal
  magic, dangerous drugs,
  stolen corporate secrets.
  Sacreligious
  �
  Squirming under your skin...
  An old acquaintance.
  No
  Defenestrate
  �
  Yes
  Honesty
  3
  1
  Treachery
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shouts of triumph...
  Fresh linens...
  Bellon
  9
  Undiscovered land.
  Ward
  Leah
  �
  © Larcenous Designs, LLC
  4
  2
  Stones of all shapes and sizes...
  4
  2
  4
  �
  109/120
  1
  Yes
  Oscar
  Biohazard: Diseased corpses,
  radioactive waste, bio-
  weapon.
  Stealthy
  �
  A twisted ankle...
  Malfunctioning abilities.
  Yes
  Bless
  �
  Yes
  Courage
  2
  3
  Wrath
  �
  r
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Mournful howling...
  Coppery blood...
  Janus
  8
  Bar.
  Rage
  Talia
  �
  © Larcenous Designs, LLC
  4
  7
  A crack runs through the...
  8
  1
  3
  �
  11/120
  4
  NO!
  Fred
  Eye care: Monocle, glasses,
  contacts.
  Distant
  �
  A crunch underfoot...
  Life imitates art.
  YES!
  Fix
  �
  Yes
  Chastity
  1
  1
  Envy
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The skittering of a many-legged thing...
  Almond oil...
  Callum
  18
  Warehouse.
  Leader
  Igraine
  �
  © Larcenous Designs, LLC
  2
  6
  Brilliant, darting fish...
  6
  9
  3
  �
  110/120
  5
  No
  Alonso
  Posh invite: Royal ball,
  diplomatic dinner, secret
  initiation.
  Temporary
  �
  Your muscles burn...
  Back from the dead.
  No
  Wish
  �
  No
  Loyalty
  8
  1
  Wrath
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Low noises of appreciation...
  The elderly...
  Keyele
  6
  Ship.
  Purity
  Hattie
  �
  © Larcenous Designs, LLC
  3
  0
  A palace in the sky...
  7
  10
  2
  �
  111/120
  5
  No
  David
  Blessing: Divine power, secret
  government tech, alien
  intervention.
  Traumatic
  �
  Lifted off the ground...
  Villain vs villain fight.
  No
  Eliminate
  �
  Yes
  Chastity
  8
  3
  Wrath
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clattering of bones...
  Artificially recycled atmosphere...
  Lanalor
  3
  Village.
  Companion
  Kate
  �
  © Larcenous Designs, LLC
  4
  6
  A long-necked bird stares...
  4
  3
  6
  �
  112/120
  2
  Yes
  Agamemnon
  Curse: Mystical disease,
  contract hit, psychic parasite.
  Wonderous
  �
  Your weapon gets caught in...
  Bank being robbed.
  No
  Inflict
  �
  No
  Temperance
  4
  1
  Wrath
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A stone slab slamming to the ground...
  A trace of spice...
  Cameron
  11
  Barn.
  Tension
  Maude
  �
  © Larcenous Designs, LLC
  7
  7
  A half-seen figure beckons...
  5
  10
  5
  �
  113/120
  2
  No
  Felix
  Fairy-tale gift: Magic beans, a
  second chance, lordhood.
  Broken
  �
  So full you can't move...
  Paparazzi followers.
  Yes
  Prevent
  �
  No
  Charity
  7
  1
  Wrath
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Murmuring in a unknown language...
  Putrid flesh...
  Ciare
  19
  Fog-bank.
  Relative
  Kaylee
  �
  © Larcenous Designs, LLC
  9
  4
  Roiling, oily smoke...
  5
  7
  1
  �
  114/120
  4
  No
  Garth
  Sufficiently advanced:
  Magical construct, true A.I.,
  Ancient One tech.
  Ancient
  �
  Like you could eat a horse...
  Lost the ability to speak.
  No
  Antagonize
  �
  Yes
  Diligence
  5
  2
  Wrath
  �
  j
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grotesque, gristly chewing...
  Deodorizing spray...
  Kai
  8
  Houseboat.
  Aura
  Marlene
  �
  © Larcenous Designs, LLC
  8
  2
  Dead, sun-bleached branches...
  6
  2
  5
  �
  115/120
  3
  No
  Hassan
  Massive inheritance: Vast
  estate, Fortune 500
  company, starship.
  Arrogant
  �
  Tired and irritated...
  Out-of-body experience.
  No
  Bargain
  �
  Yes
  Mercy
  3
  3
  Wrath
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The hiss of escaping gas...
  Sage incense...
  Navarre
  7
  Estate.
  Haven
  Lauren
  �
  © Larcenous Designs, LLC
  0
  3
  A venerable tree reaches high...
  7
  5
  2
  �
  116/120
  6
  No
  Maurice
  Arcane weapon: Soul-stealer,
  undetectable gun, gravity
  cannon.
  Hopeful
  �
  Lighthearted and cheerful...
  Someone proposes.
  No
  Judge
  �
  No
  Compassion
  6
  3
  Wrath
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The creaking and groaning of...
  A dusty cellar...
  Max
  16
  Clocktower.
  Daemon
  Zahra
  �
  © Larcenous Designs, LLC
  3
  6
  A blackened skull...
  5
  3
  10
  �
  117/120
  1
  No
  Merrick
  Ultimate quest: Divine
  command, Grail clue, ancient
  prophecy.
  Benevolent
  �
  A phlegmy cough wracks your body...
  A broken heart.
  Yes
  Pardon
  �
  Yes
  Humility
  6
  1
  Wrath
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Merchants hawking their wares...
  Aromatic potpourri...
  Perun
  4
  Survival shelter.
  Merchant
  Corsonia
  �
  © Larcenous Designs, LLC
  8
  9
  Strange fungus covers...
  6
  4
  6
  �
  118/120
  3
  Yes
  Shaun
  Proof positive: Murder,
  treason, unknown alien life.
  Complex
  �
  Bored to tears...
  A fatal illness.
  Yes
  Convince
  �
  Yes
  Honesty
  8
  2
  Wrath
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A drunken scuffle...
  Rancid oil...
  Jessie
  16
  Landfill.
  Magic
  Tia
  �
  © Larcenous Designs, LLC
  6
  4
  Ancient and blocky architecture...
  8
  10
  7
  �
  119/120
  1
  No
  Leo
  Valuables: Diamond jewelry,
  iconic collectibles, prototype
  tech.
  Impressive
  �
  Blind, stinking drunk...
  Wake up in jail.
  YES!
  Meet
  �
  Yes
  Courage
  5
  2
  Wrath
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A bestial roar...
  Rank sweat and sour bodies...
  Scarus
  18
  Shipyards.
  Skill
  Jodie
  �
  © Larcenous Designs, LLC
  7
  9
  A child's toy sits...
  6
  8
  5
  �
  12/120
  6
  Yes
  Otis
  Snacks: Fresh fruit, bag of
  trail mix, nutrient chips.
  Irksome
  �
  A thud against your side...
  Unusual inheritance.
  No
  Return
  �
  Yes
  Temperance
  8
  2
  Envy
  �
  w
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Slurred speech...
  Noxious chemicals...
  Hunter
  10
  Larder.
  Estate
  Elaine
  �
  © Larcenous Designs, LLC
  2
  7
  Row upon row of glyphs and sigils...
  4
  6
  8
  �
  120/120
  6
  No
  Dominic
  The Unknowable: Eldritch
  truth, horrible secrets, alien
  geometry.
  Disasterous
  �
  Overcome by memories...
  Adopted by an animal.
  Yes
  Clarify
  �
  Yes
  Loyalty
  5
  4
  Wrath
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A slow tap, tap, tap...
  Cinnamon and cloves...
  Cardea
  6
  Workshop.
  Tourist
  Morgaine
  �
  © Larcenous Designs, LLC
  2
  9
  A spreading pool...
  7
  6
  9
  �
  13/120
  1
  No
  Virgil
  Treats: A sweet roll, cookies,
  imported candies.
  New
  �
  Something lands on your head...
  Followed in the street.
  No
  Gather
  �
  Yes
  Charity
  6
  4
  Fear
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Something dripping...
  Beer and piss...
  Phrixus
  4
  Cabin.
  Romance
  Ophelia
  �
  © Larcenous Designs, LLC
  6
  6
  A sprawled form...
  5
  12
  6
  �
  14/120
  2
  Yes
  Patrick
  Light reading: Jailhouse
  broadsheet, romance novel,
  blog posts.
  Holy
  �
  A push from behind...
  Assassination!
  Yes
  Heal
  �
  YES!
  Diligence
  4
  2
  Fear
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An electrical hum...
  Ancient, dry dust...
  Alex
  10
  Mansion.
  Vault
  Paulina
  �
  © Larcenous Designs, LLC
  5
  4
  A crude drawing...
  4
  4
  7
  �
  15/120
  2
  No
  Weland
  News media: Town crier's
  notes, magazines, newsblogs.
  Obvious
  �
  A prod in the back...
  Back-alley mugging.
  Yes
  Merge
  �
  Yes
  Mercy
  3
  4
  Fear
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Frantic pounding...
  Recently applied polish...
  Blair
  14
  Inn.
  Technology
  Imogen
  �
  © Larcenous Designs, LLC
  4
  7
  A carved symbol...
  5
  4
  5
  �
  16/120
  5
  No
  Wilbur
  Common medications: Yew
  bark, allergy tablets,
  universal antibiotic.
  Erratic
  �
  Movement in your pocket...
  War!
  No
  Lose
  �
  YES!
  Compassion
  3
  4
  Fear
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shocked blasphemies...
  A camp-fire...
  Bedwyr
  9
  Lockup.
  Affliction
  Jacquenetta
  �
  © Larcenous Designs, LLC
  8
  3
  Garish and clashing colors...
  5
  2
  2
  �
  17/120
  1
  No
  Ahmed
  Expensive meds: Medicinal
  flowers, narcotics, gene-
  therapy pills.
  Pandering
  �
  Shuddering beneath you...
  A carnival arrives.
  Yes
  Follow
  �
  No
  Humility
  2
  3
  Fear
  �
  e
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shuffling steps...
  Flowered water...
  Bowers
  8
  Highrise.
  Conflict
  Bethany
  �
  © Larcenous Designs, LLC
  5
  7
  A familiar face...
  5
  7
  4
  �
  18/120
  2
  NO!
  Alberich
  Illegal drugs: Exotic potions,
  medicinal herbs, power-
  enhancers.
  Hallucinatory
  �
  Muscle spasms cramp...
  Summoned to court.
  Yes
  Unearth
  �
  No
  Honesty
  4
  3
  Fear
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The step-clop-step-clop of...
  Industrial grease...
  Jamie
  20
  The back room.
  Poverty
  May
  �
  © Larcenous Designs, LLC
  5
  6
  The flash of a knife...
  6
  1
  8
  �
  19/120
  4
  Yes
  Drew
  Climbing gear: Rope and
  spikes, carabiners,
  microtooth grip-gloves.
  Disruptive
  �
  A surprising pinch...
  Witness to a crime.
  No
  Take
  �
  Yes
  Courage
  4
  2
  Fear
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A scream...
  A light, delicate bouquet...
  Zooma
  7
  Mountain.
  Civilization
  Kirsten
  �
  © Larcenous Designs, LLC
  1
  5
  A splash of red...
  6
  1
  4
  �
  2/120
  2
  No
  Langdon
  Small change: A few coins,
  small bills, nearly empty
  credit chip.
  Psychological
  �
  Soot makes your eyes itch...
  Long lost sibling returns.
  NO!
  Absolve
  �
  No
  Temperance
  5
  3
  Envy
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Running feet, closer and closer...
  Burning hair...
  Antenor
  20
  Palace.
  Defense
  Brandi
  �
  © Larcenous Designs, LLC
  6
  7
  Flames in the distance...
  6
  10
  6
  �
  20/120
  5
  No
  Lewis
  Communications:
  Mindspeech amulet, phone,
  emergency beacon.
  Gaudy
  �
  The urge to sneeze...
  Accidental poisoning.
  Yes
  Defeat
  �
  Yes
  Loyalty
  2
  4
  Fear
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Tick, tock, tick, tock...
  An odd fragrance...
  Boult
  17
  Gardens.
  Trap
  Miranda
  �
  © Larcenous Designs, LLC
  9
  2
  Thick fog...
  8
  7
  1
  �
  21/120
  6
  No
  Michael
  Travel accessories: Belt
  pouch, tickets, self-inflating
  neck pillow.
  Diabolical
  �
  A stomach-tilting lurch...
  Children in danger.
  No
  Alter
  �
  Yes
  Chastity
  6
  4
  Fear
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The sounds of a fight...
  Moist earth...
  Mabon
  5
  Dangerous ground.
  Source
  Charlotte
  �
  © Larcenous Designs, LLC
  6
  9
  Dense black smoke...
  4
  6
  8
  �
  22/120
  3
  No
  Milton
  Small game: Dice in a cup,
  playing cards, handheld
  electronics.
  Frightful
  �
  An electrical jolt...
  A rabid animal.
  Yes
  Reward
  �
  No
  Temperance
  1
  2
  Fear
  �
  x
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A wet, meaty THUMP...
  Damp, wretched air...
  Weaver
  1
  Canal.
  Grudge
  Nell
  �
  © Larcenous Designs, LLC
  0
  0
  Blood stains...
  5
  8
  8
  �
  23/120
  2
  No
  Arthur
  Crude weapon: Battered
  club, dull knife, poorly-made
  gun.
  Ghostly
  �
  Deep, throbbing headache...
  Talking animals.
  Yes
  Trick
  �
  Yes
  Charity
  3
  3
  Fear
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Curious murmuring...
  Petrichor--rain on dry earth...
  Francis
  10
  Mausoleum.
  Wreckage
  Harriet
  �
  © Larcenous Designs, LLC
  0
  8
  Blinking lights...
  6
  6
  8
  �
  24/120
  4
  No
  Ethan
  Hunting weapon: Bow and
  arrows, rifle, energy spear.
  Unlikely
  �
  A rush of adrenaline...
  A prophecy fulfilled.
  Yes
  Release
  �
  No
  Diligence
  8
  3
  Fear
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Marching feet...
  Moldering vegetation...
  Wurabungee
  9
  Waterfall.
  Locals
  Lucia
  �
  © Larcenous Designs, LLC
  9
  1
  A darting shape...
  4
  5
  8
  �
  25/120
  6
  No
  Gordon
  Fancy accessory: Leather
  gloves, silvered cane,
  illuminated cufflinks.
  Elusive
  �
  Something dragging at your feet...
  A distant explosion.
  No
  Distract
  �
  Yes
  Mercy
  1
  2
  Fraud
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Faint buzzing...
  Cloying perfume...
  Orla
  1
  Fjord.
  Rebellion
  Joan
  �
  © Larcenous Designs, LLC
  4
  6
  Bloodshot eyes...
  4
  12
  6
  �
  26/120
  3
  Yes
  Burke
  Disgusting trash: Used
  handkerchief, bandages,
  biohazard bag.
  Impending
  �
  Droplets splatter you...
  Earthquake!
  Yes
  Weaken
  �
  Yes
  Compassion
  4
  3
  Fraud
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Heavy breathing...
  Ripe dung...
  Kumara
  1
  Bridge.
  Illness
  Stacy
  �
  © Larcenous Designs, LLC
  1
  0
  Stormy clouds...
  5
  5
  1
  �
  27/120
  3
  No
  Clint
  School work: Homework,
  textbooks, half-finished
  presentation.
  Defiant
  �
  Clamped tight around your wrists...
  Odd weather.
  No
  Punish
  �
  No
  Humility
  5
  3
  Fraud
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sharp snap...
  The vanilla of ancient books...
  Skeld
  11
  Battleground.
  Superstition
  AnnaNoelle
  �
  © Larcenous Designs, LLC
  3
  8
  A heap of scrap...
  6
  8
  5
  �
  28/120
  4
  No
  Marcus
  Lighting: Torch, flashlight,
  hoverlamp that follows you.
  Despondent
  �
  Slamming into you...
  Traveling players.
  YES!
  Regenerate
  �
  Yes
  Honesty
  5
  3
  Fraud
  �
  j
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Angry whispering...
  New leather...
  Daryl
  2
  Asylum.
  Government
  Savannah
  �
  © Larcenous Designs, LLC
  2
  0
  Lazily spinning wheel...
  8
  8
  8
  �
  29/120
  5
  NO!
  Bates
  Music: Sheet music, digital
  player, archive of personal
  compositions.
  Common
  �
  Sweaty and feverish...
  Wanted posters of...!
  Yes
  Destroy
  �
  No
  Courage
  4
  2
  Fraud
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Growing whispers...
  Zesty citrus...
  Alcippe
  19
  Headquarters.
  Captivity
  Jasmine
  �
  © Larcenous Designs, LLC
  5
  5
  Shifting shadows...
  8
  11
  2
  �
  3/120
  4
  No
  Sebastian
  Petty jewelry: costume rings,
  glass beads, enamel bracelet.
  Cautious
  �
  A chill runs down your spine...
  A battered package.
  No
  Reveal
  �
  Yes
  Charity
  4
  2
  Envy
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Fervent preaching...
  Sweaty beasts of burden...
  Bile
  3
  Orphanage.
  Creature
  Sarah
  �
  © Larcenous Designs, LLC
  6
  1
  A gathering crowd...
  5
  11
  8
  �
  30/120
  2
  NO!
  Liam
  Craft tools: Leatherworking,
  electronics, genemod kit.
  Unholy
  �
  Cuffed in the side of the head...
  Offer you can't refuse.
  Yes
  Discourage
  �
  Yes
  Loyalty
  5
  2
  Fraud
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The grinding of stone...
  Baking chocolate...
  Peyton
  6
  Tenements.
  Crime
  Marianna
  �
  © Larcenous Designs, LLC
  0
  8
  A blurred motion...
  3
  12
  5
  �
  31/120
  3
  No
  Kyle
  Art supplies: Paints and
  brushes, drawing tablet,
  holo-projector.
  Infinite
  �
  Too slippery to hold...
  Inaccurate maps.
  Yes
  Decimate
  �
  Yes
  Chastity
  6
  4
  Fraud
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An insistent drumming...
  Strong alcohol...
  Morgan
  17
  Street.
  Path
  Ellen
  �
  © Larcenous Designs, LLC
  7
  5
  Glistening fangs...
  6
  10
  4
  �
  32/120
  5
  NO!
  Theo
  Writing supplies: Pens and
  ink, digital thesaurus, AI
  editor.
  Uncertain
  �
  Muscles seize up...
  Hint of conspiracy.
  Yes
  Grow
  �
  No
  Temperance
  2
  2
  Fraud
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A deep thrumming...
  Roses and honey...
  Casey
  18
  Small room.
  Belief
  Macy
  �
  © Larcenous Designs, LLC
  6
  2
  Vibrant red and blue flutters...
  7
  10
  10
  �
  33/120
  1
  NO!
  Lawrence
  Pet supplies: Animal call,
  waste bags, fleakiller nanites.
  Awkward
  �
  The urge to sneeze...
  Rumors of treasure.
  Yes
  Cleanse
  �
  No
  Charity
  1
  2
  Fraud
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A beating heart...
  An aura of mothballs...
  Terry
  6
  Shopping center.
  Parent
  Helen
  �
  © Larcenous Designs, LLC
  5
  3
  A pallid and bloodless face...
  5
  11
  9
  �
  34/120
  6
  NO!
  Benedict
  Musical instrument: Lyre,
  flute, electric violin.
  Advanced
  �
  An oily coating...
  Letter from lawyer.
  No
  Exhaust
  �
  YES!
  Diligence
  5
  4
  Fraud
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Heart-rending shrieks...
  The heady aroma of wine...
  Timandra
  13
  Cafe.
  Foe
  Isabella
  �
  © Larcenous Designs, LLC
  7
  3
  It grows dark...
  4
  3
  9
  �
  35/120
  4
  No
  Thaldon
  Small pet: Parrot, ferret,
  miniature giant space
  hamster.
  Physical
  �
  Rubbery coils around your neck...
  Weapon shattered.
  No
  Restore
  �
  Yes
  Mercy
  1
  2
  Fraud
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Pained cries...
  A disinfectant tang...
  Meadows
  2
  Social club.
  Temple
  Laura
  �
  © Larcenous Designs, LLC
  0
  2
  Dingy and dusty...
  4
  4
  4
  �
  36/120
  5
  No
  Isaac
  Lucky charm: Rabbit's foot,
  four-leaf clover, a loved one's
  picture.
  Metaphorical
  �
  A feathery touch...
  Wounds fester.
  Yes
  Bestow
  �
  Yes
  Compassion
  1
  4
  Fraud
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The snicker-snack of slicing blades...
  The reek of vomit...
  Gabriel
  5
  Fortress.
  Tool
  Portia
  �
  © Larcenous Designs, LLC
  9
  9
  Faint lines carved into...
  6
  3
  6
  �
  37/120
  6
  No
  Alfred
  Threat: Angry letter, evil-eye
  charm, beheaded doll.
  Material
  �
  An unseen presence...
  Hero-worship.
  Yes
  Interrupt
  �
  No
  Humility
  4
  3
  Gluttony
  �
  f
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clash of metal on metal...
  Fresh-brewed tea...
  Jean
  12
  Supply depot.
  Ability
  Abigail
  �
  © Larcenous Designs, LLC
  8
  7
  Flashy clothing...
  7
  6
  7
  �
  38/120
  1
  No
  Ben
  Writing project: Manuscript,
  draft of a play, philosophical
  essay.
  Aberrant
  �
  Grit in your teeth...
  Stampede!
  Yes
  Explore
  �
  Yes
  Honesty
  2
  2
  Gluttony
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A distinctive ca-click...
  Nutmeg and warm spices...
  Melanthos
  3
  Secret society.
  Monument
  Desdemona
  �
  © Larcenous Designs, LLC
  4
  2
  Faded and worn...
  5
  11
  10
  �
  39/120
  3
  Yes
  George
  Religious object: Prayer book,
  holy symbol, pamphlet.
  Fair
  �
  Leathery wings beat against...
  Rising fame.
  Yes
  Steal
  �
  YES!
  Courage
  1
  1
  Gluttony
  �
  l
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Glass clinking...
  Dark coffee...
  Acantha
  9
  Square.
  Research
  Aakruti
  �
  © Larcenous Designs, LLC
  9
  4
  Bouncing across the...
  4
  3
  7
  �
  4/120
  5
  No
  Andrew
  Personal papers: Letters,
  legal summons, daily
  itinerary.
  Inconvenient
  �
  A frigid draft...
  Mad rantings.
  No
  Trespass
  �
  Yes
  Diligence
  7
  3
  Envy
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Crescendoing pursuit...
  Rotting meat...
  Rhys
  7
  Resort.
  Child
  Thaisa
  �
  © Larcenous Designs, LLC
  2
  5
  Gaudy ornaments...
  6
  7
  6
  �
  40/120
  5
  No
  Abdul
  Camp gear: Fire starter, bug
  repellent, thermal sheet.
  Malevolent
  �
  Silky strands brush your face...
  Growing infamy.
  No
  Identify
  �
  Yes
  Loyalty
  1
  4
  Gluttony
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Demanding tones...
  Violets...
  Mithra
  15
  Hall.
  Lies
  Nimue
  �
  © Larcenous Designs, LLC
  8
  6
  Gloomy atmosphere...
  8
  6
  10
  �
  41/120
  2
  Yes
  Aaron
  Stimulant: Tea leaves, energy
  drink, stimpack injector.
  Timid
  �
  Unpleasantly lumpy mattress...
  A sudden eclipse.
  NO!
  Attempt
  �
  Yes
  Chastity
  1
  3
  Gluttony
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Sloshing liquid...
  Newsprint...
  Jayden
  4
  Rally.
  Despair
  Betty
  �
  © Larcenous Designs, LLC
  1
  8
  A glossy sheen covers...
  5
  5
  8
  �
  42/120
  4
  Yes
  Ernest
  Fortune-telling: Gutting knife,
  'magic' sphere, Tarot deck.
  Theoretical
  �
  Dozens of pinpricks across your back...
  Religious persecution.
  Yes
  Assuage
  �
  No
  Temperance
  5
  2
  Gluttony
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Strains of a haunting melody...
  Thick, ashey smoke...
  Regan
  5
  Archives.
  Wealth
  Iris
  �
  © Larcenous Designs, LLC
  0
  7
  Enveloped in shadow...
  6
  5
  7
  �
  43/120
  4
  Yes
  Robert
  Ghost-hunting gear: Holy
  symbol, Ouija board, EMF
  detector.
  Spiritual
  �
  A twisted ankle...
  Cultural prejudice.
  Yes
  Ponder
  �
  Yes
  Charity
  5
  4
  Gluttony
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Teeth chattering...
  Wafting fumes of sewage...
  Carmen
  20
  Casino.
  Salvation
  Chloe
  �
  © Larcenous Designs, LLC
  5
  4
  The grimy floor...
  7
  9
  5
  �
  44/120
  1
  NO!
  Wart
  Thieves' tools: Purse-slitting
  knife, lockpicks, network-
  cracking device.
  Callous
  �
  Sand and dirt in your eyes...
  Mistaken identity.
  No
  Refresh
  �
  Yes
  Diligence
  7
  3
  Gluttony
  �
  q
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Horrible grinding and gnashing...
  A riot of conflicting scents...
  Straf
  7
  Sportsfield.
  Lookout
  Cordelia
  �
  © Larcenous Designs, LLC
  1
  6
  The air is hazy...
  4
  8
  1
  �
  45/120
  3
  No
  Norman
  Weapon care: Whetstone,
  cleaning kit, maintenance
  manual.
  Restrained
  �
  Squelching steps in something nasty...
  A tournament!
  Yes
  Beguile
  �
  Yes
  Mercy
  8
  2
  Gluttony
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Harsh static...
  Lively springtime air...
  Abhorson
  15
  Archaeological site.
  Underling
  Isolde
  �
  © Larcenous Designs, LLC
  3
  1
  Vivid rainbow hues...
  6
  12
  9
  �
  46/120
  5
  No
  Byron
  Travel aid: Map, compass,
  digital guide.
  Eternal
  �
  Tickling on the back of your neck...
  People disappearing.
  NO!
  Halt
  �
  Yes
  Compassion
  8
  1
  Gluttony
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Zap...
  Smoked ham...
  Woden
  2
  Accident site.
  Goodness
  Effie
  �
  © Larcenous Designs, LLC
  6
  9
  Smudged glass...
  7
  5
  7
  �
  47/120
  4
  Yes
  Stanley
  Weather gear: Hooded
  oilcloth cloak, poncho, self-
  warming boots.
  Medical
  �
  As insubstantial as mist...
  Cranky old folks.
  Yes
  Discuss
  �
  Yes
  Humility
  2
  1
  Gluttony
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Smashing pottery...
  Chipped-wood mulch...
  Evander
  13
  Supervised care.
  Container
  Heather
  �
  © Larcenous Designs, LLC
  8
  4
  Bright streaks...
  5
  12
  6
  �
  48/120
  3
  No
  Edmund
  Child's toy: Stuffed animal,
  colored ball, puzzle cube.
  Arcane
  �
  Abruptly feeling naked and exposed...
  Royal request.
  No
  Confuse
  �
  Yes
  Honesty
  1
  2
  Gluttony
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shattering glass...
  The acrid stench of a tannery...
  Nym
  14
  School.
  Training
  Hannah
  �
  © Larcenous Designs, LLC
  8
  4
  Tarnished brass...
  5
  4
  5
  �
  49/120
  6
  No
  Evan
  Sports equipment: Wooden
  racket, knee pads, hoverball.
  Unclear
  �
  Tread on something gummy...
  Caught red-handed.
  Yes
  Travel
  �
  No
  Courage
  6
  3
  Greed
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Distant revelry...
  Nervous sweat...
  Sarosh
  7
  Stableyard.
  Stockpile
  Eva
  �
  © Larcenous Designs, LLC
  5
  3
  Swirls of dust...
  3
  12
  2
  �
  5/120
  5
  Yes
  Matthew
  Foodstuffs: Travel rations,
  energy bars, dried fruit.
  Repulsive
  �
  Cold steel presses...
  Pets run amok.
  Yes
  Remember
  �
  Yes
  Mercy
  5
  3
  Envy
  �
  y
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Terrified squealing...
  The stink of death...
  Tyr
  15
  Guard station.
  Knowledge
  Celia
  �
  © Larcenous Designs, LLC
  3
  0
  Glistening wetly...
  5
  10
  3
  �
  50/120
  5
  Yes
  Russell
  Scientific data: Alchemical
  notes, samples in tubes,
  planetary surveys.
  Minor
  �
  Warm woolly fabric...
  It's a trap!
  No
  Forget
  �
  No
  Loyalty
  6
  2
  Greed
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Rapidly approaching sirens...
  A pungent fart...
  Melchior
  8
  Concert.
  Pain
  Brooke
  �
  © Larcenous Designs, LLC
  0
  9
  Shining chrome...
  1
  9
  2
  �
  51/120
  3
  No
  Rory
  Cooking supplies: Dried
  goods, measuring tools,
  offworld spices.
  Feral
  �
  A rumble in the ground...
  Whispers of evil.
  YES!
  Avenge
  �
  Yes
  Chastity
  3
  3
  Greed
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The blast of a horn...
  Lemon and soap...
  Curio
  3
  Backstage.
  Food
  Yasmin
  �
  © Larcenous Designs, LLC
  7
  1
  An age-faded tattoo...
  6
  11
  10
  �
  52/120
  4
  Yes
  Niall
  Awards: Symbolic pin,
  certificate of achievement,
  marksman badge.
  Disappointing
  �
  A burst of frost and ice...
  Kidnapped!
  No
  Strengthen
  �
  Yes
  Temperance
  1
  1
  Greed
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Screeching tires...
  Frying sausage...
  Zydos
  20
  Winery.
  Game
  Samantha
  �
  © Larcenous Designs, LLC
  5
  5
  Chiseled stone...
  8
  2
  3
  �
  53/120
  4
  No
  Thomas
  Brain teaser: Book of riddles,
  number grid, self-evolving
  puzzle.
  Tender
  �
  Soggy, crumbling ground...
  Bridge washed out.
  No
  Delay
  �
  Yes
  Charity
  7
  1
  Greed
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The scrape of a blade on a stone...
  Burning candles...
  Tracy
  13
  Museum.
  Deity
  Georgia
  �
  © Larcenous Designs, LLC
  0
  0
  Tapestries depicting mythic scenes...
  6
  1
  7
  �
  54/120
  3
  Yes
  Ross
  Espionage gear: Coded
  message, pen-camera,
  comm-tech interceptor.
  Treacherous
  �
  Dry blasts of furnace air...
  Hunters are hunted.
  Yes
  Detect
  �
  Yes
  Diligence
  6
  4
  Greed
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A snatch of song...
  Snow...
  Endymion
  15
  Campus.
  Death
  Michelle
  �
  © Larcenous Designs, LLC
  8
  3
  Waving lines of sparkles...
  7
  11
  9
  �
  55/120
  6
  No
  Stafford
  Hacking equipment: Cypher
  for a code, wifi scanner, auto-
  hack tool.
  Amicable
  �
  A vicious, stabbing pain...
  Quarantined!
  Yes
  Deactivate
  �
  Yes
  Mercy
  2
  4
  Greed
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Raucous laughter...
  Polluted water and dead fish...
  Laverne
  20
  On the water.
  Puzzle
  Britney
  �
  © Larcenous Designs, LLC
  4
  8
  Floor-length, braided hair...
  6
  10
  2
  �
  56/120
  6
  No
  Umberto
  First aid: Bandages,
  ointments, medical scanner.
  Aggressive
  �
  Grabbing your arm...
  Strange hallucinations.
  No
  Spoil
  �
  NO!
  Compassion
  4
  4
  Greed
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Splitting, splintering wood...
  Hot tallow...
  London
  17
  Popular hangout.
  Hive
  Ruth
  �
  © Larcenous Designs, LLC
  6
  3
  Polished marble...
  7
  1
  7
  �
  57/120
  4
  No
  Duncan
  Small trinket: Carved
  memento, pewter figurine,
  ...lousy T-Shirt.
  Fundamental
  �
  Constricting around your neck...
  Drafted!
  No
  Plan
  �
  Yes
  Humility
  6
  4
  Greed
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Rain drumming against...
  Dry hay...
  Chandra
  8
  Playground.
  Exposure
  Gemma
  �
  © Larcenous Designs, LLC
  3
  6
  Dried flowers...
  6
  12
  2
  �
  58/120
  1
  No
  Clarence
  Illegal weapon: Shiv,
  blackjack, injection pen.
  Hostile
  �
  An abrupt halt...
  Gifts from the mob.
  Yes
  Violate
  �
  No
  Honesty
  2
  1
  Greed
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A series of explosions...
  Greasy sheep's wool...
  Bailey
  10
  Under water.
  Love
  Lula
  �
  © Larcenous Designs, LLC
  4
  1
  Tiny metal figurines...
  7
  5
  2
  �
  59/120
  1
  No
  James
  Media kit: Official
  statements, logos, press
  releases.
  Occult
  �
  Pulling your hair...
  A miracle occurs.
  Yes
  Assist
  �
  Yes
  Courage
  6
  1
  Greed
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Clicking and clacking...
  Cedarwood...
  Rowan
  19
  Motel.
  Foreigner
  Madison
  �
  © Larcenous Designs, LLC
  7
  0
  Shafts of light...
  9
  1
  1
  �
  6/120
  1
  No
  Shane
  Beverages: Canteen, flask,
  thermal bottle.
  Brazen
  �
  Your hair stands on end...
  Vindictive authorities.
  No
  Injure
  �
  No
  Compassion
  7
  1
  Envy
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The thin piping of a flute...
  Gunsmoke...
  Shant
  11
  Disaster site.
  Servant
  Nerissa
  �
  © Larcenous Designs, LLC
  2
  8
  A marvel of stained glass...
  3
  10
  3
  �
  60/120
  3
  No
  Reynaldo
  Collectors' items: Butterflies,
  coins, buttons.
  Intact
  �
  Luxuriant carpet beneath bare feet...
  Lost!
  No
  Abjure
  �
  Yes
  Loyalty
  4
  4
  Greed
  �
  a
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Birdsong...
  Still-warm bread...
  Balder
  12
  Mint.
  Scum
  Pheobe
  �
  © Larcenous Designs, LLC
  2
  2
  Dark crystals glinting in candlelight...
  3
  7
  6
  �
  61/120
  4
  Yes
  Travis
  Keys: Key ring, RFID access
  card, password database.
  Heroic
  �
  Splinters catch on your arm...
  Threatening note.
  No
  Silence
  �
  Yes
  Chastity
  5
  3
  Lust
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Childlike giggling...
  Drying paint...
  Thanatos
  14
  Prison.
  Evil
  Valeria
  �
  © Larcenous Designs, LLC
  1
  5
  A face peering in the window...
  4
  4
  3
  �
  62/120
  6
  Yes
  Everett
  Hobby gear: Scrapbook,
  miniature's paint kit, model
  spaceships.
  Artistic
  �
  Barbs catch your clothing...
  Food supplies ruined.
  No
  Control
  �
  Yes
  Temperance
  2
  4
  Lust
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  One loud, abrupt splash...
  Salty ocean spray...
  Melus
  6
  Caverns.
  Murder
  Scarlet
  �
  © Larcenous Designs, LLC
  7
  0
  A malicious grin...
  5
  3
  8
  �
  63/120
  2
  No
  Lysander
  Vehicle maintenance gear:
  Harness repair kit, car jack,
  digital reader.
  Rare
  �
  Stabbing into your foot...
  Dependent in danger.
  Yes
  Observe
  �
  YES!
  Charity
  7
  2
  Lust
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Chaotic splashing...
  Swampy mud...
  Shandar
  13
  Mineshaft.
  Prison
  Rhiannon
  �
  © Larcenous Designs, LLC
  7
  4
  Rodents scurry across...
  6
  12
  6
  �
  64/120
  6
  No
  Vincent
  Fancy gift: Wine, chocolates,
  living crystal fragments.
  Standard
  �
  Searing the palm of your hand...
  Social faux pas.
  Yes
  Improve
  �
  YES!
  Diligence
  8
  2
  Lust
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Low moaning...
  Hot melted butter...
  Taylor
  15
  Arena.
  Secret
  Sharilyn
  �
  © Larcenous Designs, LLC
  5
  2
  Motionless forms...
  8
  8
  7
  �
  65/120
  1
  No
  Armak
  Costume: Party mask,
  fandom cosplay, holographic
  outfit.
  Opportune
  �
  Chapped lips...
  Accidental attack.
  No
  Humiliate
  �
  No
  Mercy
  6
  2
  Lust
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Voices chanting...
  Cut grass...
  Isador
  14
  House.
  Portal
  Siobhan
  �
  © Larcenous Designs, LLC
  6
  2
  Anxiously checking their watch...
  5
  2
  10
  �
  66/120
  5
  NO!
  Jacob
  Family memento: Letters,
  pictures, VR recordings.
  Momentary
  �
  Clammy skin...
  A portal opens.
  Yes
  Entertain
  �
  Yes
  Compassion
  8
  4
  Lust
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A crack of thunder...
  Pine-wood and needles...
  Lugh
  1
  Cathedral.
  Sustenance
  Sigrun
  �
  © Larcenous Designs, LLC
  3
  8
  A clump of twigs and debris...
  6
  6
  7
  �
  67/120
  1
  Yes
  Mohammed
  Event access: Tickets, party
  invitation, club pass.
  Fetid
  �
  Coarse-grained planks...
  Major route blocked.
  No
  Destabilize
  �
  Yes
  Humility
  8
  1
  Lust
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The roar of an engine...
  Pencil shavings...
  Myrddin
  8
  Farmhouse.
  Flame
  Amber
  �
  © Larcenous Designs, LLC
  9
  0
  A pulsing orb...
  8
  2
  3
  �
  68/120
  6
  No
  Elmer
  Letter of credit: Bonds, blank
  check, account authorization.
  Deceptive
  �
  Smooth, age-worn mahogany...
  Lost all memory.
  Yes
  Guide
  �
  Yes
  Honesty
  8
  3
  Lust
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The squealing of a badly-tuned violin...
  A gangrenous, festering wound...
  Maevon
  9
  Court.
  Network
  Josephine
  �
  © Larcenous Designs, LLC
  7
  1
  Pulsating disturbingly...
  9
  4
  2
  �
  69/120
  5
  No
  Joaquin
  Treasure map: Coded map,
  clever riddle, coordinates.
  Fallen
  �
  Damp, clinging clothing...
  Personality shift.
  NO!
  Foil
  �
  YES!
  Courage
  8
  4
  Lust
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sharp accusation...
  A sulphurous aura...
  Avery
  12
  Wine cellar.
  Soul
  Kendiara
  �
  © Larcenous Designs, LLC
  3
  1
  The light flickers briefly...
  6
  2
  4
  �
  7/120
  4
  No
  Cade
  Eating utensils: Camping,
  silver in need of polish, hand-
  carved.
  Painful
  �
  Something small scuttles up your...
  Petty theft gone awry.
  Yes
  Fight
  �
  Yes
  Humility
  6
  1
  Envy
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Retching and vomiting...
  Chalk dust...
  Byelobog
  10
  Wedding.
  Health
  Nora
  �
  © Larcenous Designs, LLC
  6
  3
  A portrait in odd hues...
  4
  9
  1
  �
  70/120
  3
  No
  Bishop
  Ceremonial weapon: Ritual
  dagger, parade sword,
  stylized energy rifle.
  Recent
  �
  Wet socks...
  A favor called in.
  No
  Shatter
  �
  Yes
  Loyalty
  4
  2
  Lust
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A single beep...
  Faint hints of coconut...
  Pirrin
  13
  Funeral.
  Reputation
  Flora
  �
  © Larcenous Designs, LLC
  4
  2
  Snarling, with flecks of spittle...
  5
  4
  6
  �
  71/120
  2
  Yes
  Noah
  Scent: Incense sticks,
  perfume bottle, BO-cleaning
  bacteria.
  Delicious
  �
  Downy feathers...
  Tourists get in the way.
  No
  Ambush
  �
  Yes
  Chastity
  4
  4
  Lust
  �
  s
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A phone ringing...
  Fried dough...
  Morikai
  18
  Festival.
  Treasure
  Tabitha
  �
  © Larcenous Designs, LLC
  4
  5
  A dark bird, watching...
  4
  9
  4
  �
  72/120
  2
  No
  Edward
  Fake ID: Writ of safe passage,
  driver's license, shipowner's
  documents.
  Scientific
  �
  Eye-stinging drips of sweat...
  A strike or protest.
  Yes
  Decrease
  �
  No
  Temperance
  3
  4
  Lust
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Pounding, discordant music...
  Clean breeze...
  Carroll
  10
  Outpost.
  Barrier
  Carrie
  �
  © Larcenous Designs, LLC
  0
  3
  One-eyed...
  6
  7
  3
  �
  73/120
  1
  Yes
  Caspar
  Cheater's game: Weighted
  dice, marked cards, game
  hack.
  Precise
  �
  Fizzy water...
  Abducted!
  No
  Disturb
  �
  No
  Charity
  3
  1
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A reverberating echo...
  Coal smoke...
  Marcade
  3
  Town.
  Chaos
  Demi
  �
  © Larcenous Designs, LLC
  7
  9
  Masked and robed...
  7
  6
  1
  �
  74/120
  1
  No
  Ellis
  Plants: Bulbs, vegetable
  seeds, modified crop
  samples.
  Personal
  �
  Air so humid you can hardly breathe...
  Being spied on.
  Yes
  Enslave
  �
  Yes
  Diligence
  7
  3
  Pride
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Distant drums...
  Cat piss...
  Sparviere
  11
  Offices.
  Structure
  Cymbeline
  �
  © Larcenous Designs, LLC
  4
  1
  A shock of corn-silk hair...
  5
  9
  9
  �
  75/120
  2
  No
  Jack
  Tools or Weapons: Prybar,
  fire axe, plasma-welder.
  Ambitious
  �
  Slimy goo...
  Equipment sabotaged.
  YES!
  Hide
  �
  Yes
  Mercy
  5
  1
  Pride
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Mocking snickers...
  Sharp spearmint...
  Valentine
  4
  Factory.
  Trial
  Simone
  �
  © Larcenous Designs, LLC
  8
  5
  A suspicious hesitation...
  5
  10
  4
  �
  76/120
  1
  No
  Caleb
  Fresh game: Dressed
  pheasant, gutted fish,
  unknown species.
  Angelic
  �
  Numb teeth...
  Stranded in the wild.
  Yes
  Allow
  �
  Yes
  Compassion
  8
  3
  Pride
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An ominous chuckle...
  Spoiled milk...
  Ronan
  18
  Train.
  Vehicle
  Amina
  �
  © Larcenous Designs, LLC
  6
  4
  Swaying in the wind...
  5
  7
  7
  �
  77/120
  5
  Yes
  Joshua
  Horrible evidence: Human
  blood, poison, psychic
  impressions.
  Immaculate
  �
  Tingling arms...
  Foil someone's quest.
  No
  Deviate
  �
  Yes
  Humility
  1
  3
  Pride
  �
  h
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The rattle of dice...
  Rotten eggs...
  Dylan
  11
  Ocean-liner.
  Agreement
  Julia
  �
  © Larcenous Designs, LLC
  1
  7
  A trickle of water runs along...
  3
  1
  10
  �
  78/120
  4
  NO!
  Bradley
  Trade goods: Copper ingots,
  tea-blocks, bio-reactive
  fabrics.
  Bygone
  �
  Bones breaking...
  A traitor discovered.
  No
  Imitate
  �
  Yes
  Honesty
  8
  1
  Pride
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A cheering crowd...
  Diesel exhaust...
  Dagan
  15
  Volcano.
  Team
  Ismene
  �
  © Larcenous Designs, LLC
  6
  5
  A runner carrying a messenger bag...
  3
  2
  1
  �
  79/120
  3
  No
  Finley
  Baby care: Diapers, formula,
  infant nutrition supplements.
  Famous
  �
  A dress like gossamer...
  New species found.
  Yes
  Mesmerize
  �
  Yes
  Courage
  7
  1
  Pride
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The whistling of wind through...
  Freshly-shucked corn...
  Haukoos
  20
  Temple.
  Council
  Padma
  �
  © Larcenous Designs, LLC
  2
  7
  A flash of teeth...
  7
  6
  3
  �
  8/120
  6
  No
  Eingar
  Handy tools: Multitool, loose
  toolset, cheap repair kit.
  Orderly
  �
  Cobwebs tangle in your hair...
  A tragic accident.
  No
  Divide
  �
  No
  Honesty
  4
  4
  Envy
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Fire crackles...
  Intense vinegar...
  Bastet
  17
  Jungle.
  Goal
  Minerva
  �
  © Larcenous Designs, LLC
  1
  6
  The symbol of an obscure religion...
  6
  12
  1
  �
  80/120
  2
  No
  Balthasar
  Odd trinket: Tavern puzzle,
  smooth river stone, old coin.
  Simple
  �
  A dull, rusty blade...
  Hit by a vehicle.
  No
  Succeed
  �
  Yes
  Loyalty
  3
  3
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The ping-ping-ping of cooling metal...
  Fragrant herbs covering bitter...
  Amon
  12
  Hospital.
  Student
  Aaliyah
  �
  © Larcenous Designs, LLC
  6
  8
  A many-pointed star...
  7
  8
  10
  �
  81/120
  4
  No
  Connor
  Restorative: Healing potion,
  poison antidote, medical
  symbiote.
  Maniacal
  �
  Slightly tipsy...
  Spilled hot coffee.
  No
  Unseal
  �
  Yes
  Chastity
  7
  1
  Pride
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The cry of a bird of prey...
  Healthful country air...
  Aviragus
  12
  Diner.
  Work
  Elizabeth
  �
  © Larcenous Designs, LLC
  7
  1
  Writhing tentacles...
  4
  3
  3
  �
  82/120
  5
  No
  Bartlebee
  Deadly substance: Poison,
  dangerous chemical,
  weaponized virus.
  Slovenly
  �
  The thrill of fear...
  Witness to a cover-up.
  No
  Isolate
  �
  No
  Temperance
  3
  3
  Pride
  �
  b
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Tall grass and underbrush rustling...
  The odd, dusty scent of snake-skin...
  Beldaraan
  16
  Butcher.
  Dream
  Lena
  �
  © Larcenous Designs, LLC
  1
  9
  Hideously serrated teeth...
  5
  1
  4
  �
  83/120
  3
  No
  Rutland
  Legal documents: Will and
  testament, contract, trade
  agreement.
  Active
  �
  Sparks of rage...
  Suddenly blinded.
  Yes
  Deny
  �
  No
  Charity
  1
  1
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The beat of swords on shields...
  The dank of a tomb...
  Orvar
  1
  Exhibit.
  Time
  Tiffany
  �
  © Larcenous Designs, LLC
  1
  9
  Backed into a corner...
  5
  3
  9
  �
  84/120
  1
  Yes
  Zachary
  Jewelry: Gold necklace,
  emerald ring, synth-pearl
  earrings.
  Artificial
  �
  A moment of deja-vu...
  A lookalike appears.
  No
  Move
  �
  YES!
  Diligence
  2
  4
  Pride
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A cacophony of animal calls...
  An exotic, floral aroma...
  Damocles
  19
  Laboratory.
  Prophecy
  Gwendolyn
  �
  © Larcenous Designs, LLC
  8
  5
  Carrying their young...
  3
  11
  10
  �
  85/120
  5
  No
  Charles
  Rare tomes: Illuminated
  manuscript, ancient texts,
  signed copies.
  Bewildering
  �
  A gut-wrenching acceleration...
  A horrific nightmare.
  No
  Join
  �
  Yes
  Mercy
  7
  4
  Sloth
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The growing rumble of hooves...
  An overpowering, musky odor...
  Limbo
  19
  Camp.
  Fear
  Melaina
  �
  © Larcenous Designs, LLC
  0
  5
  Pursued by armed men...
  3
  7
  5
  �
  86/120
  4
  No
  Chris
  Military weapons:
  Greatsword, assault rifle,
  sonic cannon.
  Religious
  �
  Your stomach drops...
  Dreams coming true.
  No
  Exchange
  �
  Yes
  Compassion
  2
  3
  Sloth
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A one-sided conversation...
  An oncoming storm...
  Tristan
  9
  Tower.
  Weapon
  Cassandra
  �
  © Larcenous Designs, LLC
  8
  0
  Flanked by servants and guards...
  10
  9
  1
  �
  87/120
  2
  YES!
  Osrick
  Portable assistant: Spirit
  familiar, tablet device,
  wearable eyecomp.
  Widespread
  �
  The crush of a crowd carrying you...
  Asked out on a date.
  Yes
  Discover
  �
  YES!
  Humility
  3
  2
  Sloth
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The whump of spinning blades...
  Moss and old earth...
  Dakota
  17
  Rest station.
  Font
  Hazel
  �
  © Larcenous Designs, LLC
  5
  9
  A grimy, broken crown...
  2
  5
  4
  �
  88/120
  2
  No
  Mason
  Stealth devices: Invisibility
  cloak, soft-soled shoes,
  memory eraser.
  Mental
  �
  A friendly purr against your leg...
  A passerby collapses.
  YES!
  Pacify
  �
  YES!
  Honesty
  1
  1
  Sloth
  �
  s
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The crash of waves on rocks...
  Smoke and blood...
  Sable
  18
  Quarantine zone.
  Truth
  Audrey
  �
  © Larcenous Designs, LLC
  1
  8
  Dull greys and browns...
  5
  9
  8
  �
  89/120
  3
  Yes
  Omar
  Royal decree: Arrest warrant,
  royal pardon, declaration of
  war.
  Tragic
  �
  A sudden loss of balance...
  A celebrity in town.
  No
  Befriend
  �
  Yes
  Courage
  8
  2
  Sloth
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  BANG...
  Dry-rot...
  Ion
  4
  Courtyard.
  Scheme
  Nicole
  �
  © Larcenous Designs, LLC
  0
  0
  A swarm of flies...
  5
  2
  10
  �
  9/120
  2
  No
  Owen
  Cosmetics: Belladonna
  eyedrops, eye liner, skin-
  altering genecare.
  Profitable
  �
  A warm breeze...
  Fire!
  Yes
  Curse
  �
  Yes
  Courage
  6
  4
  Envy
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An inhuman babbling...
  Crisp winter wind...
  Ewan
  13
  Graveyard.
  Mystery
  Bianca
  �
  © Larcenous Designs, LLC
  9
  6
  A magnificent, ornate weapon...
  6
  1
  3
  �
  90/120
  5
  Yes
  Garrett
  Deed: Land in the country,
  old mansion, a battered ship.
  Curious
  �
  A light tap on the shoulder...
  Framed!
  NO!
  Corrupt
  �
  No
  Loyalty
  2
  2
  Sloth
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The cascading rush of a waterfall...
  A heady whiff of permanent marker...
  Elin
  19
  Home.
  Contraband
  Carla
  �
  © Larcenous Designs, LLC
  9
  9
  Sleek lines, all speed and strength...
  7
  5
  6
  �
  91/120
  3
  No
  Talbot
  Exotic pet: Imported animal,
  electronic life, gene-gineered
  creature.
  Terrible
  �
  Aching feet...
  Locked in with a beast.
  No
  Avoid
  �
  Yes
  Chastity
  5
  2
  Sloth
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A warning growl...
  Sun-ripened tomatoes...
  Parker
  1
  Opera house.
  Peace
  Summer
  �
  © Larcenous Designs, LLC
  2
  7
  A box standing on legs...
  4
  11
  1
  �
  92/120
  1
  No
  Remiel
  Treasure: Gold bars, silver
  coins, cryptocurrency wallet.
  Infamous
  �
  Sticky with congealing blood...
  New ability manifests.
  NO!
  Condemn
  �
  Yes
  Temperance
  7
  1
  Sloth
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Exclamations of pleased surprise...
  A public toilet...
  Arcite
  16
  Base.
  Emotion
  Rachel
  �
  © Larcenous Designs, LLC
  9
  4
  Ornately carved gargoyles...
  2
  4
  9
  �
  93/120
  1
  Yes
  Albey
  Armor: Chainmail, riot gear,
  armored power-suit.
  Permanent
  �
  A pressure on your ears...
  Drugged into a stupor.
  No
  Raise
  �
  Yes
  Charity
  3
  3
  Sloth
  �
  k
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Someone slurping greedily...
  The midden behind a plague ward...
  Jarl
  6
  Retreat.
  Obstacle
  Cynthia
  �
  © Larcenous Designs, LLC
  3
  8
  A finely-tailored suit...
  5
  11
  3
  �
  94/120
  1
  No
  Lance
  Defense: Amulet of
  resistance, kevlar vest,
  psychic armor.
  Humble
  �
  Scalding breath on your neck...
  Sees dead people.
  Yes
  Seal
  �
  Yes
  Diligence
  3
  2
  Sloth
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Impish, maniacal giggling...
  An alluring cologne...
  Aedan
  2
  Gated community.
  Resource
  Maia
  �
  © Larcenous Designs, LLC
  1
  0
  A glowing wrist-band...
  5
  8
  9
  �
  95/120
  3
  No
  Martin
  Emergency gear: Potion of
  resurrection, satellite phone,
  deployable shelter.
  Unfair
  �
  Eyes watching you...
  Touched by a power.
  Yes
  Execute
  �
  Yes
  Mercy
  5
  1
  Sloth
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The trumpeting bellow of an animal...
  Clover and wildflowers...
  Sidney
  2
  Well.
  Resurrection
  Shani
  �
  © Larcenous Designs, LLC
  4
  4
  Iron-bound oak...
  6
  7
  10
  �
  96/120
  2
  No
  Octavian
  Assassin's weapons: Garrote
  wire, silenced pistol, ceramic
  knife.
  Vague
  �
  Someone following close behind...
  An apparent haunting.
  Yes
  Confront
  �
  Yes
  Compassion
  3
  1
  Sloth
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sudden quiet...
  Fetid breath tainted with offal...
  Kieran
  14
  Basement.
  Nightmare
  Anisa
  �
  © Larcenous Designs, LLC
  8
  7
  A slow, stately procession...
  7
  2
  8
  �
  97/120
  2
  Yes
  Victor
  Arcane knowledge: Advice on
  magic, Secret Society info,
  recent discovery.
  Dormant
  �
  You've just forgotten something...
  Hit by a stray shot.
  Yes
  Begin
  �
  Yes
  Humility
  6
  1
  Treachery
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grunting and snorting...
  Garlic...
  Reece
  5
  Forest
  Monster
  Margaret
  �
  © Larcenous Designs, LLC
  2
  1
  A sweet smile...
  6
  3
  7
  �
  98/120
  6
  No
  Ryan
  Ancient artifact: Cultural
  relic, archaeological find,
  ruins of civilization.
  Nearby
  �
  A gentle caress...
  An evil curse to break.
  No
  Warn
  �
  Yes
  Honesty
  3
  4
  Treachery
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clink of coins...
  Sand and sunscreen...
  Tane
  4
  Island.
  Beast
  Kimberley
  �
  © Larcenous Designs, LLC
  1
  8
  Flowers in her hair...
  7
  4
  4
  �
  99/120
  5
  No
  Frederick
  Expensive accessory: Pocket
  watch, silk cravat, electronic
  tattoo.
  Haphazard
  �
  Ice in your veins...
  A wild gazebo appears.
  Yes
  Poison
  �
  No
  Courage
  1
  1
  Treachery
  �
  a
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clank of chain...
  Sickly-sweet decay...
  Snare
  2
  Thicket.
  Journey
  Aisha
  �
  © Larcenous Designs, LLC
  3
  3
  Glinting metal...
  2
  8
  2
  �
  1/120
  3
  No
  Bernard
  Domestic papers: Recipes,
  shopping lists, notes.
  Empowered
  �
  Your foot catches on...
  A naked man.
  Yes
  Create
  �
  Yes
  Chastity
  7
  4
  Envy
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grinding gears...
  Wet fur...
  Quinn
  16
  Restaurant.
  Dispute
  Viola
  �
  © Larcenous Designs, LLC
  9
  1
  Movement just out of sight...
  6
  7
  1
  �
  10/120
  4
  No
  Piotr
  Hair care: Hairbrush, elastic
  band, spray-on dye.
  Hopeless
  �
  Sweat breaks out...
  Inconvenient love.
  Yes
  Find
  �
  No
  Loyalty
  4
  2
  Envy
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A stifled curse, followed by a crash...
  Skunk spray...
  Frey
  5
  Lighthouse.
  Relief
  Clara
  �
  © Larcenous Designs, LLC
  3
  6
  A weapon held casually...
  6
  6
  10
  �
  100/120
  3
  No
  Gilbert
  Artwork: Rolled painting,
  expensive statuette, holo-
  sculpture.
  Prodigious
  �
  An unexplainable shiver...
  Untrustworthy friends.
  No
  Fail
  �
  YES!
  Loyalty
  7
  2
  Treachery
  �
  f
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Wet, choking coughs...
  Stale feet...
  Azrael
  5
  Torture room.
  Mentor
  Perdita
  �
  © Larcenous Designs, LLC
  2
  4
  Movement beneath the surface...
  7
  5
  5
  �
  101/120
  6
  Yes
  Leland
  Investment: Mining rights,
  ownership shares,
  terraforming plans.
  Eldritch
  �
  A tear trailing down your cheek...
  Enemies declare peace.
  No
  Learn
  �
  Yes
  Chastity
  7
  4
  Treachery
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An enormous sneeze...
  Savory delights...
  Remus
  11
  City.
  Evidence
  Eleanor
  �
  © Larcenous Designs, LLC
  3
  1
  The full moon...
  3
  9
  9
  �
  102/120
  6
  Yes
  Greyson
  Incredible disguise: Shape-
  altering ring, realistic face,
  DNA faker.
  Ironic
  �
  A passionate kiss...
  A breakthrough!
  No
  Communicate
  �
  Yes
  Temperance
  7
  4
  Treachery
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Awed whispering...
  The mildew of abandoned space...
  Vosta
  3
  Refugee camp.
  Advice
  Diana
  �
  © Larcenous Designs, LLC
  7
  2
  A sliver of moon...
  4
  1
  5
  �
  103/120
  2
  No
  Tobias
  Personal secrets: Secret
  Society membership,
  password, identity change.
  Amusing
  �
  Crushed in a bear hug...
  The situation escalates.
  No
  Sneak
  �
  YES!
  Charity
  6
  4
  Treachery
  �
  u
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The frightened neighing of horses...
  Abrasive, eye-watering bleach...
  Tanis
  16
  Convention.
  Solution
  Rosalind
  �
  © Larcenous Designs, LLC
  9
  3
  Discarded armor...
  5
  8
  6
  �
  104/120
  6
  No
  Warren
  Lie detector: Truthsense
  amulet, polygraph machine,
  mental probe.
  Helpful
  �
  Hit your funny bone...
  Down the rabbit hole.
  No
  Rearrange
  �
  Yes
  Diligence
  2
  3
  Treachery
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Something slithering...
  Apples and plums...
  Atropos
  12
  Shop.
  Pandemic
  Calliope
  �
  © Larcenous Designs, LLC
  9
  3
  Lustrous pearls...
  9
  9
  2
  �
  105/120
  6
  No
  Phillip
  Scandalous evidence: Affair,
  embezzlement, past life.
  Graceful
  �
  Knocked to the ground...
  Severe deja vu.
  No
  Trap
  �
  No
  Mercy
  2
  3
  Treachery
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A booming, unnaturally loud voice...
  Jasmine flowers...
  Volos
  7
  Oasis.
  Wilderness
  Gladys
  �
  © Larcenous Designs, LLC
  0
  2
  Glowing, slitted eyes...
  6
  3
  9
  �
  106/120
  5
  No
  Saul
  Contact info: Fence's name,
  relation to highly placed
  official, friend of a star.
  Fraudulent
  �
  Your ears suddenly pop...
  Your clothes stolen.
  Yes
  Replace
  �
  Yes
  Compassion
  2
  1
  Treachery
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Muffled, stealthy footsteps...
  Toasting nuts...
  Dismas
  14
  Colony.
  Freedom
  Tamora
  �
  © Larcenous Designs, LLC
  2
  8
  A strange city in the distance...
  7
  12
  9
  �
  107/120
  6
  No
  Preston
  Access pass: Secured border,
  military base, corporate
  facility.
  Drained
  �
  A wave of dizziness and nausea...
  Lost a bet.
  Yes
  Degrade
  �
  Yes
  Humility
  4
  1
  Treachery
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A pained bellow...
  A clinical, hospital quality...
  Emory
  17
  Castle.
  Investment
  Zoe
  �
  © Larcenous Designs, LLC
  5
  6
  Mountaintops obscured by clouds...
  4
  11
  4
  �
  108/120
  4
  No
  Burley
  Smuggled goods: Illegal
  magic, dangerous drugs,
  stolen corporate secrets.
  Sacreligious
  �
  Squirming under your skin...
  An old acquaintance.
  No
  Defenestrate
  �
  Yes
  Honesty
  3
  1
  Treachery
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shouts of triumph...
  Fresh linens...
  Bellon
  9
  Undiscovered land.
  Ward
  Leah
  �
  © Larcenous Designs, LLC
  4
  2
  Stones of all shapes and sizes...
  4
  2
  4
  �
  109/120
  1
  Yes
  Oscar
  Biohazard: Diseased corpses,
  radioactive waste, bio-
  weapon.
  Stealthy
  �
  A twisted ankle...
  Malfunctioning abilities.
  Yes
  Bless
  �
  Yes
  Courage
  2
  3
  Wrath
  �
  r
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Mournful howling...
  Coppery blood...
  Janus
  8
  Bar.
  Rage
  Talia
  �
  © Larcenous Designs, LLC
  4
  7
  A crack runs through the...
  8
  1
  3
  �
  11/120
  4
  NO!
  Fred
  Eye care: Monocle, glasses,
  contacts.
  Distant
  �
  A crunch underfoot...
  Life imitates art.
  YES!
  Fix
  �
  Yes
  Chastity
  1
  1
  Envy
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The skittering of a many-legged thing...
  Almond oil...
  Callum
  18
  Warehouse.
  Leader
  Igraine
  �
  © Larcenous Designs, LLC
  2
  6
  Brilliant, darting fish...
  6
  9
  3
  �
  110/120
  5
  No
  Alonso
  Posh invite: Royal ball,
  diplomatic dinner, secret
  initiation.
  Temporary
  �
  Your muscles burn...
  Back from the dead.
  No
  Wish
  �
  No
  Loyalty
  8
  1
  Wrath
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Low noises of appreciation...
  The elderly...
  Keyele
  6
  Ship.
  Purity
  Hattie
  �
  © Larcenous Designs, LLC
  3
  0
  A palace in the sky...
  7
  10
  2
  �
  111/120
  5
  No
  David
  Blessing: Divine power, secret
  government tech, alien
  intervention.
  Traumatic
  �
  Lifted off the ground...
  Villain vs villain fight.
  No
  Eliminate
  �
  Yes
  Chastity
  8
  3
  Wrath
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clattering of bones...
  Artificially recycled atmosphere...
  Lanalor
  3
  Village.
  Companion
  Kate
  �
  © Larcenous Designs, LLC
  4
  6
  A long-necked bird stares...
  4
  3
  6
  �
  112/120
  2
  Yes
  Agamemnon
  Curse: Mystical disease,
  contract hit, psychic parasite.
  Wonderous
  �
  Your weapon gets caught in...
  Bank being robbed.
  No
  Inflict
  �
  No
  Temperance
  4
  1
  Wrath
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A stone slab slamming to the ground...
  A trace of spice...
  Cameron
  11
  Barn.
  Tension
  Maude
  �
  © Larcenous Designs, LLC
  7
  7
  A half-seen figure beckons...
  5
  10
  5
  �
  113/120
  2
  No
  Felix
  Fairy-tale gift: Magic beans, a
  second chance, lordhood.
  Broken
  �
  So full you can't move...
  Paparazzi followers.
  Yes
  Prevent
  �
  No
  Charity
  7
  1
  Wrath
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Murmuring in a unknown language...
  Putrid flesh...
  Ciare
  19
  Fog-bank.
  Relative
  Kaylee
  �
  © Larcenous Designs, LLC
  9
  4
  Roiling, oily smoke...
  5
  7
  1
  �
  114/120
  4
  No
  Garth
  Sufficiently advanced:
  Magical construct, true A.I.,
  Ancient One tech.
  Ancient
  �
  Like you could eat a horse...
  Lost the ability to speak.
  No
  Antagonize
  �
  Yes
  Diligence
  5
  2
  Wrath
  �
  j
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grotesque, gristly chewing...
  Deodorizing spray...
  Kai
  8
  Houseboat.
  Aura
  Marlene
  �
  © Larcenous Designs, LLC
  8
  2
  Dead, sun-bleached branches...
  6
  2
  5
  �
  115/120
  3
  No
  Hassan
  Massive inheritance: Vast
  estate, Fortune 500
  company, starship.
  Arrogant
  �
  Tired and irritated...
  Out-of-body experience.
  No
  Bargain
  �
  Yes
  Mercy
  3
  3
  Wrath
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The hiss of escaping gas...
  Sage incense...
  Navarre
  7
  Estate.
  Haven
  Lauren
  �
  © Larcenous Designs, LLC
  0
  3
  A venerable tree reaches high...
  7
  5
  2
  �
  116/120
  6
  No
  Maurice
  Arcane weapon: Soul-stealer,
  undetectable gun, gravity
  cannon.
  Hopeful
  �
  Lighthearted and cheerful...
  Someone proposes.
  No
  Judge
  �
  No
  Compassion
  6
  3
  Wrath
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The creaking and groaning of...
  A dusty cellar...
  Max
  16
  Clocktower.
  Daemon
  Zahra
  �
  © Larcenous Designs, LLC
  3
  6
  A blackened skull...
  5
  3
  10
  �
  117/120
  1
  No
  Merrick
  Ultimate quest: Divine
  command, Grail clue, ancient
  prophecy.
  Benevolent
  �
  A phlegmy cough wracks your body...
  A broken heart.
  Yes
  Pardon
  �
  Yes
  Humility
  6
  1
  Wrath
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Merchants hawking their wares...
  Aromatic potpourri...
  Perun
  4
  Survival shelter.
  Merchant
  Corsonia
  �
  © Larcenous Designs, LLC
  8
  9
  Strange fungus covers...
  6
  4
  6
  �
  118/120
  3
  Yes
  Shaun
  Proof positive: Murder,
  treason, unknown alien life.
  Complex
  �
  Bored to tears...
  A fatal illness.
  Yes
  Convince
  �
  Yes
  Honesty
  8
  2
  Wrath
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A drunken scuffle...
  Rancid oil...
  Jessie
  16
  Landfill.
  Magic
  Tia
  �
  © Larcenous Designs, LLC
  6
  4
  Ancient and blocky architecture...
  8
  10
  7
  �
  119/120
  1
  No
  Leo
  Valuables: Diamond jewelry,
  iconic collectibles, prototype
  tech.
  Impressive
  �
  Blind, stinking drunk...
  Wake up in jail.
  YES!
  Meet
  �
  Yes
  Courage
  5
  2
  Wrath
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A bestial roar...
  Rank sweat and sour bodies...
  Scarus
  18
  Shipyards.
  Skill
  Jodie
  �
  © Larcenous Designs, LLC
  7
  9
  A child's toy sits...
  6
  8
  5
  �
  12/120
  6
  Yes
  Otis
  Snacks: Fresh fruit, bag of
  trail mix, nutrient chips.
  Irksome
  �
  A thud against your side...
  Unusual inheritance.
  No
  Return
  �
  Yes
  Temperance
  8
  2
  Envy
  �
  w
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Slurred speech...
  Noxious chemicals...
  Hunter
  10
  Larder.
  Estate
  Elaine
  �
  © Larcenous Designs, LLC
  2
  7
  Row upon row of glyphs and sigils...
  4
  6
  8
  �
  120/120
  6
  No
  Dominic
  The Unknowable: Eldritch
  truth, horrible secrets, alien
  geometry.
  Disasterous
  �
  Overcome by memories...
  Adopted by an animal.
  Yes
  Clarify
  �
  Yes
  Loyalty
  5
  4
  Wrath
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A slow tap, tap, tap...
  Cinnamon and cloves...
  Cardea
  6
  Workshop.
  Tourist
  Morgaine
  �
  © Larcenous Designs, LLC
  2
  9
  A spreading pool...
  7
  6
  9
  �
  13/120
  1
  No
  Virgil
  Treats: A sweet roll, cookies,
  imported candies.
  New
  �
  Something lands on your head...
  Followed in the street.
  No
  Gather
  �
  Yes
  Charity
  6
  4
  Fear
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Something dripping...
  Beer and piss...
  Phrixus
  4
  Cabin.
  Romance
  Ophelia
  �
  © Larcenous Designs, LLC
  6
  6
  A sprawled form...
  5
  12
  6
  �
  14/120
  2
  Yes
  Patrick
  Light reading: Jailhouse
  broadsheet, romance novel,
  blog posts.
  Holy
  �
  A push from behind...
  Assassination!
  Yes
  Heal
  �
  YES!
  Diligence
  4
  2
  Fear
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An electrical hum...
  Ancient, dry dust...
  Alex
  10
  Mansion.
  Vault
  Paulina
  �
  © Larcenous Designs, LLC
  5
  4
  A crude drawing...
  4
  4
  7
  �
  15/120
  2
  No
  Weland
  News media: Town crier's
  notes, magazines, newsblogs.
  Obvious
  �
  A prod in the back...
  Back-alley mugging.
  Yes
  Merge
  �
  Yes
  Mercy
  3
  4
  Fear
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Frantic pounding...
  Recently applied polish...
  Blair
  14
  Inn.
  Technology
  Imogen
  �
  © Larcenous Designs, LLC
  4
  7
  A carved symbol...
  5
  4
  5
  �
  16/120
  5
  No
  Wilbur
  Common medications: Yew
  bark, allergy tablets,
  universal antibiotic.
  Erratic
  �
  Movement in your pocket...
  War!
  No
  Lose
  �
  YES!
  Compassion
  3
  4
  Fear
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shocked blasphemies...
  A camp-fire...
  Bedwyr
  9
  Lockup.
  Affliction
  Jacquenetta
  �
  © Larcenous Designs, LLC
  8
  3
  Garish and clashing colors...
  5
  2
  2
  �
  17/120
  1
  No
  Ahmed
  Expensive meds: Medicinal
  flowers, narcotics, gene-
  therapy pills.
  Pandering
  �
  Shuddering beneath you...
  A carnival arrives.
  Yes
  Follow
  �
  No
  Humility
  2
  3
  Fear
  �
  e
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shuffling steps...
  Flowered water...
  Bowers
  8
  Highrise.
  Conflict
  Bethany
  �
  © Larcenous Designs, LLC
  5
  7
  A familiar face...
  5
  7
  4
  �
  18/120
  2
  NO!
  Alberich
  Illegal drugs: Exotic potions,
  medicinal herbs, power-
  enhancers.
  Hallucinatory
  �
  Muscle spasms cramp...
  Summoned to court.
  Yes
  Unearth
  �
  No
  Honesty
  4
  3
  Fear
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The step-clop-step-clop of...
  Industrial grease...
  Jamie
  20
  The back room.
  Poverty
  May
  �
  © Larcenous Designs, LLC
  5
  6
  The flash of a knife...
  6
  1
  8
  �
  19/120
  4
  Yes
  Drew
  Climbing gear: Rope and
  spikes, carabiners,
  microtooth grip-gloves.
  Disruptive
  �
  A surprising pinch...
  Witness to a crime.
  No
  Take
  �
  Yes
  Courage
  4
  2
  Fear
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A scream...
  A light, delicate bouquet...
  Zooma
  7
  Mountain.
  Civilization
  Kirsten
  �
  © Larcenous Designs, LLC
  1
  5
  A splash of red...
  6
  1
  4
  �
  2/120
  2
  No
  Langdon
  Small change: A few coins,
  small bills, nearly empty
  credit chip.
  Psychological
  �
  Soot makes your eyes itch...
  Long lost sibling returns.
  NO!
  Absolve
  �
  No
  Temperance
  5
  3
  Envy
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Running feet, closer and closer...
  Burning hair...
  Antenor
  20
  Palace.
  Defense
  Brandi
  �
  © Larcenous Designs, LLC
  6
  7
  Flames in the distance...
  6
  10
  6
  �
  20/120
  5
  No
  Lewis
  Communications:
  Mindspeech amulet, phone,
  emergency beacon.
  Gaudy
  �
  The urge to sneeze...
  Accidental poisoning.
  Yes
  Defeat
  �
  Yes
  Loyalty
  2
  4
  Fear
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Tick, tock, tick, tock...
  An odd fragrance...
  Boult
  17
  Gardens.
  Trap
  Miranda
  �
  © Larcenous Designs, LLC
  9
  2
  Thick fog...
  8
  7
  1
  �
  21/120
  6
  No
  Michael
  Travel accessories: Belt
  pouch, tickets, self-inflating
  neck pillow.
  Diabolical
  �
  A stomach-tilting lurch...
  Children in danger.
  No
  Alter
  �
  Yes
  Chastity
  6
  4
  Fear
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The sounds of a fight...
  Moist earth...
  Mabon
  5
  Dangerous ground.
  Source
  Charlotte
  �
  © Larcenous Designs, LLC
  6
  9
  Dense black smoke...
  4
  6
  8
  �
  22/120
  3
  No
  Milton
  Small game: Dice in a cup,
  playing cards, handheld
  electronics.
  Frightful
  �
  An electrical jolt...
  A rabid animal.
  Yes
  Reward
  �
  No
  Temperance
  1
  2
  Fear
  �
  x
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A wet, meaty THUMP...
  Damp, wretched air...
  Weaver
  1
  Canal.
  Grudge
  Nell
  �
  © Larcenous Designs, LLC
  0
  0
  Blood stains...
  5
  8
  8
  �
  23/120
  2
  No
  Arthur
  Crude weapon: Battered
  club, dull knife, poorly-made
  gun.
  Ghostly
  �
  Deep, throbbing headache...
  Talking animals.
  Yes
  Trick
  �
  Yes
  Charity
  3
  3
  Fear
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Curious murmuring...
  Petrichor--rain on dry earth...
  Francis
  10
  Mausoleum.
  Wreckage
  Harriet
  �
  © Larcenous Designs, LLC
  0
  8
  Blinking lights...
  6
  6
  8
  �
  24/120
  4
  No
  Ethan
  Hunting weapon: Bow and
  arrows, rifle, energy spear.
  Unlikely
  �
  A rush of adrenaline...
  A prophecy fulfilled.
  Yes
  Release
  �
  No
  Diligence
  8
  3
  Fear
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Marching feet...
  Moldering vegetation...
  Wurabungee
  9
  Waterfall.
  Locals
  Lucia
  �
  © Larcenous Designs, LLC
  9
  1
  A darting shape...
  4
  5
  8
  �
  25/120
  6
  No
  Gordon
  Fancy accessory: Leather
  gloves, silvered cane,
  illuminated cufflinks.
  Elusive
  �
  Something dragging at your feet...
  A distant explosion.
  No
  Distract
  �
  Yes
  Mercy
  1
  2
  Fraud
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Faint buzzing...
  Cloying perfume...
  Orla
  1
  Fjord.
  Rebellion
  Joan
  �
  © Larcenous Designs, LLC
  4
  6
  Bloodshot eyes...
  4
  12
  6
  �
  26/120
  3
  Yes
  Burke
  Disgusting trash: Used
  handkerchief, bandages,
  biohazard bag.
  Impending
  �
  Droplets splatter you...
  Earthquake!
  Yes
  Weaken
  �
  Yes
  Compassion
  4
  3
  Fraud
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Heavy breathing...
  Ripe dung...
  Kumara
  1
  Bridge.
  Illness
  Stacy
  �
  © Larcenous Designs, LLC
  1
  0
  Stormy clouds...
  5
  5
  1
  �
  27/120
  3
  No
  Clint
  School work: Homework,
  textbooks, half-finished
  presentation.
  Defiant
  �
  Clamped tight around your wrists...
  Odd weather.
  No
  Punish
  �
  No
  Humility
  5
  3
  Fraud
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sharp snap...
  The vanilla of ancient books...
  Skeld
  11
  Battleground.
  Superstition
  AnnaNoelle
  �
  © Larcenous Designs, LLC
  3
  8
  A heap of scrap...
  6
  8
  5
  �
  28/120
  4
  No
  Marcus
  Lighting: Torch, flashlight,
  hoverlamp that follows you.
  Despondent
  �
  Slamming into you...
  Traveling players.
  YES!
  Regenerate
  �
  Yes
  Honesty
  5
  3
  Fraud
  �
  j
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Angry whispering...
  New leather...
  Daryl
  2
  Asylum.
  Government
  Savannah
  �
  © Larcenous Designs, LLC
  2
  0
  Lazily spinning wheel...
  8
  8
  8
  �
  29/120
  5
  NO!
  Bates
  Music: Sheet music, digital
  player, archive of personal
  compositions.
  Common
  �
  Sweaty and feverish...
  Wanted posters of...!
  Yes
  Destroy
  �
  No
  Courage
  4
  2
  Fraud
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Growing whispers...
  Zesty citrus...
  Alcippe
  19
  Headquarters.
  Captivity
  Jasmine
  �
  © Larcenous Designs, LLC
  5
  5
  Shifting shadows...
  8
  11
  2
  �
  3/120
  4
  No
  Sebastian
  Petty jewelry: costume rings,
  glass beads, enamel bracelet.
  Cautious
  �
  A chill runs down your spine...
  A battered package.
  No
  Reveal
  �
  Yes
  Charity
  4
  2
  Envy
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Fervent preaching...
  Sweaty beasts of burden...
  Bile
  3
  Orphanage.
  Creature
  Sarah
  �
  © Larcenous Designs, LLC
  6
  1
  A gathering crowd...
  5
  11
  8
  �
  30/120
  2
  NO!
  Liam
  Craft tools: Leatherworking,
  electronics, genemod kit.
  Unholy
  �
  Cuffed in the side of the head...
  Offer you can't refuse.
  Yes
  Discourage
  �
  Yes
  Loyalty
  5
  2
  Fraud
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The grinding of stone...
  Baking chocolate...
  Peyton
  6
  Tenements.
  Crime
  Marianna
  �
  © Larcenous Designs, LLC
  0
  8
  A blurred motion...
  3
  12
  5
  �
  31/120
  3
  No
  Kyle
  Art supplies: Paints and
  brushes, drawing tablet,
  holo-projector.
  Infinite
  �
  Too slippery to hold...
  Inaccurate maps.
  Yes
  Decimate
  �
  Yes
  Chastity
  6
  4
  Fraud
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An insistent drumming...
  Strong alcohol...
  Morgan
  17
  Street.
  Path
  Ellen
  �
  © Larcenous Designs, LLC
  7
  5
  Glistening fangs...
  6
  10
  4
  �
  32/120
  5
  NO!
  Theo
  Writing supplies: Pens and
  ink, digital thesaurus, AI
  editor.
  Uncertain
  �
  Muscles seize up...
  Hint of conspiracy.
  Yes
  Grow
  �
  No
  Temperance
  2
  2
  Fraud
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A deep thrumming...
  Roses and honey...
  Casey
  18
  Small room.
  Belief
  Macy
  �
  © Larcenous Designs, LLC
  6
  2
  Vibrant red and blue flutters...
  7
  10
  10
  �
  33/120
  1
  NO!
  Lawrence
  Pet supplies: Animal call,
  waste bags, fleakiller nanites.
  Awkward
  �
  The urge to sneeze...
  Rumors of treasure.
  Yes
  Cleanse
  �
  No
  Charity
  1
  2
  Fraud
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A beating heart...
  An aura of mothballs...
  Terry
  6
  Shopping center.
  Parent
  Helen
  �
  © Larcenous Designs, LLC
  5
  3
  A pallid and bloodless face...
  5
  11
  9
  �
  34/120
  6
  NO!
  Benedict
  Musical instrument: Lyre,
  flute, electric violin.
  Advanced
  �
  An oily coating...
  Letter from lawyer.
  No
  Exhaust
  �
  YES!
  Diligence
  5
  4
  Fraud
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Heart-rending shrieks...
  The heady aroma of wine...
  Timandra
  13
  Cafe.
  Foe
  Isabella
  �
  © Larcenous Designs, LLC
  7
  3
  It grows dark...
  4
  3
  9
  �
  35/120
  4
  No
  Thaldon
  Small pet: Parrot, ferret,
  miniature giant space
  hamster.
  Physical
  �
  Rubbery coils around your neck...
  Weapon shattered.
  No
  Restore
  �
  Yes
  Mercy
  1
  2
  Fraud
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Pained cries...
  A disinfectant tang...
  Meadows
  2
  Social club.
  Temple
  Laura
  �
  © Larcenous Designs, LLC
  0
  2
  Dingy and dusty...
  4
  4
  4
  �
  36/120
  5
  No
  Isaac
  Lucky charm: Rabbit's foot,
  four-leaf clover, a loved one's
  picture.
  Metaphorical
  �
  A feathery touch...
  Wounds fester.
  Yes
  Bestow
  �
  Yes
  Compassion
  1
  4
  Fraud
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The snicker-snack of slicing blades...
  The reek of vomit...
  Gabriel
  5
  Fortress.
  Tool
  Portia
  �
  © Larcenous Designs, LLC
  9
  9
  Faint lines carved into...
  6
  3
  6
  �
  37/120
  6
  No
  Alfred
  Threat: Angry letter, evil-eye
  charm, beheaded doll.
  Material
  �
  An unseen presence...
  Hero-worship.
  Yes
  Interrupt
  �
  No
  Humility
  4
  3
  Gluttony
  �
  f
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clash of metal on metal...
  Fresh-brewed tea...
  Jean
  12
  Supply depot.
  Ability
  Abigail
  �
  © Larcenous Designs, LLC
  8
  7
  Flashy clothing...
  7
  6
  7
  �
  38/120
  1
  No
  Ben
  Writing project: Manuscript,
  draft of a play, philosophical
  essay.
  Aberrant
  �
  Grit in your teeth...
  Stampede!
  Yes
  Explore
  �
  Yes
  Honesty
  2
  2
  Gluttony
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A distinctive ca-click...
  Nutmeg and warm spices...
  Melanthos
  3
  Secret society.
  Monument
  Desdemona
  �
  © Larcenous Designs, LLC
  4
  2
  Faded and worn...
  5
  11
  10
  �
  39/120
  3
  Yes
  George
  Religious object: Prayer book,
  holy symbol, pamphlet.
  Fair
  �
  Leathery wings beat against...
  Rising fame.
  Yes
  Steal
  �
  YES!
  Courage
  1
  1
  Gluttony
  �
  l
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Glass clinking...
  Dark coffee...
  Acantha
  9
  Square.
  Research
  Aakruti
  �
  © Larcenous Designs, LLC
  9
  4
  Bouncing across the...
  4
  3
  7
  �
  4/120
  5
  No
  Andrew
  Personal papers: Letters,
  legal summons, daily
  itinerary.
  Inconvenient
  �
  A frigid draft...
  Mad rantings.
  No
  Trespass
  �
  Yes
  Diligence
  7
  3
  Envy
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Crescendoing pursuit...
  Rotting meat...
  Rhys
  7
  Resort.
  Child
  Thaisa
  �
  © Larcenous Designs, LLC
  2
  5
  Gaudy ornaments...
  6
  7
  6
  �
  40/120
  5
  No
  Abdul
  Camp gear: Fire starter, bug
  repellent, thermal sheet.
  Malevolent
  �
  Silky strands brush your face...
  Growing infamy.
  No
  Identify
  �
  Yes
  Loyalty
  1
  4
  Gluttony
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Demanding tones...
  Violets...
  Mithra
  15
  Hall.
  Lies
  Nimue
  �
  © Larcenous Designs, LLC
  8
  6
  Gloomy atmosphere...
  8
  6
  10
  �
  41/120
  2
  Yes
  Aaron
  Stimulant: Tea leaves, energy
  drink, stimpack injector.
  Timid
  �
  Unpleasantly lumpy mattress...
  A sudden eclipse.
  NO!
  Attempt
  �
  Yes
  Chastity
  1
  3
  Gluttony
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Sloshing liquid...
  Newsprint...
  Jayden
  4
  Rally.
  Despair
  Betty
  �
  © Larcenous Designs, LLC
  1
  8
  A glossy sheen covers...
  5
  5
  8
  �
  42/120
  4
  Yes
  Ernest
  Fortune-telling: Gutting knife,
  'magic' sphere, Tarot deck.
  Theoretical
  �
  Dozens of pinpricks across your back...
  Religious persecution.
  Yes
  Assuage
  �
  No
  Temperance
  5
  2
  Gluttony
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Strains of a haunting melody...
  Thick, ashey smoke...
  Regan
  5
  Archives.
  Wealth
  Iris
  �
  © Larcenous Designs, LLC
  0
  7
  Enveloped in shadow...
  6
  5
  7
  �
  43/120
  4
  Yes
  Robert
  Ghost-hunting gear: Holy
  symbol, Ouija board, EMF
  detector.
  Spiritual
  �
  A twisted ankle...
  Cultural prejudice.
  Yes
  Ponder
  �
  Yes
  Charity
  5
  4
  Gluttony
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Teeth chattering...
  Wafting fumes of sewage...
  Carmen
  20
  Casino.
  Salvation
  Chloe
  �
  © Larcenous Designs, LLC
  5
  4
  The grimy floor...
  7
  9
  5
  �
  44/120
  1
  NO!
  Wart
  Thieves' tools: Purse-slitting
  knife, lockpicks, network-
  cracking device.
  Callous
  �
  Sand and dirt in your eyes...
  Mistaken identity.
  No
  Refresh
  �
  Yes
  Diligence
  7
  3
  Gluttony
  �
  q
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Horrible grinding and gnashing...
  A riot of conflicting scents...
  Straf
  7
  Sportsfield.
  Lookout
  Cordelia
  �
  © Larcenous Designs, LLC
  1
  6
  The air is hazy...
  4
  8
  1
  �
  45/120
  3
  No
  Norman
  Weapon care: Whetstone,
  cleaning kit, maintenance
  manual.
  Restrained
  �
  Squelching steps in something nasty...
  A tournament!
  Yes
  Beguile
  �
  Yes
  Mercy
  8
  2
  Gluttony
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Harsh static...
  Lively springtime air...
  Abhorson
  15
  Archaeological site.
  Underling
  Isolde
  �
  © Larcenous Designs, LLC
  3
  1
  Vivid rainbow hues...
  6
  12
  9
  �
  46/120
  5
  No
  Byron
  Travel aid: Map, compass,
  digital guide.
  Eternal
  �
  Tickling on the back of your neck...
  People disappearing.
  NO!
  Halt
  �
  Yes
  Compassion
  8
  1
  Gluttony
  �
  n
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Zap...
  Smoked ham...
  Woden
  2
  Accident site.
  Goodness
  Effie
  �
  © Larcenous Designs, LLC
  6
  9
  Smudged glass...
  7
  5
  7
  �
  47/120
  4
  Yes
  Stanley
  Weather gear: Hooded
  oilcloth cloak, poncho, self-
  warming boots.
  Medical
  �
  As insubstantial as mist...
  Cranky old folks.
  Yes
  Discuss
  �
  Yes
  Humility
  2
  1
  Gluttony
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Smashing pottery...
  Chipped-wood mulch...
  Evander
  13
  Supervised care.
  Container
  Heather
  �
  © Larcenous Designs, LLC
  8
  4
  Bright streaks...
  5
  12
  6
  �
  48/120
  3
  No
  Edmund
  Child's toy: Stuffed animal,
  colored ball, puzzle cube.
  Arcane
  �
  Abruptly feeling naked and exposed...
  Royal request.
  No
  Confuse
  �
  Yes
  Honesty
  1
  2
  Gluttony
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Shattering glass...
  The acrid stench of a tannery...
  Nym
  14
  School.
  Training
  Hannah
  �
  © Larcenous Designs, LLC
  8
  4
  Tarnished brass...
  5
  4
  5
  �
  49/120
  6
  No
  Evan
  Sports equipment: Wooden
  racket, knee pads, hoverball.
  Unclear
  �
  Tread on something gummy...
  Caught red-handed.
  Yes
  Travel
  �
  No
  Courage
  6
  3
  Greed
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Distant revelry...
  Nervous sweat...
  Sarosh
  7
  Stableyard.
  Stockpile
  Eva
  �
  © Larcenous Designs, LLC
  5
  3
  Swirls of dust...
  3
  12
  2
  �
  5/120
  5
  Yes
  Matthew
  Foodstuffs: Travel rations,
  energy bars, dried fruit.
  Repulsive
  �
  Cold steel presses...
  Pets run amok.
  Yes
  Remember
  �
  Yes
  Mercy
  5
  3
  Envy
  �
  y
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Terrified squealing...
  The stink of death...
  Tyr
  15
  Guard station.
  Knowledge
  Celia
  �
  © Larcenous Designs, LLC
  3
  0
  Glistening wetly...
  5
  10
  3
  �
  50/120
  5
  Yes
  Russell
  Scientific data: Alchemical
  notes, samples in tubes,
  planetary surveys.
  Minor
  �
  Warm woolly fabric...
  It's a trap!
  No
  Forget
  �
  No
  Loyalty
  6
  2
  Greed
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Rapidly approaching sirens...
  A pungent fart...
  Melchior
  8
  Concert.
  Pain
  Brooke
  �
  © Larcenous Designs, LLC
  0
  9
  Shining chrome...
  1
  9
  2
  �
  51/120
  3
  No
  Rory
  Cooking supplies: Dried
  goods, measuring tools,
  offworld spices.
  Feral
  �
  A rumble in the ground...
  Whispers of evil.
  YES!
  Avenge
  �
  Yes
  Chastity
  3
  3
  Greed
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The blast of a horn...
  Lemon and soap...
  Curio
  3
  Backstage.
  Food
  Yasmin
  �
  © Larcenous Designs, LLC
  7
  1
  An age-faded tattoo...
  6
  11
  10
  �
  52/120
  4
  Yes
  Niall
  Awards: Symbolic pin,
  certificate of achievement,
  marksman badge.
  Disappointing
  �
  A burst of frost and ice...
  Kidnapped!
  No
  Strengthen
  �
  Yes
  Temperance
  1
  1
  Greed
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Screeching tires...
  Frying sausage...
  Zydos
  20
  Winery.
  Game
  Samantha
  �
  © Larcenous Designs, LLC
  5
  5
  Chiseled stone...
  8
  2
  3
  �
  53/120
  4
  No
  Thomas
  Brain teaser: Book of riddles,
  number grid, self-evolving
  puzzle.
  Tender
  �
  Soggy, crumbling ground...
  Bridge washed out.
  No
  Delay
  �
  Yes
  Charity
  7
  1
  Greed
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The scrape of a blade on a stone...
  Burning candles...
  Tracy
  13
  Museum.
  Deity
  Georgia
  �
  © Larcenous Designs, LLC
  0
  0
  Tapestries depicting mythic scenes...
  6
  1
  7
  �
  54/120
  3
  Yes
  Ross
  Espionage gear: Coded
  message, pen-camera,
  comm-tech interceptor.
  Treacherous
  �
  Dry blasts of furnace air...
  Hunters are hunted.
  Yes
  Detect
  �
  Yes
  Diligence
  6
  4
  Greed
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A snatch of song...
  Snow...
  Endymion
  15
  Campus.
  Death
  Michelle
  �
  © Larcenous Designs, LLC
  8
  3
  Waving lines of sparkles...
  7
  11
  9
  �
  55/120
  6
  No
  Stafford
  Hacking equipment: Cypher
  for a code, wifi scanner, auto-
  hack tool.
  Amicable
  �
  A vicious, stabbing pain...
  Quarantined!
  Yes
  Deactivate
  �
  Yes
  Mercy
  2
  4
  Greed
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Raucous laughter...
  Polluted water and dead fish...
  Laverne
  20
  On the water.
  Puzzle
  Britney
  �
  © Larcenous Designs, LLC
  4
  8
  Floor-length, braided hair...
  6
  10
  2
  �
  56/120
  6
  No
  Umberto
  First aid: Bandages,
  ointments, medical scanner.
  Aggressive
  �
  Grabbing your arm...
  Strange hallucinations.
  No
  Spoil
  �
  NO!
  Compassion
  4
  4
  Greed
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Splitting, splintering wood...
  Hot tallow...
  London
  17
  Popular hangout.
  Hive
  Ruth
  �
  © Larcenous Designs, LLC
  6
  3
  Polished marble...
  7
  1
  7
  �
  57/120
  4
  No
  Duncan
  Small trinket: Carved
  memento, pewter figurine,
  ...lousy T-Shirt.
  Fundamental
  �
  Constricting around your neck...
  Drafted!
  No
  Plan
  �
  Yes
  Humility
  6
  4
  Greed
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Rain drumming against...
  Dry hay...
  Chandra
  8
  Playground.
  Exposure
  Gemma
  �
  © Larcenous Designs, LLC
  3
  6
  Dried flowers...
  6
  12
  2
  �
  58/120
  1
  No
  Clarence
  Illegal weapon: Shiv,
  blackjack, injection pen.
  Hostile
  �
  An abrupt halt...
  Gifts from the mob.
  Yes
  Violate
  �
  No
  Honesty
  2
  1
  Greed
  �
  t
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A series of explosions...
  Greasy sheep's wool...
  Bailey
  10
  Under water.
  Love
  Lula
  �
  © Larcenous Designs, LLC
  4
  1
  Tiny metal figurines...
  7
  5
  2
  �
  59/120
  1
  No
  James
  Media kit: Official
  statements, logos, press
  releases.
  Occult
  �
  Pulling your hair...
  A miracle occurs.
  Yes
  Assist
  �
  Yes
  Courage
  6
  1
  Greed
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Clicking and clacking...
  Cedarwood...
  Rowan
  19
  Motel.
  Foreigner
  Madison
  �
  © Larcenous Designs, LLC
  7
  0
  Shafts of light...
  9
  1
  1
  �
  6/120
  1
  No
  Shane
  Beverages: Canteen, flask,
  thermal bottle.
  Brazen
  �
  Your hair stands on end...
  Vindictive authorities.
  No
  Injure
  �
  No
  Compassion
  7
  1
  Envy
  �
  o
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The thin piping of a flute...
  Gunsmoke...
  Shant
  11
  Disaster site.
  Servant
  Nerissa
  �
  © Larcenous Designs, LLC
  2
  8
  A marvel of stained glass...
  3
  10
  3
  �
  60/120
  3
  No
  Reynaldo
  Collectors' items: Butterflies,
  coins, buttons.
  Intact
  �
  Luxuriant carpet beneath bare feet...
  Lost!
  No
  Abjure
  �
  Yes
  Loyalty
  4
  4
  Greed
  �
  a
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Birdsong...
  Still-warm bread...
  Balder
  12
  Mint.
  Scum
  Pheobe
  �
  © Larcenous Designs, LLC
  2
  2
  Dark crystals glinting in candlelight...
  3
  7
  6
  �
  61/120
  4
  Yes
  Travis
  Keys: Key ring, RFID access
  card, password database.
  Heroic
  �
  Splinters catch on your arm...
  Threatening note.
  No
  Silence
  �
  Yes
  Chastity
  5
  3
  Lust
  �
  z
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Childlike giggling...
  Drying paint...
  Thanatos
  14
  Prison.
  Evil
  Valeria
  �
  © Larcenous Designs, LLC
  1
  5
  A face peering in the window...
  4
  4
  3
  �
  62/120
  6
  Yes
  Everett
  Hobby gear: Scrapbook,
  miniature's paint kit, model
  spaceships.
  Artistic
  �
  Barbs catch your clothing...
  Food supplies ruined.
  No
  Control
  �
  Yes
  Temperance
  2
  4
  Lust
  �
  e
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  One loud, abrupt splash...
  Salty ocean spray...
  Melus
  6
  Caverns.
  Murder
  Scarlet
  �
  © Larcenous Designs, LLC
  7
  0
  A malicious grin...
  5
  3
  8
  �
  63/120
  2
  No
  Lysander
  Vehicle maintenance gear:
  Harness repair kit, car jack,
  digital reader.
  Rare
  �
  Stabbing into your foot...
  Dependent in danger.
  Yes
  Observe
  �
  YES!
  Charity
  7
  2
  Lust
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Chaotic splashing...
  Swampy mud...
  Shandar
  13
  Mineshaft.
  Prison
  Rhiannon
  �
  © Larcenous Designs, LLC
  7
  4
  Rodents scurry across...
  6
  12
  6
  �
  64/120
  6
  No
  Vincent
  Fancy gift: Wine, chocolates,
  living crystal fragments.
  Standard
  �
  Searing the palm of your hand...
  Social faux pas.
  Yes
  Improve
  �
  YES!
  Diligence
  8
  2
  Lust
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Low moaning...
  Hot melted butter...
  Taylor
  15
  Arena.
  Secret
  Sharilyn
  �
  © Larcenous Designs, LLC
  5
  2
  Motionless forms...
  8
  8
  7
  �
  65/120
  1
  No
  Armak
  Costume: Party mask,
  fandom cosplay, holographic
  outfit.
  Opportune
  �
  Chapped lips...
  Accidental attack.
  No
  Humiliate
  �
  No
  Mercy
  6
  2
  Lust
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Voices chanting...
  Cut grass...
  Isador
  14
  House.
  Portal
  Siobhan
  �
  © Larcenous Designs, LLC
  6
  2
  Anxiously checking their watch...
  5
  2
  10
  �
  66/120
  5
  NO!
  Jacob
  Family memento: Letters,
  pictures, VR recordings.
  Momentary
  �
  Clammy skin...
  A portal opens.
  Yes
  Entertain
  �
  Yes
  Compassion
  8
  4
  Lust
  �
  f
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A crack of thunder...
  Pine-wood and needles...
  Lugh
  1
  Cathedral.
  Sustenance
  Sigrun
  �
  © Larcenous Designs, LLC
  3
  8
  A clump of twigs and debris...
  6
  6
  7
  �
  67/120
  1
  Yes
  Mohammed
  Event access: Tickets, party
  invitation, club pass.
  Fetid
  �
  Coarse-grained planks...
  Major route blocked.
  No
  Destabilize
  �
  Yes
  Humility
  8
  1
  Lust
  �
  x
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The roar of an engine...
  Pencil shavings...
  Myrddin
  8
  Farmhouse.
  Flame
  Amber
  �
  © Larcenous Designs, LLC
  9
  0
  A pulsing orb...
  8
  2
  3
  �
  68/120
  6
  No
  Elmer
  Letter of credit: Bonds, blank
  check, account authorization.
  Deceptive
  �
  Smooth, age-worn mahogany...
  Lost all memory.
  Yes
  Guide
  �
  Yes
  Honesty
  8
  3
  Lust
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The squealing of a badly-tuned violin...
  A gangrenous, festering wound...
  Maevon
  9
  Court.
  Network
  Josephine
  �
  © Larcenous Designs, LLC
  7
  1
  Pulsating disturbingly...
  9
  4
  2
  �
  69/120
  5
  No
  Joaquin
  Treasure map: Coded map,
  clever riddle, coordinates.
  Fallen
  �
  Damp, clinging clothing...
  Personality shift.
  NO!
  Foil
  �
  YES!
  Courage
  8
  4
  Lust
  �
  k
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sharp accusation...
  A sulphurous aura...
  Avery
  12
  Wine cellar.
  Soul
  Kendiara
  �
  © Larcenous Designs, LLC
  3
  1
  The light flickers briefly...
  6
  2
  4
  �
  7/120
  4
  No
  Cade
  Eating utensils: Camping,
  silver in need of polish, hand-
  carved.
  Painful
  �
  Something small scuttles up your...
  Petty theft gone awry.
  Yes
  Fight
  �
  Yes
  Humility
  6
  1
  Envy
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Retching and vomiting...
  Chalk dust...
  Byelobog
  10
  Wedding.
  Health
  Nora
  �
  © Larcenous Designs, LLC
  6
  3
  A portrait in odd hues...
  4
  9
  1
  �
  70/120
  3
  No
  Bishop
  Ceremonial weapon: Ritual
  dagger, parade sword,
  stylized energy rifle.
  Recent
  �
  Wet socks...
  A favor called in.
  No
  Shatter
  �
  Yes
  Loyalty
  4
  2
  Lust
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A single beep...
  Faint hints of coconut...
  Pirrin
  13
  Funeral.
  Reputation
  Flora
  �
  © Larcenous Designs, LLC
  4
  2
  Snarling, with flecks of spittle...
  5
  4
  6
  �
  71/120
  2
  Yes
  Noah
  Scent: Incense sticks,
  perfume bottle, BO-cleaning
  bacteria.
  Delicious
  �
  Downy feathers...
  Tourists get in the way.
  No
  Ambush
  �
  Yes
  Chastity
  4
  4
  Lust
  �
  s
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A phone ringing...
  Fried dough...
  Morikai
  18
  Festival.
  Treasure
  Tabitha
  �
  © Larcenous Designs, LLC
  4
  5
  A dark bird, watching...
  4
  9
  4
  �
  72/120
  2
  No
  Edward
  Fake ID: Writ of safe passage,
  driver's license, shipowner's
  documents.
  Scientific
  �
  Eye-stinging drips of sweat...
  A strike or protest.
  Yes
  Decrease
  �
  No
  Temperance
  3
  4
  Lust
  �
  b
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Pounding, discordant music...
  Clean breeze...
  Carroll
  10
  Outpost.
  Barrier
  Carrie
  �
  © Larcenous Designs, LLC
  0
  3
  One-eyed...
  6
  7
  3
  �
  73/120
  1
  Yes
  Caspar
  Cheater's game: Weighted
  dice, marked cards, game
  hack.
  Precise
  �
  Fizzy water...
  Abducted!
  No
  Disturb
  �
  No
  Charity
  3
  1
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A reverberating echo...
  Coal smoke...
  Marcade
  3
  Town.
  Chaos
  Demi
  �
  © Larcenous Designs, LLC
  7
  9
  Masked and robed...
  7
  6
  1
  �
  74/120
  1
  No
  Ellis
  Plants: Bulbs, vegetable
  seeds, modified crop
  samples.
  Personal
  �
  Air so humid you can hardly breathe...
  Being spied on.
  Yes
  Enslave
  �
  Yes
  Diligence
  7
  3
  Pride
  �
  p
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Distant drums...
  Cat piss...
  Sparviere
  11
  Offices.
  Structure
  Cymbeline
  �
  © Larcenous Designs, LLC
  4
  1
  A shock of corn-silk hair...
  5
  9
  9
  �
  75/120
  2
  No
  Jack
  Tools or Weapons: Prybar,
  fire axe, plasma-welder.
  Ambitious
  �
  Slimy goo...
  Equipment sabotaged.
  YES!
  Hide
  �
  Yes
  Mercy
  5
  1
  Pride
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Mocking snickers...
  Sharp spearmint...
  Valentine
  4
  Factory.
  Trial
  Simone
  �
  © Larcenous Designs, LLC
  8
  5
  A suspicious hesitation...
  5
  10
  4
  �
  76/120
  1
  No
  Caleb
  Fresh game: Dressed
  pheasant, gutted fish,
  unknown species.
  Angelic
  �
  Numb teeth...
  Stranded in the wild.
  Yes
  Allow
  �
  Yes
  Compassion
  8
  3
  Pride
  �
  s
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An ominous chuckle...
  Spoiled milk...
  Ronan
  18
  Train.
  Vehicle
  Amina
  �
  © Larcenous Designs, LLC
  6
  4
  Swaying in the wind...
  5
  7
  7
  �
  77/120
  5
  Yes
  Joshua
  Horrible evidence: Human
  blood, poison, psychic
  impressions.
  Immaculate
  �
  Tingling arms...
  Foil someone's quest.
  No
  Deviate
  �
  Yes
  Humility
  1
  3
  Pride
  �
  h
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The rattle of dice...
  Rotten eggs...
  Dylan
  11
  Ocean-liner.
  Agreement
  Julia
  �
  © Larcenous Designs, LLC
  1
  7
  A trickle of water runs along...
  3
  1
  10
  �
  78/120
  4
  NO!
  Bradley
  Trade goods: Copper ingots,
  tea-blocks, bio-reactive
  fabrics.
  Bygone
  �
  Bones breaking...
  A traitor discovered.
  No
  Imitate
  �
  Yes
  Honesty
  8
  1
  Pride
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A cheering crowd...
  Diesel exhaust...
  Dagan
  15
  Volcano.
  Team
  Ismene
  �
  © Larcenous Designs, LLC
  6
  5
  A runner carrying a messenger bag...
  3
  2
  1
  �
  79/120
  3
  No
  Finley
  Baby care: Diapers, formula,
  infant nutrition supplements.
  Famous
  �
  A dress like gossamer...
  New species found.
  Yes
  Mesmerize
  �
  Yes
  Courage
  7
  1
  Pride
  �
  w
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The whistling of wind through...
  Freshly-shucked corn...
  Haukoos
  20
  Temple.
  Council
  Padma
  �
  © Larcenous Designs, LLC
  2
  7
  A flash of teeth...
  7
  6
  3
  �
  8/120
  6
  No
  Eingar
  Handy tools: Multitool, loose
  toolset, cheap repair kit.
  Orderly
  �
  Cobwebs tangle in your hair...
  A tragic accident.
  No
  Divide
  �
  No
  Honesty
  4
  4
  Envy
  �
  d
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Fire crackles...
  Intense vinegar...
  Bastet
  17
  Jungle.
  Goal
  Minerva
  �
  © Larcenous Designs, LLC
  1
  6
  The symbol of an obscure religion...
  6
  12
  1
  �
  80/120
  2
  No
  Balthasar
  Odd trinket: Tavern puzzle,
  smooth river stone, old coin.
  Simple
  �
  A dull, rusty blade...
  Hit by a vehicle.
  No
  Succeed
  �
  Yes
  Loyalty
  3
  3
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The ping-ping-ping of cooling metal...
  Fragrant herbs covering bitter...
  Amon
  12
  Hospital.
  Student
  Aaliyah
  �
  © Larcenous Designs, LLC
  6
  8
  A many-pointed star...
  7
  8
  10
  �
  81/120
  4
  No
  Connor
  Restorative: Healing potion,
  poison antidote, medical
  symbiote.
  Maniacal
  �
  Slightly tipsy...
  Spilled hot coffee.
  No
  Unseal
  �
  Yes
  Chastity
  7
  1
  Pride
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The cry of a bird of prey...
  Healthful country air...
  Aviragus
  12
  Diner.
  Work
  Elizabeth
  �
  © Larcenous Designs, LLC
  7
  1
  Writhing tentacles...
  4
  3
  3
  �
  82/120
  5
  No
  Bartlebee
  Deadly substance: Poison,
  dangerous chemical,
  weaponized virus.
  Slovenly
  �
  The thrill of fear...
  Witness to a cover-up.
  No
  Isolate
  �
  No
  Temperance
  3
  3
  Pride
  �
  b
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Tall grass and underbrush rustling...
  The odd, dusty scent of snake-skin...
  Beldaraan
  16
  Butcher.
  Dream
  Lena
  �
  © Larcenous Designs, LLC
  1
  9
  Hideously serrated teeth...
  5
  1
  4
  �
  83/120
  3
  No
  Rutland
  Legal documents: Will and
  testament, contract, trade
  agreement.
  Active
  �
  Sparks of rage...
  Suddenly blinded.
  Yes
  Deny
  �
  No
  Charity
  1
  1
  Pride
  �
  y
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The beat of swords on shields...
  The dank of a tomb...
  Orvar
  1
  Exhibit.
  Time
  Tiffany
  �
  © Larcenous Designs, LLC
  1
  9
  Backed into a corner...
  5
  3
  9
  �
  84/120
  1
  Yes
  Zachary
  Jewelry: Gold necklace,
  emerald ring, synth-pearl
  earrings.
  Artificial
  �
  A moment of deja-vu...
  A lookalike appears.
  No
  Move
  �
  YES!
  Diligence
  2
  4
  Pride
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A cacophony of animal calls...
  An exotic, floral aroma...
  Damocles
  19
  Laboratory.
  Prophecy
  Gwendolyn
  �
  © Larcenous Designs, LLC
  8
  5
  Carrying their young...
  3
  11
  10
  �
  85/120
  5
  No
  Charles
  Rare tomes: Illuminated
  manuscript, ancient texts,
  signed copies.
  Bewildering
  �
  A gut-wrenching acceleration...
  A horrific nightmare.
  No
  Join
  �
  Yes
  Mercy
  7
  4
  Sloth
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The growing rumble of hooves...
  An overpowering, musky odor...
  Limbo
  19
  Camp.
  Fear
  Melaina
  �
  © Larcenous Designs, LLC
  0
  5
  Pursued by armed men...
  3
  7
  5
  �
  86/120
  4
  No
  Chris
  Military weapons:
  Greatsword, assault rifle,
  sonic cannon.
  Religious
  �
  Your stomach drops...
  Dreams coming true.
  No
  Exchange
  �
  Yes
  Compassion
  2
  3
  Sloth
  �
  l
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A one-sided conversation...
  An oncoming storm...
  Tristan
  9
  Tower.
  Weapon
  Cassandra
  �
  © Larcenous Designs, LLC
  8
  0
  Flanked by servants and guards...
  10
  9
  1
  �
  87/120
  2
  YES!
  Osrick
  Portable assistant: Spirit
  familiar, tablet device,
  wearable eyecomp.
  Widespread
  �
  The crush of a crowd carrying you...
  Asked out on a date.
  Yes
  Discover
  �
  YES!
  Humility
  3
  2
  Sloth
  �
  g
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The whump of spinning blades...
  Moss and old earth...
  Dakota
  17
  Rest station.
  Font
  Hazel
  �
  © Larcenous Designs, LLC
  5
  9
  A grimy, broken crown...
  2
  5
  4
  �
  88/120
  2
  No
  Mason
  Stealth devices: Invisibility
  cloak, soft-soled shoes,
  memory eraser.
  Mental
  �
  A friendly purr against your leg...
  A passerby collapses.
  YES!
  Pacify
  �
  YES!
  Honesty
  1
  1
  Sloth
  �
  s
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The crash of waves on rocks...
  Smoke and blood...
  Sable
  18
  Quarantine zone.
  Truth
  Audrey
  �
  © Larcenous Designs, LLC
  1
  8
  Dull greys and browns...
  5
  9
  8
  �
  89/120
  3
  Yes
  Omar
  Royal decree: Arrest warrant,
  royal pardon, declaration of
  war.
  Tragic
  �
  A sudden loss of balance...
  A celebrity in town.
  No
  Befriend
  �
  Yes
  Courage
  8
  2
  Sloth
  �
  u
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  BANG...
  Dry-rot...
  Ion
  4
  Courtyard.
  Scheme
  Nicole
  �
  © Larcenous Designs, LLC
  0
  0
  A swarm of flies...
  5
  2
  10
  �
  9/120
  2
  No
  Owen
  Cosmetics: Belladonna
  eyedrops, eye liner, skin-
  altering genecare.
  Profitable
  �
  A warm breeze...
  Fire!
  Yes
  Curse
  �
  Yes
  Courage
  6
  4
  Envy
  �
  j
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  An inhuman babbling...
  Crisp winter wind...
  Ewan
  13
  Graveyard.
  Mystery
  Bianca
  �
  © Larcenous Designs, LLC
  9
  6
  A magnificent, ornate weapon...
  6
  1
  3
  �
  90/120
  5
  Yes
  Garrett
  Deed: Land in the country,
  old mansion, a battered ship.
  Curious
  �
  A light tap on the shoulder...
  Framed!
  NO!
  Corrupt
  �
  No
  Loyalty
  2
  2
  Sloth
  �
  a
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The cascading rush of a waterfall...
  A heady whiff of permanent marker...
  Elin
  19
  Home.
  Contraband
  Carla
  �
  © Larcenous Designs, LLC
  9
  9
  Sleek lines, all speed and strength...
  7
  5
  6
  �
  91/120
  3
  No
  Talbot
  Exotic pet: Imported animal,
  electronic life, gene-gineered
  creature.
  Terrible
  �
  Aching feet...
  Locked in with a beast.
  No
  Avoid
  �
  Yes
  Chastity
  5
  2
  Sloth
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A warning growl...
  Sun-ripened tomatoes...
  Parker
  1
  Opera house.
  Peace
  Summer
  �
  © Larcenous Designs, LLC
  2
  7
  A box standing on legs...
  4
  11
  1
  �
  92/120
  1
  No
  Remiel
  Treasure: Gold bars, silver
  coins, cryptocurrency wallet.
  Infamous
  �
  Sticky with congealing blood...
  New ability manifests.
  NO!
  Condemn
  �
  Yes
  Temperance
  7
  1
  Sloth
  �
  m
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Exclamations of pleased surprise...
  A public toilet...
  Arcite
  16
  Base.
  Emotion
  Rachel
  �
  © Larcenous Designs, LLC
  9
  4
  Ornately carved gargoyles...
  2
  4
  9
  �
  93/120
  1
  Yes
  Albey
  Armor: Chainmail, riot gear,
  armored power-suit.
  Permanent
  �
  A pressure on your ears...
  Drugged into a stupor.
  No
  Raise
  �
  Yes
  Charity
  3
  3
  Sloth
  �
  k
  
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Someone slurping greedily...
  The midden behind a plague ward...
  Jarl
  6
  Retreat.
  Obstacle
  Cynthia
  �
  © Larcenous Designs, LLC
  3
  8
  A finely-tailored suit...
  5
  11
  3
  �
  94/120
  1
  No
  Lance
  Defense: Amulet of
  resistance, kevlar vest,
  psychic armor.
  Humble
  �
  Scalding breath on your neck...
  Sees dead people.
  Yes
  Seal
  �
  Yes
  Diligence
  3
  2
  Sloth
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Impish, maniacal giggling...
  An alluring cologne...
  Aedan
  2
  Gated community.
  Resource
  Maia
  �
  © Larcenous Designs, LLC
  1
  0
  A glowing wrist-band...
  5
  8
  9
  �
  95/120
  3
  No
  Martin
  Emergency gear: Potion of
  resurrection, satellite phone,
  deployable shelter.
  Unfair
  �
  Eyes watching you...
  Touched by a power.
  Yes
  Execute
  �
  Yes
  Mercy
  5
  1
  Sloth
  �
  i
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The trumpeting bellow of an animal...
  Clover and wildflowers...
  Sidney
  2
  Well.
  Resurrection
  Shani
  �
  © Larcenous Designs, LLC
  4
  4
  Iron-bound oak...
  6
  7
  10
  �
  96/120
  2
  No
  Octavian
  Assassin's weapons: Garrote
  wire, silenced pistol, ceramic
  knife.
  Vague
  �
  Someone following close behind...
  An apparent haunting.
  Yes
  Confront
  �
  Yes
  Compassion
  3
  1
  Sloth
  �
  h
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  A sudden quiet...
  Fetid breath tainted with offal...
  Kieran
  14
  Basement.
  Nightmare
  Anisa
  �
  © Larcenous Designs, LLC
  8
  7
  A slow, stately procession...
  7
  2
  8
  �
  97/120
  2
  Yes
  Victor
  Arcane knowledge: Advice on
  magic, Secret Society info,
  recent discovery.
  Dormant
  �
  You've just forgotten something...
  Hit by a stray shot.
  Yes
  Begin
  �
  Yes
  Humility
  6
  1
  Treachery
  �
  q
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  Grunting and snorting...
  Garlic...
  Reece
  5
  Forest
  Monster
  Margaret
  �
  © Larcenous Designs, LLC
  2
  1
  A sweet smile...
  6
  3
  7
  �
  98/120
  6
  No
  Ryan
  Ancient artifact: Cultural
  relic, archaeological find,
  ruins of civilization.
  Nearby
  �
  A gentle caress...
  An evil curse to break.
  No
  Warn
  �
  Yes
  Honesty
  3
  4
  Treachery
  �
  r
  Location
  Catalyst
  Names
  Vice
  Virtue
  Likely Odds
  Belongings
  BAD
  EVEN
  GOOD
  o
  The clink of coins...
  Sand and sunscreen...
  Tane
  4
  Island.
  Beast
  Kimberley
  �
  © Larcenous Designs, LLC
  1
  8
  Flowers in her hair...
  7
  4
  4
  �
  99/120
  5
  No
  Frederick
  Expensive accessory: Pocket
  watch, silk cravat, electronic
  tattoo.
  Haphazard
  �
  Ice in your veins...
  A wild gazebo appears.
  Yes
  Poison
  �
  No
  Courage
  1
  1
  Treachery
  �
  a
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Gamemaster's Apprentice/Base Deck/GMA Base PnP.pdf