TEXT: the             
  tremulus           
  a playset expansion for Ebon Eaves
  asylum
  
  reality blurs presents
  The Asylum 
  (Ebon Eaves playset expansion III)
  writing, layout, and graphics
  by
  Sean Preston
  editing
  Lyn Harm and Brad Bell
  tremulus: a storytelling game of lovecraftian horror, tremulus, Ebon Eaves, 
  associated images, and content are copyright 2012-13, Reality Blurs, LLC.. 
  
  -1-
  The Asylum 
  (Ebon Eaves Expansion III)
  Small towns often ignore the quirks of their inhabitants, instead whispering 
  about the poor dears behind their backs. Others are more socially enlightened, 
  impoverished, or wind up with the (good or ill) fortune of handling those 
  deemed ill-suited to care for themselves or who are a danger to others. 
  Adding in this expansion increases the madness contained within Ebon 
  Eaves for any new or ongoing storyline, with the players being none the 
  wiser.
  Using an Expansion
  Any playset expansion is designed to give additional options to you, the 
  Keeper, in creating the framework(s) for your group’s story. Rather than 
  crafting an entirely new set of questions and telegraphing to your players 
  “this is important”, a playset is something you can introduce at any time 
  by already examining a particular key list of questions. This prevents 
  revealing too much to your players and spending time with more questions, 
  while ensuring the expansion ties into key elements already present in the 
  established playset. As with the core playset, there is information that is 
  player-facing and a separate section of information for the Keeper’s eyes 
  only. The player facing information should be revealed over the course 
  of play and not immediately presented, as is done with the basic playset 
  information.
  Using the Asylum
  Following these design principles, the Keeper need look no farther than the 
  answers to the LOCAL COLOR questions provided in the EBON EAVES 
  playset. The alphanumeric codes match up seamlessly and build upon the 
  existing town structure.  If you want to get more into the storytelling 
  aspects of things, this introduces a third arc into your existing game, and 
  is suggested for creating a more complex extended period of play (such as 
  a small story arc of 3-5 sessions or a campaign of even greater duration).
  
  -2-
   
  Investigator Notes
  [ABC]The Pigeon House
  On the surfACe:  Despite the cracked and crinkled shingles atop the 
  roof, the stately manor is in a gentle disrepair, settling into its old age with 
  grace. People shamble about the grounds while stern orderlies keep the few 
  unruly ones in line with word and bullwhip. 
  Keeper nOtes: [A1]
  [ABD] New Beginnings
  On the surfACe: On a small little island just off the coast, rests New 
  Beginnings Mental Health Institution. Established a decade ago, it is housed 
  in a pristine mansion and regularly receives state and national recognition 
  for its progressive rehabilitation techniques. The esteemed Dr. Emmanuel 
  Rodriquez personally oversees all the most troublesome patients.
  Keeper nOtes: [A2]
  [ABe] The Washburn Reserve for the Criminally Insane
  On the surfACe: Beyond a small rise of hills in a heavily wooded area 
  stands The Washburn Reserve, a windowless mass of weathered stone 
  nicknamed “The Tower”.  Dangerous and deluded folks are sent there for 
  treatment from all across the state, though few are ever released. Echoes of 
  despair are often heard for miles around in the still hours of the night.
  Keeper nOtes: [A3]
  
  -3-
  [ABf] Silver Palace
  On the surfACe:  A former sprawling manor known as a notorious 
  gambling house and den of iniquity, Silver Palace kept the name, but was 
  gutted in the name of civilization and progress, now regarded as a house of 
  healing. Catering to rich unfortunates, they do keep a general yard where 
  those with little means are treated, but just barely.
  Keeper nOtes: [A4]
  [ABG] Hope Springs
  On the surfACe:  Where once the finest resort stood is now the slipshod 
  spread of Hope Springs. Behind its crumbling walls, the finest minds offer 
  the best mental health treatment in three counties, which is to say the only 
  such treatment available locally. It is cheap. It is not completely unclean. 
  And it boasts a surprisingly good success rate.
  Keeper nOtes: [A5]
  [ACD] Bliss Manor
  On the surfACe:  On the grounds of the Hermann Estate is the sprawling 
  Bliss Manor.  Amanda donated it to the town just a few years ago, and 
  moved into the more modest guest house adjacent to it. While it is rarely 
  used because most folks seek treatment in the city now, there are a handful 
  of local lunatics who haunt its halls.
  Keeper nOtes: [A6]
  [ACe] Echo Grove
  On the surfACe:   The old growth forest outside of town was a subject 
  of much controversy when developers and city government officials pushed 
  to have it cleared to create space for the new asylum. A partial compromise 
  was reached after five long years of battles, and a path into the heart of 
  the forest was made as construction began. Although only partially finished 
  seven years later, it still houses over forty patients at any given time.
  Keeper nOtes: [A7]
  
  -4-
  [ACf] Gilded Gates
  On the surfACe:   Peace Trees is the finest sanitarium within three 
  states’ distance. While the staff uses some rather unorthodox methods of 
  correcting behavior, it is nonetheless well regarded, as its success rate has 
  drawn visiting physicians from around the world. The price for admission 
  is quite high, though it is said they wish to turn no one away and strive to 
  reach agreeable terms with all.
  Keeper nOtes: [A8]
  [ACG] Memory Fades
  On the surfACe:  There are two spots where bodies are buried in Ebon 
  Eaves: One Tree, where the poor and sinners are laid to rest, and Two 
  Trees, where the blue-blooded founders and their friends are interred. Both 
  are behind the courthouse, separated by a wrought iron fence, but they may 
  as well be a hundred miles apart. One Tree is spare and poorly kept, and 
  most of those buried there are cremated, while Two Trees is graced with 
  marble slabs and fine statuary.
  Keeper nOtes: [A9]
  [ADe] Weeping Angel Asylum  
  On the surfACe: Intentionally set back in the woods, the Asylum is 
  rarely mentioned in polite society. Gossips are quick to talk about how 
  crazy Gossamer is locked up, and if folks go poking their nose into business 
  that’s none of their concern they may learn a damn sight more about what 
  makes the angels weep than they’d ever rightly care to.
  Keeper nOtes: [A10]
  
  -5-
  [ADf] The Quiet Place
  On the surfACe: The Manning Asylum rests in a valley between two 
  dark hills, just north of the forest. It is full to brimming with all sorts 
  of folks you’d never expect to see in such a place, such as Father Marsh 
  and Sister Trinity. Zachary Flint is the only person known to have been 
  rehabilitated, and spends his time working at the Flint Brothers Body Shop, 
  helping out his older brother, Parish. Travelers are advised to be respectful 
  to the Mayor and his good works when passing through this way.
  Keeper nOtes: [A11]
  [ADG] Delusions and Illusions
  On the surfACe:   Located on the outer edge of town near the woods, 
  Hellhaven Asylum was closed for twenty years before Franklin Woodhouse 
  purchased the place from the town a year ago, with plans to reopen it. He 
  never did. Instead, he was found hanging from the rafters last All Hallow’s 
  Eve. His only living relative, Margaret Hatch, recently arrived from a trip 
  abroad and has moved onto the premises with her portly servant, Chop. 
  Keeper nOtes: [A12]
  [Aef]  Crumbs
  On the surfACe:  The Onyx Mind and Body Spa used to be a thriving 
  place for celebrity alcoholics and addicts to recover in style. Now it is a 
  hollow shell of its former self, resting in the shadow of Windsor Place. 
  Recently its doors reopened with neither pomp nor circumstance, when 
  the state mandated the need for an overflow facility to deal with inmate 
  overcrowding. 
  Keeper nOtes: [A13] 
  
  -6-
  [AeG]  The Rest Home
  On the surfACe:  The Gentle Wind Rest Home began as a place to 
  take care of wayward migrant workers until a handful of years ago, when 
  it was taken over by the city. At that point, high walls were constructed 
  around it and it became a sanitarium catering to the mentally challenged 
  and those deemed unstable by the community. Since being built, the crime 
  rate in the county has dropped to its lowest level in fifty years.
  Keeper nOtes: [A14]
  [AfG] Connor Station
  On the surfACe: In the hills about a half-mile outside of town is a large, 
  squat, windowless building of grey stone overgrown with hoary moss. A 
  rusting chain-link fence adorned with barbed wire along the top surrounds 
  it. Several large mastiffs can be seen prowling about the grounds. A simple 
  sign with hand-painted block letters leans against the fence beside the double-
  gates reading CONNOR STATION. This is the oldest asylum in the state 
  and houses the most violent deviants and madmen from across the nation.
  Keeper nOtes: [A15] 
  [BCD] Misery
  On the surfACe:  Ramsford Rehabilitation Center is a new state-funded 
  facility located in the woods west of town. A small road threads through 
  the old-growth forest, though most of the wildness is surprisingly intact. 
  It sprang up nearly overnight, and it’s purported men in white steal into 
  people’s homes and take them away, never to be seen again. Most locals 
  rarely mention it, except for the town drunk, Shamblin’ Jack, who claims 
  to have seen things. 
  Keeper nOtes: [A16]
  
  -7-
  [BCe] Sunrise Estate
  On the surfACe:  Built into the mountainside, Sunrise Estate is 
  where dreams and madmen go to die. The Estate was originally built by 
  millionaire industrialist, Arthur Frank. Upon his passing with no living 
  heirs, the state converted it into a home for the criminally insane. The 
  single road running to the Estate is treacherous under best conditions, but 
  ices over about half the year. There are believed to be over one hundred 
  dangerous lunatics in the care of Dr. Thewl and his cohorts.
  Keeper nOtes: [A17] 
  [BCf] Chapel
  On the surfACe:   Located adjacent to the boarding house stands an old 
  church taking up the bulk of the block. CHAPEL is etched on a large stone 
  slab resting on the grounds, nearly overgrown with weeds. Pastor Charms 
  takes care of those folks who are struggling to deal with the downturn in 
  the economy, and those innocents no longer able to tell fact from fancy. 
  Keeper nOtes: [A18]
  [BCG] The Lost
  On the surfACe:  Weeping Angels Asylum was the finest asylum in the 
  state. Very progressive. Very modern. Recently, their paperwork became 
  sporadic and erratic, prompting the state to send in a team of inspectors 
  several months ago. None of them have returned, but their reports indicate 
  everything at the Asylum is operating normally.
  Keeper nOtes: [A19] 
  
  -8-
  [BDe]  God’s Wrath
  On the surfACe:  Waterford Sanitarium is located just past the bad 
  part of town near a large creek. It was constructed under the direction of 
  Pastor O’Sullivan and is operated by the Silver Saints. As it is financed 
  entirely by charitable donations, local and state governments have little 
  interest in its operations. Reports do indicate an unusually high suicide 
  rate among Waterford inmates.
  Keeper nOtes: [A20]
  [BDf]  The Refuge
  On the surfACe: In the valley north of town stands Freeborn Retreat, a 
  place for the wealthy to recover from the stresses and ills of their difficult 
  stations. At first glance, it looks more like a massive English estate. It is 
  the brainchild of Norman Freeborn, a wealthy industrialist native to the 
  town, who went bankrupt shortly after building the place. Presently, the 
  state operates it and turns a tidy profit, as few residents ever return to 
  the outside world, giving it the nickname of the “Mental Health Motel”.
  Keeper nOtes: [A21] 
  [BDG]  Transience
  On the surfACe:  The Red Oak is an old inn located outside of 
  town that has been converted into a small sanitarium by Dr. Kirshner. 
  Sometimes strange lights are seen flickering behind the painted-shut 
  shutters of the windows at odd hours, and then there is the rumor of 
  ethereal music coming from the estate on moonless nights.
  Keeper nOtes: [A22] 
  
  -9-
  [Bef] Ocean’s End
  On the surfACe: The Lane House rests in the center of Pirate Row, 
  a handful of houses once belonging to those infamous local cutthroats, 
  including Sir Cutlass and Brother Drub. Of them all, Admiral Thresher 
  Lane was noted for his exceptional ruthlessness and puritanical ethic. His 
  house remained in the family until after the Civil War, when it fell into the 
  hands of the state for unpaid back taxes. It was refurbished in 1908 and 
  presently serves as a rest home for the mentally unfit.
  Keeper nOtes: [A23]
  [BeG] The Dollhouse
  On the surfACe: At 111 Wanderers Way is State Mental Health Center, 
  known simply as the Dollhouse because of its quant Victorian styling and 
  its masterfully crafted wrought iron fence. It is on a small islet all its own, 
  abutting an old cemetery. They have a suicide ward where many revelers 
  find themselves after getting drunk and deciding to end it all.
  Keeper nOtes: [A24] 
  [BfG]  Justice Mental Health Institute
  On the surfACe:  Though physically attached to the hospital, the 
  Mental Health Institute is a separate entity with its own staff, uniforms, 
  security guards, and orderlies. There is an internal corridor connecting 
  the two buildings, but it is only accessible to medical employees with the 
  proper badges and/or paperwork.  The JMHI is a large facility, handling 
  all the involuntarily placed patients in the state. As such, it presently faces 
  overcrowding issues.
  Keeper nOtes: [A25]
  
  -10-
  [CDe] The Devil’s Own
  On the surfACe:  JThe White Cross Church of the Benediction is 
  known very much as a fire and brimstone path to salvation. Operated 
  by the Good Reverend Tomas, those who are deemed unfit for the 
  community are cast into Lancaster Home for Mental Health, known to 
  the locals as Limbo, a fitting purgatory for sinners.
  Keeper nOtes: [A26] 
  [CDf] The Cottage
  On the surfACe:  On the north side of the island is Cunningham’s 
  Rehabilitation Center. Colloquially known as The Cottage for its quaint 
  appearance, it is a deceptively large facility with a labyrinthine complex 
  running back into the hillside from which it juts. 
  Keeper nOtes: [A27] 
  [CDG] Deep Down
  On the surfACe: The Fairview Estates was the state’s attempt to infuse 
  the local economy with a revenue stream. It failed miserably. Unable to 
  maintain even the laxest of standards, the Fairview has become a dumping 
  ground for miscreants, malcontents, and others deemed disposable by society.
  Keeper nOtes: [A28]
  
  -11-
  [Cef] The Fixer
  On the surfACe:  Mental Wellness Incorporated is located on the town 
  square. It is a modern three-story building with all the latest comforts and 
  amenities, including a small diner. The facility is designed for short stays, 
  and people who go in come back out adjusted and ready to resume their 
  roles in the local economy.
  Keeper nOtes: [A29] 
  [CeG] Redemption
  On the surfACe:  The White Hall Monastery rests upon a hill outside 
  of town. People say it outdates the town by centuries, but the records are 
  unclear. It was founded by an old order of monks who still operate it to 
  this day. They take in disturbed townsfolk from time to time to help them 
  heal their minds. Some of the folks who go end up becoming members of 
  the order, and this is how it has been as long as anyone can remember.  
  Keeper nOtes: [A30]
  [CfG] Black Halls
  On the surfACe: The old science building was converted into a temporary 
  sanitarium when there was a yellow fever outbreak. Many people lost their 
  minds and wound up dying. Subsequent to the campus closing, Black Halls 
  became a proper state-run sanitarium, treating folks in the tri-county area 
  for all manner of mental quirks and quandaries.
  Keeper nOtes: [A31]
  
  -12-
  [Def] Highpoint Retreat
  On the surfACe:  Nestled away in a hidden valley beyond a grove of oaks 
  lies Highpoint Retreat, one of the finest rehabilitation centers in the nation. It 
  still caters to the very rich and celebrities from all over, despite the town’s fall 
  from grace. The sea air and the pleasant staff ensure each visitor recovers in 
  the very lap of luxury. Highpoint Retreat is essentially a separate community 
  from the town, and regards itself as such. Efforts to incorporate them have 
  been met with firm resistance. 
  Keeper nOtes: [A32]
  [DeG] The Castle
  On the surfACe:  A testimony to the disillusioned, The Castle Estate 
  rests on the outskirts of town in a low valley and seems to be wrapped in 
  perpetual fog, which some say is just the way the winds roll down from 
  the tree-shrouded foothills.  Professor Tabitha Castle and her staff attend to 
  people who have admitted themselves, largely depressed and suicidal cases. 
  Keeper nOtes: [A33]
  [DfG] And the Bliss Shall Take You
  On the surfACe:   Tranquil Manor is overwhelmed with people who 
  have been lost in a delirium the locals call “the bliss”. It is supposed to be 
  a euphoric state of mania that gradually descends into catatonia and the 
  eventual loss of memory and higher brain function, leaving the person 
  a near-corpse. It’s not supposed to be communicable, though visiting 
  Tranquil Manor is highly discouraged.
  Keeper nOtes: [A34] 
  
  -13-
  [efG] Padded Cells and All
  On the surfACe:   Originally founded to take care of the poor and 
  disenfranchised, The Rose Cross Home grew to take in people with various 
  mental disabilities and challenges. A decade ago, it began exclusively to treat 
  people who have suffered mental trauma.
  Keeper nOtes: [A35]
  
  -14-
  Keeper Notes
  [C1] The Pigeon House
  BeneAth the surfACe:  Professor Walter Pigeon bought the Blake 
  House two years ago, brought in his staff from the city, and began studying 
  and treating the locals who he’s claimed are suffering from Finch Syndrome, 
  a hereditary form of mental illness leading to unchecked rage and other 
  psychoses. With the exception of Nurse Myrtle T. Strubbs, the staff is largely 
  foreign and unfriendly.
  Hazards
  elDer: Nurse Strubbs
  WeirD: Professor Pigeon
  lAnDsCApe: The Rosebush Maze
  see AlsO: investiGAtOr nOtes: [ABC]
  [C2] New Beginnings
  BeneAth the surfACe:  The institute, despite its success rate, is losing 
  money, largely due to Dr. Rodriquez’ gambling debts to real estate agent and 
  card shark, Tommy Magellan. Magellan is giving the doctor an opportunity 
  to clear his debts by providing him with access to Simple Alice, a purported 
  psychic who is privy to the town’s darkest secrets.
  Hazards
  elDers: Tommy Magellan
  WeirD: Simple Alice
  see AlsO: investiGAtOr nOtes: [ABD]
  
  -15-
  [C3] The Washburn Reserve for the Criminally Insane
  BeneAth the surfACe: The Washburn ladies constructed the Reserve 
  to exacting mathematical formulae where there are no corners whatsoever 
  within the building or any of the rooms. Indeed, if one were to look at it too 
  closely, they’d find their eyes sliding off. As such, the Reserve is a psychic 
  amplifier that draws evil towards it. While unpleasant, Doctor Adrian Hoff, 
  the Reserve’s manager, is an active member of the Washburn Society and 
  trained in dealing with the unnatural as well as any might be. She is helpful 
  yet guarded about the facilities secrets.
  Hazards
  elDers:  Doctor Adrian Hoff
  lAnDsCApe: The Tower, The Operating Room
  see AlsO: investiGAtOr nOtes: [ABe]
  [C4]Silver Palace
  BeneAth the surfACe: Silver Palace is known as the Golden Loophole 
  among the corrupt set. They commit a crime, are found guilty due to some 
  sort of temporary insanity by Judge Step, and spend a short time in analysis 
  before being released once more into the world.  Administrator Watkins 
  grows bored of this misuse of his skills, and has begun to plant violent 
  suggestions into patients before they are released back into general society. 
  While no one has gone off the rails yet, it’s only a matter of time.
  Hazards
  elDers:  Administrator Watkins, Judge Step
  lAnDsCApe: Shaft 17
  DOOm: The Violence Erupts
  see AlsO: investiGAtOr nOtes: [ABf]
  
  -16-
  [C5] Hope Springs
  BeneAth the surfACe:  Reverend Randolph McGee runs the state 
  subsidized facility. Despite having no formal training, he possesses a massive 
  intellect and oozes charm. As Daisy’s older brother, he is conversant with 
  the finer points of bargaining with dark powers, and has already begun 
  siphoning off the souls of some folks, leaving them little more than empty 
  husks.
  Hazards
  elDers:  Reverend Randolph McGee
  tOWnies: Hope Spring Staff
  lAnDsCApe: Hidden Labs in Hope Springs
  WeirD: The Soul Drain
  see AlsO: investiGAtOr nOtes: [ABG]
  [C6] Bliss Manor
  BeneAth the surfACe: Amanda felt real ghosts wandered about Bliss 
  Manor, and she sensed something more sinister struggling to awaken. 
  Frightened, she moved into Moon House, where she stays largely alone 
  while her trusted butler, Benjamin, a burly sort, attends to her. Bliss 
  Manor contains one true madman, Wayne Rehnquist, a daredevil playboy 
  adventurer who once wandered a bit farther to the ends of the earth then 
  he should have.
  Hazards
  WeirD: Wayne Rehnquist, Benjamin
  lAnDsCApe: Bliss Manor
  see AlsO: investiGAtOr nOtes: [ACD]
  
  -17-
  [C7]  Echo Grove
  BeneAth the surfACe:  The opposition to construction came from The 
  Fraternal Order of Life and Liberty, which doesn’t believe much in scientific 
  methods, preferring to give themselves over to God’s grace. On the other 
  side of the battle was The Darkling Sky’s leader, Franklin Stone, whose 
  company, Stone Construction, was awarded the Echo Grove contract. The 
  workers disturbed a sacred stone circle during the asylum’s construction, 
  which is why it hasn’t been completed. A handful of the workers went mad. 
  Absalom Thorpe managed to cling on to his sanity only through heavy 
  drinking and can be found in his cups on any given day.
  Hazards
  elDers: Franklin Stone 
  tOWnies: Construction crew
  lAnDsCApe: Echo Grove 
  WeirD: Absalom Thorpe
  see AlsO: investiGAtOr nOtes: [ACe]
  [C8] Gilded Gates
  BeneAth the surfACe: The Winslett Family, naturally, owns and 
  operates Peace Trees through a shell company, Orndorff United.  Phillip 
  Patel is the operational manager with Dr. Solvate as the leading clinician. 
  Solvate studied at Belgrade and didn’t actually graduate, as he was thrown 
  out of university for his bizarre methodologies. He’s relocated to Ebon Eaves 
  to perfect his craft. Amongst his techniques are bloodletting and hypnotic 
  regression therapy.
  Hazards
  elDers: Phillip Patel
  lAnDsCApe: Solvate’s Special Chamber
  WeirD: Dr. Solvate
  see AlsO: investiGAtOr nOtes: [ACf]
  
  -18-
  [C9]  Memory Fades    
  BeneAth the surfACe:  Dr. Twill takes care of perhaps a dozen patients 
  in the house proper. They are treated as lodgers and are free to come and 
  go as they please. Few rarely do. In the sub-basement, there are maybe 
  another twenty who are locked up and largely considered untreatable. 
  Joshua Brothers, the retired town doctor, is beginning to suspect the mental 
  conditions are caused by a contagion and shudders at the thought.
  Hazards 
  elDers: Dr. Twill
  WeirD: Doc Brothers
  DOOm: The contagion spreads beyond the town
  see AlsO: investiGAtOr nOtes: [ACG]
  [C10] Weeping Angel Asylum
  BeneAth the surfACe: Gossamer Wayne is possessed and Weeping 
  Angel Asylum, a sanctified place, keeps her in check. She cannot leave 
  under her own accord. The monastic brothers of the White Order guard 
  the isolated hallway where she is kept both day and night. Weeping Angel 
  Asylum is overseen by Cardinal Lane, who is also a clinical psychoanalyst, 
  having attended prestigious universities abroad. One patient, called Whimsy, 
  seems intent on getting Gossamer free. Whimsy is able to work her way in 
  and out of the asylum and is beneath notice, save to the dark spirit in the 
  forest who whispers commands to the weak-willed girl. 
  Hazards
  elDers: Cardinal Lane
  tOWnies: White Order
  WeirD: Whimsy
  DOOm:  Gossamer unbound
  see AlsO: investiGAtOr nOtes: [ADe]
  
  -19-
  [C11] The Quiet Place
  BeneAth the surfACe: The Manning Asylum is owned and operated 
  by Tiny Manning, the Mayor’s younger brother, who makes up for his 
  diminutive size with a terrible temper and the unbridled cruelty he directs 
  towards the residents in his care. The Mayor commutes any civic violation to 
  psychological evaluation at Manning Asylum. Few ever return, as most are 
  discovered to have deep-seated mental issues requiring extended treatment 
  and supervision. When outsiders begin sniffing around his affairs, the 
  Mayor sends Grebe, Tiny’s oversized henchman, to put them in the pen.
  Hazards
  elDers: Tiny Manning
  lAnDsCApe: The Pen
  WeirD: Grebe 
  see AlsO: investiGAtOr nOtes: [ADf]
  [C12] Delusions and Illusions
  BeneAth the surfACe: Margaret Hatch had a brush with the strange 
  in her youth and hopes not only to purge Hellhaven of its demons, but 
  also somehow break the curse befalling the town. She is an academic 
  with some knowledge of esoteric truths. Chop, her mute assistant, is 
  an herbalist with no small power, who owes his life to her and would 
  willingly die to protect her. The Asylum’s strength grows as it awakens 
  from its dormancy. With each night it is occupied, it gives dark dreams to 
  any within its walls. The Furnace Room is where the former operator of 
  Hellhaven burned the bodies of the gypsies that Malmouth and his men 
  brought to him for disposal. 
  Hazards
  elDers: Margaret Hatch
  lAnDsCApe: The Furnace Room of Hellhaven Asylum
  WeirD: Chop
  DOOm: The Asylum Awakes 
  see AlsO: investiGAtOr nOtes: [ADG]
  
  -20-
  [C13]  Crumbs
  BeneAth the surfACe: Dr. Gloria Jensen pulled a few strings to see that 
  Onyx was reopened. She has an old bone to pick with the locals. Her uncle, 
  Michael Windsor, was betrayed and slain by McKenzie Baker. She hopes to 
  find the Key of Light, a relic she heard tell of from regression therapy with 
  Nick O’Flaherty, to destroy all remnants of the Silver Circlet.  Little does she 
  know that it’s a trap set by Baker, and only a descendant of Windsor can 
  retrieve the Key mystically hidden in the bowels of Onyx. What she believes 
  to be the Key of Light is truly the Key of Dreams, which can free the Dark 
  Master from his eternal slumber.
  Hazards
  elDers: Dr. Gloria Jensen
  tOWnies: Onyx Staff
  WeirD: The Key 
  see AlsO: investiGAtOr nOtes: [Aef]
  [C14] The Rest Home
  BeneAth the surfACe: The Gentle Wind Rest Home is owned by 
  Forester Stern, who acquired it from the town shortly after moving into the 
  area. He uses his control over the sheriff to put any disruptive folks away 
  and reprogram them using the special crystalline chair kept in the basement.
  Hazards
  elDers: The Sheriff
  lAnDsCApe: Gentle Wind Rest Home
  see AlsO: investiGAtOr nOtes: [AeG]
  
  -21-
  [C15] Connor Station
  BeneAth the surfACe:Randall Connor saw the darkness coming. He 
  grew up with Regal Dearth, and being terrified of his strange classmate, 
  urged his parents to let him study away from home. While Dearth spread 
  his influence over the town, Randall studied artifacts and the occult at 
  Miskatonic University before returning to town and establishing the 
  asylum. He lives within and rarely leaves the complex. His staff is all from 
  back east. He wants to overthrow Dearth, and the friction between the 
  two is causing the Otherness to grow even faster and Connor Yard to 
  fester and turn black.
  Hazards
  elDers: Professor Connor
  lAnDsCApe: The Connor Yard
  WeirD: The Mastiffs
  see AlsO: investiGAtOr nOtes: [AfG]
  [C16] Misery
  BeneAth the surfACe: The rehab center was established to continue the 
  government research. Not one to be denied, Dr. Ramsford and his crack 
  team of scientists have dusted off the old research notes and have picked up 
  where their predecessors left off. He sends out men, nicknamed gatherers, to 
  bring select individuals to the Center for observation and the implantation 
  of highly sophisticated tracking devices. The Rains are aware of his activities, 
  but are blasé about them, as long as he doesn’t interfere with their agenda.
  Hazards
  elDers: Dr. Franklin Ramsford
  lAnDsCApe: The Old Growth Forest
  WeirD: The Gatherers
  see AlsO: investiGAtOr nOtes: [BCD]
  
  -22-
  [C17] Sunrise Estate
  BeneAth the surfACe: Sunrise Estate is overcrowded and under-financed. 
  To make matters worse, the patients are getting restless and there have been 
  riots and deaths (of both patients and orderlies). This has been a closely 
  guarded secret up until a few weeks ago, when the local rag learned of the 
  problems. Dr. Thewl is doing all he can to keep things in check, using brute 
  force and sedatives with wild abandon. When the drugs run out, there is 
  going to be a real problem as withdrawal symptoms join with simmering 
  outrage, and the patients rise as one. Lupe, a quiet patient with strange 
  tattoos, somehow seems to be at the center of it all.
  Hazards
  elDers: Dr. Thewl
  lAnDsCApe: The Mountain Road
  WeirD: Lupe
  DOOm: The Escape
  see AlsO: investiGAtOr nOtes: [BCe]
  [C18] Chapel
  BeneAth the surfACe: The Chapel is an ancient church dating back 
  to the founding of the town. Even before that, it was used by the Native 
  American tribes in the area for purification rituals, and is known in 
  moldering occult texts as a place of high power. It is a safe refuge from all 
  the horrors befalling the town. The weeds around the old stone signage have 
  been polluted by the strange energies of Ebon Eaves, and have taken on a 
  dark life of their own.
  Hazards
  elDers: Pastor Charms
  lAnDsCApe: Chapel Weeds
  see AlsO: investiGAtOr nOtes: [BCf]
  
  -23-
  [C19] The Lost
  BeneAth the surfACe: All of the inspectors fell under the charismatic 
  charm of Tristan Woods, save for Franklin Beam who managed to hide 
  himself away in the Asylum’s basement. Beam’s isolation has made him 
  quite mad in many ways, and has led to many of the locals thinking there 
  is either a thief or a ghost in their midst, as Franklin has taken to venturing 
  out at night to steal food and supplies. Yet he is afraid to leave the town 
  entirely, returning each night to the basement. Woods is aware of him, 
  and considers him yet another tool in keeping the levels of fear in the 
  community high.
  Hazards
  tOWnies: The converted inspectors
  lAnDsCApe: Weeping Angels Asylum Basement
  WeirD: Franklin Beam
  see AlsO: investiGAtOr nOtes: [BCG]
  
  -24-
  [C20] God’s Wrath
  BeneAth the surfACe: Waterford Asylum rests by Stillwater Creek, a 
  slow-running tributary of a major river that would flood the surrounding 
  area should Waterford Dam ever give way.  Davy O’Sullivan, the pastor’s 
  nephew, oversees the Sanitarium and is a cruel, cruel man, not above 
  pushing people past their breaking point. He is a big, brash bear of a man 
  whose grizzled face is missing one eye. Several inmates are presently digging 
  an escape tunnel, which will undermine the creek and cause the dam to give 
  way, if not prevented.
  Hazards
  elDers: Davy O’Sullivan
  lAnDsCApe: Stillwater Creek
  DOOm: The Dam Breaks
  see AlsO: investiGAtOr nOtes: [BDe]
  [C21] The Refuge
  BeneAth the surfACe: Freeborn Retreat was built because of Norman 
  Freeborn’s guilt over his family’s tragic past. It was his Aunt Eloise who 
  burned the orphanage down all those years ago. He began being plagued by 
  nightmares during construction, and nothing he could do could change it. 
  He flew in expert analysts to figure out what was wrong, and as his mind 
  was crumbling, his accountants and hangers-on began funneling his money 
  away, until he was left a broken man. Doctor Cotter, head of Freeborn 
  Retreat, is one of the only folks who know the haggard, sedated man in cell 
  17 is Norman Freeborn, the mute called the Revenant, who created his own 
  madhouse and became its first patient.
  Hazards
  elDers: Doctor Cotter
  WeirD: The Revenant
  see AlsO: investiGAtOr nOtes: [BDf]
   
  
  -25-
  [C22] Transience   
  BeneAth the surfACe: The Red Oak has a long bloody history. In 
  its bowels is where the entire town’s evil lies. Over a century ago, a dark 
  sorcerer was slain by the innkeeper and with the sorcerer’s dying gasp he 
  brought a curse to the town. His bones are buried in the cellar beneath an 
  old cask of whiskey.
  Hazards
  elDers: Dr. Isaac Kirshner
  lAnDsCApe: The Cellar
  see AlsO: investiGAtOr nOtes: [BDG]
   
  [C23] Ocean’s End
  BeneAth the surfACe: The Lane House harbors many secrets, like the 
  nine wives of Thresher, whose bones are buried in the walls. Thresher was a 
  notorious womanizer and wife-beater, as well as a religious zealot. Religious 
  symbology is carved into the woodwork of the doors and walls and the like. 
  The spirits of his dead wives are trapped here, forever tormented until their 
  bones are laid to rest. They cannot manifest physically, though several of the 
  strongest are able to possess the more unsound patients for short periods 
  of time.
  Hazards
  WeirD: The Late Lane Women, The Possessed
  see AlsO: investiGAtOr nOtes: [Bef]
  
  -26-
  [C24] The Dollhouse 
  BeneAth the surfACe: Tabitha Eastwood, Amanda Hemsworth’s cousin, 
  is a charming lady in her mid-fifties with curly brown hair and smoky 
  eyes. She is well educated, having studied at some of the finest institutions 
  in Europe, and is conversant with various advanced techniques. She’s a 
  big advocate of medicinal treatments for mental ills as well as aggressive 
  electroshock therapy. She rakes in a lot of money by allowing out-of-town 
  patients to buy expensive medicines rather than the application of the 
  cheaper shock therapy (which is generally mandatory before she will sign a 
  release allowing the patient to leave).
  Hazards
  elDers: Tabitha Eastwood
  see AlsO: investiGAtOr nOtes: [BeG]
  [C25] Justice Mental Health Institute 
  BeneAth the surfACe: Both the hospital and the mental health institute 
  are under the direction of Justice Memorial National, a holding company in 
  the hands of Malcolm Coffin. The facility gets a quarterly stipend for each 
  inmate, and it’s unlikely for most folks to make it more than the second 
  quarter before they commit “suicide”. Some of the older inmates, those 
  whose bodies are too physically ruined for testing, call themselves “halfsies”. 
  Most people sent to the hospital never return. This torment and growing 
  madness is leeching away the revenant’s energy and threatens to take on a 
  physical life of its own. 
  Hazards
  DOOm: The Madness Manifest, Breakout
  see AlsO: investiGAtOr nOtes: [BfG]
  
  -27-
  [C26] The Devil’s Own 
  BeneAth the surfACe:  Reverend Tomas is an active member of the 
  Temperance League and wants very much to put The Oasis out of business. 
  However, it sits there legally, so with the help of his comrades in the 
  League, he gets many people put away in the Lancaster Home for Mental 
  Health. Judge Lancaster is Pratchett Lancaster’s cousin and gets kickbacks 
  for sending people to his cousin’s place for rehabilitation.
  Hazards
  elDers: Reverend Tomas, Judge Lancaster, Pratchett Lancaster
  tOWnies: Temperance League members
  see AlsO: investiGAtOr nOtes: [CDe]
  [C27] The Cottage   
  BeneAth the surfACe: Rutger Hanes took ownership of the Rehabilitation 
  Center after the original founder, Albert Cunningham, committed suicide 
  last year shortly after Thomas Tompkins was admitted. A strange, sad case, 
  Tompkins had been abducted by some otherworldly creatures and only 
  escaped from them a few years ago. Largely insane, he has moments of 
  lucidity and an impressive knowledge of occult matters.
  Hazards
  elDers: Rutger Hanes
  WeirD: Thomas Tompkins
  see AlsO: investiGAtOr nOtes: [CDf]
  
  -28-
  [C28] Deep Down     
  BeneAth the surfACe:  FDoctor Stanton sought to run a superior place, 
  but soon after opening the facility, fell prey to bad dreams and developed a 
  drug addiction. The place was then mismanaged by his subordinate, Sister 
  Grace, who sought to beat Christianity into the heathens whose hearts 
  were filled with sin. Things went from bad to worse, with the city council 
  turning a blind eye as long as it gets a cut of the monies intended to go to 
  maintenance and upkeep of the place. One local reporter, Midge Donnelley, 
  is wrongfully imprisoned here. She got wise to the graft, and they’ve thrown 
  her in here to shut her up.
  Hazards
  elDers: Doctor Stanton, Sister Grace
  tOWnies: Corrupt city council
  lAnDsCApe: The Wine Cellar
  WeirD: Midge Donnelley
  see AlsO: investiGAtOr nOtes: [CDG]
  [C29] The Fixer    
  BeneAth the surfACe: MWI is yet another part of the machine entity 
  controlling the city. There is a handful of staff who maintain appearances, 
  but patients are treated by being strapped into a chair wherein a metal 
  headband is placed upon their brow, and the machine entity modifies their 
  minds and puts them back in tune with their purpose.
  Hazards
  tOWnies: MWI staff
  lAnDsCApe: The Adjustment Chamber
  see AlsO: investiGAtOr nOtes: [Cef]
  
  -29-
  [C30] Redemption  
  BeneAth the surfACe: The White Hall Monastery rests upon an ancient 
  evil. Buried beneath the altar is a fallen angel that wishes nothing more 
  than to unleash misery and lay waste to the locals. The monks’ chanting 
  is all that keeps this doom at bay. Even still, it is the fallen angel that has 
  corrupted the land and has created the Darkness, which had been kept at 
  bay by Reverend Green, who left the order so many years ago.
  Hazards
  lAnDsCApe: White Hall Monastery
  DOOm: The Angel Rises
  see AlsO: investiGAtOr nOtes: [CeG]
  [C31] Black Halls
  BeneAth the surfACe:FThe delirium which struck the town was 
  the psychic maelstrom stirred up by Professor Oswald Edwards and his 
  occult activities. Though the chaos has died down tremendously, certain 
  alignments of the stars cause the energies to grow and madness to erupt. 
  And then there is the creature from beyond space and time that shall be 
  drawn to said madness.
  Hazards
  lAnDsCApe: Black Halls 
  mythOs: The creature returns
  see AlsO: investiGAtOr nOtes: [CfG]
  
  -30-
  [C32] Highpoint Retreat 
  BeneAth the surfACe: A massive mansion with equally expansive 
  grounds surrounded on all sides by a high stone wall affords great privacy 
  to the wealthy few who can afford the fine treatment offered by Doctor 
  Waite and company. They even have a small general store and a bed and 
  breakfast for those visitors wishing to visit their loved ones while they 
  recover. Recently, they have expanded their staff to include some former 
  soldiers and policemen, who help ensure the privacy of their patients. Alicia 
  Mather, star of the silver screen, has come to recover from a brush with 
  death that has left a heavy cloud over her head and the smell of booze upon 
  her breath.
  Hazards
  elDers: Franklin Waite
  tOWnies: The Highpoint Staff
  lAnDsCApe: Highpoint Fountain
  WeirD: The dissipated actress
  see AlsO: investiGAtOr nOtes: [Def]
  
  -31-
  [C33] The Castle
  BeneAth the surfACe: Professor Tabitha Castle has grown uneasy as 
  more and more of her patients become violent. A few have even exhibited 
  cannibalistic tendencies, and one has even devoured her own hand. She’s 
  requested additional aid from the local constabulary, but has as yet been 
  denied. Her staff is resorting to more restraints and confinement. This 
  madness and sickness makes the Bloated grow ever stronger, and soon it 
  shall erupt in the graveyard.
  Hazards
  elDers: Professor Tabitha Castle
  lAnDsCApe: The Graveyard
  DOOm: The Bloated Manifests
  see AlsO: investiGAtOr nOtes: [DeG]
  [C34] And the Bliss Shall Take You   
  BeneAth the surfACe: The Sinkhole has sucked away people’s minds, 
  but there is a sorcerer, Alfred Moon, who has come to the area (under 
  the guise of antiquarian and proprietor of Moon’s Shadow), who is using 
  the evil energy for his own ends, and for better or worse, is slowing down 
  the Sinkhole’s progress. If he can get enough souls under his control, he 
  can perform the Ascension ritual wherein his dark master will give him 
  dominion over all of Ebon Eaves. At least for a time.
  Hazards
  WeirD: Alfred Moon
  lAnDsCApe: Moon’s Shadow, Tranquil Manor
  DOOm: The Sorcerer Ascends 
  see AlsO: investiGAtOr nOtes: [DfG]
  
  -32-
  [C35] Padded Cells and All    
  BeneAth the surfACe: Alexander Standish, a former member of The 
  Freelander Lodge, left after a disagreement with Alan Seemly to take over 
  the operations of The Rose Cross Home. A strong force for good, Standish 
  often draws strange and unwanted attention. His energies have already 
  begun to heal many of the people within the home, yet their trauma is 
  transferring to one patient in particular, who is known as Sunken Jane. She 
  has an androgynous appearance of unknown years, with stringy hair and a 
  pale complexion. She rarely talks, and usually in fragmented sentences or 
  rhyme.
  Hazards
  WeirD: Alexander Standish, Sunken Jane
  see AlsO: investiGAtOr nOtes: [efG]
  
  The
   Nurse  
   
  a tremulus playbook
  Who Are You?
  You care for the sick, the feeble, and the 
  fragile. You are compassion incarnate, with 
  the ability to keep a cool head even when 
  surrounded by chaos.
  Name
  Pete Hamm, Toby Booth, Desmond Smith, 
  Brother Dee, Amanda Wilcox, Franklin 
  Spears, Jenny Wagner, Sister Wells, or Sheila 
  Driscoll 
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  androgynous.
  Clothes: Relaxed professional, 
  formal professional, relaxed rural, or 
  comfortable formal.
  faCe: Open, beatific, pinched, 
  narrow, or round.
  eyes: Friendly, wide, tired, or critical.
  build: Slender, full, angular, or frail.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +1 Passion 0 
  Might 0 Luck 0 Affinity +2
  » Reason +1 Passion +1 
  Might 0 Luck 0 Affinity +1
  » Reason +1 Passion +2 
  Might -1 Luck -1 Affinity +2
  » Reason +2 Passion +2 
  Might -1 Luck -1 Affinity +1
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  beaCon 
  of hope: Your very 
  presence inspires those around you. 
  You may roll+affinity instead of 
  roll+trust to help others.
  mediCal training: You received 
  a formal nursing education. You may 
  roll+stoCk to treat injuries. If you fail 
  your roll, you suffer a point of Shock. 
  miraCle Worker: Increase your 
  passion by 1. You may roll+passion 
  to heal others with impromptu medical 
  supplies (sheets, boiling water, and the 
  like). 
  peaCekeeper: You abhor violence. You 
  gain a +1ongoing in any scene where you 
  (and those you Trust) do not participate in 
  violence. Should someone you trust happen 
  to threaten violence or resort to 
  violenCe, you lose a point of Trust with 
  them. If you are able to prevent a volatile 
  scene (Keeper’s call), you gain a point of 
  Lore.
  selfless soul: Whenever you are 
  injured while helping another, you may 
  gain a point of Lore or reduce your shock 
  by one.
  your lore move is
  ministering angel: You may spend 
  a point of Lore to reduce someone’s injuries 
  to the next lower category. This calms you: 
  for each category reduction, reduce your 
  shock by one.
  Gear
  you start With:
  » 1d6 Wealth.  
  » Spare uniform.
  » Walking shoes.
  and Choose tWo of the 
  folloWing:
  » Medical kit (1d6 stock).
  » Steady employment at hospital/asylum. 
  2d6 Wealth/month.
  » Private Nurse: 1d6 Wealth/month 
  plus room & board.
  »  Small sidearm (reliable).
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Orderly  
  a tremulus playbook
  Who Are You?
  You are the strong arm of the medical 
  profession. You keep the peace in the 
  hospitals and asylums and wherever there are 
  people screaming and clawing and vying for 
  a doctor’s attention. You help in your own 
  way, even though it may sometimes require 
  throwing a punch or two.
  Name
  Roscoe Jones, Mr. Hammer, Thomas Kincaid, 
  Frankie Mint, Angelica Dee, Harriet Pratt, 
  Ms. Thorne, or Jasmine Stewart.
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Stained professional, well-
  pressed formal, or rustic professional.
  faCe: Ruddy, friendly, closed, open, 
  or narrow.
  eyes: Probing, distrusting, angry, or 
  distant.
  build: Athletic, muscular, wiry, full, 
  or heavy.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +2 
  Might +2 Luck 0 Affinity -1
  » Reason -1 Passion +1 
  Might +2 Luck +1 Affinity 0
  » Reason +1 Passion +1 
  Might +1 Luck 0 Affinity 0
  » Reason 0 Passion +2 
  Might +2 Luck -1 Affinity 0
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  braWny: You’re exceedingly strong 
  for your size. Increase your might 
  by 1. Whenever you help someone do 
  something involving lifting or breaking, 
  you may use your might instead of 
  your Trust with them.
  happy to help: Whenever you 
  successfully help someone you trust, you 
  gain a point of lore if they succeed at 
  their task. If they fail, you lose a point of 
  Trust in them. 
  physiCal therapy: Whenever you 
  resort to violenCe, you may 
  choose to double your result (do an additional 
  harm or suffer one less harm). If you miss, 
  the Keeper may hold one in addition to his 
  other choices. 
  restrain: When you successfully 
  threaten, you may grab your target, 
  provided they are roughly the same size (or 
  less) than you. 
  unimpressed: When you make a 
  Sanity check, you may reroll or just take 
  one less shock. If you reroll, you must take 
  the second result. In either case, the Keeper 
  can’t choose to have you drop anything in 
  your hand or reduce your shock by one.
  your lore move is
  menaCing presenCe: You may use 
  a little muscle and spend a point of Lore to 
  roll+might to ConvinCe or read 
  a person. On a miss, you cause one 
  harm to the target, in addition to any other 
  results.
  Gear
  you start With:
  » 1d6 Wealth.  
  » Flashlight (reliable) or bull’s-eye lantern 
  (sturdy).
  » Steady employment at hospital/
  asylum (1d6 Wealth/month).
  » d6 lore.
  and Choose tWo of the 
  folloWing:
  » Free room & board at hospital/asylum 
  (weird).
  » Trinkets of the dead (2d6 wealth, weird).
  » Sap or club and leather restraints.
  » Old work van (slow or unreliable).
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Patient   
  a tremulus playbook
  Who Are You?
  You’ve not been quite right for a while now. 
  Maybe it’s your heart. Maybe your mind. 
  Maybe a serious medical condition for which 
  there is no cure. You know you’re not crazy. 
  You know things used to be brighter and more 
  vivid. And that was even before you couldn’t 
  shut out the voices any more. If you don’t talk 
  to them or about them, maybe they’ll go away 
  and finally leave you in peace.
  Name
  Franklin Beam, Harry Chalk, David 
  Wyndham, Betty Baker, Jacqueline Hopper,
  Mary Starlight, and Angela Young.
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  androgynous.
  Clothes: Tattered institutional, 
  moth-eaten formal, pressed 
  institutional, or crumpled casual.
  faCe: Dirty, wan, greasy, or pale.
  eyes: Frantic, searching, twitchy, or 
  red-rimmed.
  build: Sickly, nervous, heavyset, or 
  slack-shouldered.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion 0 
  Might +1 Luck 0 Affinity +2
  » Reason +2 Passion +2 
  Might -2 Luck +1 Affinity 0
  » Reason +1 Passion +2 
  Might +1 Luck -2 Affinity +1
  » Reason +2 Passion -2 
  Might +2 Luck +2 Affinity -1
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  bookish: Your condition has largely 
  confined you to one bed or room for 
  the last handful of years, and you’ve 
  become rather well read. Increase your 
  reason by 1 and reduce your might 
  or affinity by 1. 
  frail: You have brittle bones, a bad 
  cough, or other physical malady which 
  makes you weak. Begin play with 1 to 3 
  harm, your choice. Whenever you suffer 
  harm, you take an additional point of 
  damage. Whenever someone helps you, 
  they add the amount of harm you’re 
  suffering to their roll.
  nervous 
  Condition: 
  Your 
  threshold to madness is never very far 
  away. Before each session, suffer 1 to 3 
  shock, gaining a corresponding amount 
  of lore. Any time you suffer madness 
  in play, you take an additional shock and 
  gain one lore. 
  private room:You have a place 
  to call your own (private, safe) in the 
  hospital or asylum, and pretty much 
  have the run of the place (as a wealthy 
  uncle, cousin, or estranged parent is a 
  major donor). You have a trust fund 
  you can pull d6 Wealth from each 
  month, provided you’ve not been too 
  disruptive. 
  slaCk-jaWed: Anytime you fail to aCt 
  under pressure, you take a point of 
  shock, gain 1 lore, and are stunned. 
  This is in addition to whatever other effects 
  you may suffer for failure..
  your lore move is
  spotty reColleCtions: Things 
  sometimes trigger your disjointed memories, 
  helping you stitch together missing pieces of 
  your life. You may spend a point of lore 
  to gain a clue and eliminate one shock.
  Gear
  you start With:
  » 1d6-1 Wealth.  
  » Residency at the local hospital/asylum
  » d6 lore.
  and Choose tWo of the 
  folloWing:
  » A butcher knife or an axe.
  » Six feet of rope.
  » Tobacco, rolling paper, and matches 
  (smoking calms you like alcohol).
  » Bottle of cheap whiskey. 
  » Heavy coat (warm) +1 Armor
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
SOURCE: textdata/thevault/Tremulus (PbtA)/Expansions/Tremulus Ebon Eaves Expansion 3 - The Asylum.pdf