TEXT: characters for use with tremulus
  classic playbooks
  
  Spread the Madness
  We expect and encourage you to share The Classic Playbooks amongst your 
  friends in the hopes they will be as excited as we are about tremulus and 
  seek out getting their own copy of the game down the road. There is, after 
  all, safety in numbers! You are hereby granted permission to distribute these 
  materials and print out the contents herein for personal use.*
  Join the Madness
  Want to share your ideas, inspirations, and your own trembling tales of 
  tremulus? Then join our tremulus forums. Weirdness awaits you!
  *This work is licensed under a Creative Commons Attribution-
  NonCommercial-NoDerivs 3.0 Unported License.
  tremulus: a storytelling game of lovecraftian horror, tremulus, associated 
  images, and contents are copyright 2012, Reality Blurs. . 
  
  The Classic Playbooks
  We are here to laugh at the odds and live our lives so well that 
  Death will tremble to take us. - Charles Bukowski
  This PDF contains the eleven core playbooks for use in tremulus. 
  Additionally, you’ll find the reference pages cited for the Alienist and Doctor     
  after the last playbook. 
  Alienist
  You are well educated and study to treat the mind.
  Antiquarian
  You study history through the objects and relics from past days. 
  Author
  You dream and write and explore the corners of your mind. 
  Detective
  You are a private eye, a mind for hire, well versed in the fine art of unraveling 
  mysteries.
  Devout
  You are committed to spreading hope and restoring people’s faith in 
  humanity.
  Dilettante
  You are rich, usually idle, and often indulge in pastimes the poor only 
  dream of. 
  Doctor
  You are a trained, rationally minded physician, capable of treating the 
  illnesses and injuries of the human body.
  Heir
  You are an everyman who has recently come into a windfall.
  Journalist
  You are an investigative reporter with a keen eye and nose out for the next 
  big story.
  Professor
  You are a teacher, a speaker, a walking body of knowledge.
  Salesman
  You are a peddler, huckster, a smooth-talking trader.
  
  The
  Alienist
  a tremulus playbook
  Who Are You?
  You have studied at fine universities 
  the world over. You know the inner 
  workings of the human mind, and have 
  a knack for uncovering people’s darkest 
  secrets and deepest desires. You help to 
  heal the soul, much as a doctor would 
  heal the body.
  Name
  Doctor Harmsworth, Dr. Gunther Hesse, Hermann 
  van Cleef, Simon Blackford, Mariam King, Annette 
  Cushing, or Dr. Cassandra Nabokov
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  androgynous.
  Clothes: Tailored suit, beaten suit, 
  or weathered suit.
  faCe: Plain, round, smug, friendly, or 
  condescending.
  eyes: Mesmerizing, exotic, clever, 
  inscrutable, or close-set.
  build: Bony, slender, corpulent, 
  energetic, or graceful.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +2   
  Might -1 Luck 0 Affinity +1
  » Reason +2 Passion +1 
  Might 0 Luck -1 Affinity +1
  » Reason +1 Passion +2   
  Might +1 Luck -1 Affinity 0
  » Reason +2 Passion +2 
  Might -1 Luck -2 Affinity +2
  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 and 
  Therapy.
  therapy: You may restore people’s 
  Sanity through talk and the proper 
  administration of sedatives. See 
  mental health (p. 30) for details. 
  You may roll+stoCk to heal the 
  mind. 
  Choose tWo speCial moves.
  Cottage: You have a small cottage 
  in town where you can treat patients. 
  It is a safe place. You may have a loyal 
  assistant (Oswald or Sheryl?) as well. 
  You earn d6 Wealth per month it is 
  in operation.
  draWing ConClusions: You 
  may use roll+passion to puzzle 
  things out.
  empathiC: You may use 
  roll+passion to ConvinCe.
  Quid pro Quo: 
  When 
  you 
  successfully read a person, you 
  may ask additional questions (up to 
  your Reason) by exchanging answers 
  with the target first. You have to be 
  completely honest and open in the 
  exchange. 
  student of human nature: You 
  gain +1 to any attempts to ConvinCe.
  your lore move is
  shoCk therapy: You may spend 
  a point of lore to quickly attempt 
  to snap someone out of a mental 
  fugue without being in a safe place. 
  roll+reason,
  10+: restore 2 segments of Sanity. 
  7–9: restore 1 segment of Sanity.
  6 or less: you may choose to either 
  not restore Sanity or restore 1 segment 
  of Sanity and the Keeper gains 1 Hold 
  to use as a Hard Move at any time. 
  Gear
  you start With:
  » 2d6 Wealth
  » A valise with 6+d6 stoCk 
  (sedatives and the like).
  » No lore
  Choose tWo of the folloWing:
  » A motorcycle (fast, reliable).
  » 4d6 accumulated wealth in valuable 
  metals or a small sidearm or sword 
  cane.
  » diary of a madman. may 
  be studied a d6 hours each day. 
  roll+reason. On a 10+, gain 1 
  Lore. On a miss, -1ongoing for the day 
  (disturbed). 
  » Wealthy patron. Gain +1d6 
  Wealth per month.
  » Clipping 
  serviCe. Make a 
  roll+luCk at the start of each 
  session, on a 10+, gain 1 Lore. On a 7-9, 
  you gain one clue. It costs 1 Wealth 
  each month to maintain.
  »
  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
  Antiquarian
  a tremulus playbook
  Who Are You?
  You have spent your life studying 
  antiquities, turning your interest into 
  your occupation. Over the years, 
  strange items have come in and out of 
  your possession, and you know some 
  of those things out there are truly evil, 
  and you fear what may happen if more 
  such things fall into the wrong hands.
  Name
  Thurmond Mastiff, Jodi French, Roy 
  Kellogg, Peter Strand, Jessica Norbert, 
  Miss Kensington, or Franklin Hale
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  ambiguous.
  Clothes: Worn suit, rustic casual, 
  rustic fine, or outdated fine.
  faCe: Plain, round, gaunt, or pensive.
  eyes: Sharp, beady, wide, or watery.
  build: Wiry, stooped, hunched, 
  emaciated, or fat.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +2 Passion 0     
  Might -1 Luck +2 Affinity 0
  » Reason +1 Passion +1 
  Might 0 Luck +1 Affinity 0
  » Reason +2 Passion -1 
  Might 0 Luck +1 Affinity +1
  » Reason +1 Passion +1 
  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.
  antique shop: You have a small 
  store filled with bric-a-brac and, perhaps, 
  an assistant (Chester or Jennifer?), to 
  run things when you’re out and about. 
  You may use roll+reason to poke 
  around your shop once per day. Your 
  shop earns d6 Wealth per month.
  fortunate: Things tend to fall your 
  way, +1 luCk.
  praCtiCal: You may use roll+reason 
  instead of roll+trust when you help 
  someone who’s rolling. 
  horse trader: With your glib 
  tongue, you may roll+affinity 
  to swap items with people instead of 
  wealth for goods or services.
  10+: you make a favorable trade—
  your goods are worth +1 Wealth.
  7-9: Even trade. 
  6 or less: you may either make the 
  trade at -1 Wealth or renege on the 
  deal, gaining a -1ongoing with the 
  person/place you’re dealing with. 
  identify objeCts: When you use 
  puzzle things out on an item of 
  import (your call), you may ask one 
  additional question.  
  shreWd dealer: You are able 
  analyze people through your insight and 
  experiences. You use roll+reason 
  to read a person.
  your lore move is
  provenanCe: You know a LOT 
  about the item in question. You can 
  spend a Lore to ask three questions 
  about an item.
  Gear
  you start With:
  » 1d6 Wealth.
  » d6 Wealth of knick-knacks 
  (you decide what).
  » No lore
  and Choose tWo of the 
  folloWing:
  » A walking stick
  » 1d6 worth of knick-knacks (you 
  decide what, if weapons, they 
  have a tag of old or unreliable).
  » Eyeglasses (+1 Reason when 
  worn, if needed, -1 Reason when 
  not worn).
  » Reference Library (+1 Reason 
  for one topic, you choose, when 
  used requires a d6 hours).
  » +1 lore
  »
  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
  reason
  passion
  might
  luCk
  affinity
  
  The
  Author
  a tremulus playbook
  Who Are You?
  You live in a world of books, a world of 
  the imagination. From time to time, you 
  look up from a dusty tome to see the 
  world is not as bright as you otherwise 
  have dreamt. You know somewhere 
  in the myths and legends, there lies 
  a hidden truth, and somewhere must 
  lurk the dragons only a heroine can 
  slay. And you’ve slain more than one 
  in your day.
  Name
  Matthew Chadwick, Arthur Niles, 
  Daniel Lewis, Sylvia Blair, Rhonda 
  Langford, or Claire Davis
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Worn suit, worn dress, 
  rumpled casual, or fine old.
  faCe: Refined, haggard, somber, 
  thoughtful, or plain.
  eyes: Faraway, clever, red-rimmed, 
  tired, or probing.
  build: Emaciated, full, corpulent, 
  thin, or lithe.
  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 a physical hazard present (if none, you find 
  that out)
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +2 
  Might -2 Luck 0 Affinity +2
  » Reason +2 Passion -1 
  Might -1 Luck +1 Affinity +2
  » Reason +1 Passion 0 
  Might -1 Luck +2 Affinity +1
  » Reason +2 Passion +2 
  Might 0 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.
  author-in-residenCe:  You have 
  been put up by the local college to be 
  a feather in their cap. You have been 
  given a small cottage near the campus. 
  You are expected to make an occasional 
  appearance on campus. This earns 
  you 2d6 Wealth monthly, and +1 
  Affinity with the academic community 
  and those who appreciate the arts.
  bookish: You may roll+reason 
  when you poke around a library or 
  similar place (county records office, and 
  so on.)
  Creative 
  thinker: 
  You 
  may 
  roll+passion instead of 
  roll+reason when you puzzle 
  things out. When you achieve at 
  least a partial success in this manner, 
  you may ask one additional question.
  hard to rattle: You have a tough 
  mind and reduce any shoCk taken by 
  one.
  strangely 
  intense: 
  When 
  you 
  are 
  aCting 
  under 
  pressure, roll+luCk instead of 
  roll+reason.
  your lore move is
  novel experienCe:  The place 
  reminds you of something from one of 
  your books. You may spend a point of 
  lore to get +2 to poke around. 
  Gear
  you start With:
  » a d6 Wealth
  » No lore
  Choose tWo of the folloWing:
  » Writer’s Circle (2d6 members).
  » Royalties (gain +2d6 Wealth 
  per month).
  » A bicycle (reliable)
  » A small sidearm.
  » A pet (you name it and decide 
  what it is) only you can love, 
  cheap and loyal.
  » Eyeglasses (+1 Reason when 
  worn, if needed, -1 Reason 
  when not worn).
  » A small room in a boarding 
  house (costs 1 Wealth/
  month).
  » +1 lore
  »
  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
  reason
  passion
  might
  luCk
  affinity
  
  The
  Detective
  a tremulus playbook
  Who Are You?
  You’ve found missing heirs, lost 
  children, and brushed up with more 
  than a little bit of weird things in 
  your hunt for the truth (and a steady 
  paycheck). You’ve been banged around 
  a lot over the years. It comes with the 
  territory. 
  Name
  Richard Lacy, Tommy Stone, Jackie 
  Boy, Sharon Speed, and Miss Brooke 
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Cheap suit, cheap dress, 
  rumpled suit, or outdated skirt.
  faCe: Hard, rugged, pretty, honest, or 
  soft. 
  eyes: Sleepy, smoldering, clever, or 
  piercing.
  build: Lanky, sturdy, lean, lithe, or 
  fat.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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)
  
  Choose one set
  your lore move is
  playing a hunCh: You can spend 
  a point of lore to get +1ongoing 
  against 1 NPC. 
  Gear
  you start with:
  » a d6 wealth.
  » a sidearm of your choice.
  » A cheap change of clothes.
  » No lore.
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  » Reason +1 Passion -1 
  Might +2 Luck 0 Affinity +1
  » Reason +2 Passion +1 
  Might -1 Luck -1 Affinity +2
  » Reason +1 Passion 0 
  Might 0 Luck 0 Affinity -1
  » 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.
  methodiCal: When you poke 
  around, you may use roll+reason 
  instead of roll+luCk.  On a success, 
  you gain 1 clue in addition to whatever 
  else you pick.
  rough and tumble: You’ve been 
  in more than a few fights. +1 Might. 
  You also get a set of brass knuckles, a 
  blackjack, sap, or some other small bit 
  of handheld nastiness for dealing with 
  trouble. 
  streetwise: When you read a 
  person, you may ask one additional 
  question on a 7+.
  tough as nails: You are considered 
  as having +1 armor at all times.
  well ConneCted: When buying 
  goods, you can roll+affinity to 
  spread the word.
  » A nice hat (+1 Affinity when 
  worn). 
  » A hunting rifle.
  » A shotgun.
  » A cheap automobile (unreliable).
  » A contact in the community 
  (you choose who they are).
  » A client from the City 
  (generates a d6 Wealth per 
  month, as long as you show 
  some results).
  »
  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
  reason
  passion
  might
  luCk
  affinity
  
  The
  Devout
  a tremulus playbook
  Who Are You?
  You have been called to minister to a 
  flock of lost souls who have lost their 
  path. You have encountered evil in its 
  many guises, and know it falls upon 
  those of strong heart, and conviction to 
  stay the course.
  Name
  Father Brown, Brother Michaels, Rabbi 
  Luca, Joshua White, Mother Jones, 
  Sister Janice, or Teresa Hollister
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Formal vestments, worn 
  vestments, robes, habit, casual clothes, 
  or missionary clothes.
  faCe: Open, pinched, friendly, calm, 
  ascetic, serious, or honest.
  eyes: Bright, piercing, peaceful, or 
  accusing.
  build: Slim, full, trim, heavy, or 
  angular.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 0 Luck +1 Affinity +2
  » Reason +1 Passion +1 
  Might -1 Luck +1 Affinity +1
  » Reason 0 Passion 0 
  Might +1 Luck +2 Affinity 0
  » Reason +1 Passion +1 
  Might -1 Luck +2 Affinity 0
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  psyChotiC
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  divine inspiration: You may 
  engage in lengthy meditation or prayer 
  to think upon serious matters. When 
  you do, you may roll+luck instead of 
  roll+reason to puzzle things 
  out.
  easy to talk to: You gain +1 
  affinity.
  graCe: You gain +1 to all luCk 
  related rolls. 
  plaCe of Worship: You have a 
  small church, synagogue, temple, or 
  converted house where you tend to 
  your flock. You have a room above it 
  where you sleep and keep your personal 
  effects. Of the congregation, you have 
  ten loyal souls you can call upon as 
  the situation demands. You earn d6 
  Wealth per month.
  sanCtify: You may perform rituals or 
  rites, using holy water, incense, prayer, 
  and the like to make a house, home, or 
  individual safe from otherworldly affairs. 
  This uses d6 stoCk. (If it’s a big place, 
  or has lots of points of egress, probably 
  2d6.) Should you not have enough on 
  hand, all supplies you have used are 
  wasted, and you’ll have to begin anew. 
  Should a malevolent force be present, 
  you’ll be aCtiing under pressure. 
  Otherwise, roll+reason.
  your lore move is
  smite:  You may spend a point 
  of lore to roll+luCk instead 
  of roll+might when you take 
  Control or threaten. 
  Gear
  you start With:
  » Symbol of your faith.
  » a d6 Wealth
  » Bible or other book of faith.
  » No lore
  Choose tWo of the folloWing:
  » A relic (weird) handed down to 
  you by your old mentor.
  » A small sidearm.
  » An old pickup truck (unreliable).
  » A cane.
  »
  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
  Dilettante
  a tremulus playbook
  Who Are You?
  Born with a silver spoon in your 
  mouth, you are filthy rich, and jaded 
  beyond your years. Your idle hours 
  are filled with the pursuit of exotic 
  entertainments, each more fantastic 
  than the last. Your wealth allows you 
  indulgences others only dream of.
  Name
  Amelia T., Miss Duvall, Michelle 
  Winslow, Emily Gordon, Jack Windsor, 
  Peter Hamilton, Eric Von Braun the III 
  Look
  Choose one from eaCh Category.
  gender: Man, woman, ambiguous, 
  or concealed.
  Clothes: Tailored dress, fine suit, 
  fine casual, leather jacket and slacks, 
  or riding gear.
  faCe: Plain, refined, aristocratic, 
  clever, condescending.
  eyes: Sharp, milky, appraising, 
  bedroom, or weak.
  build: Bony, full, trim, energetic, or 
  graceful.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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)
  
  Choose one set
  10+: They’ve heard of you and are will to 
  help. Hold 1. You can spend this at any time 
  to get them to do pretty much anything they’d 
  do normally. If it’s something they wouldn’t 
  otherwise do or against their nature, it’s going 
  to cost you 2d6 wealth. If you don’t have 
  the money on hand, they won’t do it if you 
  come back later.
  7-9: They’ll help you out or answer questions, 
  but it’s going to cost a d6 wealth. And it 
  has to be legal and non-harmful to them.
  6 or less: who do you think you are 
  throwing your weight around? The Keeper 
  gets to hold 1 and may spend it at any time to 
  take a Hard Move against you. 
  your lore move is
  you’ve done this before: You 
  can spend a point (or more) of Lore to gain a 
  +1 forward to any Move. You get +1forward 
  for each point of Lore expended (limited 
  to +3). If you would’ve succeeded without 
  spending any Lore, you don’t spend any.
  Gear
  you start with:
  » 2d6 x 2 wealth.
  » Weekly stipend: d6 wealth.
  » An automobile.
  » Expensive changes of clothes.
  » No lore.
  and Choose two:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  » Reason +1 Passion -1 
  Might +2 Luck 0 Affinity +1
  » Reason +2 Passion +1 
  Might -1 Luck -1 Affinity +2
  » Reason +2 Passion -1 
  Might 0 Luck 0 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.
  athletiC: You are healthy and hale; add 
  +1 might. Whenever you must physically 
  aCt under pressure, you get a +1 to 
  your roll.
  deep poCkets: You have a regular 
  reserve of wealth you can tap into at 
  any time. You can go to a bank once 
  per day, and with a roll+luCk:
  10+ You can withdraw 2d6 wealth.
  7-9 You can get d6 wealth, but people will 
  gossip buzzing about your large withdrawal.
  6 or less:  the bank is unaccustomed to 
  such large transactions, and doesn’t have that 
  much on hand. You can either wait d6 days 
  to try again, or get a letter of credit for the 
  amount. If the latter, it has to be made out to a 
  particular party, they must be willing to take it, 
  and people are going to know your business.
  ready 
  for anything: At the 
  beginning of a session, roll your Passion. On a 
  10+, Hold 2. On a 7–9, Hold 1. At any time, 
  you can spend your Hold to gain a +1ongoing 
  for a scene. On a miss, the Keeper Holds 1, 
  and can spend it to have you “caught out” (i.e., 
  ill prepared and -1 for a scene). 
  summer home: Your family has a 
  place in the area, perhaps one you’ve not 
  gone to since your childhood. It is a fine, old 
  mansion, and you have sent ahead two of your 
  attendants (perhaps Strickland and Alice, a 
  butler and maid?).
  upper Crust: People naturally defer to 
  your grace and bearing (or maybe just your 
  money?). You can drop your name and station 
  to persuade people to do or say things they 
  might not normally. roll+affinity.
  » A small pistol or sword cane.
  » A trunk full of books.
  » 2d6 worth of jewelry.
  » Fur coat (valuable), +1 armor
  »  A pet (valuable, alive), your 
  choice and yours to detail.
  »
  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
  Doctor
  a tremulus playbook
  Who Are You?
  You have more than a calling, you 
  have a gift. You are a skilled healer 
  who has decided to leave the grind of 
  the big city behind in search of greener 
  pastures.  
  Name
  Doctor Jameson, Old Doc Smith, 
  Franklin Woodard, Dr. Jacqueline 
  Atway, Carla Wells, Doctor Sheila 
  Kensington
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  ambiguous.
  Clothes: Worn suit, rustic casual, 
  rustic fine, or outdated fine.
  faCe: Plain, round, gaunt, or pensive.
  eyes: Sharp, beady, wide, or watery.
  build:Slim, pudgy, fat, or rangy.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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)
  
  Choose one set
  your lore move is
  emergenCy triage: You may 
  roll+luCk to attempt to quickly 
  heal a wounded person in any 
  situation. 
  10+: restore 2 health.
  7–9: restore 1 health.
  on a 6 or less: first, you may 
  choose to either not heal or restore 
  1 health and the keeper gains 1 
  hold to use as a hard move at 
  any time. 
  Gear
  you start with:
  » 2d6 wealth.
  » A medical bag with 6+d6 
  stoCk of medical supplies. 
  » No lore.
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  » Reason +1 Passion +1 
  Might -1 Luck 0 Affinity +2
  » Reason +2 Passion +1 
  Might 0 Luck -1 Affinity +1
  » Reason +2 Passion -1 
  Might +1 Luck +1 Affinity 0
  » Reason +2 Passion +2 
  Might 0 Luck 0 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 and 
  Medical Training.
  mediCal training: You are a 
  trained physician capable of dealing 
  with cuts, scrapes, and broken bones. 
  You may roll+stoCk to treat 
  injuries. See physiCal wellness 
  (p. 29) for details. You may use any 
  medical supplies with roll+reason.
  Choose two speCial moves.
  bedside manner: Gain 1 trust 
  with a 
  CharaCter when you 
  successfully treat them. Lose 1 Trust 
  on 6 or less. If you treat an npC 
  successfully, gain +1ongoing with 
  them or -1ongoing with them on a 
  6 or less.
  doCtor’s offiCe: You have a 
  small home with a clinic where you 
  can work on patients. You may have 
  a loyal assistant (Jane or John?) as well. 
  You have a stock of pharmaceuticals, 
  and other medical supplies on hand to 
  treat people. You earn d6 wealth 
  per month it is in operation.
  field mediC: while you are caring 
  for people, not fighting, you get +1 
  armor. 
  forensiC expert: when you 
  poke around corpses, you may 
  use 
  roll+reason instead of 
  roll+luCk.
  trustworthy: Your position makes 
  people innately inclined to confide in 
  you. You gain +1 affinity, and may 
  ask one additional question when you 
  successfully read a person.
  » A sword cane.
  » A small or medium sidearm.
  » Eyeglasses (+1 reason when 
  worn, if needed, -1 reason 
  when not worn).
  » Reference Library (+1 reason 
  for one topic, you choose, when 
  used requires d6 hours).
  » An average automobile.
  »
  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
  Heir
  a tremulus playbook
  Who Are You?
  You have always felt apart, different, as though you 
  didn’t belong anywhere. You attended university, 
  got a nice job, and found a place where you could 
  live out a mundane, ordinary existence. Somewhere 
  deep within, you knew it couldn’t last. It began with 
  the letters from a place you never heard of, a place 
  you felt called to you, and you let them languish, 
  unopened, and unread. Afraid of what they might 
  contain. You had been warned to always avoid that 
  side of the family. Then the man came, an attorney 
  with a briefcase, a ticket, and a deed to your ancestral 
  home. You felt a sudden release, as though you’d 
  been holding your breath all these years, and decided 
  to see for yourself if there was really a future for you 
  somewhere else in a place less ordinary, a place where 
  you might belong, a place you could call your home.
  Name
  Samuel Hale, Franklin Weed, Benjamin 
  Blackwood, Amanda Leach, Teresa Wilkinson, 
  or Eleanor Radford
  Look
  Choose one from eaCh Category.
  gender: Man or woman
  Clothes: Nice casual, worn casual, 
  nice rustic, worn suit, or simple dress
  faCe: Plain, friendly, innocent, or 
  honest
  eyes: Bright, clever, wide, tired, 
  narrow, or almond
  build: Slim, athletic, full, lithe, or 
  angular
  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 Keeper 
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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
  Choose one set
  » Reason +1 Passion +1 
  Might -2 Luck +2 Affinity +1
  » Reason +1 Passion 0 
  Might -1 Luck +1 Affinity +2
  » Reason +1 Passion +1 
  Might 0 Luck +1 Affinity 0
  » Reason +1 Passion +1 
  Might -1 Luck +2 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.
  anCestral home: You have a 
  large, crumbling, remote manor that 
  has seen better days. It is filled with 
  an assortment of oddities your ancestor 
  collected. It is weird. You may poke 
  around the old place once per day. 
  on a 7+, you may choose to find one 
  good item of your choice or two clues 
  (or choose from the normal choices). 
  on 6 or less, the Keeper may Hold 
  2 to use as Hard Moves. (If you don’t 
  initially choose this, then the house is 
  still tied up in probate, boarded up, and 
  so on. You can’t use it. Sorry.)
  Certainty: You are certain there 
  is some reasonable explanation for 
  the weirdness you witness. You aren’t 
  delusional, you  know strange things 
  exist. You just know they must have 
  logical underpinnings to them.  Reduce 
  any shoCk taken by 1.
  frantiC: After you are harmed, 
  you may use roll+luCk instead 
  roll+might to threaten your 
  assailant. On a hit, you deal 1 extra 
  harm.
  hoW bad is it?: After a fight, you 
  may roll+luck to physically recover. 
  10+ heal 2, 7-9 heal 1, 6 or less, 
  your wound is worse (suffer 1 additional 
  harm). 
  sensitive: Increase your passion 
  by +1. You sometimes get strange 
  vibes. Whenever you roll a natural 12, 
  immediately make a roll+passion. 
  on a 10+, you get 1 Lore, on a 
  7-9, you get 1 clue, on a 6 or less, 
  you suffer a horrible vision and take 2 
  shoCk. 
  your lore move is
  luCky: You may spend a point of 
  Lore to turn any partial success into a 
  success. You can use this for rolls made 
  by the other Characters, provided you 
  are within shouting distance and you 
  trust them (Trust +1 or greater).
  Gear
  you start With:
  » a d6 Wealth
  » No lore
  and Choose tWo of the 
  folloWing:
  » A beat-up roadster (valuable, 
  unreliable). 
  » A small trust fund set up for 
  you,  d6 Wealth per month.
  » A good item of your choice (up 
  to 3 Wealth), inherited from 
  the dearly departed (weird).
  » Contact: the town attorney 
  (perhaps Vincent Miller?), or 
  the only friend of the deceased.
  »
  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
  reason
  passion
  might
  luCk
  affinity
  
  The
  Journalist
  a tremulus playbook
  Who Are You?
  Your passion for digging deep for stories has 
  given you a reputation as a muckraker and a 
  no-nonsense sort. You’re just willing to look 
  where others aren’t. You turn over rocks, look 
  for skeletons in closets, and are concerned first 
  and foremost about the truth. You discovered 
  early on, the truth is often ugly and harsh 
  and something most don’t want to hear. In 
  this pursuit, you’ve learned a few unsettling 
  things, things downright strange and weird, 
  and you’ve got those thrown in a box for 
  when you write your memoirs. Until then, 
  you get your byline when you can.
  Name
  Nash Anderson, Fredrick Sheridan, Patrick 
  Hansen, Shelby Brooke, Alexandria Woodard, 
  or Margaret Storm
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Worn suit, antiquated 
  casual, slightly out-of-date fine, or 
  worn formal.
  faCe: Haggard, vibrant, plain, 
  bearded, or refined.
  eyes: Faraway, clever, red-rimmed, 
  tired, or probing.
  build: Corpulent, thin, energetic, 
  full, or bony.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +2 Passion +1 
  Might -2 Luck 0 Affinity +2
  » Reason +2 Passion -1 
  Might -1 Luck +1 Affinity +2
  » Reason +2 Passion 0 
  Might -1 Luck +1 Affinity +1
  » Reason +2 Passion +2 
  Might 0 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.
  familiar With deadlines: You 
  gain +1 when you aCt under 
  pressure.
  nose for neWs:  You gain a +2 
  bonus from clues, instead of the normal 
  +1.
  snappy ComebaCk:  You have a 
  knack with a camera and a sharp eye. 
  No camera is unreliable in your skilled 
  hands. You may snap photos and later 
  poke around them to see if there 
  was anything you may have missed. Of 
  course, to get any of those things will 
  require you to go back to where the 
  pictures were taken. 
  staff reporter: You have a small 
  desk located in the office of the local 
  rag. You earn d6 Wealth per month 
  and may roll+luCk once per day. 
  On any success, you get a story lead (a 
  clue). On 6 or less, you have to wait d6 
  days before you can try again.
  undaunted: When you fail to 
  ConvinCe someone, you may 
  roll+luCk to try another angle.
  10+: they will do it, if you keep their 
  name out of things.
  7-9: they tell you about a guy who 
  knows someone who may know.
  6 or less: they wonder why you won’t 
  take no for an answer, the Keeper may 
  give you -1ongoing with the NPC 
  or Hold 1 to take a Hard Move against 
  you at any time
  your lore move is
  loCks are suggestions: You may 
  spend a point of lore to get quickly 
  and quietly into or out of any mundane 
  place.
  Gear
  you start With:
  » a d6 Wealth
  » A room in a boarding house 
  (costs 1 Wealth per month). 
  » A decent camera (unreliable).
  » No lore
  and Choose tWo of the 
  folloWing:
  » An old jalopy or motorcycle 
  (either unreliable). 
  » A small sidearm (unreliable).
  » A couple of local gossips who 
  are sometimes good for a story 
  (+1ongoing with them).
  » +1 lore
  »
  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
  Professor
  a tremulus playbook
  Who Are You?
  Learning is your greatest love, and 
  you happily share your knowledge 
  through teaching. You have taught in 
  various colleges and universities across 
  the country. Over the years, you have 
  learned life is strange and history is 
  often hysterical. 
  Name
  Professor Thomas Mince, Professor 
  Grant, Trent Banks, Professor Cynthia 
  Adams, Professor Black, December 
  Green
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Worn suit, antiquated 
  casual, slightly out-of-date fine, or 
  worn formal.
  faCe: Haggard, vibrant, plain, 
  bearded, or refined. 
  eyes: Faraway, clever, red-rimmed, 
  tired, or probing.
  build: Heavyset, thin, energetic, full, 
  or bony.
  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 +1 (help) or -2 (hinder) now. 
  On a 7–9, you also expose yourself to danger, etc.
   
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +2 Passion +1     
  Might -2 Luck 0 Affinity +2
  » Reason +2 Passion -1 
  Might -1 Luck +1 Affinity +2
  » Reason +2 Passion 0 
  Might -1 Luck +1 Affinity +1
  » Reason +2 Passion +2 
  Might 0 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.
  Clearheaded: When you puzzle 
  things out, you may ask 1 
  additional question on 7+.
  expert: You gain +2ongoing with 
  all rolls relating to one topic (your 
  choice). When you puzzle things 
  out about this topic, you ask one 
  additional question on a 7+, and gain 
  a point of lore in addition to your 
  other choices on a 10+.
  logiCal: You think things through. 
  +1 reason.
  sage adviCe: When a Character 
  comes to you for advice, tell them what 
  you honestly think the best course is. 
  If they do it, they take +1 to any rolls 
  they make in the doing, and you gain a 
  point of lore. 
  sound 
  argument: You may 
  use 
  roll+reason instead of 
  roll+affinity to  someone.  for 
  npCs: on a 6 or less, you have 
  -1forWard with them.
  your lore move is
  learned (lore move):  Spend a 
  point of lore to gain +1ongoing 
  regarding one topic of study (chosen by 
  you) for yourself or someone else.
  Gear
  you start With:
  » 1d6 Wealth.
  » a small home (or faCulty 
  housing).
  » No lore
  and Choose tWo of the 
  folloWing:
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  » Two fellow academics. 
  » A bicycle.
  » A small sidearm.
  » A pet (you name it and decide 
  what it is) only you can love, 
  cheap and loyal.
  » Eyeglasses (+1 Reason when 
  worn, if needed, -1 Reason when 
  not worn).
  » +1 lore
  reason
  passion
  might
  luCk
  affinity
  
  The
  Salesman
  a tremulus playbook
  Who Are You?
  You don’t just sell things, you sell dreams. You 
  help put a product in someone’s hands and 
  make their lives better and the world better 
  to boot. Sure, you’ve knocked on a few doors 
  and have encountered more than your share 
  of strange people along your travels, and you 
  know every now and then you have to hightail 
  it out of some place where you’ve worn out 
  your welcome, but, hey, that’s all part of 
  doing business. What’s wrong with turning a 
  little profit while you save the world? 
  Name
  Traveling Jason Freely, Mister Mack, 
  Doc Roberts, Miranda McLane, or 
  Candice Fairview
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Worn suit, crumpled 
  casual, slightly out-of-date fine, or 
  worn formal.
  faCe: Vibrant, sharp, bearded, honest, 
  or refined.
  eyes: Friendly, sharp, clever, probing, 
  or appraising.
  build: Energetic, full, spare, or trim.
  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?
  take Control (roll+might)
  When you try to seize something by force, or to 
  secure your hold on something, roll+might. On a 
  hit, choose options. A character can seize the upper 
  hand, seize momentum, or even seize the moment 
  — but “by force” is strict.  This is a move for when 
  tensions are high and violence is imminent.
   On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm
  »You inflict terrible 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 +1 
  Might -2 Luck +2 Affinity +2
  » Reason 0 Passion 0 
  Might -1 Luck +1 Affinity +2
  » Reason +1 Passion 0 
  Might -1 Luck +1 Affinity +2
  » Reason +2 Passion +1 
  Might -1 Luck -1 Affinity +2
  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.
  a mile in their shoes: You are 
  able to get inside the heads of other people 
  and think what you would have done in their 
  place. You may roll+passion when 
  you want to puzzle things out.
  develop 
  rapport: 
  Whenever 
  you successfully Read a Person, you get 
  +1ongoing when reading them in the 
  future. Gain +1 affinity.
  have i got a deal for you!: You 
  can get nearly anyone to put down hard coin 
  for anything you own. You may ConvinCe 
  people to buy your stuff. 
  10+: they will pay you Wealth+1 (in cash)
  7-9: they will pay you its value (or offer to 
  trade you something of roughly equivalent 
  worth), Keeper’s choice. 
  Depending upon the person targeted, it may 
  take them d6 days to come up with the money.
  6 or less: the Keeper can choose that they 
  don’t want it or can’t afford it, or will give you 
  its Wealth-1 for it, if you do them a favor first.
  may i have your attention, 
  please?: You are able to ConvinCe 
  a crowd of folks to do something you like. 
  If you miss the roll, however, they don’t take 
  kindly to your interference, and become hostile 
  towards you.
  my Word is my bond: You can 
  attempt to ConvinCe anyone, anytime 
  to do something for you, even if you have 
  nothing they might want.
  10+: they don’t really expect you to come through 
  later and will be happy if you do (+1forward).
  7-9: they will be upset if you don’t come through 
  in the next d6 days.
  Failure to deliver will either create bad feelings 
  (-1ongoing to CONVINCE), a bad reputation 
  (where you can’t use this Move again until you 
  make things right), or the Keeper may hold one 
  and decide some badness for you later.
  6 or less: they’ve heard this sort of thing before 
  and you have -1ongoing with them in the future.
  your lore move is
  Just the thing: Spend a point of 
  lore to produce a specific minor item 
  of your choice. You need to roll+luck to 
  determine how good it is.
  10+: it is of good quality.
  7-9: it is unreliable.
  6 or less:  whatever it is, it will work 
  one time or only for a short duration. A key 
  will work once and then snap off,  a flashlight 
  will last a scene (maybe), and so on. It can be 
  repaired, but may cost as much as a new item 
  to get fixed.
  Gear
  you start With:
  » d6 Wealth. 
  » A pickup (reliable, awkward) 
  with a camper on it for sleeping.
  » 2d6 Wealth worth of useless 
  bric-a-brac (you decide what).
  » A cracked, wooden baseball 
  bat you’ve had to use once or 
  twice (unreliable).
  » No lore
  Choose tWo of the folloWing:
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  » A small sidearm. 
  » A flashlight.
  » Camping equipment.
  » An old book (weird) 
  you’ve picked up in a trade 
  somewhere.
  reason
  passion
  might
  luCk
  affinity
  
  -29-
  Physical Wellness
  Certain characters, notably the Doctor, may treat people who are suffering 
  harm. Those trained to use medical supplies may spend 0–3 stock.
   
  To treat a character with three or more harm, roll+stock spent.
   
  on a 7+, the subject stabilizes (eliminating all harm beyond the second 
  segment), but the Keeper chooses  1 (on a 10+), or 2 (on a 7–9):
  • They need to be physically stabilized before you can move them.
  • Even sedated, they fight you; you’re acting Under PressUre.
  • They’ll be in and out of consciousness for 24 hours.
  • Stabilizing them eats up your stock; spend 1 stock more.
  • They’ll be bedridden, out of action, for at least a week.
  • They’ll need constant monitoring and care for 36 hours.
   
  on a 6 or less, they take 1 harm instead.
  To use medical attention to speed the recovery of someone with one or two 
  segments of Harm, don’t roll, just spend one stock. They choose: spend 4 
  days (segment 1) or 1 week (segment 2) sedated, immobile but happy, or 
  do their time like everyone else. 
   
  To use medical supplies to revive someone who’s dYing (at the sixth 
  segment, not beyond): roll+stock spent. 
  on a 10+, they recover to Broken (segment 4). 
  on a 7–9, they recover to grieVoUs (segment 5). 
  on a 6 or less, you’ve done everything you can, but they’re still dead.
    
  
  -30-
  Mental Health
  Certain Characters, notably the Alienist, may treat people who are suffering 
  shock. The patient must be in a place he feels safe. At the very least, he must 
  be removed from the locale/source/presence of his discomfort(s).
   
  To treat a character with three or more shock, roll+stock spent.
   
  on a 7+, the subject stabilizes (restore Sanity to second segment), but the 
  Keeper chooses 1 (on a 10+) or 2 (on a 7–9):
  • They need to be physically restrained before you can move them.
  • Even sedated, they fight you; you’re acting Under PressUre.
  • They’ll be in and out of consciousness for 24 hours.
  • Stabilizing them eats up your stock; spend 1 stock more.
  • They’ll be bedridden, out of action, for at least a week.
  • They’ll need constant monitoring and care for 36 hours.
   
  on 6 or less, they take 1 shock instead.
   
  To use medical supplies to speed the recovery of someone with one or 
  two segments of shock, don’t roll. They choose: spend 1 day (segment 1) 
  or 1 week (segment 2) sedated, immobile but happy, or do their time like 
  everyone else.
   
  To use medical care to revive someone who’s deranged (at the sixth 
  segment, not beyond): roll+stock spent. 
  on a 10+, they recover to traUMatiZed (segment 4). 
  on a 7–9, they recover to HYsteric (segment 5). 
  on a 6 or less, you’ve done everything you can, but they’re still insane.
  
  -4-
  visit realityblurs.com 
  itching for more?
  
SOURCE: textdata/thevault/Tremulus (PbtA)/Playbooks/Tremulus Classic Playbooks.pdf