TEXT: on the          
  an assortment of playbooks for tremulus
  fringes
  playbook set II         
  
  reality blurs presents
  playbook set II
  On the Fringes
  writing, layout, and graphics
  Sean Preston
  editing
  Lyn Harm
  on the fringes, tremulus: a storytelling game of lovecraftian horror, 
  tremulus, associated images, and content are copyright 2012-2013, 
  Reality Blurs, LLC. Permission is granted to print for personal use. 
  Please do not redistribute electronically. Thanks!
  
  The
  Artist
  a tremulus playbook
  Who Are You?
  With a natural creative bent, you want to leave 
  your mark on the world. Your dream? Move 
  others with your efforts as you have been 
  moved by the great works of Michelangelo, da 
  Vinci, and Van Gogh. Your nightmare? Some 
  of your more disturbing dreams have crossed 
  over into the real world, and your flights of 
  fancy are glimpses into a deeper, darker truth. 
  Name
  Vincent Harding, Pierre Moreau, Dennis 
  Dunbar, Millicent Keel, Suzette Wicker, and 
  Emily York  
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  androgynous.
  Clothes: Nice simple, rustic simple, 
  tailored worn, or fine old.
  faCe: Refined, melancholy, sharp, or 
  full.
  eyes: Sad, keen, distrusting, exotic, 
  or clever.
  build: Full, thin, slender, 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?
  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)
  
  sCrounger: You’re used to making 
  do with little, and getting by sifting 
  through things to get what you need. 
  Whenever you find an item, you may 
  choose what it is (subject to Keeper’s 
  approval).
  your lore move is
  inspired: You may spend a point of 
  Lore to roll+passion to puzzle 
  things out. Even on a miss, you may 
  ask one question.
   
  Gear
  you start with:
  » 1d6 wealth  
  » Bicycle or motorcycle (unreliable) 
  » Artist supplies (2d6 stock) 
  » Week’s worth of fine clothing
  » No lore
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason -1 Passion +2 
  Might -1 Luck +2 Affinity +1
  » Reason +1 Passion +2 
  Might -2 Luck +1 Affinity +1
  » Reason +2 Passion +2 
  Might -1 Luck 0 Affinity -1
  » Reason +1 Passion +2 
  Might 0 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.
  aware:You have a sensitive nature, and 
  are more in touch with the oddities of the 
  world around you. Whenever you gain a 
  point of Lore, you gain two. There is a 
  downside. Whenever you suffer shock, you 
  suffer an additional point of damage.
  gifted:  While talented in most 
  mediums of artistic expression, you excel at 
  a number equal to your passion. Creating a 
  work requires a d6 days and uses a d6 stock 
  (minimum 1) if you don’t have enough 
  stock, you exhaust your remaining supply 
  and your work is unfinished.) At the end 
  of this time, roll+passion.
  10+  You have created a fine piece 
  worth 2d6 wealth. Alternately, you 
  create a weird piece worth a d6 Wealth 
  and gain a point of Lore in the process.
  7-9 You have created a passable piece 
  worth a d6 wealth or a worthless 
  piece granting you a point of Lore.
  On a miss, you’ve wasted your time 
  and are depressed for the next d6 days 
  (-1ongoing and unable to gain Lore 
  during this time). 
  intense: You have a look or demeanor 
  others find a bit bohemian. When you 
  gesture, arch an eyebrow, or brood, 
  you can be downright disturbing. 
  You may roll+passion instead of 
  roll+might when you threaten. 
  On a roll of snake eyes, your inner 
  demons overwhelm you and you suffer 
  1 damage.
  Quirky: You exude personality 
  and, somehow, get others to like 
  you your strange behavior. You 
  may 
  roll+passion instead of 
  roll+affinity when you are trying 
  to ConvinCe.
  » A small cottage outside of town (safe)(1 
  wealth/month to maintain)
  » An artist’s loft above a small business 
  (cramped, weird)
  » A small, harmless pet (exotic, valuable, 
  loyal)
  » A wealthy patron in the city (2d6 
  wealth/month)
  » A small statuette you picked up in your 
  travels (weird)
  »
  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
  
  Who Are You?
  You’ve done things most others wouldn’t 
  dream of doing. You’ve stolen, lied, cheated, 
  and stolen some more in your quest to live 
  a life without putting in one honest day’s 
  work. Real jobs are for suckers. Sometimes 
  you think you should go straight, but realize 
  if you’re not doing the job, you’ll miss that 
  golden opportunity where you can retire for 
  good. A few weird things have happened to 
  you, sure, like that one time in that one place, 
  but you don’t like to think about that too 
  much. Better to focus on the next score.
  Name
  Randall “Hands” Hershey, Malcolm Wisp, 
  Partial Stafford, Elaine Church, Ariel Jacobson, 
  or Mandy Meeks  
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Plain, conservative, casual, 
  or fine tailored.
  faCe: Hard, rugged, scarred, 
  attractive, plain, or refined.
  eyes: Piercing, appraising, wide-set, 
  narrow, sleepy, or tired.
  Build: Athletic, slender, rugged, hard, 
  pudgy, or heavy.
  Who Do You Trust?
  The
  Criminal
  a tremulus playBook
  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)
  
  your lore move is
  BaCkup plan: You know it’s best to 
  never get caught, but you like to be ready 
  just in case. You may spend a point of Lore 
  to gain +2 to aCt under pressure 
  whenever you are trying to flee, avoid 
  detection, or want to poke around to 
  find a way into or out of a place.
  Gear
  you start with:
  » 2d6 wealth  
  » Automobile (fast, reliable) or 
  truck (rugged, reliable) 
  » Small sidearm (discreet, reliable)
  » Brass knuckles or sap
  » No lore
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +1 Passion -1
  Might +2 Luck +2 Affinity -1
  » Reason +2 Passion -2 
  Might +1 Luck +2 Affinity 0
  » Reason 0 Passion 0 
  Might -1 Luck +2 Affinity +2
  » Reason +1 Passion +2 
  Might +1 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.
  Cool as a CuCumBer:People respect 
  your demeanor. Increase your affinity by 
  one. You also gain +1 to aCt under 
  pressure.
  family man:  You used to do odd jobs 
  and dirty work back in the city and know 
  how to hurt a guy. You gain +1 might. 
  Whenever you successfully threaten 
  someone, you may choose to have them 
  tell you want you want to know.
  intrusive: You can pick locks, pry 
  open windows, and get in and out 
  of places like nobody’s business. You 
  may roll either roll+reason or 
  roll+luCk when you have access to 
  tools. If you don’t have tools, all is not 
  lost. You simply roll+luCk.
  pearly whites: You can flash people 
  a smile and get them to like you. Sure, 
  it’s calculated, but only you know that. 
  You may use roll+reason instead 
  of roll+affinity to ConvinCe.
  Quiet as a mouse: You are quiet 
  when you want to be. Whenever you’d 
  make a move that is normally noisy, 
  look at your roll. On a 10+, you don’t 
  make a sound (if it’s even remotely 
  possible not to).
  » A shotgun shack outside of town 
  (cramped, anonymous)
  » Shotgun, rifle or Tommy gun
  » Tools of the trade (lockpick set, 
  flashlight, and gloves)
  » All the loot from the last heist (goods 
  worth 5d6)
  » Connection with the local fence in town 
  (Jackie or Creech?) 
  »
  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
  
  Who Are You?
  You have traveled the world, explored its 
  heights and its depths, and sometime, after 
  having done all that, the dreams began. At 
  first they were normal, much as any others, 
  then they grew stranger, weirder, and darker, 
  and almost seemed real. Then after some 
  horrible thing chased and nearly caught you, 
  you awoke panting, breathless. The sheets 
  were torn and sprayed with blood. Your 
  blood. You realized then that, somehow, those 
  things could get through…
  Name
  Edgar Cayhill, Perilous Wilkins, Frederick 
  Standish, Phoebe Watson, Agnes Porter, or 
  Rosetta Fiore
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Plain, conservative, casual, 
  or fine tailored.
  faCe: Meek, withdrawn, pasty, full, 
  plain, attractive, or exotic.
  eyes: Distant, friendly, clever, 
  hypnotic, or smiling.
  Build: Angular, emaciated, weary, or 
  robust.
  Who Do You Trust?
  The
  Dreamer
  a tremulus playBook
  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)
  
  your lore move is
  tranCe: You may spend a point of 
  lore to actively enter the Dreamlands. 
  This takes 2d6 minutes. During this time, 
  roll+passion. 
  On a 7+, you may use this to either gain 
  a clue or ask one question. 
  on a miss, you may still choose to do 
  either, but the Keeper gains one hold if you 
  do. If interrupted, you must aCt under 
  pressure or suffer 2 damage as you are 
  ripped back to your waking state.
  Gear
  you start with:
  » 1d6 wealth  
  » Walking stick
  » No lore
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +1 Passion +2
  Might -2 Luck +2 Affinity 0
  » Reason +2 Passion +2 
  Might -1 Luck 0 Affinity 0
  » Reason 0 Passion +2 
  Might -1 Luck +2 Affinity 0
  » Reason -1 Passion +2 
  Might 0 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.
  a Quiet plaCe: You have an old 
  home (safe) near a tranquil body of water 
  (lake, stream, river, or the like, you decide). 
  Your family has hired a retired physician or 
  alienist (your choice) (Cooper or Isabella?) 
  to look after your well-being. While you 
  gain no extra income, the attendant (loyal) 
  is paid from a trust.
  dream mastery:  When you gain a 
  point of Lore in the Dreamlands, you gain 
  two instead. Additionally, whenever you 
  puzzle things out, you you may 
  ask one additional question on a 7+.
  luCid state: You may actively enter 
  the Dreamlands when you sleep. Each 
  night of sleep (at least 6 hours), you 
  may roll+passion.
  on a 10+, hold two, 
  on a 7-9, hold one
  You may spend 1 hold to:
  • Ask the Keeper one question about any 
  hazard you have identified thus far.
  • Reveal an unknown hazard.
  • Gain a point of Lore.
  • Gain a clue.
  on a miss, the Keeper gets 1 hold to use as 
  a hard move or may introduce a new hazard 
  into the story (Keeper’s Choice).
  sCarred: Your exploring days are 
  largely behind you, but your body 
  shows the signs of a rugged lifestyle. 
  Your skin is tough and leathery. You 
  are treated as having +1 armor.
  strong 
  willed: Increase your 
  passion by +1. When subjected to 
  shock, you take one less point and you 
  can never be dismayed by the weirdness 
  you encounter.
  » Small stipend (1d6 wealth/month)from 
  a trust fund.
  » 2d6 wealth assorted artifacts (weird) 
  from your travels
  » A tribal spear (sharp, weird)
  » A rifle from your exploring days
  » Hiking gear (clothes, large and small 
  tents, sleeping bags, and lantern)
  »
  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
  
  Who Are You?
  You’ve kicked around from town to town for 
  so long, you don’t even know where or why 
  you began anymore. Maybe you were running 
  from something or towards something. The 
  wanderlust got into your blood and it shows 
  no signs of abating anytime soon. You help 
  those who let you. The very same who look 
  away when you walk down the dusty roads 
  and forgotten by-ways. Virtue is its own 
  reward. As long as you can get a bit of food 
  in your belly and a roof over your head every 
  now and then, you get by.
  Name
  Hijinks, Petty Thomas, Mitch Rider, Mira 
  Lee, Dusty, or Flattery Weave
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Ragged fine, worn rustic, 
  worn casual, or ragged tailored.
  faCe: Rugged, tanned, hard, open, 
  closed, plain, or scarred.
  eyes: Piercing, appraising, hard, 
  friendly, sad, or tired.
  Build: Slender, athletic, trim, 
  emaciated, angular, or portly.
  Who Do You Trust?
  The
  Drifter
  a tremulus playBook
  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)
  
  your lore move is
  fortunate: You can spend a point of 
  Lore to add +2 to any luck roll. 
  if you get a 10+, you find an 
  additional good thing (Keeper’s Choice) in 
  addition to whatever else was going on.
  Gear
  you start with:
  » 0 wealth  
  » d6 lore
  » Knapsack or bindle
  » Pocket knife
  » Beat-up hat that’s seen better days
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +2
  Might 0 Luck +2 Affinity -1
  » Reason +1 Passion 0 
  Might 0 Luck +2 Affinity 0
  » Reason +1 Passion 0 
  Might +1 Luck +2 Affinity -1
  » Reason 0 Passion +2 
  Might +2 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.
  king of the road: Wherever you 
  sleep is considered a safe place for you 
  and those you trust. When you poke 
  around, on a 7+ you find a minor thing 
  (Keeper’s choice) in addition to anything 
  else you may find.
  means By no means:  You don’t 
  need any money to find a roof over your 
  hard or a warm meal,. People will let you 
  sleep in the barn, feed you, or whatnot. 
  Additionally, you earn a d6-2 each month 
  doing odd jobs, usually manual labor. If 
  you get a net result of less than one, you’ve 
  lost something in your travels, discard one 
  possession, but gain 1 Lore. There’s wisdom 
  in loss.
  no Complaints: You’ve managed 
  to hold onto your humanity with good 
  natured cheer. You roll+passion 
  to 
  ConvinCe 
  instead 
  of 
  roll+affinity. 
  rough and tumBle: You’ve gotten 
  into a scrap more than once. You do 
  +1 harm with your fists and may 
  roll+luCk whenever you take 
  harm. 
  on a 10+, you take one less harm. 
  on a 6 or less, you take one 
  additional harm.
  seen some things: You get a +1 
  to puzzle things out and reduce 
  any shock taken by one. 
  » d6 wealth worth of junk
  » Shotgun (unreliable)
  » Flashlight (reliable) and spade
  » Camping gear (small tent, sleeping bag, 
  pot, flint and steel)
  »
  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
  
  Who Are You?
  Whether chiefly charlatan or a serious 
  practitioner, you deal with the spirit world and 
  all its aetheric trappings. You know, in your 
  heart of hearts, it is real. You have pierced 
  the veil between the living and the dead, and 
  have felt dark energies striving to press their 
  way into the world of the mundane. You feel 
  compelled to prevent this from happening, 
  but fear you may already be too late.
  Name
  Patrick Wharton, Joshua Hill, Wallace 
  Hamilton, Eliza Dent, Helena Hollingsworth, 
  or December Green
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Tailored rustic, tailored 
  old, fine casual, or fine formal.
  faCe: Plain, narrow, full, pasty, or 
  rugged.
  eyes: Sorrowful, friendly, trembling, 
  clever, or brilliant.
  Build: Skeletal, angular, full, shapely, 
  or portly.
  Who Do You Trust?
  The
  Psychic
  a tremulus playBook
  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)
  
  visions: Anytime you roll a natural 
  two or twelve on any roll, you gain an 
  additional point of Lore. On twelve, you 
  have an uplifting vision, and you may 
  hold one to give everyone a +1 in a future 
  scene. On snake eyes, you have a dark 
  premonition, and the Keeper may hold one 
  to give everyone -1 for a future scene. A 
  scene given a +/- cannot be canceled out.
  your lore move is
  deja vu: You can spend a point of Lore 
  to gain a +2 to any roll, having already lived 
  through this moment before. If you fail the 
  resultant roll, you suffer 1 shock.
  Gear
  you start with:
  » d6 wealth  
  » d6 lore  
  » Sports car (fast, reliable)
  » Spirit board (weird)
  and Choose two of the 
  following:
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason -1 Passion +2
  Might -1 Luck +2 Affinity +1
  » Reason 0 Passion +3 
  Might -2 Luck +1 Affinity +1
  » Reason +1 Passion +2 
  Might -2 Luck +1 Affinity +1
  » Reason 0 Passion +2 
  Might -2 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.
  Commune with spirits: You may 
  spend 2d6 minutes in any weird place to 
  establish a connection to the spirit world 
  with your spirit board or other scrying 
  device.  roll+passion. 
  on a 10+, hold 3. on a 7-9, hold 1. 
  On a miss, the Keeper may hold 1 to take a 
  hard move against you at any time.
  You may spend 1 hold to: 
  • Ask the spirit world one question about a 
  current hazard.
  • Have the spirit world reveal an unknown 
  hazard.
  • Let the spirit world wash over you (gain 1 
  Lore).
  • Have the spirit roll show you the way (gain 
  1 clue).
  A séance takes roughly an hour per 
  hold spent, and may be broken off at 
  any time. Unspent hold is discarded.
  hidden truths:  Increase your 
  affinity by one. You may ask one additional 
  question when you read a person. On a 
  miss, you may ask one question, but the 
  Keeper gains one hold to use as a hard 
  move at any time.
  peCuliar aBode: You own a 
  home (small, quiet, weird) just off the 
  main square. You have a spirit room 
  where you stage séances, earning you 
  a tidy sum (2d6/month). You have a 
  housekeeper (loyal, weird) who tends 
  after things for you.
  reCeptive: Any place you are present 
  is considered weird. Whenever you 
  take shock, you may roll+luCk. 
  on a 10+, all shock becomes Lore. 
  on a 7-9, one shock becomes Lore. 
  on a miss, you take an additional 
  point of shock and are stunned.
  » Divining aid from a mentor (Crystal 
  ball, tarot cards, etc.) (weird)
  » Privilege: You have a driver (Chauncey 
  or Verdigris) (loyal) and a trust fund 
  2d6/month
  » d6 charms and wards (each one may 
  make a room/threshold safe) you picked 
  up over the years (weird, disposable)
  »
  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)/Playbooks/Tremulus Playbook Set II - On the Fringes.pdf