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Basic Moves Puzzle Things Out (roll+reason)

When you face an intellectual dilemma, learn a


new piece of information, or discover a clue, you
may attempt to puzzle things out, roll+reason.
Who Are You?
You have devoted yourself fully to your
Act Under Pressure (roll+reason) On a hit, you get to ask one or more questions. studies, continuing past your undergraduate
When you are doing something quickly and precisely, Whenever you act on one of the Keeper’s answers, degree to delve even more intimately into the
hurriedly flee, or are trying to resist something frightening, take +1. world of academia. While you have much left
roll+reason. On a 10+, Ask 3 or gain 1 Lore.
On a 10+, you do it. to learn, you’re certain a change of venue
On a 7–9, Ask 1: shall shake things up a bit, and perhaps a
On a 7–9, you flinch, hesitate, cave, or stall: the GM can »What is this? few new life experiences wouldn’t hurt either.
offer you a worse outcome, a hard bargain, or an ugly » »»What does this mean?
How can I get in/out/pass?
choice. Who’s in control here? Certainly not.
»»Which enemy before me is the most dangerous?
Convince (roll+affinity) What is its weakness?
When you have something someone wants, you can use » What should I keep an eye out for? Name
your charm, wit, or wiles to get them to do something for »How does X fit into Y?
you, roll+affinity. Robin Mitchell, Terrence Woodward, Andrew
For NPCs: Read a Person (roll+passion) Adams, Patrick Grossman, Alicia Hannon,
On a 10+, they ask you to promise something first, and do When you read a person in a charged interaction,
roll+passion. Ruth Montgomery, Jeanette Scott, or Sara
it if you promise.
On a 7–9, they need some concrete assurance right now. On a 10+, hold 3. On a 7–9, hold 1. While you’re Hall
interacting with them, spend your hold to ask the
For PCs: on a 10+, both of the following: character questions, 1 for 1:
» if they do it, they gain a point of Lore. »Is your character telling the truth?
» if they refuse, it’s acting under pressure »What’s your character really feeling?
»What does your character intend to do?
»What does your character wish I’d do? Look
On a 7–9: »How could I get your character to X?
» if they refuse, it’s acting under pressure
» On a miss, they lose a point of trust with you.
What they do then is up to them.
Resort to Violence (roll+might)
When you cast aside all pretense of civility and
wish to harm your enemy, regardless of personal
The C hoose one from each category .
G ender : Man, woman, or
androgynous.
Help/Hinder (roll+trust)
safety, roll+might. You may wrest control of an
item or situation from another in this manner,
whether it be with fists or feet, or a more proper
When you help or hinder with someone who’s making a weapon, but you do so with malice in your heart.
Grad Student C lothes : Rumpled travel, fine travel,
roll, roll+trust.
On a 10+, choose 3.
a tremulus playbook exotic casual, and formal fine.
On a 10+, they take +2 (help) or -2 (hinder) now. F ace : Weathered, pasty, tanned,
On a 7–9, they take a +1 (help) or -1 (hinder) now, and On a 7–9, choose 2:
you expose yourself to trouble. round, refined, or angular.
On a 6 or less: they lose a point of trust with you or the » »»You take definite hold of it
You suffer little harm (-1 harm) E yes : Analytical, distant, piercing,
Keeper holds one to use as a hard move (your choice).  serious, or clever.
Poke Around (roll+luck) »You inflict terrible harm (+1 harm)
You impress, dismay or frighten your enemy
When you poke around a place physically looking for For PCs, pressing the attack when they’re B uild : Slender, energetic, athletic,
things, roll+luck. Additional attempts to search the same impressed, dismayed or frightened counts as
area are made at a cumulative -1 unless the Keeper informs Acting Under Pressure. skinny, or chubby.
you something substantial has changed.
Threaten (roll+might)
On a 10+, select 1 of the following: When you threaten someone or something,
roll+might. You are physically engaging with the
Who Do You Trust?
» Find 1 good item (Keeper’s choice) deadly promise of violence.
» 1 minor item (your choice)
» 1 clue (+1 forward when acted upon) On a 10+, they have to choose 1:
» Pick one from the table below »dishForce your hand and take whatever damage you
On a 7–9, you may: »Backout,down and do what you want.
» Find hidden area/threshold (in/out) (Keeper’s Choice) On a 7–9, they can instead choose 1:
» Find minor item (Keeper’s choice)
» Determine the presence of one physical hazard (if none »Hurriedly get out of your way
present, you learn that) »»Barricade themselves securely in
Give you something they think you want
On a miss, there is either nothing more in the area or the »Back off calmly, hands where you can see
Keeper may hold 1 to use as a hard move at any time. »Tell you what you want to know (or hear)
Attributes Health Moves
You begin with all the basic moves.
Y our L ore M ove is
I f I R ecall C orrectly : You may
spend a point of Lore to roll + reason
on any topic.
R eason 1 S cuffed C hoose two special moves . O n a 10+ , you have read about it and
P assion 2 B ruised A N ice K id : People can’t help but
like you despite themselves. Any time
get a +1 ongoing for the duration of the
story regarding it.
you help another character (7+ ), their
M ight 3 B attered Trust in you increases by 1. If you
helped them succeed (e.g. your help
O n a 7+ , you gain a clue.
pushed them over 10+ ), you gain a O n a miss , you may gain a clue, but the
L uck 4 B roken point of Lore. When someone’s Trust Keeper gets 1 hold if you do.
in you would exceed +3 , it resets to
+1 and instead of telling them a secret
A ffinity 5 G rievous
Gear
about yourself, they tell you one about
themselves instead, and you gain a
C hoose one set
6 D ying point of Lore.
Y ou start with :
» Reason +1 Passion +1 C areer S tudent : You’ve been
Might 0 Luck 0 Affinity +1 + D ead dragging your feet on completing your
thesis and getting your master’s degree
» d 3 W ealth .
» Small reference library.
» Reason +1 Passion +2 for years. You may roll + reason
whenever you try to C onvince someone » A pet (loyal), you choose what kind.
Might 0 Luck +1 Affinity -1
» Reason +2 Passion +1 Sanity of something.
E xperience is the B est T eacher :
» d 3 L ore .
Might -1 Luck +1 Affinity 0
» Reason +2 Passion +2
1 S tartled You are independent and rebellious,
preferring to figure things out for
A ndchoose two of the
following :
Might +1 Luck 0 Affinity -2 yourself. Whenever you do something
2 S hocked against the wishes of someone you
Trust, they lose a point of Trust in you,
» Hiking boots and walking stick.
but you gain a point of Lore. » Tobacco, rolling paper, and matches
L ore 3 D isturbed H elpful : You are always willing and
(smoking calms you like alcohol).
» You have a beat up, leatherbound
ready to lend a helping hand. You gain a
W ealth 4 T raumatized +1 on all help rolls and a -1 on all hinder
journal where you keep your
thoughts. You may spend a d 3 hours
rolls. If you roll a modified twelve or a day writing in it to restore 1 Sanity.
more, choose one: gain 1 Lore, discover
5 H ysteric 1 clue, increase your Trust in who you’re You may reference it to gain +1
P uzzle T hings O ut . Should
» R egarding D amage helping by +1, or increase their Trust in
you lose it, the Keeper gains a d 3
1-2 Recovers naturally, over time. 6 D eranged you by +1 .
hold to use against you.
3 Needs treatment to improve. Q uick S tudy : You gain a +1 bonus » Glasses. Gain +1 R eason when
4-5 Gets worse if untreated.
+ I nsane from clues, and may treat clues shared with
you by others as though you found them
worn, -1 R eason when not.
yourself.
6 Requires immediate treatment.

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