Tremulus - Playbook - The Anachronism

January 26, 2019 | Author: atencionusuariotv | Category: N/A
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Tremulus - Playbook - The Anachronism...

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Basic Moves Moves

PUZZLE THINGS  OUT (ROLL+REASON )

Who Are You? ou ?  You are not so so much defined defined by what you do as when you’re from. You come from the latter part of the 21st century, and find yourself in the past. You’ve managed to scrounge up some clothes, and hope you can figure out why you’re here, and maybe, just maybe, find  your way back home. You hope you don’t make the future any worse than it already was when you left it.

 When  When you face face an intelle intellectu ctual al dilemma, dilemma, learn 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. ACT UNDER PRESSURE (ROLL+REASON)  Wheneverr you you act on one of the Keeper’s Keeper’s answers answers,,  When  When you are doing someth something ing quickly quickly and precisel precisely, y,  Wheneve hurriedly flee, or are trying to resist something frightening, take +1. roll+reason. On a 10+, Ask 3 or gain 1 Lore. On a 10+, you do it. On a 7–9, Ask 1:  What  What isis this this?? » On a 7–9, you flinch, hesitate, cave, or stall: the GM can  What does does this this mean? mean? offer you a worse outcome, a hard bargain, or an ugly » What How can I get in/out/pass? » choice.  Who’s  Who’s in contro controll here? here? »  Which  Which enemy enemy befor beforee me me isis the the most most dang dangerou erous? s? »  What  Wha t is i s its i ts weaknes wea kness? s? » CONVINCE (ROLL+AFFINITY)  What shoul shouldd I keep an eye out for?  When  When you have have someth something ing some someone one want wants, s, you you can use use » What  your  your char charm, m, wit, wit, or or wile wiless to to get get them them to to do do some somethi thing ng for »How does X fit into Y?  you,  you, roll roll+af +affin finity ity.. FOR NPCS:

On a 10+, they ask you to promise something first, and do it if you promise.

 When  When you you read read a person person in a charge chargedd intera interacti ction, on, roll+passion.

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 interacting with them, spend your hold to ask the character questions, 1 for 1:

FOR PCS: on

Name Tristan Oberon, Victor Tree, Adam Bishop, Karl Hood, Gene Rush, Sylvia Roberts, Ruth Rush, Angela Hazard, or Patsy Fleetwood

READ A PERSON (ROLL+PASSION)

a 10+, both of the following:

On a 7–9:

»Is your character telling the truth?  What’s  What’s your charac character ter really really feeli feeling? ng? » »  What  What does does your charac character ter intend intend to do?  What  What does does your charac character ter wish wish I’d do? do? » »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.

RESORT TO VIOLENCE (ROLL+MIGHT)

» if they do it, they gain a point of Lore. »  if they refuse, it’s acting under pressure

 When you cast cast aside aside all pretense pretense of civility civility and  What  What they they do then then isis up up to to them them.. 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, HELP/HINDER  (ROLL+TRUST) whether it be with fists or feet, or a more proper  When  When you you help help or or hinde hinderr with with some someone one who’s who’s maki making ng a weapon, but you do so with malice in your heart. roll, ROLL+TRUST. On a 10+, choose 3. 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 On a 7–9, choose 2:  you expose expose yourse yourself lf to troubl trouble. e.  You take definite nite hold hold of it On a 6 or less: they lose a point of TRUST with you or the »  You suffer suffer litt little le harm harm (-1 harm) harm) » Keeper holds one to use as a hard move (your choice).  You inflict inflict terribl terriblee harm harm (+1 harm) harm) » »  You impres imp ress, s, dism d ismay ay or frighte frig hten n your your enemy  enemy  POKE AROUND (ROLL+LUCK)  When  When you poke poke around around a place place physica physically lly looking looking for For PCs, pressing the attack when they’re 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 Ke eper informs  A CTING CTING UNDER PRESSURE.  you someth something ing substa substanti ntial al has change changed. d. 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.

THREATEN (ROLL+MIGHT)

 When  When you threat threaten en someone someone or someth something ing,, 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)

Look

C HOOSE

The Th e Anachronism A TREMULUS PLAYBOOK

ON E FROM EACH CATEGORY .

G ENDER : Man, woman, or androgynous. C LOTHES : Crisp casual, crumpled formal, wrinkled professional, or pressed formal. F AC E : Refined, rugged, rough, slender, or scarred. E YE S : Clever, distant, slim, round, or dreamy. B UILD : Slim, athletic, robust, graceful, or stooped. Who Do D o You Trust? Trust ?

Attributes Health R EASON

1

P ASSION M IGHT

2

L UCK

4

A FFINITY

5

G RIEVOUS

6

D YING

+

D EAD

C HOOSE ON E SE T » Reason 0 Passion +1 Might 0 Luck +1 Affinity +1 » Reason 0 Passion +2 Might +1 Luck +1 Affinity -1 » Reason +1 Passion +1 Might 0 Luck -1 Affinity +2 » Reason +2 Passion +1 Might -1 Luck 0 Affinity +1

»

B ROKEN

 Sanity 1

S TARTLED S HOCKED

L ORE

3

D ISTURBED

W EALTH

4

T RAUMATIZED

5

H YSTERIC

6

D ERANGED I NSANE

R EGARDING  D AMAGE Needs treatment to improve.

4-5 Gets worse if untreated. 6

B RUISED B ATTERED

2

1-2 Recovers naturally, over time. 3

3

S CUFFED

Requires immediate treatment.

+

Moves

You begin with all the basic moves. C HOOSE

TW O SPECIAL MOVES .

G ENETICALLY M ODIFIED   (GMO):  Your parents had you altered in utero.  Add +1 to two attributes. You are also fast and recover from physical injuries in half the time. H IGHER P URPOSE :  You have tangled with Mythos forces in your past, and have been sent back to prevent the future from turning out like it has. You gain a +1 to P UZZLE T HINGS O UT   and gain 1 L OR E on a 7+  roll in addition to other results.

M ETAPHYSICIST :  You have a deep understanding of being, existence, and reality, and sent yourself back through time and space. You gain a +1 R EASON and +1 TO P UZZLE T HINGS O UT and +2  to Perform Rituals. O N A  10+,  you gain a point of Lore in addition to other results. T EC H

IS

T EC H :  You love technology,

and are able to understand most normal devices at a glance. Whenever you encounter strange devices, you gain a +2  to P UZZLE T HINGS  O UT . O N A  10+ , you are able to operate them without instruction.

T HA T W HICH D OE S N OT K IL L M E :  Whenever you suffer harm, you gain a point of Lore and may eliminate a point of shock or gain a +1 FORWARD .

Y OU R  L OR E  M OVE 

A LTERED

IS 

S TATE:  Whenever

you spend a point of Lore, you undergo radical change, as time attempts to assimilate you. R OL L + LUCK  to determine the outcome.

ON

A 10 + , become intangible, heal completely (d6 minutes), disappear, or two from 7-9.

O N A  7-9 , grow fur/scales (gain +1 armor),

+1 to one stat, grow claws (+2 harm), or gills and fins (breathe/swim underwater)  With the exception of healing, this state lasts for the scene. The character can end the transformation before the scene is over, but the Keeper gets one hold. While in an altered state, the character is considered weird. On a miss, the character may choose one from 7-9, but the Keeper gets one hold.

Gear

Y OU START WITH : » 0 W EALTH . » 2 D 6 L OR E . A ND CHOOSE TW O OF TH E FOLLOWING : » Tablet Computer (+2 TO P UZZLE T HINGS  O UT )  (Choose two: durable, »

»

»

solar, small) Modified Pistol (chose any standard, +1 Might and +1 harm when used). Med Pack (d6 uses, each use removes all shock and harm) Data recorder (+2 to P OK E A ROUND ) (Choose two: durable, solar, small)

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