Tremulus Keepers Moves v1 1 PDF
Tremulus Keepers Moves v1 1 PDF
Tremulus Keepers Moves v1 1 PDF
A member of a community in a position of some sort A weird hazard is a twisted person, entity, or thing
of power. He/She need not be in office (though they belonging firmly within the strange and alien. It may
often are). An elder could just as easily be the barber, appear altogether normal and innocuous on the
the mechanic, the sheriff, or the town gossip. An elder surface.
hazard is the elder plus any people/entities under his
control:
Choose subtype
• Cannibal (impulse: craves satiety and plenty)
Keeper Moves
• Disease vector (impulse: craves contact, intimate
Choose subtype and/or anonymous) GENERAL
• Coll ector (impulse: to own) • Megalomaniac (impulse: craves mastery) 1. Whenever there’s a pause in the conversation and
• Dictator (impulse: to control) • Outcast (impulse: craves restitution, recompense) everyone looks to you to say something.
• Prophet (impulse: to denounce and overthrow) • Perversity (impulse: craves overthrow, chaos, the 2. As a consequence of a character’s failure (someone
• Protector (impulse: to maintain the status quo) ruination of all) makes a move and gets a 6 or less on their roll).
• Sadomasochist (impulse: craves pain, its own or 3. At any time, when you spend a point of hold. (=>
Hard Move! against particular character, or whole
Elder Moves others’)
group)
• Outflank someone, corner someone, encircle
someone. Weird Moves • Separate them.
• Attack someone suddenly, directly, and brutally. • Display the true weirdness of its world.
• Attack someone cautiously, holding reserves. • Capture someone.
• Display the contents of its heart.
• Seize someone or something, for leverage or • Put someone in harm’s way.
• Attack someone from behind or otherwise by
information. • Announce trouble elsewhere.
stealth.
• Make a show of force. • Foreshadow future trouble.
• Attack someone face-on, but without threat or
• Make a show of discipline. • Take away their stuff.
warning.
• Offer to negotiate. Demand concession or obedience. • Make them buy.
• Insult, affront, offend, or provoke someone.
• Claim territory: move into it, blockade it, or assault • Activate their gear’s downside (hitting tags is
• Offer something to someone, or do something for
it. especially useful for this)
someone, with strings
• Buy out someone’s allies. • Tell them the possible consequences and ask.
attached.
• Make a careful study of someone and attack where • Offer an opportunity, with or without a cost.
• Put it in someone’s path, part of someone’s day or
they’re weak. • Turn their move back on them.
life.
• Let the dice decide. Call for a roll+luck.
• Threaten someone, directly or else by implication.
Elders act primarily through their people , acting • Make a hazard (obstacle) move (from your
• Steal something from someone.
directly themselves only when cornered or caught out framework).
• Seize and hold someone.
in the open. • Ruin something. Befoul, rot, desecrate, corrupt, or
alter it.
• Tell stories (truths, lies, allegories, homilies).
SITUATIONAL Townies Moves DOOM
When the characters are either in a threatening • Burst out in uncoordinated, undirected violence. A doom isn’t a person, but a horrible danger to come,
situation (often involving a hazard), or when a • Make a coordinated attack with a coherent because of something that people are doing, an event
character successfully Pokes Around or Puzzles objective. taking place, or something that has already come to
Things Out. • Tell stories (truth, lies, allegories, homilies). be.
• Trade damage for damage. • Demand consideration or indulgence.
• Inflict damage. • Rigidly follow or defy authority. Choose subtype
• Present items and clues. • Cling to or defy reason. • Barrier (impulse: to impoverish people)
• Reveal knowledge. • Make a show of solidarity and power. • Condition (impulse: to expose people to danger)
After every move: Always ask the players “What do • Ask for help or someone’s participation. • Delusion (impulse: to dominate people’s choices and
you do?” actions)
LANDSCAPE • Disease (impulse: to saturate a population)
TOWNIES A landscape hazard can be natural, unnatural, or man- • Mythos (impulse: to destroy/dominate)
A townies threat is a group of people, often with an made. • Sacrifice (impulse: to leave people bereft)
informal leader, linked together through some • Tradition (impulse: to promote and justify violence)
common bond or goal. Choose subtype
• Breeding pit (impulse: to generate weirdness) A doom is any bad practical circumstance. The town’s
• Fortress (impulse: to deny access) water filtration breaks down? The roads are iced
• Furnace (impulse: to consume things) over? There’s not enough food to get through the dry
• Maze (impulse: to trap, to frustrate passage) season?
• Mirage (impulse: to entice and betray people)
• Prison (impulse: to contain, to deny egress) Doom Moves
• Someone neglects duties, responsibilities, or
obligations.
• Someone flies into a rage.
• Someone takes self-destructive, fruitless, or
hopeless action.
Choose subtype • Someone approaches, seeking help.
• Cult (impulse: to victimize and incorporate people) • Someone approaches, seeking comfort.
• Enforcers (impulse: to victimize anyone who stands • Someone withdraws and seeks isolation.
out) • Someone proclaims the doom to be a just
• Family (impulse: to close ranks, protect their own) punishment.
• Hunting pack (impulse: to victimize anyone • Someone proclaims the doom to be, in fact, a
vulnerable) blessing.
Landscape Moves • Someone refuses or fails to adapt to new
• Mob (impulse: to riot, burn, kill scapegoats) • Reveal something to someone.
• Sybarites (impulse: to consume someone’s circumstances.
• Display something for all to see.
resources) • Someone brings friends or loved ones along.
• Hide something.
An individual person within a group of townies might • Someone dies.
• Bar the way.
not share the group’s impulse, and might even fight The “Someone” in these Moves should generally only
• Open the way.
against it. It’s the group’s impulse, not be the NPCs.
• Provide another way.
necessarily any individual person’s motivation. • Shift, move, rearrange.
• Offer a guide.
• Present a guardian.
• Disgorge something.
• Take something away: lost, used up, or destroyed.