TEXT: IV
  the
  expedition
  team
  an assortment of playbooks for tremulus
  
  The
  Grad Student 
  a tremulus playbook
  Who Are You?
  You have devoted yourself fully to your 
  studies, continuing past your undergraduate 
  degree to delve even more intimately into the 
  world of academia. While you have much left 
  to learn, you’re certain a change of venue 
  shall shake things up a bit, and perhaps a 
  few new life experiences wouldn’t hurt either. 
  Certainly not.
  Name
  Robin Mitchell, Terrence Woodward, Andrew 
  Adams, Patrick Grossman, Alicia Hannon, 
  Ruth Montgomery, Jeanette Scott, or Sara 
  Hall 
  Look
  Choose one from eaCh Category.
  gender: Man, woman, or 
  androgynous.
  Clothes: Rumpled travel, fine travel, 
  exotic casual, and formal fine.
  faCe: Weathered, pasty, tanned, 
  round, refined, or angular.
  eyes: Analytical, distant, piercing, 
  serious, or clever.
  build: Slender, energetic, athletic, 
  skinny, or chubby.
  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)
  
  your lore move is
  if i reCall CorreCtly: You may 
  spend a point of Lore to roll+reason 
  on any topic.  
  on a 10+, you have read about it and 
  get a +1ongoing for the duration of the 
  story regarding it.
  on a 7+, you gain a clue.
  on a miss, you may gain a clue, but the 
  Keeper gets 1 hold if you do.
  Gear
  you start with:
  » d3 wealth.  
  » Small reference library.
  » A pet (loyal), you choose what kind.
  » d3 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 0 Luck 0 Affinity +1
  » Reason +1 Passion +2 
  Might 0 Luck +1 Affinity -1
  » Reason +2 Passion +1 
  Might -1 Luck +1 Affinity 0
  » Reason +2 Passion +2  
  Might +1 Luck 0 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 niCe kid: People can’t help but 
  like you despite themselves. Any time 
  you help another character (7+), their 
  Trust in you increases by 1. If you 
  helped them succeed (e.g. your help 
  pushed them over 10+), you gain a 
  point of Lore. When someone’s Trust 
  in you would exceed +3, it resets to 
  +1 and instead of telling them a secret 
  about yourself, they tell you one about 
  themselves instead, and you gain a 
  point of Lore.
  Career student: You’ve been 
  dragging your feet on completing your 
  thesis and getting your master’s degree 
  for years. You may roll+reason 
  whenever you try to ConvinCe someone 
  of something.
  experienCe is the best teaCher: 
  You are independent and rebellious, 
  preferring to figure things out for 
  yourself. Whenever you do something 
  against the wishes of someone you 
  Trust, they lose a point of Trust in you, 
  but you gain a point of Lore.
  helpful: You are always willing and 
  ready to lend a helping hand. You gain a 
  +1 on all help rolls and a -1 on all hinder 
  rolls. If you roll a modified twelve or 
  more, choose one: gain 1 Lore, discover 
  1 clue, increase your Trust in who you’re 
  helping by +1, or increase their Trust in 
  you by +1.
  QuiCk study: You gain a +1 bonus 
  from clues, and may treat clues shared with 
  you by others as though you found them 
  yourself.  
  »
  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
  » Hiking boots and walking stick.
  » Tobacco, rolling paper, and matches 
  (smoking calms you like alcohol).
  » You have a beat up, leatherbound 
  journal where you keep your 
  thoughts. You may spend a d3 hours 
  a day writing in it to restore 1 Sanity. 
  You may reference it to gain +1 
  puzzle things out. Should 
  you lose it, the Keeper gains a d3 
  hold to use against you.
  » Glasses. Gain +1 reason when 
  worn, -1 reason when not.
  
  The
  Mountaineer 
  a tremulus playbook
  Who Are You?
  You love the outdoors and are most at ease 
  in the wilderness, pitting your wits and wiles 
  against what nature has to throw at you. 
  Every peak, every valley, and every meadow 
  in between reveals more of the world’s beauty. 
  And ugliness. There’s an imbalance in the 
  normal order of things, something not quite 
  right. The world holds its breath, waiting 
  to gulp another precious lungful of air. You 
  seek answers, sanctuary, both. Maybe you’ll 
  find what you’re looking for atop the next 
  mountain. Or the next.
  Name
  Robin Mitchell, Terrence Woodward, Andrew 
  Adams, Patrick Grossman, Alicia Hannon, 
  Ruth Montgomery, Jeanette Scott, or Sara 
  Hall 
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Weathered hiking, crisp 
  rural, casual, or rugged.
  faCe: Weathered, tanned, round, 
  scarred, or gaunt.
  eyes: Friendly, disarming, piercing, 
  or tired.
  build: Rugged, wiry, slender, or full.
  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)
  
  your lore move is
  if i reCall CorreCtly: You may 
  spend a point of Lore to roll+reason 
  on any topic.  
  on a 10+, you have read about it and 
  get a +1ongoing for the duration of the 
  story regarding it.
  on a 7+, you gain a clue.
  on a miss, you may gain a clue, but the 
  Keeper gets 1 hold if you do.
  Gear
  you start with:
  » d6 wealth.  
  » Climbing and camping gear.
  » Hiking boots and walking stick.
  » d3 lore.
  and Choose two of the 
  following:
  » A wild animal you raised from its infancy 
  (loyal, unpredictable). You choose what.
  » Personal sidearm (medium).
  » Heavy leather jacket (1 armor)
  » You managled yourself in a climbing 
  accident, rendering one limb (arm or 
  leg?) nearly useless.   
  Modify your attributes as follows: +2 
  Reason, -1 Might, -1 Affinity. 
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +1 
  Might +2 Luck +2 Affinity -2
  » Reason +1 Passion +2 
  Might +1 Luck 0 Affinity -1
  » Reason 0 Passion 0 
  Might +2 Luck +1 Affinity 0
  » Reason 0 Passion -1 
  Might +2 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.
  at home in the wild: You are 
  adept at hunting, outdoor cooking, and 
  foraging, and have basic naturalist skills 
  (+1 to all relevant rolls). Any time you 
  set up a camp, the site is safe while 
  you’re present.
  Climb every mountain: You are 
  a well-seasoned climber, and often rely 
  upon your physicality to see you through. 
  You may use your Might when you aCt 
  under pressure. When you do so, 
  on a natural 2 you suffer 1 damage (as you 
  get a minor sprain or some such injury) in 
  addition to other results, and on a modified 
  roll of 12 or more, you gain 1 Lore.
  determined: You have learned 
  to suffer through and even thrive on 
  adversity. Whenever you suffer damage, 
  you may make a roll+luCk. 
  on a 10+, you gain a point of Lore or 
  1 clue, your choice. 
  on a 7+, you gain 1 clue. 
   On a miss, you may still reduce damage 
  by 1, but the Keeper gets to hold 2.
  grizzled: You are tough. Increase 
  Might by 1 and reduce any harm you take 
  by 1, and environmental harm (falling, 
  heat, cold, and the like) by 2. 
  no room for error: When you 
  successfully poke around, you detect all 
  environmental hazards present. You also gain 
  a a point of Lore whenever you roll 10+ to 
  puzzle things out.
  »
  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
    Pilot
  a tremulus playbook
  Who Are You?
  You are the rushing wind. You are the soaring 
  eagle. You are one of the few daring souls 
  willing to jump into a cockpit and take to 
  the sky at a moment’s notice. You posssess 
  an adventurous spirit, a wild heart, and ever 
  long to try new things, constantly challenging 
  yourself to push your limits. It’s gotten you 
  into trouble before and likely shall do so again.
  Name
  Joshua Mitchell, Franklin Ashcroft, Michael  
  Adams, Tommy Stone, Marilyn Shaw, Amanda 
  Montgomery, Lizzie Scott, or Jamie Hall 
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Casual flight, formal flight, 
  wrinkled rustic, or fine tailored.
  faCe: Friendly, tanned, arrogant, or 
  chiseled.
  eyes: Dancing, focused, calm, distant, 
  or bright.
  build: Lean, angular, stocky, 
  powerful, or athletic.
  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)
  
  your lore move is
  foCused:  You have the ability to narrow 
  your attention to a given task at hand, 
  giving it your all. You may spend a point 
  of Lore to add +1 to any roll. clue, but the 
  Keeper gets 1 hold if you do.
  Gear
  you start with:
  » d6 wealth.  
  » Personal sidearm (medium).
  » Room in a boarding house.
  » Flight jacket (1 armor)
  and Choose two of the 
  following:
  » Steady work (d6 wealth/month). 
  » A rifle or shotgun.
  » A local love interest. (caring, 
  vulnerable). Each evening you spend 
  relaxing with him/her, you recover 1 
  Sanity. 
  » A sports coupe (very fast, small). 
   Attributes
  lore
  wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +1 
  Might +1 Luck 0 Affinity +1
  » Reason +1 Passion 0 
  Might +1 Luck +1 Affinity -1
  » Reason +2 Passion +2 
  Might 0 Luck +1 Affinity -2
  » Reason +2 Passion +1 
  Might 0 Luck 0 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.
  You begin with the following move.
  air born: You are adept at hunting, 
  outdoor cooking, and foraging, and have 
  basic naturalist skills (+1 to all relevant 
  rolls). Any time you set up a camp, the 
  site is safe while you’re present.
  also Choose two speCial moves.
  adrenaline Junkie: ou enjoy 
  the thrills and spills life throws at you. 
  Whenever you are in a dangerous situation, 
  you gain a point of Lore (maximum of 1 
  per scene).
  Crop duster: You have your very own 
  plane, a hangar, and a small loft in which 
  to rest your head outside of town. You gain 
  2d6/wealth a month.  Your longtime 
  mechanic,   Al or Alice, (cowardly, loyal) 
  watches the place and putters about when 
  you’re out and about.
  dashing: You have the good looks 
  given to those who soar with angels. 
  Folks attracted to your gender are easily 
  smitten by you. You gain +2 to all rolls 
  to ConvinCe or persuade them..
  fast reflexes: You gain +2 when 
  you react physically to aCt under 
  pressure.  
  former flyboy: You used to be 
  enlisted, and your experience has toughened 
  you. Take 1 less damage when you’re hit and 
  add +1 to your Might.
  »
  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 IV - The Expedition Team.pdf