TEXT: Hack and Slash
  When you attack an enemy in mêlée, roll+str. On a hit, you deal 
  your damage to the enemy and the enemy makes an attack against 
  you. On a 10+ you also select one of the following choices:
  • Avoid their attack.
  • Deal +1d6 damage.
  • A starting move of your discipline adds one or more choices.
  • Other moves may offer you additional choices.
  Volley
  When you take aim and shoot at an enemy at range, roll+Dex. On a 
  10+ you have a clear shot—deal your damage. On a 7–9, choose one 
  (whichever you choose you deal your damage):
  • You have to move to get the shot placing you in danger of the GM’s choice.
  • You have to take what you can get: –1d6 damage.
  • You have to take several shots, reducing your ammo by one.
  Defy Danger
  When you act despite an imminent threat or suffer a calamity, say 
  how you deal with it and roll. If you do it…
  • …by powering through, +Str
  • …by getting out of the way or acting fast, +Dex
  • …by enduring, +Con
  • …with quick thinking, +Int
  • …through mental fortitude, +Wis
  • …using charm and social grace, +Cha
  On a 10+, you do what you set out to, the threat doesn’t come to bear. 
  On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a 
  worse outcome, hard bargain, or ugly choice.
  Defend
  When you take up a defensive stance or jump in to protect others, 
  roll +con. On a 10+, hold 3 readiness. On a 7–9, hold 1 readiness. 
  You can spend readiness one-for-one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take the lower result)
  When you go on the offense, cease to focus on defense, or the danger 
  passes, lose any readiness that you hold.
  Spout Lore
  When you consult your accumulated knowledge about something, 
  roll+Int. On a 10+ the GM will tell you something interesting and 
  useful about the subject relevant to your situation. On a 7–9 the GM 
  will only tell you something interesting—it’s on you to make it useful. 
  The GM might ask you “How do you know this?” Tell them the truth, 
  now.
  Discern Realities
  When you closely study a situation or person, roll+Wis. On a 10+ 
  ask the GM 3 questions from the list below. On a 7–9 ask 1. Take +1 
  forward when acting on the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  Parley
  When you press or entice an npc, say what you want them to do (or 
  not do). If they have reason to resist, roll +cha. On a 10+, they either 
  do as you want or reveal the easiest way to convince them. On a 7–9, 
  they reveal something you can do to convince them, though it’ll likely 
  be costly, tricky, or distasteful. The gm should consider what might 
  convince them, using this list for inspiration:
  • a promise/an oath/a vow
  • a chance to do it safely/freely/discretely
  • appeasing or appealing to their ego/honor/conscience/fears
  • a convincing deception
  • a better/fair/excessive offer
  • helping them/doing it with them
  • violence (or a credible threat thereof)
  • something they want or need (coin/food/booze/art/etc.)
  • concrete assurance/proof/collaboration
  • pressure from ________
  • permission from ________
  • assistance from ________
  Aid or Interfere
  When you help or hinder someone, say how, before they make their 
  roll. If you do it…
  • …using brute force, roll+str
  • …with speed, agility, or physical finesse, roll+dex
  • …with vitality, toughness, or vigor, roll+con
  • …through emotional manipulation, roll+cha
  • …through analysis, logic, or book-learning, roll+int
  • …some other way, roll+wis
  On a 7–9, they take +1 or –2 to their roll, your choice. On a 10+, im-
  prove or reduce their result by one step, your choice, and choose one 
  from the following list:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  Basic Moves
  
  Perform Karma Ritual
  When you perform a focusing ritual particular to your discipline, 
  say what the half-hour ritual involves, then gain 3 karma. If you begin 
  this ritual with unspent karma, lose it. Spend karma, 1 for 1, to choose 
  an option:
  • After a roll is made for a move, roll an additional die and, if desired, replace 
  one of the original dice with the result of the extra die.
  • Immediately heal yourself 1d6 damage.
  • Some talents or spells may let you spend karma.
  Last Breath
  When you’re dying you catch a glimpse of what lies beyond the Black 
  Gates of Death’s Kingdom (the GM will describe it). Then roll (just 
  roll, +nothing—yeah, Death doesn’t care how tough or cool you are). 
  On a 10+ you’ve cheated death— you’re in a bad spot but you’re still 
  alive. On a 7–9 Death will offer you a bargain. Take it and stabilize or 
  refuse and pass beyond the Black Gates into whatever fate awaits you. 
  On a miss, your fate is sealed. You’re marked as Death’s own and you’ll 
  cross the threshold soon. The GM will tell you when.
  Encumbrance
  When you make a move while carrying weight up to or equal to Load, 
  you’re fine. When you make a move while carrying weight equal to 
  load+1 or load+2, you take -1. When you make a move while carrying 
  weight greater than load+2, you have a choice: drop at least 1 weight 
  and roll at -1, or automatically fail.
  Make Camp
  When you settle in to rest, choose one member of the party to man-
  age provisions. Then, if you eat and drink, and have enough xp, you 
  may perform the Ritual of Advancement.
  If you’re bedding down in dangerous lands, decide on a watch order. Then, 
  the gm chooses one person on watch during the night to roll+nothing. On a 
  10+ the night passes without incident. On a 7–9, the gm chooses one from 
  the list below.
  • the person on watch notices a nearby discovery
  • one party member of the gm’s choice suffers a restless night
  • one or more followers causes trouble
  • a danger approaches—it’s not immediately hostile, but whoever’s on watch 
  had better stay sharp anyway
  When you wake from at least a few hours of uninterrupted sleep, and you 
  ate and drank the night before, heal damage equal to half of your max hp.
  Recover
  When you do nothing but rest in comfort and safety after a day of 
  rest you recover all your HP. After three days of rest you remove one 
  debility of your choice. If you’re under the care of a healer (magical or 
  otherwise) you heal a debility for every two days of rest instead.
  Journey
  When you travel by a safe route, through safe or dangerous lands, 
  indicate your destination on the map. The gm will tell you how long 
  the trip takes, and what—if anything—happens along the way. When 
  you reach your destination, choose someone to manage provisions to 
  determine how many rations were consumed over the course of the 
  trip.
  Perform the Ritual of Advancement 
  When you have downtime (hours or days) and xp equal to (or great-
  er than) your current circle+7, you can reflect on your experiences 
  and hone your skills.
  • Describe the ritual
  • Subtract your current circle+7 from your xp.
  • Increase your circle by one.
  • Add two to the maximum number of threads you may weave.
  • Choose one of your stats and increase it by one (this may change your 
  modifier). Changing your Constitution increases your maximum and 
  current hp. Ability scores cannot exceed 18.
  End of Session
  When you reach the end of a session, if you hit a flag of any other 
  character during the session at least once, mark xp.
  Next, answer these three questions as a group. For each “yes” answer 
  everyone marks xp:
  • Did we learn something new and important about the world?
  • Did we overcome a notable monster or enemy?
  • Did we loot a memorable treasure?
  Next, compare your conduct during the session to the example set 
  by Passions important to you. You may give an example of one of the 
  following to the other players. If you do, mark xp. Explain something 
  you did that…
  • …lived up to the example of a Passion 
  • …failed a Passion
  • …resisted or thwarted a Passion
  • …demonstrated how a Passion thwarted or resisted you
  • …changed your view of a Passion
  If you wish, you may add a mark for the Passion you mention and 
  remove a mark from another. 
  Undertake a Perilous Journey
  When you travel through dangerous lands, and not on a safe route, 
  indicate the course you want to take on the map and ask the gm how 
  far you should be able to get before needing to make camp. If you’re 
  exploring with no set destination, indicate which way you go. Then, 
  choose one party member to scout ahead, and one to navigate, resolv-
  ing those moves in that order.
  Scout Ahead
  When you take point and look for anything out of the ordinary, 
  roll+wis. On a 10+, choose two from the list below. On a 7–9, choose 
  one:
  • you get the drop on whatever lies ahead
  • you discern a beneficial aspect of the terrain—shortcut, shelter, or tactical 
  advantage (describe it)
  • you make a discovery (ask the gm)
  • you notice sign of a nearby danger —ask the gm what it is, and what it 
  might signify
  Forage
  When you spend a day seeking food in the wild, and your surround-
  ings are not barren, roll+wis. On a hit you gain 1d4 rations, +1d4 
  rations if you have the knowledge and gear needed to trap or hunt. On 
  a 7–9, you first face a discovery or danger of the gm’s choice.
  Special Moves
  
  Special Moves
  Navigate
  When you plot the best course through dangerous or unfamiliar 
  lands, roll+int. On a 10+, you avoid dangers and distractions and 
  make good time, reaching a point of the gm choosing before you need 
  to make camp. On a 7–9, the gm chooses one from the list below:
  • you happen upon a discovery missed by the scout
  • the going is slow, or you wander off course. The gm says which, and where 
  you end up on the map
  • you encounter a danger; whether or not you’re surprised depends on 
  whether the scout has the drop on it
  Stay Sharp
  When you are on watch and something approaches, roll+wis. On a 
  10+, you notice in time to alert everyone and prepare a response; all 
  party members take +1 forward. On a 7–9, you manage to sound the 
  alarm, but no one has time to prepare.
  Manage Provisions
  When you prepare and distribute food for the party, roll+wis. On 
  a 7–9, the party consumes the expected amount of rations (one per 
  person if making camp, one per person per day if making a journey). 
  On a 10+, choose one from the list below:
  • careful management reduces the amount of rations consumed (ask the 
  gm by how much)
  • the party consumes the expected amount and the food you prepare is 
  excellent—describe it, and everyone who licks their lips gains a karma 
  point.
  Carouse
  When you return triumphant and throw a big party, spend 100 coin 
  and roll + extra 100s of coin spent. On a 10+ choose three. On a 7–9 
  choose one. On a miss, you still choose one, but things get really out 
  of hand.
  • You befriend a useful NPC
  • You hear rumors of an opportunity
  • You gain useful information
  • You are not entangled, ensorcelled, or tricked
  Supply
  When you go to buy something with gold on hand, if it’s something 
  readily available in the settlement you’re in, you can buy it at market 
  price. If it’s something special, beyond what’s usually available here, or 
  non-mundane, roll+Cha. On a 10+ you find what you’re looking for 
  at a fair price. On a 7–9 you’ll have to pay more or settle for something 
  similar.
  Outstanding Warrants
  When you return to a neighborhood or establishment in which 
  you’ve caused trouble before, roll+Cha. On a hit, word has spread of 
  your deeds and everyone recognizes you. On a 7–9, that, and, the GM 
  chooses a complication:
  • The local constabulary has a warrant out for your arrest
  • Someone has put a price on your head
  • Someone important to you has been put in a bad spot as a result of your 
  actions
  Recruit
  When you go looking to hire help, tell the gm what you’re offering 
  and for whom you’re looking, phrased in one of the following ways:
  • A group of _____ (porters, guards, minstrels, angry farmers, etc.)
  • A skilled ______ (guide, sage, burglar, bodyguard, etc.)
  A group is a follower like any other, but with the group tag. If the gm 
  says you can’t find that kind of help in a place like this, start over or 
  move on. Otherwise, roll +nothing and take +1 if you have a good 
  reputation in these parts. On a 10+ they’re yours for the hiring. On a 
  7–9, the gm chooses one from the list below:
  • They demand greater compensation, in coin or some other form
  • No one here fits the bill, but you hear of someone elsewhere who does
  • They have a need that must be met first (permission from someone else, 
  a favor, etc.)
  • You can tell at a glance they are less than ideal (ask the gm how)
  The gm will choose or roll their specifics (quality, loyalty, instinct, 
  cost, tags, etc.) as needed, to be discovered through play. Which 
  might involve you grilling them, right now.
  Order Follower
  When you order or expect a follower to do something dangerous, 
  degrading, or contrary to their instinct, roll+Loyalty. On a 10+ they 
  do it, now. On a 7–9, the gm chooses one from the list below:
  • Decrease the follower’s Loyalty by 1
  • They complain loudly, now or later, and demand something in return
  • Caution, laziness, or fear makes them take a long time to get it done
  Do Their Thing
  When a follower does something chancy within the scope of their 
  tags or moves, roll+Quality. On a 10+ they do it, as well as one could 
  reasonably hope. On a 7–9, they do it, but there’s an unforeseen cost, 
  consequence, or limitation (ask the gm what). You cannot usually 
  spend karma on this roll.
  When a follower does something chancy that falls beyond the scope of 
  their tags or moves, or does anything on their own, the gm will tell you what 
  happens.
  Call for Assistance
  When a follower helps you make a move that calls for a roll, take +1 
  to that roll but know that they will be exposed to any potential con-
  sequences.
  When a follower helps you hack and slash or volley, roll their damage die 
  alongside your own, use the highest one, and add any damage bonuses you 
  get on top of that.
  When a follower helps you defend, you can spend 1 hold to redirect an 
  attack to them instead of yourself.
  Pay Up
  When you pay a follower’s cost, increase their Loyalty by 1 (to a 
  maximum of +3). You can’t trigger this move again until both you 
  and your follower have Made Camp.
  Watch Them Go
  Once a follower has -3 Loyalty, they betray or abandon you at the 
  next opportunity.
  
  Spellcasting Moves
  Add a Spell to Your Grimoire
  When you add a spell to your own grimoire, you truly learn the spell. 
  The spell remains in your memory, so may be rewritten if a grimoire 
  gets stolen or destroyed. You may add spells of any circle into your gri-
  moire. You may add spells from other disciplines into your grimoire, 
  if the fiction supports it.
  Attune a Spell Matrix
  When you spend uninterrupted time (a half hour or so) in quiet con-
  templation of a spell matrix, you:
  • Remove the spell pattern in the matrix (if any).
  • Repair any damage done to the matrix.
  • Place into the matrix the pattern of any spell in your grimoire of your own 
  discipline and with a circle equal to or less than your own.
  You may fashion as many spell matrices as you like; however, the com-
  bined circles of all spells attuned into your spell matrices may not ex-
  ceed twice your own circle (e.g. a third circle wizard can only attune 
  up to six circles worth of spells into her matrices). Spells from other 
  disciplines may not be attuned to matrices.
  Weave Through a Matrix
  When you weave a thread into a spell matrix, the thread always be-
  comes woven into the matrix. If weaving while under time pressure 
  (e.g. combat, urgent necessity, etc.), also roll+the ability indicated by 
  your discipline. On a 7–9, hold 1 focus. On a 10+, hold 3 focus. On 
  a 12+, you may choose to weave an additional thread into the spell. If 
  you do, you gain no focus and lose any you are holding. Focus may be 
  spent, one-for-one as often as desired, to:
  • Add +1 to your own weaving roll after it is made.
  • Take +1 to casting a spell.
  • Take +1 to defy danger.
  Weave Through a Grimoire
  When you weave a thread into a spell in a grimoire, the weaving 
  attracts attention in astral space, and you roll+the ability indicated by 
  your discipline. Take –1 for each of the following:
  • The spell is of a higher circle than you have in your discipline
  • The grimoire is not yours
  • The spell is from a discipline you do not follow
  On a hit, the thread is woven into the spell. On a 10+, hold 2 focus, 
  spent just as in weaving through a matrix. On a 12+, you may choose 
  to weave an additional thread into the spell. If you do, you gain no 
  focus and lose any you are holding.
  Weave Raw Magic
  When you weave a thread into raw spell energy, the flare in astral 
  space attracts attention, and you roll+the ability indicated by your dis-
  cipline. Take –1 for each of the following:
  • The spell is of a higher circle than you have in your discipline
  • The spell is from a discipline you do not follow
  On a hit, the thread is woven into the spell. On a 10+, hold 1 focus, 
  spent just as in weaving through a matrix. On a 12+, hold 3 focus.
  Cast a Spell
  When you unleash a spell you’ve fully woven, roll+the ability indi-
  cated by your discipline. On a hit, the spell is successfully cast. On a 
  7–9, also choose one.
  • You draw unwelcome attention or put yourself in a spot. The gm will tell 
  you how.
  • The spell also creates an unintended side effect. The gm will tell what.
  • The spell disturbs the fabric of reality as it is cast—take −1 ongoing to cast 
  spells until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used) becomes damaged.
  Regardless of the result of the spell, any threads woven to cast it be-
  come available immediately, no longer woven into the casting. You 
  also lose all held focus.
  Abort a Spell
  When you abandon an attempt to cast a spell, or more than a minute 
  passes between weaving a thread into a spell and the spell being cast, 
  the energy stored in the spell dissipates, dealing 1 damage for each 
  thread already woven into the casting to you and everyone nearby, 
  friend and foe alike. Any threads woven to cast it become available 
  immediately.
  
  Devotion
  When you perform an act of true devotion to a Passion, gain 1 hold. 
  If the other players generally agree that a typical follower of the Pas-
  sion would, had they seen the act, mention the act to friends, gain +1 
  hold. If you oppose that Passion (i.e. one or more +), gain one fewer 
  hold. Spend that hold as follows:
  • Take +hold spent forward to immediately make an entreaty to that Passion.
  • When you or an ally takes damage, spend 1 hold to call on the Passion, 
  who intervenes with an appropriate manifestation (a sudden gust of wind, 
  a lucky slip, a burst of light) and negates the damage.
  • When you perform an action under the purview of the Passion, spend 1 
  hold to take +2.
  • Offer one or more hold and suggest something the Passion might do. If 
  the gm agrees, spend the hold and your suggestion happens.
  Entreaty
  When you call on a Passion for help, roll+nothing. If you follow that 
  Passion (i.e. have one or more x), take +1.
  • On a 15+, an avatar of the Passion (something like a large angel) will soon 
  manifest and do what the Passion thinks needs doing. 
  • On a 10–14, the situation immediately changes in a way that could be seen 
  as the Passion lending a hand.
  • On a 7–9, nothing happens immediately, but the gm will look for an 
  opportunity to show the Passion’s favor during the session, marking a + 
  for that Passion.
  • On a 3–6, in addition to whatever else happens, your entreaty falls on 
  deaf ears.
  • On a 2−, in addition to whatever else happens, the Passion feels you need 
  tested, and the gm marks a ~ for that Passion.
  Create Art
  When you create a work of art and are not tainted by horrors, say 
  what you are creating. If you do it…
  • …using brute force, roll+str
  • …with precise detail work, roll+dex
  • …through performance, roll+cha
  • …featuring particularly deep insight, roll+wis
  • …some other way, roll+int
  On a 10+, choose three. On a 7–9, choose one. You may spend one 
  karma to make an additional choice, even on a miss:
  • When exchanged as part of a ritual of greeting, the art convincingly conveys 
  the degree to which your are or are not tainted by the horrors.
  • The art will fetch a good price.
  • The act of creating the art functions as a karma ritual.
  • The art inspires the reaction you desire in most who see it.
  • The art requires less effort (time, cost, exertion) than usual.
  Denominate
  When you give a general name to a type of thing that has never 
  been named by any other namegiver before, take +2 ongoing when 
  interacting with that thing. Often, if something new is encountered by 
  a group, a negotiation (or protocol, or fight) will determine who will 
  have the right to name it.
  Naming
  When you give a proper name to something worthy that does not 
  yet have a name, you help define its true pattern and, thus, gain full 
  knowledge of it. You may exploit this knowledge by ritually connect-
  ing to it or tracking it through astral space.
  Astral Sight
  When you have the ability to view the astral plane and spend a mo-
  ment to activate it, take +1 ongoing on any roll using int, wis, or cha. 
  Take –2 ongoing on any roll using str, dex, or con. Take an addi-
  tional +1 ongoing to discern realities. These bonuses and penalties 
  last until you spend a moment to deactivate astral sight. While astral 
  sight is active, you may interact with (and injure) astral creatures, and 
  they you.
  Not all characters may use astral sight. Something in their playbook must 
  grant them the ability to use this move, such as being a windling, being a 
  magician, or having a talent that grants it. Some magic items may also allow 
  its use.
  Control Vehicle
  When your vehicle skids and shakes under difficult conditions or a 
  powerful attack, roll+Control. On a 10+, you maintain control of the 
  vehicle. On a 7–9, the gm chooses one:
  • A passenger or crewmember is briefly stunned as they slam into something.
  • A sudden mechanical fault makes the situation more precarious.
  • The vehicle briefly spins out of control and doesn’t quite go where the 
  pilot intended.
  Damage Report
  When a vehicle marks a point of stress, the gm chooses one of the 
  following:
  • Choose a move the vehicle has. It loses that move.
  • –1 ongoing to control.
  • –1 ongoing to cover.
  • –1 or –2 ongoing to Passengers. If this brings the Passenger stat below the 
  number of people on board, someone just lost their seat.
  • There’s a problem – a fuel leak, a broken rudder, or something else you’ll 
  need to deal with to keep the vehicle working properly.
  Jury Rig
  When you have to repair damage to a vehicle on the fly, roll+int. 
  On a 10+, choose two. On a 7–9, choose one. You may spend a point 
  of karma to make an additional choice, even on a miss.
  • The vehicle regains the use of one move.
  • The vehicle suffers one less ongoing penalty.
  • You repair any damaged onboard equipment.
  • You give the vehicle a temporary boost, granting the pilot +1 forward on 
  the next roll involving Control.
  Note: The Jury Rig move does not remove a mark of stress from 
  the vehicle, even if you used the move to repair something that was 
  caused by gaining Stress.
  SETTING Moves
  
  Embrace a Talent
  When you perform a short ritual to make a talent from your disci-
  pline part of yourself, weave an available thread into your own pat-
  tern, activating the talent.
  • Mark the talent with a check in your discipline playbook. You gain the use 
  of this talent immediately.
  • The thread is now woven into that talent and may not be used for other 
  purposes.
  Cross Train
  When you receive sufficient training in a talent from another dis-
  cipline to make it part of yourself, perform a short ritual with your 
  instructor, then weave two available threads into your own pattern, 
  activating the talent. You may not weave more threads to other disci-
  plines than you have woven to your own. A discipline’s starting moves 
  are not talents, so cannot be selected in this way.
  • Note this talent on your playbook. You may use it immediately.
  • Mark the threads as being in use.
  Release a Talent
  When you no longer wish to have a talent as part of yourself, you 
  may perform a short ritual to unweave a thread(s) from your own pat-
  tern, deactivating the talent. If the talent is required by another talent 
  to which you have woven a thread, this ritual fails. Otherwise:
  • Uncheck the talent in your playbook. You lose the use of this talent 
  immediately.
  • The thread is now available for other purposes.
  • Gain a random debility.
  • You may not mark xp from following your Passion this session.
  Branch Out
  When you perform the ritual of advancement and receive the proper 
  initiation, you may weave one of your available threads into the first 
  move of an obsession (page 133). This works as Embrace a Talent 
  but, once done, it can never be undone; you cannot “unwalk” the path 
  of an obsession. Once you begin walking the path of an obsession, 
  you may use the embrace/release a talent moves for the additional 
  moves in the obsession; however, you can never have more threads 
  woven into obsessions than you have woven into your discipline.
  Integrate a Rank
  When you spend a day meditating on a magic item you possess with 
  an unlocked and unused rank, you may weave an available thread 
  into the magic item, gaining the benefit of the unlocked rank. You 
  may not make this move if someone else has woven threads into ranks 
  of the same item.
  Renounce an Item
  When you die or renounce possession of a magic item, any threads 
  you have woven into ranks of that item immediately become available. 
  Just as immediately, you lose the benefit of the item and all its ranks. 
  Some items may take renunciation personally, demanding different 
  keys or deeds should you try to weave a thread into them again.
  Pattern Bond
  When you link your true pattern to the true pattern of a person, 
  creature, or place, perform a ritual during which you weave a thread 
  into the target pattern. If desired, the target may weave their own 
  thread into your pattern during the same ritual. This is always pos-
  sible, but varies in difficulty based on the circumstances. Before the 
  ritual may be conducted, the gm will give you some requirements, 
  including tasks like:
  • You must know the name associated with the target pattern.
  • You need the target’s permission
  • You must discover and possess one or more items which influenced the 
  formation of the target pattern.
  • You must spend hours/days/weeks studying an item which influenced 
  the formation of the target pattern.
  • You must discover particular information about how the target interacts 
  with magic.
  • You must discover particular information about influential events in the 
  target’s history.
  • You must convince someone else to relinquish their link to the target.
  • You must conduct the ritual at a particular time or place.
  So long as the link between patterns remains, you are aware of how many 
  others have linked to the target, and immediately know if someone creates a 
  new link. You may unravel the linking thread with a few minutes concentra-
  tion, severing your link to the target.
  Threads linking patterns together are difficult to detect but, once found, 
  can sometimes be tracked through astral space.
  Some places with true patterns may be mobile, such as airships.
  Bond to a Place
  When you link your true pattern to the true pattern of a place, so 
  long as the thread remains woven, you may:
  • know the tags of the place, and instantly know if they change, no matter 
  where you are
  • know vaguely in what direction the place is, if it is within a day’s walk
  • with a minute’s meditation, you can discern realities about the place as if 
  you were there, no matter how far away you are.
  Bond to a Person
  When you link your true pattern to a person or creature, so long as 
  the thread remains woven, you may:
  • spend few minutes in physical contact to take any amount of damage in 
  order to heal them by that amount
  • meditate with closed eyes to discern realities using their senses, no matter 
  the distance between you
  • meditate to whisper a short message, which they will hear no matter the 
  distance between you
  Thread Moves
  
  Blood Magic
  First Blood
  When you first practice blood magic, you perform a short ritual to 
  prepare your blood. Once this ritual completes, you…
  • …reduce your maximum hp by one. You may never get this hp back. Not 
  by magic, not after a year and a day, never.
  • …take 5 blood. Blood may be committed to power blood magic, as 
  indicated by other moves. While blood remains committed to one thing, 
  it may not be committed to anything else. Blood may be uncommitted 
  with a few minutes concentration, ending whatever it was powering, and 
  making the blood available for use. Blood may also be spent. Spent blood 
  is consumed and lost forever.
  • …must conceal your use of blood magic or face social consequences. While 
  using blood magic may improve your standing with some people, most 
  frown on the practice and some actively shun or persecute those who use it.
  You may repeat this move to gain more blood, reducing your hit 
  points further.
  Self-Mutilation
  When a blood charm is implanted into your flesh with your con-
  sent, you must pay the cost in blood (usually a commitment of a few 
  blood). If you lack the available blood to pay the cost, you may un-
  commit blood powering other effects immediately, if you choose. If 
  you still lack enough, you immediately make the first blood move 
  until you have enough blood to pay. The blood charm provides its 
  benefit so long as the blood it needs remains committed.
  When you uncommit blood to an active blood charm, the charm im-
  mediately goes dead. If not removed from your body, it will begin to rot. 
  Once removed, it may leave a void. For example, if the charm was installed in 
  an eye socket, the socket remains empty when the charm is removed.
  Push Talents
  When you sacrifice part of yourself to succeed at a move, describe 
  how you do so, then spend 1 blood. You succeed as if you rolled a 12+.
  Blood Peace
  When you swear to a truce with another namegiver, you both cut the 
  wrist of your dominant weapon arm and commit 1 blood. The cut 
  forms a crescent-shaped scar, easily seen and deciphered by those 
  who know to look. For the next year and a day, so long as you main-
  tain the truce, you take +1 ongoing to taking your last breath (not 
  cumulative). If a truce is violated, the blood the culprit committed to 
  the truce becomes spent, and the other party’s is uncommitted. Truc-
  es may be extended.
  Blood Promise
  When you swear to perform a task for another namegiver, you cut 
  your forehead, name a talent you intend to use to fulfill this task, 
  and commit 2 blood. Often, the other namegiver will make a blood 
  promise of their own to you at the same time. You may only make one 
  blood promise at a time. For the next year and a day, or until the task is 
  completed (whichever comes first), you gain +1 ongoing to using the 
  talent you named. If you fail to complete the task in time, the blood 
  is spent.
  Forge a Group Pattern
  When a group bonds together magically, the members of the group 
  perform a long ritual to create the group’s pattern, during which:
  • The group’s name is decided and declared.
  • A symbol is created representing the group and its history.
  • Each member commits 1 blood.
  • Each member of the group weaves a thread into the group’s pattern.
  Once completed, the group is magically linked together. All members 
  of the group gain access to the bonded group moves.
  Broadcast Thoughts
  When you can see or be seen by your fellow bonded group members, 
  you may “speak” to them without uttering a sound.
  Discern Condition
  When you concentrate on a bonded group member regardless of how 
  far away he or she may be, roll+wis. Any effect that would benefit or 
  hinder the discern realities move may benefit or will hinder this move. 
  On a 10+, ask the gm three questions from the list. On a 7–9, ask one:
  • Where is the group member in relation to me? (Answer will include 
  distance and direction, but not how to get there.)
  • What are the group member’s surroundings like?
  • What is the group member’s physical condition?
  • What is the group member’s emotional state?
  Move as One
  When you fight alongside your fellow bonded group members, gain 
  +1 ongoing to defend them.
  Share Bounty
  When you briefly touch a willing bonded group member, you may 
  transfer one ongoing bonus to them. You cannot regain the same kind 
  of bonus while it remains on them. The bonus returns to you at the 
  next sunrise, unless it expires prior to that.
  Eject a Member
  When one member of a bonded group is singled out by all other 
  members for expulsion, all members of the group (other than the one 
  to be expelled) gather and perform a short ritual, during which:
  • The exile’s thread is unwoven from the group’s pattern. 
  • The exile’s committed blood is spent.
  • The exile may not use or be targeted by the group’s moves.
  Expand the Group
  When a majority of the bonded group gathers and agree to add a will-
  ing recruit to the group, they conduct a short ritual, during which the 
  recruit weaves a thread into the group’s pattern and commits 1 blood, 
  making the recruit is considered a full member. Members not present 
  for the ritual immediately become aware of the new member.
  Leave the Group
  When you die or quit a bonded group, your thread is unwoven from 
  the group’s pattern and your blood is uncommitted, freeing both for 
  other use. You no longer may make (or be the target of) group moves 
  for that group. Other members of the group immediately become 
  aware you have left.
  
  Creating Followers
  Name
  Has anyone ever given the follower a name? If so, 
  decide what it is. If not, maybe a namegiver will 
  give them one. Either way, when it comes time to 
  determine specifics, follow the instructions under 
  the relevant entry below. If you are prepping fol-
  lowers ahead of time, follow the steps in order.
  Quality
  If the follower’s Quality has not been set, choose 
  one or roll 1d12:
   1–3 A liability: Quality –1, +0 tags
   4–9 Reasonably competent: Quality +0, +1 tags
   10–11 Fully capable: Quality +1, +2 tags
   12 Exceptional: Quality +2, +4 tags
  Background
  Namegivers, intelligent spirits and the like gain a 
  -wise tag, then choose one or more, or roll 1d12:
   1–2 Oppressed, run down, defeated: +meek
   3 
  Past their prime: –1 to Quality, +1 -wise
   4–5 Has lived a life of danger: +2 tags
   6–9 Unremarkable
   10 Has lived a life of privilege: +1 tag
   11 Specialist: +1 to Quality, –2 tags
   12 Roll twice on this table
  Followers who cannot use language instead gain:
  • beast, an appropriate size tag, +1 tag. 
  Size
  tiny: appropriate beings who are about two apples tall.
  small: anywhere from the size of a small dog to the size 
  of a human child. Appropriate mounts for: windlings. 
  no size tag: the creature is about the size of most 
  namegivers. Some appropriate mounts for: dwarves.
  large: something about the size of a horse. Appropriate 
  mounts for: human-sized, possibly orks, trolls, dwarves. 
  huge: about as big as you can reasonably expect a single 
  namegiver to be able to control. Appropriate mounts 
  for: orks, trolls, obsidimen.
  gigantic: impossibly huge, like a whale, castle, or island.
  Tags
  ____-wise: they know all about ____, and can roll 
  +Quality to Spout Lore about it on your behalf.
  apprentice: they can assist artistic endeavors, reducing the 
  time they take, and bearing the brunt of complications.
  aquatic: they can breathe and move well underwater, 
  but will typically face difficulty (even death) on land.
  archer: they use ranged attacks effectively and can roll 
  +Quality to volley on your behalf.
  athletic: good at running, jumping, climbing and the like.
  beast: they cannot use language beyond, at best, following 
  simple commands. Beasts cannot have -wise tags.
  beautiful: they make an impression, drawing admiration 
  and attention.
  burrowing: they can quickly burrow through the earth.
  cautious: they are careful and avoid acting rashly.
  connected ( ____ ): they have friends or contacts in 
  ____, a steading or group.
  cover: when ridden, the defenses of this mount also 
  provide +1 armor. to the rider and passengers. 
  cunning: clever and observant. They can roll +Quality to 
  discern realities on your behalf.
  devious: deceitful, treacherous, tricky. Just the sort you 
  want working for you.
  fearless: they will bravely face anything you are willing 
  to face yourself. When you order them, if they are 
  uninjured, improve your result by one step.
  flying: they can fly in some manner
  group: a team, gang, or mob, with all the strengths and 
  disadvantages that come with greater numbers.
  guide ( ____ ): knows a particular steading or region and 
  can roll +Quality to spout lore, scout ahead, or navigate.
  hardy: tough, hard-working, and willing to put up with 
  discomfort. They get +2 Load.
  healer: they add their Quality to damage healed when 
  they tend wounds with bandages or herbs & poultice.
  meek: they accept their lowly lot, and will do degrading or 
  unreasonable things without needing to follow orders.
  magical: they are magical by nature or training, and 
  sensitive to the workings of magic. Use at least one of 
  their moves to elaborate on their powers.
  mount: the follower allows others to ride and control it.
  organized: they make and follow plans well, and work well 
  in a group. Once they agree to a plan, you do not need 
  to order followers as long as the plan doesn’t go south.
  +x passenger: they can carry up to x additional human-
  sized passengers, in addition to a rider.
  self-sufficient: can roll +Quality to forage.
  stealthy: can avoid detection and get the drop on foes.
  terrifying: they inspire fear in those who see them
  warrior: they take +1 to their damage die roll, and you 
  don’t need to order follower to get them to fight.
  willful: they resist taking action. Take −1 ongoing to 
  order them.
  Moves
  Write 1–3 moves for the follower that further de-
  scribe their behavior and abilities. These are for 
  the GM. Use them when the players look to the 
  GM to see what the follower does, or when they 
  give the GM a golden opportunity.
  The players might order or expect a follower to 
  use one of these moves on their behalf. That’s fine, 
  this may require them to order followers and/or 
  that the follower do their thing.
  A follower move reflects a skill, ability, or trait 
  that can’t be better summarized by a tag. Exam-
  ples include:
  • Point out a flaw in the plan
  • Notice something hidden
  • Follow quarry by tracks and spoor
  • Divine the future
  • Poison someone
  Loyalty
  Unless the follower’s Loyalty is set by something 
  else, a new follower starts with Loyalty +1, but the 
  GM may add or subtract 1 Loyalty to reflect initial 
  disposition, respect, reputations, etc.
  Instinct
  What does the follower do naturally that might 
  cause trouble? Choose one, make one up, or roll 
  1d12:
   1 
  Loot, pillage, and burn
   2 
  Hold a grudge and seek payback
   3 
  Question leadership or authority
   4–5 Lord over others
   6–7 Act impulsively
   8–9 Give in to temptation
   10–11 Slack off
   12 Avoid danger or punishment
  Cost
  What motivates the follower to accompany and 
  assist the characters? Generally, the better the fol-
  lower, the higher the cost they demand. Choose 
  one,  make one up, or roll 1d12:
   1 
  Debauchery 
  8–9 Glory
   2 
  Vengeance 
  10 
  Affection
   3–5 Lucre 
  11 
  Knowledge
   6–7 Renown 
  12 
  Good
  Hit Points
  How resilient are they? Pick one or roll:
   1–3 Weak/frail/soft: 3 HP
   4–9 Able-bodied: 6 HP
   10–12 Tough/strong/hard: 9 HP
  Armor & Shield
  Choose one armor and/or give them a shield, ap-
  propriate to their circumstances:
  • None: 0 armor
  • Hides, fur or leather: 1 armor
  • Scale, chain, chitin: 2 armor
  • Plate, bony plates: 3 armor
  • Shield: +1 armor
  Damage
  How dangerous are they in a fight? Assign range 
  & tags based on the weapons they wield. Pick one 
  according to who they are, or roll:
   1–4 Not very: d4 damage
   5–10 Can defend themselves: d6 damage
   11–12 Veteran fighter: d8 damage
  Load & Gear
  In addition to arms, armor, and tools of their 
  trade/circumstances/station, namegiver follow-
  ers have an additional Load between 2 and 4. Set 
  the Load of a beast based on its size and physical 
  characteristics.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Fourth World/fourth-world-crib-1.5.pdf