TEXT:  
   
   
   
   
   
  d6
  Maximum HP is
  10+Constitution
  LOOK 
   choose one for each
  Gaze: disciplined, curious, enthusiastic
  Appearance: utilitarian, regimented, polished
  Accoutrement: functional, refned, decorated
  Body: stocky, supple, willowy
  SPECIES 
   choose one
  ☐ DWARF
  When you successfully defend using a shield, gain +1
  readiness.
  ☐ ELF
  When someone you aided to volley deals damage, they
  add your INT to the damage they do.
  ☐ HUMAN
  When you aid a parley, you may ask the GM a question
  from the discern realities list.
  ☐ ORK
  When someone uses your aid to hack and slash, if their
  target deals damage, reduce it by −1d4.
  ☐ TROLL
  When someone uses your aid to discern realities, you
  may ask a question from the basic list as well.
  ☐ T’SKRNG
  When someone defes danger with your aid, you also
  defy the danger.
  ☐ WINDLING
   astral sight
  When you taunt, you may roll +INT instead of +CHA.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Accommodating: counter my proposal with a less
  atractive one I must either accept or disrupt the
  harmony of the group.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Exploitable: ofer me a fimsy reason to voluntarily put
  myself in danger for your gain.
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Jealous: ofer me an opportunity to praise a rival.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Skilled: seek my help in learning how to .
  ☐ Sycophantic: insist I publicly compare the greatness of
  two people from whom I seek favor.
  ☐ Unsophisticated: exemplify a social convention or
  intricate concept I must misunderstand.
  ☐
  ☐
  GEAR 
   Load is 9+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  ragged bow (near, 2 weight)
  bundle of arrows (ammo: ☐☐☐, 1 weight)
  shield (+1 armor, 2 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ chainmail (1 armor, worn, 1 weight)
  Choose your armament:
  ☐ short sword, axe, or warhammer (close, 1 weight)
  ☐ cutlass (close, +1 damage, 2 weight)
  ☐ rapier (close, precise, 1 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  Choose two:
  ☐ 2 healing potions
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ antitoxin, poultices and herbs (uses: ☐☐, slow, 1
  weight)
  ☐ repair kit (uses: ☐☐☐☐☐☐, slow, 1 weight)
  ☐ 22 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  MANY AS ONE
   
  When you aid a member of your crew or bonded group, improve
  your result by one step.
  UNBOWED, UNBENT, UNBROKEN
   
  When you prepare yourself to endure some hardship without
  fghting back, roll+CON. On a hit, you can either take half damage
  or completely ignore one other ill efect. On a 10+, you can also
  defeat, expose, or frustrate your oppressor with your stubbornness.
  LOYALTY
   
  When you bond to an airship, in addition to the usual benefts of
  bonding to a place, while the bond remains, you gain the beneft
  of your choice from the list below. You may only bond with one
  airship at a time.
  ☐ When you successfully aid anyone on board, or who ever
  served aboard, that ship, take +2 armor forward.
  ☐ When you defend anyone on board, or who ever served
  aboard, that ship, you get +1 readiness, even on a miss.
  ☐ When you carouse with anyone who ever served aboard that
  ship, you may make an additional choice.
  ☐ When you parley with anyone who ever served aboard that
  ship, they will setle for less.
  ☐ You are always considered to have a useful reputation when
  recruiting for your ship.
  ☐ When you discern realities about the ship or anyone who
  ever served aboard her, ask an additional question.
  MAY I BE OF ASSISTANCE?
   
  When you aid someone, you may spend karma on their roll just as
  they could.
  WITH A LITLE HELP
   
  When someone near you who you are not already aiding needs
  help, afer their dice have been rolled, you may add +1 to their
  result if you are willing to share any consequences of that roll.
  COME ABOUT
   
  Add the following to the hack and slash list:
  • You maneuver your target to a nearby spot of your choosing.
  • You maneuver yourself to a nearby spot of your choosing.
  EXPRESSIONS OF UNITY
   
  When you create art with rune carving or embroidery, take +1.
  If you use the result in a successful greeting ritual, take +1 to aid or
  hinder the recipient.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ ÆGIS
   
  When you defend while wielding a shield, you may also spend
  readiness on the following:
  • Knock the atacker down or back.
  • If it is mobile, the thing you defend may move or be moved
  somewhere safe from the atacker.
  • Take −1 forward and negate the atack’s efect or damage.
  Second thread (requires circle 6): You also gain +1 hold, even on a
  miss. You may also spend one karma to gain +1 hold.
  ☐☐ EAGLE-EYED
   
  When you observe a far-of location, you may discern realities
  using +INT as if much closer. Ask an additional question, even
  on a miss. You may spend a point of karma to ask an additional
  question, not limited by the list.
  Second thread (requires circle 6): In addition, on a 12+ the questions
  you ask the GM may be anything, not limited by the list.
  ☐ I CANNOT DO IT, CAPTAIN!
   
  When you or your crew proclaim the impossibility of a task
  related to your airship and you are told to do it anyway, hold 1.
  While performing the task, spend hold to:
  • Change the result of a roll by one step (up or down)
  • Accomplish the task in half the time.
  ☐ TAUNT
   
  When you mock, tease or otherwise provoke an NPC, roll+CHA.
  On a hit, they become more aggressive towards you and your crew
  or bonded group, possibly atacking. On a 10+, you also take +1
  forward against them. On a miss, they do as they please and you
  take −1 forward against them.
  ☐☐ DAMAGE PARTY
    requires circle 2
  When you work with your crew to jury rig an airship, make an
  additional choice, even on a miss.
  Second thread (requires circle 6):  On a 12+, if you repair something
  caused by gaining stress, remove that point of Stress.
  ☐ EAR TO THE WIND
    requires circle 2
  When you discern realities or spout lore about the history, crew,
  location, destination, condition, or cargo of any airship, take +1.
  On a 12+, in addition to the normal efects, you get to ask the GM
  any one question about the subject.
  ☐☐ GOT YOUR BACK
    requires circle 2
  When you fght next to a member of your crew or bonded group,
  gain +1 armor.
  Second thread (requires circle 6): Gain +2 armor instead.
  ☐☐ MERCHANT MARINE
    requires circle 2
  When you use the supply move, before you roll choose one:
  • Roll+INT instead of roll+CHA.
  • If the cost of the item includes “-Charisma”, you may subtract
  your Intelligence score from the price instead of your
  Charisma score.
  • On a 12+, you will fnd what you are looking for at a bargain
  price.
  • On a 12+, you will fnd what you are looking for at a fair price
  and fnd something else unexpected and useful at a fair price.
  Second thread (requires circle 6): Choose two instead.
  ☐ THAT’S THE SPOT
    requires circle 2
  When you volley with a vehicle-mounted weapon, you may use
  +INT instead of +DEX.
  ☐ WARD OF PROTECTION
    requires circle 2
  You know a short incantation and hand gesture which acts as
  proof against magic. When you use the protection to thwart a
  magical efect (actively or passively), roll+CON. On a 10+, you are
  unafected by the magic. On a 7–9, choose one:
  • You sufer the efect to a lesser degree.
  • You are unafected, but the efort takes its toll: mark a debility
  of your choice.
  • You are unafected, but your gesture will no longer work until
  you next make camp.
  ☐ SPURN THE EARTH
    requires circle 4
  When you leap or fall from a very great height, roll+CON. On a
  hit just before impact, you conjure a reaction between earth and
  air, setling gently to the ground. On a 10+, at your option, you
  may use this reaction to carry you back to where you started falling
  (the deck of the airship you were on, for example).
  ☐ WHAT’S MINE IS MINE
    requires circle 4
  When you give someone an item you’d rather keep, roll+INT. On
  a hit, it returns to you in good time but on a 7-9, there are strings
  atached. On a miss, it may cause more trouble than it's worth or
  lost forever.
  ☐ AND TAKE THAT
    requires circle 6
  When someone you are aiding hacks and slashes on 10+, deal
  your damage to their target as well.
  ☐ CAMARDERIE
    requires circle 6
  When you make camp with your crew or bonded group, you heal
  +1d8.
  ☐ LEAF ON THE WIND
    requires circle 6
  When you pilot an airship, you may automatically take the 10+
  results of any control vehicle rolls.
  ☐ LOVE, SPIT AND DUCT TAPE
    requires circle 6
  A vehicle you are occupying or piloting may continue moving even
  if it has no stress lef. No one may use any pilot or passenger moves
  while it is in this state. Te vehicle will not run again once you
  come to a stop. One more mark of stress will halt the vehicle.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  SHIP 
  Name:
  Control:
  Passengers:
  Tags:
  Cover:
  Moves/Gear:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  AIR SAILOR
  
   
   
   
   
   
   
  d10
  Maximum HP is
  10+Constitution
  LOOK 
   choose one for each
  Gaze: distant, atentive, staring
  Appearance: calloused, tanned, decorated
  Accoutrement: hooded, reserved, elegant
  Body: graceful, compact, built
  SPECIES 
   choose one
  ☐ DWARF
  You may defend an ally from a distance, rolling +DEX
  instead of +CON. You may only redirect an atack to
  yourself if it could reach you.
  ☐ ELF
  When you successfully discern realities during combat,
  you may ask an additional question.
  ☐ HUMAN
  When a defending ally spends one or more readiness
  against an atacker, take +1 forward against that target.
  ☐ ORK
  Once per batle you may reroll a single damage roll
  (yours or someone else’s).
  ☐ TROLL
  When you select enhancements for your expressive style,
  you may choose to add the forceful tag.
  ☐ T’SKRNG
  You ignore the circle requirement for the trick shot talent
  and take +1 when you use it.
  ☐ WINDLING
   astral sight
  When you volley on a 7–9, you may choose to take −1
  forward to your next volley instead of the listed choices.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Compassionate: ofer me an easier solution that
  requires I exploit those weaker than me.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Irresponsible: convince me to shirk my duty.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Trustworthy: confde in me a secret that would damage
  you if reveal
  ☐ Vengeful: ofer me a reasonable path that I must reject
  to gain my revenge.
  ☐
  ☐
  GEAR 
   Load is 12+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ chainmail (1 armor, worn, 1 weight)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose your armament:
  ☐ fne bow (near, far, 2 weight)
  ☐ bundle of arrows (ammo: ☐☐☐, 1 weight)
  ☐ crossbow (near, +1 damage, reload, 3 weight)
  ☐ bundle of bolts (ammo: ☐☐☐, 1 weight)
  ☐ blowgun (near, −2 damage)
  ☐ blowgun needles (ammo: ☐☐☐☐☐)
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ bola (thrown, near, entangling, 1 weight)
  ☐ stileto (hand, precise, 1 piercing, 1 weight)
  Choose two:
  ☐ 2 healing potions
  ☐ bundle of arrows (ammo: ☐☐☐, 1 weight)
  ☐ bundle of bolts (ammo: ☐☐☐, 1 weight)
  ☐ antitoxin
  ☐ any mount, with gm approval (beast, mount)
  ☐ 15 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  CALLED SHOT
   
  When you atack someone from a distance and they don’t see it
  coming, you can choose to deal your damage or roll+DEX. On a hit
  deal your damage and choose one. On a 10+, also choose another.
  You may spend karma to make one additional choice, even on a
  miss.
  • Deal +1d4 damage.
  • Tey drop what they are holding. If this is a weapon, they do
  half damage until they are rearmed.
  • Hobble their movement.
  • Stun them into total inaction for a few moments.
  • Strike a weak spot, ignoring their armor.
  EXPRESSIVE STYLE
   
  When you hold your favorite ranged weapon, you channel magic
  through it in your unique way, altering the weapon to express your
  soul and technique. Choose whether you express magic using:
  ☐ bows
  ☐ crossbows
  ☐ thrown weapons
  ☐ blowguns
  Choose two enhancements which apply to any weapon of that type
  when you use it (and disappear when you don’t). Your magic…
  ☐ …directs your shots to exposed spots: +2 piercing.
  ☐ …expresses your vendeta: when volleying at a specifc type
  of creature (your choice), take +1.
  ☐ …speeds your cycle: ignore reload.
  ☐ …directs your shots to vulnerable spots: +1 damage.
  ☐ …lightens the weapon: −1 weight.
  ☐ …braces the weapon allowing a brutal directness: Use STR to
  volley, not DEX.
  ELUSIVE STRIKE
   
  Add the following to the hack and slash list:
  • You escape mêlée with the target, moving to near range.
  EXPRESSIONS OF THE ARC
   
  When you create art with wood carving, take +1. If you use the
  result in a successful greeting ritual and the person receiving your
  art retains it, you may always fnd them using direction arrow.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐ BLOT OUT THE SUN
   
  When you volley you may spend extra ammo before rolling. For
  each point of ammo spent you may choose an extra target. Roll
  once and apply damage to all targets.
  ☐☐ HUNTER’S MARK
   
  When you volley an enemy, your next atack against that same foe
  deals +1d4 damage.
  Second thread (requires circle 6): When you volley an enemy, your
  next atack against that same foe deals +1d8 damage, instead.
  ☐ IMPROVED BOW
   
  Choose one extra enhancement for your expressive style.
  ☐☐ ACCURTE
    requires circle 2
  When you deal damage with a ranged weapon, roll twice and
  keep the higher result.
  Second thread (requires circle 6): When you deal damage with a
  ranged weapon, your base damage die always scores the maximum.
  ☐ BOW HISTORY
    requires circle 2
  When you spend several hours studying a ranged weapon or
  ammunition for a ranged weapon, roll+INT. On a 10+ you gain
  insight into the item’s past and nature. Choose three and take +2
  forward to study the item further. On a 7–9 choose one and take
  +1 forward to study the item further.
  • Discover the item’s basic abilities (that is, abilities that may be
  used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn
  the item’s name.
  • Discover the question that must be answered to gain the next
  key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  ☐ DIRECTION ARROW
    requires circle 2
  When you need to locate someone and have a personal item
  representative of them, you may release a shot into the air. At the
  apex of the arrow or weapon’s fight, it explodes into sparks, which
  shape into an arrow pointing the direction to the target.
  ☐ MISSILES AND TARGETS
    requires circle 2
  When you discern realities about a social obstacle to a goal, add
  the following to the questions you may ask:
  • Which tactic ofers the most direct route to my goal (e.g.
  intimidation, bribery, cooperation, subterfuge, etc.)
  ☐☐ WOOD SKIN
    requires circle 2
  You gain +1 armor.
  Second thread (requires circle 6): You gain +2 armor instead.
  ☐ FLETCHER
    requires circle 4
  When you spend some time refecting on your expressive style
  and making arrows or bolts specifcally for use with it, roll+WIS.
  You create a bundle of ammunition (3 ammo, 1 weight). On a 10+
  choose three. On a 7–9 choose one:
  • Te ammunition is high quality: +1 ammo.
  • Te ammunition is armor piercing: +2 piercing.
  • Te ammunition is wicked: +1 damage.
  • Te ammunition is non-lethal: deals stun damage.
  ☐ TRICK SHOT
    requires circle 4
  When you make a fancy shot with your favorite ranged weapon,
  spend 1 ammo and roll+DEX. On a 10+ the shot succeeds as
  intended (dealing damage, if appropriate). On a 7–9 the trick
  works, but imperfectly.
  ☐ WARP WOOD
    requires circle 4
  When you touch wood, living or dead, and concentrate you may
  bend and shape it as you desire. Take −1 ongoing to any other task
  while you do so.
  ☐ ARROW’S VIEW
    requires circle 6
  When you fre a ranged weapon, you may choose to replace your
  vision by what would be seen if your eyes were on either side of the
  fying weapon, until the moment of the arrow’s impact.
  ☐ INCULCATE WOOD
    requires circle 6
  When you touch wood, living or dead, or a vehicle, item or
  structure mostly made of wood, it becomes immune to fre so long
  as you remain in contact with it and desire it be so. Any fames
  burning the wood when you touch it immediately snuf out.
  ☐ ARCANE SHOT
    requires circle 6
  When you volley, you may reduce your ammo to transform the
  shot into magical energy once it is released. Choose one when you
  fre:
  • Te ammunition becomes a bolt of fre, igniting anything
  fammable it hits.
  • Te ammunition becomes a shard of ice, coating the area
  around its point of impact with ice.
  • Te ammunition becomes insubstantial, passing through
  most targets, but capable of wounding creatures which are
  themselves insubstantial.
  • Te ammunition becomes white light, marking any target it
  hits. Tis deals no damage, but any atempts to hit that target
  with ranged weapons take +1 for the next few minutes.
  • Te ammunition becomes a sticky black goo, tangling up a hit
  target, or making an area it hits difcult to cross.
  ☐ PINNING AIM
    requires circle 6
  When you intimidate someone by aiming your favorite ranged
  weapon directly and conspicuously at them, a subtle but obvious
  mark appears on them and they stop in their tracks. While you
  maintain your aim, you may only move slowly and they cannot
  move at all, unless atacked. If you decide to shoot them afer a
  while, improve your volley result by one step.
  ☐ SEED OF DESTRUCTION
    requires circle 8
  When you volley on a 12+, you deal damage and may reduce
  ammo by one. If you do, the arrow grows into a vine-like wood
  elemental. Treat as an assassin vine converted into a follower
  (Quality +1, Loyalty +1, spirit). Tis creature vanishes if it kills the
  target, the combat ends, it’s loyalty reaches -3, or you dismiss it
  (whichever comes frst).
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  ARCHER
  
   
   
   
   
   
   
  d8
  Maximum HP is
  8+Constitution
  LOOK 
   choose one for each
  Gaze: wise, wild, haunting
  Appearance: hairy, messy, braided
  Accoutrement: ceremonial, practical, weathered
  Body: powerful, limber, furtive
  SPECIES 
   choose one
  ☐ DWARF
  Your presence allows your companions to become fearless
  when underground.
  ☐ ELF
  Your presence allows your companions to become stealthy
  when in forests or other lush places.
  ☐ HUMAN
  Your presence allows your companions to become fearless
  when in a steading.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  Spend succor to give one of your companions the cautious
  tag for a few minutes.
  ☐ ORK
  Your presence allows your companions to become fearless
  when in batle.
  ☐ TROLL
  When you sufer the scarred debility, it does not afect
  your companions’ quality.
  ☐ T’SKRNG
  Spend succor to give one of your companions the aquatic
  tag for a few minutes.
  ☐ WINDLING
   astral sight
  When you discern realities using a companion’s senses,
  you may use astral sight.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Compassionate: ofer me an easier solution that
  requires I exploit those weaker than me.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Gullible: tell me a lie I believe.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Unsophisticated: exemplify a social convention or
  intricate concept I must misunderstand.
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 7+STR
  appropriate artisan tools (1 weight)
  Choose your defenses:
  ☐ hide armor (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ shield (+1 armor, 2 weight)
  Choose your armament:
  ☐ shillelagh (close, 2 weight)
  ☐ staf (close, two-handed, 1 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ whip (reach, dangerous, entangling, 1 weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ poultices and herbs (uses: ☐☐, slow, 1 weight)
  ☐ simple mount of appropriate size (beast, mount)
  ☐ any common pet (beast)
  ☐ any common pet (beast)
  ☐ halfing pipeleaf (uses: ☐☐☐☐☐☐)
  ☐ 3 antitoxins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  THROUGH THE FIRST VEIL
   
  When you have befriended a beast , named and cared for it for a
  litle while, you may bond with the animal easily. Te GM will tell
  you what, if anything, is needed for the ritual. You may start play
  with an existing bond to an appropriate beast, with GM approval.
  ANIMAL COMPANION
   
  When you link your true patern to the true patern of a beast ,
  you consider the beast to have a special tag: companion. You enjoy
  the standard benefts of a patern bond to a creature:
  • spend few minutes in physical contact to take any amount of
  damage in order to heal a companion by that amount
  • meditate with closed eyes to discern realities using a
  companion’s senses, no mater the distance between you
  • meditate to whisper a short message to a companion, which
  they will hear no mater the distance between you
  In addition, you treat the companion as a follower with a starting
  loyalty of +2, and a cost of being an important part of your life.
  Teir quality is always equal to your efective CHA (including the
  impact of debilities). You may spend karma when such a beast does
  their thing.
  THE ALPHA
   ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐
  You possess a pool of magic which allows you to help your
  companions. When you make camp, hold succor equal to your full
  Wisdom score (losing any prior succor). Spend succor to:
  • Improve the result of ordering a companion by one step.
  • Reduce the damage the companion takes from an atack by WIS.
  • Add +hold spent when the companion does their thing.
  HELLO TO MY LITLE FRIEND
   
  Add the following to the hack and slash list:
  • One of your companions commands the target’s full atention.
  EXPRESSIONS OF THE BEAST
   
  When you create art with body painting or wood carving, take
  +1. If you give the result in a successful greeting ritual, any atempt
  to track the recipient succeeds as if you rolled at 10+, if they have
  the art in their possession.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐ EMPATHY
   
  When you study someone, you can ask their player “What is your
  character feeling?” in addition to anything else that happens. Also,
  add these to the list of discern realities questions:
  • How could I make your character feel                     ?
  • What is making your character feel this way?
  ☐☐ NATURE OF THE BEAST
   
  When you spout lore about an animal or monster, you use CHA
  instead of INT.
  Second thread (requires circle 6): In addition, on a 12+, you get to
  ask the GM any one question about the subject.
  ☐ THICK HIDE
   
  So long as your feet touch the ground you have +1 armor.
  ☐☐ WILD TONGUE
   
  You can speak with and understand animals.
  Second thread (requires circle 4): You can speak with and understand
  any creature lacking the spirit and horror tags.
  ☐ HUNT AND TRCK
    requires circle 111
  When you follow a trail of clues lef behind by passing creatures,
  roll+WIS. On a hit, you follow the creature’s trail until there’s a
  signifcant change in its direction or mode of travel. On a 10+, you
  also choose one:
  • Gain a useful bit of information about your quarry, the GM will
  tell you what.
  • Determine what caused the trail to end.
  ☐☐ CONTROL
    requires circle 2
  When you reach out to infuence the mind of a beast , roll+CHA.
  On a 10+ choose three. On a 7–9 choose one. You may spend
  karma to make one additional choice, even on a miss.
  • Te target treats you as a friend.
  • Te target may be ordered to perform simple tasks.
  • Te target will not remember being controlled.
  Te efect lasts an hour or so. If you release control, the target takes
  damage, faces more danger than you, or otherwise has its trust
  seriously betrayed, the domination ends.
  Second thread (requires circle 6): You may infuence any creature
  lacking the spirit or horror tags.
  ☐ FRIGHTEN ANIMALS
    requires circle 2
  When you make disturbing, unnatural noises, you frighten all
  beasts in earshot. Handlers may order followers to prevent their
  charges from panicking, but other beasts fee.
  ☐ MAN’S BEST FRIEND
    requires circle 2
  When you allow a companion to take a blow that was meant for
  you, the damage is negated and your companion’s quality becomes
  +0. If its quality is already +0 you can’t use this ability. When
  you have a few hours of rest with the beast, its quality returns to
  normal.
  ☐ WELL TRINED
    requires circle 2
  You may spend succor to:
  • Allow a companion to navigate or scout ahead, as if they had
  the guide tag for the duration.
  • Give a companion the cunning tag for a few minutes.
  • Give a companion the devious tag for a few minutes.
  • Give a companion the stealthy tag for a few minutes.
  ☐ FOSTER LIFE
    requires circle 4
  You may spend succor to:
  • Stabilize a companion very recently reduced to 0 HP, bringing
  them to a single HP.
  • Touch a companion and instantly heal them 1d6 HP.
  • Touch any other creature or person and heal them 1d4 HP.
  • Calm any excited beasts in the immediate vicinity
  ☐ PRIMAL URGES
    requires circle 4
  When you reach out to manipulate a creature who lacks the spirit
  and horror tags, roll+WIS. On a hit, you plant a strong emotional
  urge into the target (fear, fury, hunger, thirst, desire, drowsiness,
  etc.). On a 7–9 also (you may spend karma to avoid one of them):
  • You feel this urge yourself.
  • When the efect ends, the target knows it was manipulated.
  ☐ THE PRIDE
    requires circle 4
  When your companion does their thing on a 12+, or rolls the
  maximum amount on a damage roll, gain 1 succor.
  ☐ ANIMAL POSSESSION
    requires circle 6
  When you lock eyes with a beast , you may project your mind into
  it to control its body. You retain your own intellect, but actions are
  limited by the animal’s form. Any damage inficted on the animal is
  also applied to you. Your real body collapses, unconscious.
  ☐ COORDINATED ASSAULT
    requires circle 6
  When one of your companions helps you hack and slash, spend a
  point of succor to add their damage roll to yours (instead of using
  the highest).
  ☐ CROWD CONTROL
    requires circle 6
  When you catch the atention of a crowd and fx your will upon
  their emotions, roll+WIS. On a hit, instill an emotion of your
  choice into every member of that crowd. On a 10+, you may also
  infuence the majority of crowd to take one concrete action.
  ☐ UNNATURL SELECTION
    requires circle 8
  You may perform a ritual to summon and bind a tasked spirit into a
  companion to enhance its abilities. Te GM will give you one to four
  of the following conditions:
  • It’s going to take days.
  • First you must                     .
  • You’ll need help from                     .
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • You must perform the ritual in a certain place.
  So long as the spirit remains, the companion gains your choice of
  two of the following:
  • Working with the GM, add an additional move.
  • It’s atack gains +3 damage.
  • It gains +2 armor.
  • It gains +3 HP.
  • It gains an additional follower or monster tag.
  Te physical form of the companion changes in supernatural ways,
  commensurate with these new abilities. You may banish the tasked
  spirit whenever you like, reverting the companion to normal. Only
  one spirit may occupy a companion at a time.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  BEASTMASTER
  
   
   
   
   
   
   
  d8
  Maximum HP is
  10+Constitution
  LOOK 
   choose one for each
  Gaze: confdent, empathetic, steely
  Appearance: tousled, dashing, noble
  Accoutrement: muddy, pragmatic, ornamented
  Body: slight, sturdy, athletic
  SPECIES 
   choose one
  ☐ DWARF
  Your maximum HP are increased by one.
  ☐ ELF
  Your long lifespan prepares you for loss. If your favored
  mount dies, you may bond to a new one within days, and
  do not reduce your maximum HP.
  ☐ HUMAN
  You may make moves using your banner that would
  normally require you to be mounted while not mounted.
  ☐ ORK
  Your base damage is always d10.
  ☐ TROLL
  When you deal damage while mounted on your favored
  mount, deal +2 damage.
  ☐ T’SKRNG
  When you would become unseated from your mount,
  you may use your tail to stick with your mount and bring
  it back under control.
  ☐ WINDLING
   astral sight
  When you volley from a fying mount, deal +2 damage.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Compassionate: ofer me an easier solution that
  requires I exploit those weaker than me.
  ☐ Delusional: ofer me a more efective solution that
  requires I abandon my mis-perception or erroneous
  belief.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Heroic: let me keep you from going frst into danger so
  I can go myself
  ☐ Honest: involve me in a deception I must ruin.
  ☐ Gullible: tell me a lie I believe.
  ☐ Righteous: ofer me an easier solution that requires I
  violate my principle of .
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 12+STR
  appropriate artisan tools (1 weight)
  Choose your defenses:
  ☐ chainmail (1 armor, worn, 1 weight), adventuring
  gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose two weapons:
  ☐ lance (reach, astride, forceful, 2 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ long sword, batle axe or fail (close, +1 damage, 2
  weight)
  ☐ crossbow (near, +1 damage, reload, 3 weight),
  bundle of bolts (ammo: ☐☐☐, 1 weight)
  ☐ fne bow (near, far, 2 weight), bundle of arrows
  (ammo: ☐☐☐, 1 weight)
  Choose two:
  ☐ 2 healing potions
  ☐ shield bearing your banner symbol (+1 armor, 2
  weight)
  ☐ antitoxin, poultices and herbs (uses: ☐☐, slow, 1
  weight), dungeon rations (uses: ☐☐☐☐☐, ration,
  1 weight)
  ☐ 17 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  NO SECRET SO CLOSE
   
  You have a deep connection to a mount appropriate to your species
  and size (with GM approval), likely one you have raised from birth.
  You have connected your patern to your mount’s with a thread,
  gaining the benefts of that bond:
  • spend few minutes in physical contact to take any amount of
  damage in order to heal your mount by that amount
  • meditate with closed eyes to discern realities using your
  mount’s senses, no mater the distance between you
  • meditate to whisper a short message, which you mount will
  hear no mater the distance between you
  You treat your favored mount as a follower with a starting loyalty
  of +3, and a cost of love, afection and care from you. Teir quality
  is always equal to your efective CHA (including the impact of
  debilities). You may spend karma when your favored mount does
  their thing and, when you whistle loudly for your mount when it is
  not nearby, it will quickly arrive at your side in a dramatic fashion.
  When mounted on your favored mount:
  • Your damage becomes d10
  • You ignore the clumsy tag on your armor
  • Your mount becomes fearless.
  Should your mount die, you lose a piece of yourself (permanently
  reduce your maximum HP by one). If you choose, afer a suitable
  period of mourning, you may spend several months developing a
  connection to a new mount.
  BANNER FROM A TRUMPET
   
  You have a personal banner which displays your personal colors
  and a symbol representing the bond between you and your favored
  mount. What does it look like? When you, seated on your favored
  mount, rally those around you under your banner to perform a
  task, such as a charge into batle, a last stand, the start of a long
  journey, and so on, roll+CHA. On a 10+, choose three. On a 7–9,
  choose one. You may spend karma to make one additional choice,
  even on a miss:
  • allies on mounts improve atempts to order their mounts by a
  step while the task is going to plan
  • allies take +1 ongoing to order followers while the task is going
  to plan
  • allied followers take +1 ongoing to do their thing while the
  task is going to plan
  • A witness of your choice becomes very impressed with you.
  AS I DO
   
  Add the following to the hack and slash list:
  • Choose an ally to inspire, giving them +2 forward.
  EXPRESSIONS OF JOINING
   
  When you create art with body painting or braiding, take +1. If
  you use the result in a successful greeting ritual, the recipient takes
  +1 forward to control a mount.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐ THROWING STEEL IN PLACE OF KISSES
   
  When you charge your favored mount at a mounted rider who
  is also charging at you, roll+quality. On a 10+, choose three. On
  a 7–9, choose one. You may spend karma to make one additional
  choice, even on a miss:
  • Deal your damage to the rider. If you are using a forceful
  weapon, you also unseat the rider.
  • Unseat the rider. If you are using a forceful weapon, you also
  knock the mount of its stride.
  • You avoid taking damage from the rider.
  • You stay on your mount.
  • A witness of your choice becomes very impressed with you.
  ☐ UPON THE SIGHTLESS COURIERS OF THE AIR
   
  When you carry a message or package on a perilous journey,
  choose one:
  • the journey’s scout, navigator, and quartermaster all take +1
  • improve the result of either the scout, navigator, or
  quartermaster by one step
  • during the journey, you make a discovery
  ☐☐ WHERE GRCE IS SERVED WITH MUSCLE
   
  When you defend using a shield bearing your banner symbol,
  roll +CHA instead of +CON.
  Second thread (requires circle 6): While on your favored mount,
  when you defend on 7+, add your mount’s Loyalty to the amount
  of hold you gain.
  ☐☐ BONES OF THE HORSE
    requires circle 2
  When you ride a mount , you gain +1 armor.
  Second thread (requires circle 6): You gain +2 armor instead.
  ☐ DANGEROUS AT BOTH ENDS
    requires circle 2
  When you roll +DEX or +CON while on a mount , you may roll
  +Quality instead.
  ☐☐ HIDE THY SPURS
    requires circle 2
  When you rally your troops under your banner for a charge into
  combat that you lead, add the following choice:
  • allies take +1 ongoing during the charge, and +1 forward afer
  Second thread (requires circle 6): Also add:
  • those under your banner take +2 armor forward.
  ☐☐☐ HOT AND FIERY STEED
    requires circle 2
  Your favored mount learns a special trick. Work with the GM to add
  a move to represent it.
  Second thread (requires circle 4): Select a second move.
  Tird thread (requires circle 6): Select a third move.
  ☐☐ SUMMON UP THE BLOOD
    requires circle 2
  When you muster soldiers to your banner, roll+CHA. On a hit,
  you gather a band who will fght for you for one batle. On a 10+,
  choose three. On a 7–9, choose two.
  • Te band is as large as you could hope for
  • Te band will follow you into the jaws of hell
  • Te band is well equipped
  • All members of the band have mounts
  • All members of the band are veterans
  • Te band will not expect a great reward at batle’s end
  Second thread (requires circle 6): Make an additional choice on a hit.
  You may also spend one karma to make an additional choice, even
  on a miss. Also add the following choices:
  • Te band will bring mystic powers or potent artifacts to bear
  • Te band will follow you as long as your bring them victories
  • Te band will carry on your agenda afer you leave them
  ☐☐ INCISION IN THEIR HIDES
    requires circle 2
  When you deal damage while mounted, deal +1d4 damage.
  Second thread (requires circle 6): Deal +1d4 even while not
  mounted. When mounted, roll damage twice and take the beter
  result.
  ☐ THREE FEET HIGHER
    requires circle 2
  When you enter a steading on your mount with your banner
  displayed, roll+CHA. On a 10+, choose three. On a 7–9, choose
  one. You may spend karma to make one additional choice, even
  on a miss. For each choice, someone of importance in the steading
  (selected by the GM)…
  • …fears you.
  • …respects you.
  • …lusts afer you.
  • …will help you.
  • …has something for you.
  • …needs something from you.
  ☐ EXEMPLAR
    requires circle 4
  When you rally allies under your banner, add the following
  choice:
  • choose one of your talents; any of your allies can use this talent
  while they ride by your side, until you lower your banner.
  ☐ BY GENTLENESS CONFINED
    requires circle 6
  When you and your mount spend a moment to reassure each
  other in a desperate situation, roll+STR. On a 10+, choose two. On
  a 7–9, choose one. You may spend karma to make one additional
  choice, even on a miss.
  • Heal yourself 1d8 HP
  • Heal your mount 1d8 HP
  ☐ MADLY OFF IN ALL DIRECTIONS
    requires circle 6
  When you ride your favored mount waving your banner and
  shouting encouragement, roll+CHA. On a 7–9, choose three allies
  who can see you; they cease to be afraid, panicked, cowed or
  otherwise incapacitated by emotion. On a 10+, all allies who can
  see you are so afected.
  ☐ ROLLING THUNDER
    requires circle 8
  When you ride your favored mount into numerous enemies, any
  time you take out and enemy, gain 1 hold. Lose all hold when you
  rest but, while you remain in the fracas, spend hold to:
  • make your mount leap much farther than it has any right to go
  • use one of your mount’s moves, just like that
  • give an atack the messy and forceful tags
  • close the distance to a goal, unscathed
  • pull an ally onto the mount, unscathed
  FOLLOWER 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  CAVALRYMAN
  
   
   
   
   
   
   
  d4
  Maximum HP is
  6+Constitution
  LOOK 
   choose one for each
  Gaze: penetrating, ferce, understanding
  Appearance: coarse, balanced, fastidious
  Accoutrement: unconventional, ostentatious, modest
  Body: gnarled, meaty, solid
  SPECIES 
   choose one
  ☐ DWARF
  When determining the disposition of an item made
  primarily from metal or glass, make an additional choice,
  even on a miss.
  ☐ ELF
  When determining the disposition of an item made
  primarily from wood, hide, or living material, make an
  additional choice, even on a miss.
  ☐ HUMAN
  Choose one spell from another discipline’s list. You can
  cast it as if it was a elementalist spell.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  When determining the disposition of an item made
  primarily from earth or stone, on a hit make an
  additional choice.
  ☐ ORK
  When unmaking an item, take +1 and do so in half the
  time.
  ☐ TROLL
  Your base damage is d6.
  ☐ T’SKRNG
  When you interact with water spirits, take +1.
  ☐ WINDLING
   astral sight
  When you interact with air spirits, take +1
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Bumptious: challenge my knowledge and prove that I
  have more to learn.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Eccentric: include me in a social interaction where my
  personality imperfections will be viewed as charm.
  ☐ Honest: involve me in a deception I must ruin.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Portentous: seek my divinations in a moment of
  uncertainty and trust them implicitly.
  ☐ Righteous: ofer me an easier solution that requires I
  violate my principle of .
  ☐ Scandalous: defer to me when a social convention
  needs violated.
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 8+STR
  your grimoire (1 weight)
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose your armament:
  ☐ short sword (close, 1 weight)
  ☐ ragged bow (near, 2 weight)
  ☐ staf (close, two-handed, 1 weight)
  Choose two:
  ☐ 2 healing potions
  ☐ 3 antitoxins
  ☐ unimpressive mount appropriate for your size
  (beast, mount)
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  ELEMENTALISM
   
  Trough detailed understanding and manipulation of the basic
  forces of nature, you can weave threads into spells. You gain access
  to a number of abilities related to spell casting:
  • You may use the astral sight move.
  • You have mastered several elementalist spells and inscribed
  them in your grimoire. You start out with three frst circle
  elementalist spells in your grimoire as well as the cantrips.
  Whenever you gain a circle, you add a new elementalist spell
  of your circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that
  makes casting spells safer, called a spell matrix. You may
  fashion as many spell matrices as you like; however, the
  combined circles of all spells atuned into them may not
  exceed twice your own circle.
  • Trough concentration and force of will, you can weave
  threads to cast spells (from a spell matrix, grimoire or with raw
  magic). You may weave spells with +CON.
  • Trough force of personality and appreciation of the give and
  take of the universe, you channel energy through your spell
  weaving to cast a spell. You may cast spells with +CHA.
  LETHAL FOCUS
   
  When you cast a spell that deals or heals damage, you may spend
  focus to increase the damage it deals or heals by one for each focus
  spent. If the spell deals or heals damage more than once, this bonus
  applies only to the frst occurrence.
  ELEMENTAL SENSE
   
  When you discern realities about a location, you may add the
  following questions to the list of choices:
  • What true elements are here?
  • What elemental spirits do I sense?
  SPIRIT GROUNDING
   
  Add the following to the hack and slash list:
  • If the target has the materialization special quality, you either
  force it to materialize or prevent it from dematerializing for a
  few seconds.
  EXPRESSIONS OF BALANCE
   
  When you create art with embroidery or sculpting, take +1. If
  you use the result in a successful greeting ritual, elemental spirits
  will give the recipient the beneft of the doubt so long as the item is
  retained.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ FILTRTION
   
  When you dig your fngers into someone’s skin and flter their
  blood, roll+CON. On a hit, you eliminate one poison or drug
  afecting them. On a 7–9, you deal 1d4 damage to them.
  Second thread (requires circle 6):  On a hit, you pull the toxin out of
  them intact. If preserved, the dose may be used again.
  ☐☐ BODY INFUSION
   
  When you infuse your body with the power of the elements over
  several minutes, gain your choice until you use this move again:
  ☐ Air: you always have clean air to breathe, regardless of
  environment (e.g. underwater, a cloud of poison gas, buried,
  etc.)
  ☐ Earth: ignore damage dealt to you by spells or magic, so long
  as your feet are on the ground.
  ☐ Fire: you take no damage from heat or fame.
  ☐ Water: you may not be entangled, grappled, bound or
  otherwise bodily restrained against your will.
  ☐ Wood: gain +2 armor.
  Second thread (requires circle 6): Select two choices instead.
  ☐☐☐ ELEMENTAL VOICE
   
  When you sense an elemental spirit in the area, you may
  communicate with it.
  Second thread (requires circle 2): When you demand an elemental
  spirit perform a task for you, roll+CHA. On a 10+ choose two. On a
  7–9 choose one. On a miss, some catastrophe occurs as a result of
  your calling.
  • Te efect you desire comes to pass
  • You avoid paying nature’s price
  • You retain control
  Tird thread (requires circle 6): So long as you do nothing but talk
  with the elemental, you may force it to remain still.
  ☐☐ ARRNGING THE ELEMENTS
    requires circle 2
  When you touch someone, skin to skin, and spend a few minutes
  shifing the elemental balances in their patern, roll+CHA. On a hit,
  choose one. On a 7–9, whatever you choose is transferred to you.
  • You heal them of 1d8 damage
  • You remove one disease from them
  • You cure one of their debilities
  Second thread (requires circle 6): Choose two, instead. You may
  select the same item more than once.
  ☐ ELEMENTAL FOCUS
    requires circle 2
  When you cast a spell with an elemental tag, through an
  un-ehnanced spell matrix, you may spend 2 focus to retain one of
  the threads woven into it and that matrix becomes enhanced until
  you next cast a spell through it.
  ☐☐ ITEM DISPOSITION
    requires circle 2
  When you spend several hours geting to know an item, roll
  +CHA. On a 10+ you gain insight into the item’s past and nature.
  Choose three and take +2 forward to study it further. On a 7–9
  choose one and take +1 forward to study it further.
  • Discover the item’s basic abilities (that is, abilities that may be
  used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn
  the item’s name.
  • Discover which true elements were used in its construction.
  • Discover the question that must be answered to gain the next
  key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Studying the item takes half the time.
  Second thread (requires circle 6): You need only examine the item
  for several minutes or so before rolling.
  ☐☐ SENSE THE FLOW
    requires circle 2
  When you spout lore by sensing how the subject breaks down
  into primal forces, you use CHA instead of INT.
  Second thread (requires circle 6): In addition, on a 12+, you get to
  ask the GM any one question about the subject.
  ☐☐ RITUAL OF UNMAKING
    requires circle 2
  When you know the name and elemental makeup of a magic
  item with one or fewer ranks and perform a grueling, day long
  ritual over it, roll+CON. On a hit the item is unmade, and some of
  its materials can be reused. On a 10+ you also salvage one kernel of
  the true elements used to make it. On a miss the item may explode
  and give a random debility.
  Second thread (requires circle 6):  On a 10+, pick one:
  • salvaged kernels of the true elements are exceptionally pure
  • you salvage an additional kernel of a true element
  ☐ ITEM INFUSION
    requires circle 6
  Tell the GM you would like to infuse a mundane item with magic to
  give it one rank and an appropriate magical ability associated with
  that rank. Such enchantment is always possible, but the GM will
  give you one or more (possibly all) of these conditions to fulfll:
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • Te ability may function a bit diferently than you propose.
  • It’s going to take days/weeks/months.
  • You must get help from                     .
  • You must perform the work in a certain place.
  • You must perform the work with specifc tools.
  ☐ BECOME THE FIRE
   ☐☐☐☐ requires circle 8
  When you convince an elemental spirit to merge with you, roll
  +CON. On a 10+ hold 3. On a 7–9 hold 2. On a miss hold 1 in
  addition to whatever else happens (some elementals might not let
  go). You may spend one karma to get +1 hold, even on a miss.
  So long as you have hold, your body is transformed into an
  elemental form, melding your features with the spirit’s. Your new
  has the innate abilities of its element. You retain your normal stats,
  talents, and so on, but your base damage becomes d8. You gain one
  or more moves based on the nature of the elemental form (work
  with the GM to determine these). Spend hold to:
  • Make one of the elemental moves.
  • Automatically succeed with a 12+ when casting a spell with an
  elemental keyword matching the elemental’s nature.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  ELEMENTALIST
  
  ELEMENTALIST SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any type of
  weaving.
  CONTAIN
   ongoing
  You wrap a magical force around any kernels of true elements
  you can see, preventing them from interacting. While ongoing
  you take −1 to cast a spell.
  IGNITE
   fre
  A small fame, similar to that of a match, foats over the tip of
  your fnger for the next few moments.
  MEND
  A broken, mundane, unliving item you hold in your hands while
  you cast this spell become whole again. Tis can repair crafed
  goods (rips in fabric, shatered pots, wagon wheels, etc.) as well
  as natural items (small fssures in rock, cracks in ice, etc.).
  PURIFY
  You remove impurities and mundane spoilage from food or
  water you hold in your hands while you cast this spell.
  FIRST CIRCLE SPELLS
  First circle spells require one thread to be woven into them to
  be cast.
  ☐ ARBOREALINGUIST
   ongoing, wood
  While ongoing, you may talk with any plant you can
  perceive. Plants perceive the world much diferently than
  namegivers, and lack real language, but constantly monitor their
  surroundings and have long memories.
  ☐ BALANCE
   ongoing
  You harmonize the elemental balance of a combatant of your
  choice. Tey take +1 ongoing so long as batle continues and
  they stand and fght. While ongoing you take −1 to cast a spell.
  ☐ EARTH BLEND
   ongoing, earth
  You surround yourself with the essence of your environment,
  making you nearly impossible to notice. While ongoing, you
  may not move.
  ☐ ELEMENTAL WEAPON
   ongoing, [element]
  You infuse your weapon with an element of your choice,
  giving this spell that elemental tag. Te weapon you hold while
  casting does +1d4+1 damage until you dismiss this spell. While
  ongoing you take −1 to cast a spell.
  ☐ ICY SURFACE
   evocation, air, water
  When you touch the ground, a thin coat of ice grows outward,
  covering all nearby surfaces. Until it melts, it makes footing
  precarious.
  ☐ RESIST ELEMENT
   ongoing, [element]
  When you weave this spell, you select an element, giving this
  spell that elemental tag. You bestow a defense against the rigors
  of that element on a target you see, reducing damage from
  it by −1d8. Te spell also extends more abstract protection.
  Resistance to water, for example, may allow the subject to
  avoid drowning, resistance to earth might protect from falls,
  resistance to wood might help fght of a plant’s poison, and so
  on, though such protection is not absolute.
  ☐ SANCTUARY
   ongoing
  As you cast this spell, you walk the perimeter of an area,
  harmonizing its elemental balance and energy fow. As long as
  you stay within that area, you are alerted whenever someone
  acts with malice within the sanctuary (including entering
  with harmful intent). Anyone who receives healing within a
  sanctuary heals +1d4 HP.
  THIRD CIRCLE SPELLS
  Tird circle spells require one thread be woven into them to be
  cast. Some allow the weaving of an additional thread to give the
  spell more potency.
  ☐ ELEMENTAL AID
   [element]
  For each thread you weave into this spell, select an element,
  giving this spell that elemental tag. You harness the power of the
  selected element(s) to gain an advantage:
  • Air: winds pick up anything you might lif with both hands
  and hurl it in a direction of your choice.
  • Earth: you excavate a sizable chunk of mundane earth or
  stone. Perhaps a cube of loose soil several meters on a side
  might be moved, signifcantly less granite.
  • Fire: you extinguish mundane fre within a volume up to,
  say, the size of a tavern.
  • Water: you rapidly corrode a mundane metallic item,
  rusting it into uselessness.
  • Wood: you transform any available mundane living plants
  into edible nutrition, creating a number of rations equal to
  your elementalist circle.
  ☐ ELEMENTAL WRTH
   summoning, [element]
  When you weave this spell, you select an element, giving
  this spell that elemental tag. You summon a small, angry,
  rudimentary elemental spirit, who immediately streaks towards
  a target you designate, rips into the target for 2d4 damage, then
  vanishes. Te target sufers a secondary efect, based on the
  type of elemental:
  • Air: a cloud of mist is lef behind, momentarily interfering
  with the target’s vision. Te atack may also snuf out
  candles or the like around the target.
  • Earth: a billow of dust is lef behind, momentarily
  interfering with the target’s respiration.
  • Fire: the target’s clothes, fur, etc, may ignite.
  • Water: the target is drenched.
  • Wood: a sticky, difcult to remove sap splashes on the
  target.
  If you weave an additional thread, you may summon two spirits
  of the same element. Tey atack diferent targets and deal 2d6
  damage each.
  ☐ FIREBALL
   evocation, fre
  You evoke a mighty ball of fame that envelops your target and
  everyone nearby, inficting 2d6 damage which ignores armor.
  If you weave an additional thread, choose to either burn much
  hoter (add +CON to the damage) or have the fre cover a much
  larger area.
  ☐ LIFE AQUATIC
   water, ongoing
  You and others link hands in a circle, and you all gain the ability
  to breathe and speak underwater, but no longer may do so
  outside of the water. You all swim efortlessly. You can use this
  spell on a number of people equal to your elementalist circle.
  While the spell is ongoing you take −1 to cast a spell.
  ☐ SKY LATICE
   evocation, ongoing, air
  You create a shimmering network of energy in a shape of your
  choosing, flling your immediate area. To anyone you designate,
  this energy feels solid and ofers a secure grip, allowing them to
  climb to anywhere the latice leads. Tose lef out of the efect
  can neither climb on nor perceive the latice. While the spell is
  ongoing you take −1 to weave a spell.
  ☐ SUMMON ELEMENTAL  summoning, ongoing, [element]
  When you weave this spell, you select an element, giving this
  spell that elemental tag. An elemental of that type appears and
  aids you as best it can. Treat it as a follower with no cost and:
  Quality +1, Loyalty +2, 1 HP, smash (d4, close), armor 1, spirit,
  spiritwise, Instinct: to spread [element]. Te elemental has a
  move related to its nature and your choice of 1d4 of:
  • Increase Quality to +2
  • Replace its instinct with “to obey”
  • It does 1d8 damage
  • It has an additional tag or weapon tag
  • It is large and gains +2 HP for each circle
  • It has an additional move
  • It knows something of interest to you
  Te GM will tell you the form of the elemental based on the
  traits you select. Te creature remains on this plane until it dies,
  you dismiss the spell, or its Loyalty reaches −3. While the spell
  is ongoing you take −1 to cast a spell.
  FIFTH CIRCLE SPELLS
  Fifh circle spells require two threads be woven into them to be
  cast.
  ☐ CONVERGENCE
   divination
  Te elements come together just so, granting you a moment of
  perfect understanding. Te GM will shed light on the current
  situation. When acting on the information, you take +1
  forward.
  ☐ ELEMENTAL WALL
   ongoing, [element]
  When you weave this spell, you select an element, giving this
  spell that elemental tag. You create a barrier of that element
  anywhere you can see, either as a wall-like structure or as a
  dome. You decide what side of the barrier you and your allies
  are on. While the spell is ongoing you take −1 to cast a spell.
  • Air: the air whirls violently, picking up debris. Any ranged
  atack through the barrier fails.
  • Earth: only great strength or afnity for stone can penetrate
  a stone barrier.
  • Fire: anyone passing through the barrier takes 2d6 damage
  and may ignite.
  • Water: anyone passing through the barrier is drenched. Te
  barrier blocks vision and may be split, moved, reformed
  and otherwise altered while the spell is ongoing.
  • Wood: the thorny brambles entangle anyone passing
  through the barrier and deal 1d6 damage. Te living plants
  also form a barrier in astral space.
  ☐ PATERNS EXPOSED
   divination, ongoing
  Your vision is opened to the true nature of everything you lay
  your eyes on. You pierce illusions and see things that have been
  hidden. Te GM will describe the area before you ignoring any
  illusions and falsehoods, magical or otherwise. While ongoing
  you take −1 to cast a spell.
  ☐ POLYMORPH
   enchantment
  Your touch reshapes a creature entirely; they stay in the form
  you craf until you cast another spell. Describe the new shape
  you craf, including any stat changes, signifcant adaptations,
  or major weaknesses. Te GM will then tell you one or more of
  these:
  • Te form will be unstable and temporary
  • Te creature’s mind will be altered as well
  • Te form has an unintended beneft or weakness
  ☐ STONESWIMMER
   ongoing, earth
  You may swim through mundane stone and earth just like it was
  water. While ongoing you may not weave spells.
  ☐ TREE WALK
   ongoing, wood
  When you walk directly into a tree, you are absorbed by the
  tree and may remain hidden within it if you like, still able to
  see the world outside. When you choose to leave, you may
  exit through any other tree you can see. You need not spend
  any time within the tree, efectively stepping into one tree and
  coming out another immediately. While ongoing you take −1 to
  weave a spell and cannot cast summoning spells.
  SEVENTH CIRCLE SPELLS
  Seventh circle spells require two threads be woven into them to
  be cast. Some allow the weaving of an additional thread to give
  the spell more potency.
  ☐ CONTROL WEATHER
   air
  Implore the spirits for rain—or sun, wind, or snow. Within a
  day or so, they will answer. Te weather will change according
  to your will and last a handful of days. If you weave an
  additional thread, the desired weather will either start sooner,
  or last longer.
  ☐ ELEMENTAL HOUNDS
   summoning, ongoing, [element]
  When you weave this spell, you select an element, giving this
  spell that elemental tag. A pack of elementals of that type
  appears and aids you as best it can. Treat this pack as a follower
  with: Quality +2, Loyalty +2, no cost, 5 HP, bite (d8, hand),
  armor 2, spirit, group, spiritwise, Instinct: to spread [element].
  Te pack has two moves related to its element and nature and
  your choice of 1d4 of these traits (or, if you wove an additional
  thread, choose four):
  • Increase Quality to +3
  • Increase Loyalty to +3
  • It has +1 armor
  • Replace its instinct with “to obey”
  • It does 1d10 damage
  • Its bond to your plane is strong: +2 HP for each circle
  • It has an additional move
  • It has two additional tags of your choice
  Te GM will tell you the form of the pack based on the traits
  you select. Te creature remains on this plane until it dies, you
  dismiss the spell, or its Loyalty reaches −3. While the spell is
  ongoing you take −1 to cast a spell.
  ☐ ENGULF
   ongoing, [element]
  When you weave this spell, you select an element, giving this
  spell that elemental tag. Tat element engulfs a target you can
  see. Describe how that looks (whirlwind, crushing fst of earth,
  etc.). Gain 1d4 hold. Any time the target deals damage or makes
  a move, you may spend 1 hold to deal 1d6 damage to it (from
  sufocation, heat, crushing, cuting, etc.). If you run out of hold,
  the spell ends. While the spell is ongoing you take −1 to cast
  a spell. If you weave an additional thread, you may engulf two
  additional targets, rolling hold for each.
  ☐ HARM
   evocation
  Touch an enemy and disrupt their elemental balance—deal
  2d8 damage to them and 1d6 damage to yourself. Allies gain
  +1 ongoing against the target until it rests. If you weave an
  additional thread, choose one:
  • Te damage ignores armor
  • You take no damage
  • Instead target anyone within far range.
  ☐ SEVER
   ongoing, wood
  Choose an appendage on the target such as an arm, tentacle,
  or wing. Te appendage is temporarily severed from their
  body, causing no damage but considerable pain. Missing an
  appendage may, for example, keep a winged creature from
  fying, or a bull from goring you on its horns. While ongoing
  you take −1 to cast a spell. If you weave an additional thread,
  you may remove a second appendage from the same target.
  NINTH CIRCLE SPELLS
  Ninth circle spells require three threads be woven into them to
  be cast.
  ☐ CONVERSION
  You convert a volume of one element into another,
  permanently. You might turn the fames of a forest fre into
  water (extinguishing the fames and briefy fooding the forest)
  or earth (creating a strange copse of crystals). Tis spell can
  also convert one form of an element into a diferent form of the
  same element (water into ice, for example, or stone into sand).
  Tis spell cannot afect living creatures or plants.
  ☐ DISINTEGRTE
  You point at any target you can see, and it crumbles into its
  component elements. Living targets take 2d10 damage (ignores
  armor). Tis spell may be able to afect targets not usually
  vulnerable to damage, though may do reduced damage to them
  (perhaps half). If used on a magic item, the spell eliminates the
  highest rank of the item; however, the item’s owner may elect to
  be the target instead. Mundane materials or items with no ranks
  are destroyed.
  ☐ PATERN RESTORTION
  Choose one event in the target’s past. All efects of that event,
  including damage, disabilities, poison, disease, and magical
  efects, are ended and repaired. HP and diseases are healed,
  poisons are neutralized, magical efects are ended.
  ☐ SHELTER
   ongoing, [element]
  When you weave this spell, you select air, earth, or wood, giving
  this spell that elemental tag. You create a structure out of that
  element. It can be as large as a castle or as small as a hut. Te
  structure endures until you leave it or you end the spell. Te
  element chosen provides additional benefts:
  • Air: the structure foats and is (slowly) mobile.
  • Earth: the structure is impervious to all non-magical
  damage.
  • Wood: the structure acts as barrier in astral space.
  ☐ STORM OF VENGEANCE
  You give spirits permission to unnaturally alter the elemental
  balance of the weather. Rain of blood or acid, clouds of souls,
  wind that can carry away buildings, or any other weather you
  can imagine: ask and it shall come.
  
   
   
   
   
   
   
  d4
  Maximum HP is
  4+Constitution
  LOOK 
   choose one for each
  Gaze: tricky, dazzling, innocent
  Appearance: meticulous, feral, confdent
  Accoutrement: ridiculous, distracting, opulent
  Body: nimble, fuid, lanky
  SPECIES 
   choose one
  ☐ DWARF
  You may cast Crackling Nimbus as a cantrip.
  ☐ ELF
  You may cast the wizard spell Detect Magic as an
  illusionist spell.
  ☐ HUMAN
  Choose one spell from another discipline’s list. You can
  cast it as if it was an illusionist spell.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  You may cast the elementalist spell Earth Blend as an
  illusionist spell.
  ☐ ORK
  You may cast Cause Fear as a cantrip
  ☐ TROLL
  When you infict or enhance harm with an illusion, add
  +1 damage.
  ☐ T’SKRNG
  When you use your tail to aid in sleight of hand or other
  deception, take +1.
  ☐ WINDLING
   astral sight
  You may cast Charm Person as a cantrip.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Ardent: convince me to do something I shouldn’t in
  order to please a Passion.
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Deceitful: believe and act on a lie I’ve told you.
  ☐ Delusional: ofer me a more efective solution that
  requires I abandon my mis-perception or erroneous
  belief.
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Irresponsible: convince me to shirk my duty.
  ☐ Preoccupied: entrust me with something important
  that I will likely lose or mess up.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Sycophantic: insist I publicly compare the greatness of
  two people from whom I seek favor.
  ☐ Trustworthy: confde in me a secret that would damage
  you if reveal
  ☐ Vengeful: ofer me a reasonable path that I must reject
  to gain my revenge.
  ☐
  ☐
  GEAR 
   Load is 8+STR
  your grimoire (1 weight)
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  shiny but worthless nicknacks
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ dazzling robes with many secret pockets (worn)
  Choose your armament:
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ staf (close, two-handed, 1 weight)
  Choose two:
  ☐ healing potion
  ☐ 3 antitoxins
  ☐ frefy chalk (uses: ☐☐☐☐☐☐☐☐☐☐)
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ any common pet (beast)
  ☐ 5 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  ILLUSION
   
  Trough dedication, trickery and practice, you can weave threads
  into spells. You gain access to a number of abilities related to spell
  casting:
  • You may use the astral sight move.
  • You have mastered several illusionist spells and inscribed them
  in your grimoire. You start out with three frst circle illusionist
  spells in your grimoire as well as the cantrips. Whenever you
  gain a circle, you add a new illusionist spell of your circle or
  lower to your grimoire.
  • You know how to form and stabilize an astral construct that
  makes casting spells safer, called a spell matrix. You may
  fashion as many spell matrices as you like; however, the
  combined circles of all spells atuned into them may not
  exceed twice your own circle.
  • Trough intricate gestures and body movement, you can
  weave threads to cast spells (from a spell matrix, grimoire or
  with raw magic). You may weave spells with +DEX.
  • Trough training, knowledge and improvisation, you channel
  energy through your spell weaving to cast a spell. You may cast
  spells with +INT.
  CONCENTRTION
   
  When you cast an ongoing illusion spell you may spend 3 focus to
  ignore a “−1 to weave spells” or “−1 to cast spells” penalty inficted
  by that spell.
  CHICANERY
   
  When you atempt to fool someone, describe what you are trying
  to do. If you do it…
  • …with sleight of hand or manipulating the environment, roll
  +DEX.
  • …with cleverness and guile, roll+INT.
  • …with charm and wit, roll+CHA.
  On a 10+ your con works as planned, with the mark none the
  wiser. On a 7–9 the mark will realize he has been tricked at some
  point, but cannot fgure out how it was done. On a miss, the mark
  may see through the con and react accordingly.
  NOT THE ONE
   
  Add the following to the hack and slash list:
  • Your atack convinces the target that a nearby ally of your
  choice is more of a threat than you.
  EXPRESSIONS OF DECEPTION
   
  When you create art with embroidery or acting, take +1. If you
  use the result in a successful greeting ritual, the recipient becomes
  more willing to disclose information about themselves.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ PHANTOM ARMOR
   
  When you wear robes that dazzle the eye, but no armor or shield,
  you get +2 armor.
  Second thread (requires circle 6): You get +3 armor, instead.
  ☐☐ DREAM RIDER
   
  You can conjure an illusionary mount, choosing its form among
  those ground mounts just large enough to carry you. Treat as a
  follower with Quality +1, Loyalty +1, 1 HP, 0 armor, 1d4 damage,
  no moves, the mount tag, no cost, and an instinct of “to betray
  itself as an illusion”. Te mount will carry you, but no passengers. It
  remains until you dismiss it or its loyalty reaches −3.
  Second thread (requires circle 6): When you call your imaginary
  mount, it may arrive in any form or size. Stats are as above, but
  with all tags of that form. It may use one of its moves on anyone
  that doesn't know it is an illusion.
  ☐ READING THE CROWD
   
  When you study an audience or opponents to gauge what sort
  of illusions would work best on them, roll+INT. On a 10+, ask the
  GM three questions from the list below. On a 7–9, ask one. You may
  spend karma to make one additional choice, even on a miss. Either
  way, take +1 forward when acting on the answers.
  • What are they most likely to fear?
  • What are they most likely to respect?
  • What are they most likely to want?
  • What will likely calm them down?
  • What will likely make them angry?
  • Which of them seems most gullible?
  • Which of them seems most able to sway the others?
  ☐☐ RIVER OF KNIVES
   
  When you volley a real thrown weapon, you may retain the
  weapon and throw out a solid illusion of the original instead. Te
  illusion functions in all respects like the original, but deals −1
  damage and disappears afer the atack. If you would reduce ammo
  as a result of the volley, instead your merely lose your grip on the
  real weapon.
  Second thread (requires circle 6): Te illusion spawns a duplicate in
  fight, dealing +1d4 damage.
  ☐ DEAD FALL
    requires circle 2
  When you take damage and fake your own death with illusions,
  make a number of choices equal to your DEX:
  • Whoever dealt the damage to you is convinced you are dead
  and turns their atention elsewhere
  • Te ruse convinces all onlookers
  • Even on thorough examination, you appear dead
  • Te illusion allows you to slip away without being noticed by
  those convinced by it.
  • Te ruse lasts for more than a few minutes.
  ☐ MASQUE
    requires circle 2
  When you concentrate on your appearance for a few minutes,
  you may make any number of cosmetic changes to your clothes
  or person. You remain recognizable, but can grow/remove facial
  hair, change skin or hair color, add/remove scars, gain/lose weight,
  become more/less symmetrical, change threadbare clothes into
  fantastic robes or vice versa, and so on.
  ☐☐ PRCTICE, PRCTICE, PRCTICE
    requires circle 2
  Choose one illusion spell. You may use that spell as if it was one
  circle lower (though this does not change the number of threads
  needed to cast it).
  Second thread (requires circle 6): Choose another illusion spell to
  use as if it was one circle lower.
  ☐ TO THE HEART OF IT
    requires circle 2
  You frst enter a steading and look around a while, you may ask the
  GM: “With what lie do this steading’s residents fool themselves?”
  Take +1 ongoing acting on the answer.
  ☐ VICIOUS PHANTASMS
    requires circle 2
  When you summon one or more creatures with an illusionist
  spell, those creatures add your INT to any damage they deal.
  ☐ SUBTERFUGE
    requires circle 2
  When you take advantage of a distraction (including one
  provided by the Distract cantrip), you immediately may choose
  one of the following:
  • defy a danger threatened by a distracted opponent, taking +2
  • engage in chicanery against a distracted mark, taking +2
  • hack and slash a distracted opponent, taking +1
  • volley against a distracted opponent, taking +1
  • disengage from hostilities, retreating a good distance before
  being noticed
  ☐ PROMINENT DETERRENT
   ☐☐☐☐☐ requires circle 6
  When you trace out a complex and bafing patern in the air
  with your hands and feet during combat, roll+DEX. On a 10+ hold
  1d4+1. On a 7–9 hold 2. Vicious-looking weapons hover over your
  head, pointing down to strike any who harass you. Each weapon
  hums with menace, perhaps bristling with electricity or dripping
  with venom. Any time you take damage, spend 1 hold to direct
  one of the weapons to strike your atacker, dealing 1d8 damage to
  them.
  ☐ SUBVERSION
    requires circle 6
  When you identify someone else’s illusion and want to alter it,
  roll+INT. On a 10+ choose three. On a 7–9 choose one. You may
  spend karma to make one additional choice, even on a miss.
  • you wrest sole control over the illusion from its creator; he or
  she cannot undo your changes
  • you may end the illusion, if you wish
  • you may make more than subtle changes to the illusion
  • the illusion’s creator does not notice your meddling
  ☐ ASTRL MASK
    requires circle 8
  When someone or something examines your aura in astral space,
  you decide what they see.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  ILLUSIONIST
  
  ILLUSIONIST SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any type of
  weaving.
  AMPLIFY
   ongoing
  You touch a willing subject (including yourself). While
  ongoing, all in sight can hear the subject loud and clear.
  DISTRCT
  You cause all who are paying atention to you to briefy redirect
  their vision and atention to somewhere else. Describe how this
  happens (bright fash, stray noise, puf of smoke, etc.).
  ENCRYPT
   ongoing
  Te writing in a book or other writen work you touch becomes
  jumbled and confused. While ongoing, only you can read the
  text.
  MESSAGE
   ongoing
  A seemingly real piece of paper containing a writen message
  or image you designate appears in the hand, pocket, pouch, etc.
  of any target you can see. When you end this spell, the paper
  vanishes.
  MOVE
  You cause any small objects in your hand to vanish and reappear
  a short distance away, even in your pockets. Likewise, this spell
  may make small objects (that you own or are siting around
  unsecured) disappear from a short distance away and reappear
  in your hands.
  PRESTIDIGITATION
  You perform minor tricks of true magic. If you touch an item as
  part of the casting you can make cosmetic changes to it: clean
  it, soil it, cool it, warm it, favor it, or change its color. If you cast
  the spell without touching an item you can instead create minor
  illusions no bigger than yourself. Prestidigitation illusions are
  crude and clearly illusions—they won’t fool anyone, but they
  might entertain them.
  FIRST CIRCLE SPELLS
  First circle spells require one thread to be woven into them to
  be cast.
  ☐ CAUSE FEAR
   ongoing
  Choose a target you can see and a nearby object or being.
  Te target is afraid of the object so long as you maintain the
  spell. Teir reaction is up to them: fee, panic, beg, fght. While
  ongoing you take −1 to cast a spell. You cannot target entities
  with less than animal intelligence (magical constructs, undead,
  mindless automata, and the like).
  ☐ CHARM PERSON
   enchantment, ongoing
  Te namegiver you touch while casting this spell counts you as
  a friend until they take damage or you prove otherwise.
  ☐ CRCKLING NIMBUS
   illusion, ongoing
  A weapon you touch glows impressively and crackles with
  power. Te weapon hums menacingly when moved through
  the air and sends out a shower of sparks or fame or loud noises
  when it strikes. Apart from being extremely intimidating, while
  ongoing, the weapon gains +1 damage.
  ☐ CRFTY THOUGHT
   illusion
  You plant an image into the mind of a target. Te target does
  not have to act on the thought, but the idea has now been
  planted. Tis spell may be woven and cast with subtlety during
  conversation, but if the casting misses, the target knows you
  were trying to ensorcel him.
  ☐ DISPLACE IMAGE
   illusion, ongoing
  Touch an ally: they are only seen several yards from their actual
  position. Atacks made on the image have no efect. While the
  spell is ongoing you can’t cast a spell.
  ☐ OVER THERE
   illusion, ongoing
  You create the appearance of something happening just beyond
  direct sight (over the next hill, outside of the building, on the
  horizon, behind the clouds, etc.). Te illusion may encompass
  all senses (plumes of smoke rising, people screaming, haunting
  music, the scent of delicious cooking, etc.). While ongoing you
  take −1 to cast a spell.
  ☐ UNSEEN VOICES
   illusion, ongoing
  Create up to 1d6 disembodied voices emanating from
  anywhere you can see. Each voice may sound however you like
  and speak any language you know, but its style is fxed once
  you start using it. You can make the voices follow a specifc
  conversation, or change what they say over time. Te voices
  may move around as you like. While ongoing you take −1 to
  weave a spell.
  THIRD CIRCLE SPELLS
  Tird circle spells require one thread be woven into them to be
  cast. Some allow the weaving of an additional thread to give the
  spell more potency.
  ☐ CLOAK
   illusion, ongoing
  You pace the perimeter of a small area (such as a room, small
  cave, etc.). Tose outside the area perceive the area as if any
  activity inside was not there. Tose inside the area perceive
  everything normally. For example, anyone viewing a campsite
  protected in this way from the outside would not see, hear or
  smell any of the people within, the fre, mounts, etc. While
  ongoing, any time you would heal damage, heal −1d4 HP.
  ☐ DARKNESS
   ongoing
  Choose an area you can see: it’s flled with supernatural
  darkness and shadow. While ongoing you take −1 to cast a spell.
  ☐ IMITATE
   ongoing
  You take the form of someone you touch while casting this
  spell. Your voice and physical characteristics match theirs
  exactly but your behavior may not. Tis change persists until
  you take damage or choose to return to your own form. While
  ongoing you lose access to all your illusionist talents.
  ☐ MEMORY BLANK
   enchantment, ongoing
  You suppress the memory of events of the last few minutes in a
  target you can see. Te target forgets any imminent intention,
  but has no trouble making new memories (for example, a target
  might forget they were in the middle of fghting, but will react
  to a fresh atack as if it were the start of hostilities). While
  the spell is ongoing you take −1 to cast a spell. You may make
  this spell permanent (eliminating your ongoing penalty) by
  spending 1 blood.
  ☐ MIRROR IMAGE
   illusion, ongoing
  You create an illusory image of yourself. When you are atacked,
  roll a die. If the result is even, the atack hits the illusion instead,
  the image then dissipates and the spell ends. If you weave an
  additional thread, you create three images instead of one, with
  the spell ending only once all are gone.
  ☐ PHANTASM
   summoning, ongoing
  You craf an illusion of some type of creature, then summon
  a spirit into it, giving it substance. Describe what the creature
  looks like. Treat it as a follower with no cost and: Quality +1,
  Loyalty +2, 1 HP, claw (d4, close), spirit, Instinct: to reveal itself
  as a fake. Te phantasm has one of the moves of the creature it
  appears to be, but can only use them on targets that don’t know
  it is a phantasm. It also gains your choice of 1d4 of these traits
  (you may spend one karma to gain an additional choice):
  • Increase Quality to +2
  • It has armor 1
  • Its bond to your plane is strong: +1 HP for each circle
  • It has all the moves of the creature it appears to be
  • It has an additional move related to inspiring a particular
  emotion in those who see it, which works even if its illusory
  nature is known.
  Te phantasm remains until it dies, you dismiss the spell, or its
  Loyalty reaches −3. While the spell is ongoing you take −1 to
  cast a spell. If you weave an additional thread, you may summon
  two additional phantasms of the same type.
  ☐ SUFFOCATION
   illusion
  Select 1d4 enemies you can see. Tey become momentarily
  stunned, thinking they have run out of air. Only creatures who
  breathe will believe this illusion. If you weave an additional
  thread, it instead afects 2d6 enemies you can see.
  FIFTH CIRCLE SPELLS
  Fifh circle spells require two threads be woven into them to be
  cast.
  ☐ FALSE CHOICE
   illusion, ongoing
  You cast this spell over some pre-existing situation that ofers
  a clear choice (e.g. a fork in the road, which glass from the tray,
  which door, etc.). Anyone confronted with this choice will
  make the selection you designate, but will think they took the
  choice they would have picked of their own free will. If a target
  of this spell travels more than a few miles away from where the
  choice was made, they realize something has gone awry. While
  ongoing, take −1 to cast spells.
  ☐ MASS HALLUCINATION
   illusion, ongoing
  Your surroundings fll with a multi-sensory illusion limited only
  by your imagination. Te efect may be subtle (e.g. a smell of
  perfume, a slight haze in the air, barely audible whispers), overt
  (e.g. a massive inferno, a landscape of writhing tortured souls,
  a raging thunderstorm), or anything in between. All present
  must contend with the illusion as if it were real, unless they
  have some way of seeing through the illusion or other certainty
  that it is false (the GM might give monsters such knowledge as
  a consequence failed rolls). Te illusion may deal damage, but
  never more than 1d4, regardless of how bad the situation may
  appear. While ongoing, you cannot weave spells.
  ☐ PHANTOM APPARTUS
   summoning, ongoing
  You craf an illusion of a grand vehicle with a passenger stat
  no greater than eight, then summon a spirit into it, giving it
  substance. Describe what the vehicle looks like. Tis functions
  exactly the way a real vehicle of that type would, including its
  moves, though is signifcantly more luxurious. While the spell is
  ongoing you take −1 to cast a spell.
  ☐ PIERCE THE VEIL
   divination, ongoing
  You sense illusions, seeing through them to the truth. You also
  intuit the source of any illusions you see. While ongoing you
  take −1 to cast a spell that is not an illusion.
  ☐ RIN OF DEATH
   illusion
  You target every enemy you can see with illusory missiles of
  some kind (fre raining from the sky, crystal shards spraying
  from your hand, spears bursting out of the ground, swarms of
  bees, etc.). Say what this looks like, then deal 2d4 damage to
  each target. Targets who survive wounding from this spell fnd
  that damage it dealt heals once the combat is over.
  ☐ SWITCH
   illusion, ongoing
  You touch two people while casting this spell (one of them can
  be you), and each will take on the exact appearance and voice of
  the other, though their behavior may not. Each subject retains
  their own stats, abilities, gear and talents, all appearances to the
  contrary. You need not have the subject’s consent.
  SEVENTH CIRCLE SPELLS
  Seventh circle spells require two threads be woven into them to
  be cast. Some allow the weaving of an additional thread to give
  the spell more potency.
  ☐ ALIENATION
   illusion, ongoing
  A target you can see perceives being banished to an abandoned
  waste, trapped in an illusion that only they experience. Others
  see (and may sufer from) the target’s reactions, but not what
  caused them. Te illusion cannot harm the target; however, if
  you weave an additional thread, it will rationalize harm inficted
  on the target in reality (e.g. someone atacking them) with a
  corresponding event in the illusory world. If the target truly
  doubts the illusion, it ends. While is ongoing you take −1 to
  cast a spell.
  ☐ APHASIA
   enchantment, ongoing
  Select any number of nearby targets. Anything the targets say
  comes out a nonsensical jumble. Tey also perceive other
  speech to be jumbled as well. While the spell is ongoing you
  take −1 to cast a spell. If you weave an additional thread,
  you can understand the targets and, if you desire, they can
  understand you.
  ☐ COUNTLESS DOORWAYS
  Select a mundane door. A small, nearly invisible mark appears
  on the door in a location of your choosing. From now on, if you
  touch that mark when opening the door, you may make it open
  into the location of any other door you have marked with this
  spell. Te connection remains open as long as the door does,
  but severs if shut from either end. Strong washing with soap
  may erase your mark from a door.
  ☐ DREAMWALK
   ongoing
  You project your awareness into the dreams of a nearby sleeping
  target, leaving your own body asleep in the real world. You fully
  (and secretly) experience the dreams of the target, and may
  be able to mine them for information. You may also sculpt the
  dreams in any way you like and to your own purposes. You may
  make moves (such as discern realities or spout lore) while in the
  dream. Any harm you infict on the target in their dreams deals
  no damage in the real world, but may cause the target to wake.
  While ongoing, you cannot cast spells.
  ☐ LEAPING LIZARDS
   summoning, ongoing
  Choose a monster with the horde tag. You craf an illusion of a
  1d4 (or, if you weave an additional thread, 2d6) such monsters,
  then summon a spirit into it. Te creatures use the same stats as
  real monsters of that type, except you defne their instinct and
  they only deal 1d4 damage. Te GM controls this horde, staying
  true to the instinct you defne. Te horde remains until it dies or
  you dismiss the spell.
  ☐ LIFE IS ILLUSION
   ongoing
  Select a target. When the target deals damage, you may
  transform some of the atack into an illusion, cuting the
  damage dealt (before armor) in half. While the spell is ongoing
  you take −1 to cast a spell. If you weave an additional thread,
  you may afect two additional targets.
  NINTH CIRCLE SPELLS
  Ninth circle spells require three threads be woven into them to
  be cast.
  ☐ AFTERLIFE
   illusion
  Select a target who has recently taken damage or sufered some
  other ill efect. Tey feel the icy clutch of death upon them and,
  as far as they know, fall down dead, only to come to at the site
  of their fnal judgment. Describe the tribunal who judges the
  target and what they ask for in exchange for leting them cheat
  death and return to the land of the living (as if they were taking
  their last breath). Te spell ends when the target either accepts
  or rejects the deal. Either way, the target “wakes up” back in
  the real world (where, in reality, almost no time has passed,
  regardless of the length of the negotiations). Te target heals
  1d8 damage if they accepted the deal or takes 1d8 damage if
  they rejected it. Te spell provides no way of enforcing the deal,
  but the target does not know that.
  ☐ DONE TO THE PLACE
   illusion, ongoing
  Concentrate on the steading you are in and select any number
  of its current occupants. Te spell alters the steading, altering
  its tags to all appearances. Te occupants you select can see the
  changes and, knowing they are illusory, may act to reinforce
  them. To any afected by the illusion, the prosperity, population
  and defense function as if they were each one step higher or
  lower (decided at the time of casting). In addition, you may
  remove or add four other tags on the steading. While ongoing
  you take −1 to weave spells.
  ☐ ECLIPSE
   illusion
  You conjure a disk of solid darkness high in the sky, slowly
  bloting out the sun, just as an eclipse would, over scores of
  miles. While ongoing you take −1 to cast a spell.
  ☐ PRESENCE
   ongoing
  Every creature must ask your leave to enter your presence, and
  you must give permission aloud for them to enter. Violators
  take an extra 1d10 damage whenever they take damage in your
  presence. While ongoing you take −1 to cast a spell.
  ☐ SHADOW PALACE
   illusion, ongoing
  You trace out a doorway in mid air and open it. Te door enters
  into a monumental palace (furnished, appointed and stafed
  as you see ft) tucked into a pocket of astral space. Anything
  removed from the palace vanishes into mist, but while inside
  the palace everything is real; food is nourishing, baths are
  cleansing, and so on. Each thread of this spell takes a quarter
  hour to weave. Tis spell can be sustained permanently by
  spending 2 blood, allowing you to call the door any time you
  like.
  
   
   
   
   
   
   
  d6
  Maximum HP is
  8+Constitution
  LOOK 
   choose one for each
  Gaze: kind, sharp, sad
  Appearance: maudlin, jovial, strange
  Accoutrement: reverent, fowing, primitive
  Body: gaunt, knobby, fabby
  SPECIES 
   choose one
  ☐ DWARF
  When you defy danger by enduring, improve the result
  by one step.
  ☐ ELF
  You may cast Astral Weapon as a cantrip.
  ☐ HUMAN
  Choose one spell from another discipline’s list. You can
  cast it as if it was a nethermancy spell.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  You are one with stone. You may cast a special version of
  Words of the Unspeaking as a cantrip which only works
  on stone.
  ☐ ORK
  You may cast Grave Touch as a cantrip.
  ☐ TROLL
  When you summon a spirit with a spell, you may spend 3
  focus to give it +1 armor.
  ☐ T’SKRNG
  When you make a bone circle, make an additional
  choice.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Bumptious: challenge my knowledge and prove that I
  have more to learn.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Graceless: include me in a benefcial social interaction
  I must spoil with blunt observation or crass behavior.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Portentous: seek my divinations in a moment of
  uncertainty and trust them implicitly.
  ☐ Righteous: ofer me an easier solution that requires I
  violate my principle of .
  ☐ Skilled: seek my help in learning how to .
  ☐ Trustworthy: confde in me a secret that would damage
  you if reveal
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 10+STR
  your grimoire (1 weight)
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  Choose your defenses:
  ☐ hide armor (1 armor, worn, 1 weight)
  ☐ bone decorated robes (worn)
  ☐ bare skin (0 armor, living)
  Choose your armament:
  ☐ axe (close, 1 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ staf (close, two-handed, 1 weight)
  ☐ whip (reach, dangerous, entangling, 1 weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ healing potion
  ☐ simple mount of appropriate size (beast, mount)
  ☐ 8 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  NETHERMANCY
   
  Trough insight, fortitude and a special connection to spirit realm,
  you can weave threads into spells. You gain access to a number of
  abilities related to spell casting:
  • You may use the astral sight move.
  • You have mastered several nethermancy spells and inscribed
  them in your grimoire. You start out with three frst circle
  nethermancy spells as well as the cantrips. Whenever you gain
  a circle, you add a new nethermancy spell of your circle or
  lower to your grimoire.
  • You know how to form and stabilize a spell matrix. You may
  fashion as many spell matrices as you like; however, the
  combined circles of all spells atuned into them may not
  exceed twice your own circle.
  • You may weave spells with +WIS.
  • You may cast spells with +CON.
  ROUSING CALL
   
  When you cast a summoning spell, you may spend focus to make
  the summoned spirit tougher, adding 1HP per focus spent.
  REAPER
   
  When you take time to respectfully tend to the dead, take +2
  forward.
  RITUAL OF BONE
   
  When you spend a couple grueling hours constructing and
  inscribing a bone circle several feet across, inviting a spirit to
  live within it, roll+CON. On a hit, a bone spirit inhabits the circle
  and will atack anyone who enters, or is already within, the circle,
  except you. On a 10+, choose three. On a 7–9, choose one. You
  may spend a point of karma to make an additional choice, but not
  on a miss:
  • Te spirit is particularly potent: take +1 when weaving a
  nethermancy spell within the circle.
  • Te spirit will not atack targets you designate.
  • Te circle lasts for days instead of hours.
  • Te circle is particularly hard to spot.
  • Te circle is completed in less time than usual.
  • When in the circle, you may concentrate and observe the
  world as if standing in another of your active bone circles.
  • When you speak within the circle, if you desire, your voice
  may be heard by any standing near all of your other active
  bone circles.
  STABBING A WINDOW
   
  Add the following to the hack and slash list:
  • You sense something notable about the target’s soul or nature,
  the GM will tell you what.
  EXPRESSIONS OF THE NETHERWORLD
   
  When you create art with bone carving or embroidery, take +1.
  If you give the result in a successful greeting ritual, the recipient
  may take +1 to the their last breath, if they posses the art.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐☐ BRNDED
   
  You bear a mark of your connection with the dead. Dead spirits
  know you as their own, and any that still cling to the mortal plane
  will speak with you, sharing openly. Te living see your mark as
  an ill omen, and you take −1 ongoing to CHA rolls with those who
  see your mark. Choose a part of your body that takes on the visible
  aspects of death while remaining fully functional:
  ☐ Arm: Any weapon you grasp fows into the other world. It
  gains +2 piercing against living creatures.
  ☐ Eye: When you touch a corpse you see what it saw in its last
  moments. Te GM will describe it.
  ☐ Legs: Your passing leaves no mark or scent.
  ☐ Tongue: You may lace any oath, prayer, or spell with a link
  to the forbidden land. Its efects on the dying or dead will be
  amplifed, as described by the GM.
  Second or third thread (requires circle 4): Choose another body part
  to take on the visible aspects of death.
  Second or third thread (requires circle 4): Your mark grows such that
  it may not be concealed. Describe it. Te dead will seek you out,
  giving you what aid they can. Te undead will not harm you. Te
  parochial will treat you as a pariah.
  ☐ FEELING LOSS
   
  You frst enter a steading, you may ask the GM: “Who here sufers
  most from death of their loved ones?” Take +1 ongoing acting on
  the answer.
  ☐ IMPRECATION
   
  When you call on the spirits to curse a target you can see, take a
  random debility (if you already have that debility, you got lucky)
  and roll+WIS. If you do this inside a bone circle, improve the
  result by one step. On a 10+ the target will soon take a noticeable
  loss in the arena of your choice. On a 12+ so will one of the
  target’s descendants. On a 7–9 the target is merely unlucky in
  the chosen arena until the spirit grows tired of tormenting it.
  On a miss, possibilities include the target discovering what you
  were atempting, or the spirits become ofended and cursing you
  instead, etc. Curses can afect these arenas: fnances/occupation,
  health/well-being, love/relationships, prospects/hope, status/
  reputation
  ☐ SPIRIT TALK
   
  You can speak with and understand all spirits, not just those who
  communicate verbally. You can communicate with nearby spirits
  even when they are solely in astral space and you are not.
  ☐ SPIRITUAL PROTECTION
   
  When you wear no armor or shield you get +CON armor.
  ☐☐ THE SCALES OF LIFE AND DEATH
   
  When someone faces last breath in your presence, they take +2.
  Second thread (requires circle 6): When you touch someone taking
  their last breath, you see what they do beyond the Black Gates and
  may intercede. Death will forfeit their soul for now in exchange
  for an appropriate (not necessarily immediate) favor or sacrifce. If
  you agree, the target comes back to life, and you take -3 ongoing to
  your own last breath until the debt is paid.
  ☐ OBSTINACY
    requires circle 2
  When you cast a spell you ignore a “−1 to weave spells” or “−1 to
  cast spells” penalty from one of your ongoing spells.
  ☐ REPEL UNDEAD
    requires circle 2
  When you concentrate on a life-afrming patern and breathe
  song into it, roll+WIS. On a hit, so long as your song continues,
  no undead may come within reach of you. On a 10+, you also
  momentarily daze intelligent undead and cause mindless undead
  to fee; aggression breaks the efects and they are able to act as
  normal. Intelligent undead may still fnd ways to harry you from
  afar.
  ☐ SPEAKER FOR THE DEAD
    requires circle 2
  When you spout lore about undead, spirits, burial customs, or
  other maters of life and death, you use WIS instead of INT. On a
  12+, you also get to ask the GM any one question about the subject.
  ☐☐ SPIRIT TUTOR
    requires circle 2
  Choose one spell. You may use that spell as if it was one circle
  lower (this does not change the number of threads needed to cast
  it).
  Second thread (requires circle 6): Choose another spell to use as if it
  was one circle lower.
  ☐ SPIRITUAL INTERVENTION
    requires circle 2
  When you atune a spell matrix gain 1 hold, losing prior hold.
  When you or an ally takes damage, you may spend 1 hold to call
  on the spirits, who intervene with an appropriate manifestation (a
  sudden gust of wind, a lucky slip, a burst of light) and negate the
  damage. You may spend 1 karma to gain +1 hold.
  ☐ ABATE CURSE
    requires circle 4
  When you perform an hour long ritual of abatement on a
  cursed item or person within a bone circle, roll+WIS. On a hit, you
  transfer the curse to the circle’s bone spirit. If the spirit previously
  obeyed your commands, it no longer does. When the bone circle
  dissipates, so does the curse. On a 7–9, when the bone circle
  dissipates, the bone spirit, still cursed, goes free. On a miss, a lot
  can go wrong.
  ☐ CALL TO TASK
    requires circle 6
  When you call the name of a dead spirit near the location of its
  death or while holding an object dear to it, roll+WIS. If you do this
  in a bone circle, take +2. On a hit, you may command the ghost to
  haunt any person or place whose true patern you know, including
  yourself. If you choose to have it haunt you, you may have it take
  damage which was meant for you, then it disappears and must be
  summoned again. On a 7–9, the spirit demands a price.
  ☐ LIFESENSE
    requires circle 6
  You constantly sense the energy of living beings, even those you
  cannot see. When you discern realities, you may always ask “what
  living beings are nearby?”, even on a miss.
  ☐ ERSE HORROR MARK
    requires circle 8
  When you perform a day-long ritual on a horror-marked person
  or object, roll+CHA. On a 10+ you remove the mark from the
  subject. On a 7–9 you remove the mark, but only by transferring it
  to yourself, where it will fade afer seven days.
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  NETHERMANCER
  
  NETHERMANCY SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any type of
  weaving.
  REPEL
   ongoing
  Choose any creatures you can see (including yourself). For the
  next day, mundane insects and other minor vermin will stay
  away from the selected targets.
  UNSEEN SERVANT
   summoning , ongoing
  You conjure a simple invisible construct that can carry items.
  It has load 3 and carries anything you hand to it. It cannot pick
  up items on its own and can only carry those you give to it.
  Items carried by an unseen servant appear to foat in the air a
  few paces behind you. An unseen servant that takes damage or
  leaves your presence is immediately dispelled, dropping any
  items it carried. Otherwise the unseen servant serves you until
  you end the spell.
  WISP
   ongoing
  You conjure a simple foating orb which glows dimly, shedding
  light roughly equal to that of a full moon over a short distance.
  You may direct this orb in any direction or elevation, and it will
  obey at no faster than walking pace. Should the orb ever move
  out of your line of sight, the spell ends.
  FIRST CIRCLE SPELLS
  First circle spells require one thread to be woven into them to
  be cast.
  ☐ ASTRL WEAPON
   ongoing
  While you use astral sight, you are armed with a weapon (+1
  damage, close, 0 weight) that may hack and slash astral beings
  using WIS instead of STR. While ongoing you take −1 to cast a
  spell.
  ☐ BONE DANCE
   ongoing
  Point to a target with a skeleton. While ongoing, the target's
  bones move of their own accord, moving the target around in
  random directions. If the target spends time to pull themself
  together, the spell ends. While ongoing you take −1 to cast a
  spell.
  ☐ BRIGHT ONE
   summoning, ongoing
  You summon a tasked spirit to assist you. Gain 1d4 hold. When
  you take an action, spend 1 hold to have the spirit aid you
  (giving you +1 to your action). When you run out of hold, the
  spell ends and the spirit vanishes.
  ☐ CONTACT SPIRITS
   summoning
  Name the spirit you wish to contact (or leave it to the GM).
  You pull that creature through the planes, just close enough to
  speak to you. It is bound to answer any one question you ask
  to the best of its ability. If you weave and cast this spell within a
  bone circle, you may ask three questions. If you are touching the
  corpse of the spirit, ask an additional question.
  ☐ GRVE TOUCH
   summoning, ongoing
  You draw on spirits of the dead, channeling their energy
  through your body into your enemies. Gain 1d6 hold. You may
  spend 1 karma to gain +1 hold. When you hack and slash, you
  may spend 1 hold to roll+CON instead of +STR and, on a hit, you
  add +1d4 damage. While ongoing, take −1 to casting spells. If
  you run out of hold the spell ends.
  ☐ MURDER FOG
   summoning
  Point to any location you can see. At that spot, a vaguely
  humanoid fog coalesces and you coax a malefcent spirit to
  inhabit it. Te fog ghost is a monster: solitary, amorphous,
  spirit, 7 HP, 0 armor, freezing touch (d6, close), instinct: to
  indiscriminately kill the nearest living thing. Te GM controls
  this monster, and may use it for moves, with the understanding
  that it is mindless and atacks solely based on proximity. You
  have no control over this creature, nor may you dismiss it. Te
  fog ghost dissipates when it is killed.
  ☐ SHADOW’S WHISPER
   divination, ongoing
  While ongoing, you may hear anything spoken next to any
  nearby shadows. While ongoing you take −1 to weaving
  threads.
  THIRD CIRCLE SPELLS
  Tird circle spells require one thread be woven into them to be
  cast. Some allow the weaving of an additional thread to give the
  spell more potency.
  ☐ ANIMATE DEAD
   summoning, ongoing
  You invoke a hungry spirit to possess a recently-dead body and
  serve you. Tis creates a zombie that follows your orders to
  the best of its limited abilities. Treat the zombie as a follower
  with no cost and: Quality +1, Loyalty +2, 1 HP, bite (d6, hand),
  construct, Instinct: to eat namegiver fesh. Te zombie has the
  move “smell brains” and gains your choice of 1d4 of these traits
  (you may spend one karma to gain an additional choice):
  • It’s talented. Increase Quality to +2.
  • It’s durable. It has +2 HP for each nethermancer circle.
  • It has a functioning brain and can complete complex tasks.
  It gains a -wise tag based on its prior life.
  • It does not appear obviously dead, at least for a day or two.
  Te zombie remains until it is destroyed, you dismiss the spell,
  or its Loyalty reaches −3. While the spell is ongoing you take −1
  to cast a spell. Tis spell must be cast in a bone circle.
  ☐ DISMISSAL
  You disrupt the patern of the summoning which called a target
  spirit creature. Ideally, this banishes the target back from where
  it came. If not cast perfectly, however, a common complication
  is the severing of the spell giving the summoner control over
  the summoned, but not sending the summoned back, leaving
  an uncontrolled spirit in your midst. If you weave an additional
  thread, you may target two additional summoned creatures.
  ☐ PAIN
   enchantment, ongoing
  You infict excruciating agony on a visible target. Gain 1d6
  hold. Any time the target deals damage or makes a move, you
  may spend 1 hold to deal 1d4 damage to it. If you run out of
  hold, the spell ends. If you weave an additional thread, hold an
  additional 2 and grant +1 ongoing to anyone acting against the
  target as well. You may not aid another while ongoing.
  ☐ RESURRECTION
  Tell the GM you would like to resurrect a corpse whose soul
  has not yet fully departed this world. Resurrection is always
  possible, but the GM will give you one or more (possibly all) of
  these conditions:
  • It’s going to take days/weeks/months
  • You must get help from                     
  • It will require a lot of money
  • Te target may change in a particular way
  • You must sacrifce                      to do it
  • You must cast the spell in a bone circle
  • You must cast the spell in some specifc location
  Te GM may, depending on the circumstances, allow you to
  resurrect the corpse now, with the understanding that the
  conditions must be met before it’s permanent, or require you to
  meet the conditions before the corpse is resurrected.
  ☐ WANDERING EYES
   summoning, ongoing
  You summon a tasked spirit which manifests as a foating
  pufall with two large eyes. While ongoing, you see through
  these eyes, and may direct them in any direction (including up
  and down) at running pace. If you weave an additional thread,
  choose a special ability for the spirit, such as:
  • Its eyes can see in the dark
  • You can hear through it
  • You can speak through it
  • It can spit a glowing ink, useful for marking trails.
  • It can perform small manipulations, such as opening doors.
  Tis spirit, which has 1 HP, vanishes if killed. While the spell
  is ongoing, you cannot see through your own eyes and cannot
  cast spells. When directing the spirit from within a bone circle,
  take +1 ongoing when discerning realities through the eyes.
  ☐ ZEALOT
   summoning, ongoing
  A simple ally spirit appears and fanatically follows your orders.
  Treat it as a follower with no cost and: Quality +1, Loyalty +3,
  3 HP, touch (d4, hand), spiritwise, spirit, and 1d4 other tags of
  your choice. Instinct: to “help” too much. Te ally has the dual
  natured special quality, but no moves. Te spirit remains on
  this plane until destroyed, you dismiss the spell, or its Loyalty
  reaches −3. While the spell is ongoing you take −1 to cast a
  spell.
  FIFTH CIRCLE SPELLS
  Fifh circle spells require two threads be woven into them to be
  cast.
  ☐ ASTRL FLARE
   evocation
  You release a massive fash of energy into astral space. Anyone
  within far range of you perceiving or present in astral space
  becomes “blinded”, and most astral natives will fee. No light
  of this fare reaches the real world, but astral creatures will cast
  shadows there as if they were present. In astral space, the fare is
  visible from a long way of.
  ☐ CONTAGION
   ongoing
  Choose a creature you can see. Until you end this spell, the
  target sufers from a disease of your choice. While ongoing you
  take −1 to cast a spell. You may spend one blood to continue
  the disease afer the spell ends.
  ☐ DUST TO DUST
   evocation
  You fll the area around you with a glowing afrmation of
  life. Turn 1d6 undead horde enemies you can see (of the GM’s
  choice) to dust. If you weave an additional thread, it afects 2d8
  undead hordes instead.
  ☐ TRP SOUL
  You trap the soul of a dying creature within a gem. Te
  trapped creature is aware of its imprisonment but can still be
  manipulated through spells, parley, and other efects. All moves
  against the trapped creature are at +1. You can free the soul at
  any time but it can never be recaptured once freed.
  ☐ WORDS OF THE UNSPEAKING
   divination
  With a touch you speak to the spirits within things. Te non-
  living object you touch answers three questions you pose, as
  best it can. If you cast this spell within a bone circle, you may
  ask an additional question.
  ☐ SUMMON ALLY
   summoning, ongoing
  An ally spirit appears and aids you as best it can. Treat it as a
  follower with no cost and: Quality +1, Loyalty +3, 3 HP, claw
  (d6, close), spiritwise, spirit, armor 1, and three other tags of your
  choice. Instinct: to doubt its summoner. Te ally has the astral
  native and materialization special qualities and 1d6 of these
  traits (you may spend one karma to gain an additional choice):
  • Increase Quality to +2
  • Replace its instinct with “to obey”
  • It does 1d8 damage
  • Increase armor to 3
  • Its bond to your plane is strong: +1 HP for each circle
  • Gains an additional tag or weapon tag
  • Gains the move: “frighten them”
  • Gains the move: “banish a spirit”
  • Gains the move: “curse them”
  • Gains the move: “conceal them”
  • Gains the move: “confuse them”
  • Gains the move: “trace a simple item to its source”
  • Gains some other move
  Te spirit remains until destroyed, you dismiss the spell, or its
  Loyalty reaches −3. While the spell is ongoing you take −1 to
  cast a spell. You must cast this spell from within a bone circle.
  SEVENTH CIRCLE SPELLS
  Seventh circle spells require two threads be woven into them to
  be cast. Some allow the weaving of an additional thread to give
  the spell more potency.
  ☐ BONE JUMP
   ongoing
  Two of your active bone circles become connected. While
  ongoing, anyone (or, if you weave an additional thread, only
  those you designate) stepping into one circle will be instantly
  transferred to just outside the other, and you take −1 to weave
  threads. You must cast this within one of the two circles.
  ☐ CLOUDKILL
   summoning, ongoing
  A cloud of fog drifs into this realm from beyond, flling the
  immediate area. Whenever a creature in the area takes damage
  it takes an additional, separate 1d6 damage which ignores
  armor. If you weave an additional thread, allies you designate
  reduce damage they take from the cloud by your CON. Tis spell
  persists so long as you can see the afected area, or until you
  dismiss it.
  ☐ MARK OF DEATH
  Choose a creature whose true name you know. Tis spell
  creates permanent runes on a target surface that will kill that
  creature, should they read them.
  ☐ SOURCE OF WIT
   summoning
  You summon a tasked spirit, then tap the head of a target
  (including yourself) to bind the spirit into the target’s mind.
  Te target gains 3 hold and may spend 1 karma to gain +1 hold.
  Te target may spend 1 hold to reroll a failed test involving INT,
  WIS or CHA. Unless you weave an additional thread, if the target
  fails a re-roll, the spirit vanishes, taking any unused hold with it.
  If the target runs out of hold, the spirit vanishes.
  ☐ SPIRIT BOLT
   evocation
  Fire a ray of violet energy at any spirit you can see. If you are
  using astral sight, this spell can target spirits in astral space. Deal
  2d6 (or, if you weave an additional thread, 2d10) damage to the
  target. Tis damage ignores armor and takes a long time to heal.
  ☐ SYMPATHY
   ongoing
  You touch one target (including yourself) and gain 1d4 hold.
  Any time the target takes damage from an atacker, you may
  spend 1 hold to have the spell deal the same amount of damage
  to the atacker. Tis spell may target a group patern you are
  part of and, if so, you may spend hold any time any member of
  the target group takes damage from an atack. If you weave an
  additional thread to this spell before casting, you gain +2 hold
  and name an additional target. If you run out of hold, the spell
  ends. While the spell is ongoing you take −1 to cast a spell.
  NINTH CIRCLE SPELLS
  Ninth circle spells require three threads be woven into them to
  be cast.
  ☐ CALL HORROR
   summoning, ongoing
  You call the true name of a horror (which you must discover
  beforehand), summoning it from astral space. Tis spell must
  be cast from directly outside a bone circle prepared especially
  and solely for this summoning. Te horror (or some part of it)
  manifests within the circle. Choose 1d4 of the following:
  • Te horror immediately kills the bone spirit in the circle,
  binding itself to the circle instead.
  • Te horror will ofer you great rewards in return for release
  into the physical world.
  • Te horror will accede to one of your demands in return for
  being returned to astral space.
  • Te horror will not mark you.
  While ongoing you cannot weave threads.
  ☐ CONSUME UNLIFE
  Te mindless undeaad construct you touch is destroyed uterly
  and you steal its death energy, gaining 2 hold for each HP
  the creature had remaining before you destroyed it. Touch
  someone (including yourself) to heal them for 1 HP for each
  hold spent.
  ☐ PLAGUE
   ongoing
  Name a steading. As long as this spell is active, that place
  is beset by a plague appropriate to your Passion’s domains
  (locusts, death of the frst born, etc.), gaining a blight to refect
  this. While ongoing you take −1 to cast a spell.
  ☐ RECYCLE
  Te soul who volunteers to be the target of this spell is ripped
  from its home (body, ghost, gem prison, etc.) and pushed
  into the cycle of life and death, reincarnating in the nearest
  convenient unborn namegiver. Its former home is uterly
  destroyed, preventing the soul from being resurrected,
  interrogated or summoned.
  ☐ TALENT SHREDDER
   ongoing
  Select a trait, special ability or other known talent of a target
  monster. While ongoing, the monster may not gain benefts
  from that ability, nor make a move involving that talent/ability,
  and you take −1 to weave threads.
  
   
   
   
   
   
   
  d8
  Maximum HP is
  8+Constitution
  LOOK 
   choose one for each
  Gaze: wild, sharp, bestial
  Appearance: wild, professional, grubby
  Accoutrement: concealing, durable, practical
  Body: lithe, wild, sharp
  SPECIES 
   choose one
  ☐ DWARF
  When you discern realities about underground locations,
  you may ask an additional question, even on a miss.
  ☐ ELF
  When you navigate through the wilderness, improve the
  result by one step.
  ☐ HUMAN
  When you stay sharp, improve the result by one step.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  You may use the disable talent with +STR. You reduce the
  circle requirements for tremors by four.
  ☐ ORK
  Add to the list of hack and slash choices:
  • deal +2d6 stun damage.
  ☐ TROLL
  When you hunt and track in the dark, improve the result
  by one step.
  ☐ T’SKRNG
  When you defy danger and use your tail to your
  advantage, take +1.
  ☐ WINDLING
   astral sight
  When you ride a fying mount, take +1 ongoing to order
  that mount.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Accommodating: counter my proposal with a less
  atractive one I must either accept or disrupt the
  harmony of the group.
  ☐ Ardent: convince me to do something I shouldn’t in
  order to please a Passion.
  ☐ Audacious: overcome my reluctance by ofering
  opportunities for danger.
  ☐ Bumptious: challenge my knowledge and prove that I
  have more to learn.
  ☐ Compassionate: ofer me an easier solution that
  requires I exploit those weaker than me.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Graceless: include me in a benefcial social interaction
  I must spoil with blunt observation or crass behavior.
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Heroic: let me keep you from going frst into danger so
  I can go myself
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Trustworthy: confde in me a secret that would damage
  you if reveal
  ☐
  ☐
  GEAR 
   Load is 11+STR
  appropriate artisan tools (1 weight)
  knife knife (hand, hand, 1 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ wilderness clothing (worn)
  Choose two weapons:
  ☐ hunters bow (near, far, 1 weight)
  ☐ short sword, axe, or club (close, 1 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ staf (close, two-handed, 1 weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight),
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight),
  bundle of arrows (ammo: ☐☐☐, 1 weight)
  ☐ shield (+1 armor, 2 weight)
  ☐ simple mount of appropriate size (beast, mount)
  ☐ any common pet (beast)
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  ENSNARE
   ☐☐☐☐
  When you prepare an area with traps (bending trees with spikes,
  digging pits, lifing deadfalls, etc.), roll+STR. On a 10+, hold 3. On
  a 7–9, hold 1. You may spend 1 karma to gain +1 hold. Spend your
  hold when enemies or creature move through this area, choosing
  one for each hold spent:
  • One target is entangled or otherwise immobilized.
  • One target takes 1d8 forceful damage.
  • One target is shaken and loses access to one of its moves until
  it leaves the area.
  • One target is made to interfere with another.
  • What happens to one target is not noticed by the others.
  HUNT AND TRCK
   
  When you follow a trail of clues lef behind by passing creatures,
  roll+WIS. On a hit, you follow the creature’s trail until there’s a
  signifcant change in its direction or mode of travel. On a 10+, you
  also choose one:
  • Gain a useful bit of information about your quarry, the GM will
  tell you what.
  • Determine what caused the trail to end.
  OUTRIDER
   
  When you scout ahead, you make an additional choice, even on a
  miss. You may also spend 1 karma to make an additional choice.
  VIBE
   ☐☐☐
  When you enter a steading for the frst time hold WIS. Spend hold
  any time in that steading to ask one of the following. You also add
  these questions to the list when discerning realities about any
  steading or site:
  • How could I be accepted by the people here?
  • How could I best atract atention here?
  • How could I gain access to what is secret here?
  • What here is a source of strife?
  • Where could I best hide around here?
  FURTIVE STRIKE
   
  Add the following to the hack and slash list:
  • You prevent the target from making noise.
  EXPRESSIONS OF THE TRIL
   
  When you create art with rune carving or wood carving, take +1.
  If you give the result in a successful greeting ritual, any atempt to
  track the recipient succeeds as if you rolled at 10+, if they have the
  art in their possession.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ A SAFE PLACE
   
  When you set the watch for the night, everyone takes +1 to stay
  sharp on watch, including you.
  Second thread (requires circle 6): Also, anyone who does not take
  watch adds your +WIS to the number of HP they heal while resting.
  ☐ READ LIPS
   
  When you see a creature speaking a language you know, you can
  understand what they are saying even if you cannot hear them.
  ☐ CAMOUFLAGE
   
  When you keep still in natural surroundings, enemies never spot
  you until you make a movement. Take +2 forward to act against a
  target unaware of your presence. If you successfully order a mount
  or beast to stay still with you, they will do so as long as you like,
  gaining the same benefts.
  ☐ FOLLOW ME
   
  When you undertake a perilous journey you may act as both
  scout and navigator. You make a separate roll for each, but may
  navigate using +WIS instead of +INT.
  ☐☐ AWARENESS
    requires circle 2
  When you discern realities about a location, you add the
  following to the list of questions you may ask the GM:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What is the best available location for an ambush?
  • What is the safest route through?
  Second thread (requires circle 6): When you discern realities about a
  location, you may ask two additional questions, even on a miss.
  ☐ CLOSER LOOK
    requires circle 2
  When you stand still and focus your vision, you can make out
  fne details at far range and beyond.
  ☐ FAMILIAR PREY
    requires circle 2
  When you spout lore about a monster you use +WIS instead of
  +INT. In addition, on a 12+, you get to ask the GM any one question
  about the subject.
  ☐ FORGOTEN EARTH
    requires circle 2
  When you defy danger by jumping, you may clear distances
  beyond natural limits (leaping over walls, crossing a crevasse, etc.)
  ☐ IN AND OUT
    requires circle 2
  When you roll for another move that you want to perform in a
  clandestine manner, tell the other players…
  • …why no one suspects your approach.
  • …why no one notices your action.
  • …why you leave no trace behind.
  When the move is rolled, on a 10+, in addition to the normal
  result, all that you say is true. On a 7–9, the GM chooses one of
  your statements to be false, the others are true.
  ☐ SNIPE
    requires circle 2
  When you strike with a ranged weapon from hiding, your frst
  shot never gives away your position and, if it hits, you may roll
  damage twice and take the beter result.
  ☐ WITHOUT A TRCE
    requires circle 2
  When you mask a trail, roll+WIS. On a 10+ no one will be able
  to track the trail, not even by scent or with magic. On a 7–9 only
  extremely skilled trackers or those with magical assistance will be
  able to track the trail. On a miss, you make the trail easier to spot.
  ☐☐ ZONE IN
   ☐☐☐☐☐☐☐☐☐☐ requires circle 2
  When you expand your senses to take in your opponents at the
  start of hostilities, what you notice can be exploited in the ensuing
  scufe. Gain hold equal to your circle. Spend it during the fght to:
  • Ignore WIS points of a target’s armor for a single strike.
  • Improve the result of a defy danger roll you make by one step.
  • Cause one opponent to interfere with another.
  • Use something in your surroundings as a close weapon with
  either forceful, messy, or entangling.
  • Notice something important about the opposition.
  • Add +1d4 to a damage roll.
  Second thread (requires circle 6): Spend 2 hold to:
  • Ignore target’s armor for a single strike.
  • Add +1d8 to a damage roll.
  • Improve the result of an ally’s defy danger roll by one step.
  ☐ BY NATURE SUSTAINED
    requires circle 4
  You don’t need to eat or drink. If a move tells you to mark of a
  ration just ignore it.
  ☐ DISABLE
    requires circle 4
  When you pick locks or disable traps, roll+DEX. On a hit, you
  do it. On a 7–9, the GM will also ofer you two options between
  suspicion, danger, or cost.
  ☐ SECRET PATHS AND WAYS
    requires circle 4
  You know places in the wilderness where secret paths lie unseen.
  When you travel by a way that is beyond the mortal world, roll
  +WIS. On a 10+, it leads where you want it to. On a 7–9, you or the
  GM must choose a difculty:
  • Others fnd the way who did not know it before.
  • Te journey takes much longer than it seemed to.
  • Te way is long and hard. Each person who takes it must
  consume a ration or mark the debility weak.
  • You encounter some danger upon the road.
  ☐☐ TREMORS
    requires circle 4
  You can feel vibrations echoing through the earth. You can never
  be ambushed or surprised underground or on hard ground, even in
  the dark. When an enemy, trap, or accident would get the drop on
  you, you get to act frst unless they never touch the earth.
  Second thread (requires circle 8): When you ask a cave about
  someone or something else inside it, roll+INT. On a 10+, the cave
  tells where it is, what it’s doing, and answers any one question you
  ask about it. On a 7–9, the cave tells you either where it is or what
  it’s doing.
  ☐ MAGIC SENSE
    requires circle 6
  You may make use of the Astral Sight special move.
  ☐ WEATHER WEAVER
    requires circle 8
  When you are under open skies when the sun rises the GM will
  ask you what the weather will be that day. Tell them something
  naturally possible, it comes to pass.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  SCOUT
  
   
   
   
   
   
   
  d10
  Maximum HP is
  8+Constitution
  LOOK 
   choose one for each
  Gaze: fery, contemptuous, gleeful
  Appearance: cosmopolitan, bold, restrained
  Accoutrement: garish, ornate, minimal
  Body: hulking, spry, sturdy
  SPECIES 
   choose one
  ☐ DWARF
  When you defy danger with a shield, you may release the
  shield to improve the result by one step.
  ☐ ELF
  When you volley with a thrown weapon, deal +2
  damage.
  ☐ HUMAN
  When you hack and slash with an improvised weapon,
  deal +2 damage.
  ☐ ORK
  When you succeed in leting it all out, make an
  additional choice.
  ☐ TROLL
  When you and your shipmates or bonded group are
  acting honorably, take +1 ongoing to hack and slash.
  ☐ T’SKRNG
  When you are on an unstable, shifing or narrow surface,
  take +1 to any move that requires roll+DEX.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Ardent: convince me to do something I shouldn’t in
  order to please a Passion.
  ☐ Audacious: overcome my reluctance by ofering
  opportunities for danger.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Graceless: include me in a benefcial social interaction
  I must spoil with blunt observation or crass behavior.
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Gullible: tell me a lie I believe.
  ☐ Heroic: let me keep you from going frst into danger so
  I can go myself
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Pugnacious: ofer me a peaceful solution that I must
  derail with violence.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐ Unsophisticated: exemplify a social convention or
  intricate concept I must misunderstand.
  ☐
  ☐
  GEAR 
   Load is 9+STR
  appropriate artisan tools (1 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ chainmail (1 armor, worn, 1 weight)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose your armament:
  ☐ short sword, axe, or warhammer (close, 1 weight)
  ☐ cutlass (close, +1 damage, 2 weight)
  ☐ rapier (close, precise, 1 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  ☐ whip (reach, dangerous, entangling, 1 weight)
  Choose two:
  ☐ 2 healing potions
  ☐ shield (+1 armor, 2 weight)
  ☐ antitoxin, poultices and herbs (uses: ☐☐, slow, 1
  weight)
  ☐ repair kit (uses: ☐☐☐☐☐☐, slow, 1 weight)
  ☐ tiny or small animal that might be welcome on ship
  (beast)
  ☐ 10 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  HONOR OR SPOILS
   ☐☐☐☐☐☐☐
  When you take a trophy to commemorate an impressive victory,
  hold 1d4+3. If you lose possession of the trophy or take a new
  trophy, loose all hold. When you run out of hold, the trophy ceases
  to be a point of noteworthy conversation. Spend hold to:
  • Take +2 to carouse
  • Take +1 to recruit
  • Take +1 to discern realities about the trophy
  • Take +1 to spout lore about the trophy
  • Gain insight into the trophy’s past and nature, learning a
  question that must be answered to unlock one of its ranks (if
  any)
  • Impress someone of the GM’s choice in a way you specify
  • Impress someone you choose in a way the GM specifes
  LET IT ALL OUT
   
  When you shout over the din of batle, roll+STR. On a 10+
  choose two. On a 7–9 choose one. On a miss, your words or intent
  might be misinterpreted or mocked. You may spend 1 karma to
  make an additional choice, even on a miss.
  • You intimidate someone: they either do what you say, fee, or
  atack you (their choice)
  • You stir non-combatant spectators: they are flled with dread
  or inspiration (your choice).
  • Everyone in the vicinity (within far range, on the whole vessel,
  inside the building, etc.) hears and understands
  • Divert atention from an ally to yourself
  • You heal 1d4 HP
  MY SHIP IS MY CLAN
   
  When a ship you crew or group to which you are bound is insulted,
  take +1 ongoing to any eforts which serve to redress the insult, but
  −1 ongoing to any eforts that don’t, until the slight is rectifed.
  WHATEVER’S HANDY
   
  Add the following to the hack and slash list:
  • As part of the atack you exchange some or all of what you are
  holding with something else nearby or on your person.
  EXPRESSIONS OF FREEDOM
   
  When you create art with panel painting or wood carving, take
  +1. If you use the result in a successful greeting ritual, the recipient
  will keep mentioning your most recent trophy in conversation, so
  long as they retain the art.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ DAMAGE CONTROL
   
  When you jury rig an airship successfully, make an additional
  choice.
  Second thread (requires circle 6):  On a 12+, if you repair something
  caused by gaining stress, remove that point of stress.
  ☐ SHIELD BASH
   
  When you hack and slash with your shield, add this choice:
  • knock the enemy away or down and take +1 forward against
  them.
  ☐ BOARDING PARTY
   ☐☐☐☐☐
  When you board a hostile vessel or your vessel is boarded by
  hostiles, hold 1d4. You may spend one karma to gain +1 hold.
  During the batle, spend hold one-for-one to:
  • during some sort of physical action, also incidentally start or
  extinguish a fre.
  • add to the list of hack and slash choices: knock the target from
  the deck.
  • describe how you defy a danger using the rigging or other
  elements of the environment and automatically take the 10+
  result.
  • when dealing damage to the vessel, deal +1d4 damage.
  • take a danger that would afect someone near you onto
  yourself.
  ☐ LOUDER
   
  When you let it all out, add an additional choice to the list of
  possibilities for each thread you weave into this talent:
  ☐ (requires circle 2) You disarm someone: their damage is
  halved until they are rearmed.
  ☐ (requires circle 4) You terrify the easily cowed: a group or
  horde that lacks the organized or terrifying tags fees for a short
  while.
  ☐ (requires circle 6) You prevent a spell being woven but not
  yet cast.
  ☐ (requires circle 6) You heal 1d8 HP
  ☐☐ SKY LEGS
   
  When you are on an unstable, shifing or narrow surface (such as
  the deck of a ship, rigging, roofop, sand, etc.), gain +1 armor.
  Second thread (requires circle 6): Gain +2 armor instead.
  ☐ ONE IN EVERY PORT
    requires circle 2
  When you enter a steading you have visited before, gain CHA hold
  for the duration of your stay. Spend hold any time to know…
  • …someone willing to help you.
  • …exactly where to go to fnd something or someone.
  • …the best way to avoid a complication.
  ☐☐ SCENT OF BLOOD
    requires circle 2
  When you deal damage to an enemy, your next atack against that
  same foe deals +1d4 damage.
  Second thread (requires circle 6): Your next atack against that same
  foe deals +1d8 instead.
  ☐☐ SHOCK AND AWE
    requires circle 2
  When you atack someone up close and they don’t see it coming,
  deal your damage or roll+STR. On a hit, deal your damage and
  choose one. On a 10+ also choose another. You may spend karma
  to make one additional choice, even on a miss.
  • Deal +STR damage.
  • Knock what they are holding to the ground. If this is a weapon,
  they do half damage until they are rearmed.
  • Create an advantage, +1 forward to you or an ally acting on it.
  • Knock them from where they are standing.
  • Deal 1d6 damage to a diferent enemy within weapon range.
  • Take STR armor forward against their next atack.
  Second thread (requires circle 6): Make an additional choice.
  ☐ WIND CATCHER
    requires circle 2
  When you leap or fall from a great height, roll+DEX. On a hit
  you land on your feet, completely unharmed. On a 10+ you land
  exactly where you were aiming. On a 7–9 the farther you fall, the
  further away from your target you drif.
  ☐ DECK ANCHOR
   ☐☐☐ requires circle 4
  When you don’t want to be moved, plant your feet and hold STR.
  If something would knock you down or move you, instead spend
  1 hold or 1 karma to keep your feet stuck like glue. Lose all hold if
  you voluntarily move.
  ☐ CONVERSATIONALIST
    requires circle 4
  When you let it all out, always gain an additional choice, even on
  a miss.
  ☐ HOT SHOT PILOT
    requires circle 6
  When you have a chance to show of your moves as a pilot, you
  may automatically take the 10+ results of any control vehicle rolls.
  ☐ REBOARDING
    requires circle 6
  When you hold out your hand to a loose, familiar object, the
  object (a weapon you have thrown or dropped, the end of a rope,
  your lucky coin, your shield, etc.) fies into your hand.
  ☐ STORM SHIELD
   ☐☐☐☐☐☐☐ requires circle 6
  When you focus on your strength and physical prowess for a few
  moments, hold 1d4+STR. You conjure a fog-like disk of crackling
  air, which you may wield as a shield (+1 armor, 0 weight). Any
  time you are atacked, you may spend 1 hold to give the atacker
  an electric shock, dealing 1d4 damage. If this damage kills the
  atacker, their atack on you is negated. When you run out of hold,
  the shield vanishes, and may not be summoned again until you
  make camp.
  ☐ RIDE THE LIGHTNING
    requires circle 8
  When you roar and sing from the deck of an airborne airship
  for a few minutes, roll+STR. On a 10+ you summon a ferce storm,
  but the ship you are on is protected from it. Gain 1 hold while the
  storm lasts. You may spend one hold to direct a lightning strike
  into any ship within the storm. On a 7–9 you summon a ferce
  storm, which mostly doesn’t bother the ship you are on.
  FOLLOWER 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  SHIP 
  Name:
  Control:
  Passengers:
  Tags:
  Cover:
  Moves/Gear:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  SKY RAIDER
  
   
   
   
   
   
   
  d10
  Maximum HP is
  10+Constitution
  LOOK 
   choose one for each
  Gaze: fery, cold, weary
  Appearance: adventurous, urbane, secretive
  Accoutrement: aristocratic, threadbare, famboyant
  Body: muscular, lithe, agile
  SPECIES 
   choose one
  ☐ DWARF
  When you hack and slash a solitary, large target with a
  favorite weapon made by dwarven hands, it gains an
  additional enhancement.
  ☐ ELF
  When you discern realities about a solitary enemy, ask an
  additional question, even on a miss.
  ☐ HUMAN
  Your personal idiom favors an additional type of weapon.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  When you defend against a solitary enemy, get +1
  readiness, even on a miss.
  ☐ ORK
  When you hack and slash a solitary target with a messy
  weapon, add +2 damage.
  ☐ TROLL
  When you hack and slash on a 10+, always add +3 armor
  against the enemy’s atack, if any.
  ☐ T’SKRNG
  When you defend against a solitary enemy and spend
  readiness to deal damage, add +DEX to the damage you
  deal.
  ☐ WINDLING
   astral sight
  When you throw down the gauntlet, take +1.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Heroic: let me keep you from going frst into danger so
  I can go myself
  ☐ Irresponsible: convince me to shirk my duty.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Righteous: ofer me an easier solution that requires I
  violate my principle of .
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐
  ☐
  GEAR 
   Load is 12+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ breastplate (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  Choose your armament:
  ☐ dueling rapier (close, 1 piercing, precise, 2 weight)
  ☐ short sword, axe, or warhammer (close, 1 weight)
  ☐ long sword, batle axe or fail (close, +1 damage, 2
  weight)
  ☐ maul, greataxe, or greatsword (close, two-handed,
  messy, 3 weight)
  ☐ spear (reach, thrown, near, 1 weight)
  ☐ dagger (hand, 1 weight)
  ☐ staf (close, two-handed, 1 weight)
  ☐ whip (reach, dangerous, entangling, 1 weight)
  ☐ fsts (hand, 1 weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  ☐ simple mount of appropriate size (beast, mount)
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  PERSONAL IDIOM
   
  When you hold your favorite weapon, your magic improves that
  weapon, altering it to express your soul and ft your unique fghting
  style. Choose the type of weapon you favor:
  ☐ Sword
  ☐ Axe
  ☐ Hammer
  ☐ Polearm
  ☐ Flail
  ☐ Dagger
  ☐ Whip
  ☐ Fists
  ☐ Staf/
  club
  Choose two enhancements which apply to any weapon of that type
  when you use it (and disappear when you don’t). Your magic…
  ☐ …favors agility over brawn: add precise.
  ☐ …guides strikes to exposed spots: +2 piercing.
  ☐ …directs strikes to vulnerable spots: +1 damage.
  ☐ …favors brutality: add messy and forceful.
  ☐ …brings you within the enemy’s guard: add hand.
  ☐ …keeps your enemy at arms length: add close.
  ☐ …favors lunges and maneuver: add reach.
  ☐ …harms without killing: add stun.
  ☐ …you feel at one with the weapon: remove awkward.
  ☐ …prevents accidental harm: remove dangerous.
  ☐ …lightens the weapon: −1 weight.
  ☐ …glows with the light of a torch any time you like.
  ☐ …alerts you to hated foes, glowing in the presence of one
  type of creature, your choice.
  THE DANCE
   
  When you hack and slash with your favorite weapon against an
  enemy wielding a weapon, add the following to the list of choices:
  • You maneuver your target to a nearby spot of your choosing.
  • You maneuver yourself to a nearby spot of your choosing.
  • You embarrass or humiliate your target. Say how.
  • You impress witnesses. Say how.
  • You cause your target to over-commit and stumble.
  PERFECT POISE
   
  You never lose your balance, even on a high wire, or fall without
  being pushed. If you are pushed, as long as there is something to
  break your fall, you can defy danger with DEX to use it and take no
  damage.
  EXPRESSIONS OF FORM
   
  When you create art with dancing or acting, take +1. If you
  perform the result in a successful greeting ritual within a steading,
  take +1 forward to carouse within that steading.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐ ARTFUL DODGER
   
  When nothing you wear or carry is clumsy or awkward, get +1
  armor.
  ☐ THROW DOWN THE GAUNTLET
   
  When you challenge someone to a duel, roll +CHA. On a 10+,
  they choose two if they do not accept. On a 7–9, they choose one
  if they do not accept.
  • You take +1 ongoing against them until one of you defeats the
  other
  • Tey lose the respect of their peers and underlings
  • Tey retreat
  ☐ IN LIKE FLYNN
   
  When you meet someone for the very frst time and parley with
  them, improve your result by one step.
  ☐☐ LAUGHING, THEN JUMPING OFF SOMETHING
   
  When you use your surroundings to perform a famboyant
  acrobatic maneuver, choose one outcome, in addition to
  anything else that may happen. You may spend karma to make one
  additional choice:
  • You grab something undefended. Now it’s yours!
  • You knock someone down or of-balance.
  • You move from where you are to somewhere else in sight or in
  reach without difculty.
  Second thread (requires circle 6): Your choices become:
  • You grab something, even if someone else is holding it: Now
  it’s yours!
  • You knock someone down or of-balance, dealing 1d6 damage
  to them.
  • You move from where you are to somewhere else in sight or in
  reach without difculty. You may take someone else with you.
  ☐ CUTING JIBE
    requires circle 2
  When you mock, insult or otherwise taunt an opponent right
  afer they damage you, choose one:
  • Te target makes a rash decision you can exploit.
  • Te target falters or leaves an opening—you or an ally takes +1
  forward against them.
  • You take +CHA armor forward against damage from the target.
  ☐ DISARM
    requires circle 2
  When you use your weapon to disarm an enemy, roll+DEX. On a
  hit, the enemy’s damage is halved until they are rearmed. On a 7–
  9, you also lose your weapon in the scufe.
  ☐☐ IMPROVED WEAPON
    requires circle 2
  Choose one extra enhancement for your personal idiom.
  Second thread (requires circle 6): Choose an additional
  enhancement for your personal idiom. Add the following to the
  choices: your magic…
  ☐ …favors parry and blocks: gain +1 armor while wielding.
  ☐ …returns the weapon to your hand if thrown, dropped, or
  separated from you.
  ☐ …reaches beyond this world, allowing the weapon to hit
  insubstantial or astral targets.
  ☐ SETUP STRIKE
    requires circle 2
  When you hack and slash a solitary target, choose an ally. Tey
  take +1 forward to hack and slash the target and, when they do,
  they add the choices ofered by the Te Dance.
  ☐ STAUNCH DEFENDER
    requires circle 2
  When you defend against a solitary atacker you always hold +1
  readiness, even on a miss. Also, you may spend 1 karma to gain +1
  readiness.
  ☐ THE LONG CLIMB
    requires circle 2
  When you assess a stretch of dangerous terrain between you and
  an objective, the GM will sketch out a map or diagram to help you
  plot your approach. Working together, make note of a number of
  useful features equal to your circle, and take +1 forward when you
  make use of them.
  ☐ THEY SEE ME ROLLIN’
    requires circle 2
  When you frst enter a steading looking to impress people, roll
  +CHA. On a 10+, choose three. On a 7–9, choose one. You may
  spend karma to make one additional choice, even on miss:
  • You catch the eye of someone who wants to get intimate.
  • You catch the eye of someone willing to help you.
  • Someone in the steading, of your choice, wants to fght you.
  • You understand some local drama or injustice.
  • You make someone jealous. Say how.
  ☐ YOU SEEM A DECENT FELLOW
    requires circle 2
  When you are about to frst cross swords with a solitary enemy
  who uses weapons, you may roll+CHA when discerning realities
  about them. If you do, add the following to the list of questions you
  can ask:
  • What is this opponent about to do?
  • What emotion drives this opponent?
  • What is this opponent trying to hide?
  ☐ PREPARE TO DIE
    requires circle 4
  When you speak aloud your promise to defeat a solitary enemy,
  you deal +2d4 damage against that enemy and −4 damage against
  anyone else. Tis efect lasts until the enemy is defeated. If you fail
  to defeat the enemy or give up the fght, you can admit your failure,
  but the efect continues until you fnd a way to redeem yourself.
  ☐ SERPENTINE
    requires circle 4
  When you employ acrobatics, def maneuvers, or quick refexes,
  you can defend with +DEX instead of +CON.
  ☐ WALK BETWEEN THE RINDROPS
    requires circle 6
  You may use any of your talents that specify a solitary enemy (i.e.
  those with the solitary tag) against groups (i.e. enemies with the
  group tag) as well.
  ☐ DANCE OF DEATH
    requires circle 8
  You may spend karma to:
  • Completely avoid the efects of an atack against you
  • Allow damage dealt from one of your atacks to ignore armor
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  SWORDMASTER
  
   
   
   
   
   
   
  d8
  Maximum HP is
  6+Constitution
  LOOK 
   choose one for each
  Gaze: shify, criminal, mischievous
  Appearance: messy, ofcial, suave
  Accoutrement: hooded, fancy, common
  Body: lithe, knobby, fabby
  SPECIES 
   choose one
  ☐ DWARF
  When dealing with traps with complex metal
  mechanisms, improve the result by one step.
  ☐ ELF
  When you successfully discern realities about places or
  situations, ask an additional question.
  ☐ HUMAN
  When you spout lore or discern realities about criminal
  activities, improve the result by one step.
  ☐ ORK
  When you deal damage with a hand weapon, deal +2
  damage.
  ☐ T’SKRNG
  When your tail aids you performing tricks of the trade,
  take +1.
  ☐ WINDLING
   astral sight
  When you deal damage with a near weapon, deal +2
  damage.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Audacious: overcome my reluctance by ofering
  opportunities for danger.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Deceitful: believe and act on a lie I’ve told you.
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Irresponsible: convince me to shirk my duty.
  ☐ Jealous: ofer me an opportunity to praise a rival.
  ☐ Pugnacious: ofer me a peaceful solution that I must
  derail with violence.
  ☐ Scandalous: defer to me when a social convention
  needs violated.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Sycophantic: insist I publicly compare the greatness of
  two people from whom I seek favor.
  ☐ Vengeful: ofer me a reasonable path that I must reject
  to gain my revenge.
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 9+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  leather armor (1 armor, worn, 1 weight)
  10 coins
  Choose your armament:
  ☐ short sword (close, 1 weight), dagger (hand, 1
  weight)
  ☐ rapier (close, precise, 1 weight)
  ☐ stileto (hand, precise, 1 piercing, 1 weight)
  ☐ whip (reach, dangerous, entangling, 1 weight)
  Choose a ranged weapon:
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  ☐ ragged bow (near, 2 weight), bundle of arrows
  (ammo: ☐☐☐, 1 weight)
  Choose one:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ healing potion
  ☐ tiny, rougish pet (beast)
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  TRP EXPERT
   
  When you spend a moment to survey a dangerous area, roll+DEX.
  On a 10+, hold 3. On a 7–9, hold 1. On a hit, you may spend one
  karma to gain +1 hold. Spend your hold as you walk through the
  area to ask these questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
  TRICKS OF THE TRDE
   
  When you pick locks or pockets or disable traps, roll+DEX. On
  a 10+, you do it, no problem. On a 7–9, you still do it, but the GM
  will ofer you two options between suspicion, danger, or cost.
  WARDING RITUAL
   
  You habitually make a ritualized gesture and incantation to protect
  yourself from magic. When a magical efect (spell, trap, etc.)
  would harm you, roll+CON. On a 10+, you are unafected by the
  magic. On a 7–9, choose one:
  • you sufer the efect to a lesser degree
  • you are unafected, but the efort is exhausting: mark a debility
  of your choice.
  • you are unafected, but your gesture will no longer work until
  you next make camp.
  RZOR DIVERSION
   
  Add the following to the hack and slash list:
  • Reduce your base damage die to a d4 for the atack and pilfer a
  reachable item from the target’s pocket or person.
  EXPRESSIONS OF THE MASK
   
  When you create art with acting or poetry, take +1. If you present
  the result in a successful greeting ritual, take +1 forward to any CHA
  test involving the recipient.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐☐ SURPRISE ATACK
   
  When you atack someone up close and they don’t see it coming,
  deal your damage or roll+DEX. On a hit, deal your damage and
  choose one. On a 10+ also choose another. You may spend karma
  to make one additional choice, even on a miss.
  • Deal +DEX damage.
  • Strike a weak spot, ignoring their armor.
  • Slip away before they can react.
  • Tey can’t make noise or raise an alarm.
  • Create an advantage, +1 forward to you or an ally acting on it.
  • Reduce their armor by 1 until they repair it.
  Second thread (requires circle 2): When using a precise or hand
  weapon, make an additional choice on a successful surprise atack,
  and add the following choice:
  • Deal +1d4 damage.
  Tird thread (requires circle 6): When using a precise or hand
  weapon, roll damage for a surprise atack twice, taking the beter
  result, and all other atacks deal +1d4 damage.
  ☐ SHOOT FIRST
   
  You’re never caught by surprise. When an enemy would get the
  drop on you, you get to act frst instead.
  ☐ TYRNNY OF POSSESSION
   
  When you see or come to know about a thing you want, roll+INT.
  On a 10+, ask the GM three questions about it. On a 7–9, ask two.
  On a miss, ask one anyway, but your desire is betrayed to everyone
  who cares (and some who don’t):
  • What happened to it recently?
  • What is it really worth, all things considered?
  • What protects it and keeps it where it is?
  • Who will notice it’s missing?
  • Who will try to keep it from me?
  • Who will want it once it is mine?
  ☐☐ UNDERDOG
   
  When you’re outnumbered, you have +1 armor.
  Second thread (requires circle 6): You always have +1 armor. When
  you’re outnumbered, you have +2 armor instead.
  ☐☐ CAUTIOUS
    requires circle 2
  When you use trap expert you always get +1 hold, and may spend
  karma to get hold even on a miss.
  Second thread (requires circle 6): When you use trap expert, on
  a 12+ also gain: the next time you come near a trap the GM will
  immediately tell you what it does, what triggers it, who set it, and
  how you can use it to your advantage.
  ☐☐ CONNECTED
    requires circle 2
  When you put out word to the criminal underbelly about
  something you want or need, roll+CHA. On a 10+, someone has it,
  for a reasonable price. On a 7–9, you’ll have to setle for something
  close or it comes with strings atached, your call.
  Second thread (requires circle 6): When you put out the word that
  you want to meet with someone, roll+CHA. On a 10+, someone
  can set up a meeting, with circumstances in your favor. On a 7–
  9, you can meet with them, but there are strings atached or the
  circumstances are less than ideal.
  ☐ SILK WALKER
    requires circle 2
  When you run across a surface that cannot hold your weight, roll
  +DEX. On a hit, you make it across gracefully and without trouble.
  On a 7–9, you also expose yourself to danger somehow—the GM
  will tell you how.
  ☐☐ STEALING SPACE
    requires circle 2
  When you stand in defense of yourself you always get +1
  readiness, and may spend karma to gain readiness even on a miss.
  You may also spend readiness to:
  • Avoid all damage from a ranged atack
  • Afer an atack on you, maneuver out of the atacker’s reach
  Second thread (requires circle 4): When you stand in defense of
  yourself you may hack-and-slash without losing held readiness.
  ☐☐ SYMPATHETIC WARD
    requires circle 2
  Your warding ritual also guards anyone you are touching; they
  resist as you do.
  Second thread (requires circle 6): When your ward protects you, on
  a 12+, the magic rebounds onto its caster, afecting them instead of
  anyone else.
  ☐ MIMIC
    requires circle 4
  When you have time you may transform your appearance and
  voice to mimic another creature of about the same size and shape.
  Your actions can give you away but your appearance and voice
  won’t. Restoring yourself to normal takes about the same time.
  ☐ SOCIAL CLIMBER
    requires circle 4
  When you set your heart on conniving your way into a certain
  social position, the GM will sketch out a relationship map or
  diagram to help you plot your approach. Working together, make
  note of a number of useful circumstances equal to your level, and
  take +1 forward when you make use of them. You can only work
  towards one position at a time.
  ☐ EVASION
    requires circle 6
  When you defy danger on a 12+, you transcend the danger. You
  not only do what you set out to, but the GM will ofer you a beter
  outcome, true beauty, or a moment of grace.
  ☐ SHADOWCLOAK
    requires circle 6
  When you hide in shadows or darkness, you cannot be detected
  by any normal means until you reveal yourself.
  ☐ XANATOS HEIST
   ☐☐☐ requires circle 6
  When you research and plan to steal something, name the thing
  you want to steal and hold 3. When you encounter a setback or
  something unexpected during the thef, spend one hold to explain
  how you anticipated this all along. Describe the contingencies you
  put in place to handle it, within reason, and it becomes so.
  ☐ UNMASK
    requires circle 8
  You can see through illusions, disguises and concealment.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  THIEF
  
   
   
   
   
   
   
  d6
  Maximum HP is
  6+Constitution
  LOOK 
   choose one for each
  Gaze: knowing, fery, joyous
  Appearance: groomed, meticulous, sleek
  Accoutrement: fancy, utilitarian, stylish
  Body: ft, well-fed, thin
  SPECIES 
   choose one
  ☐ DWARF
  When you frst enter a steading built underground or
  with the dwarven tag, you fnd many people willing to
  volunteer information.
  ☐ ELF
  When you enter an important location you can ask the
  GM for one fact from the history of that location.
  ☐ HUMAN
  When you frst enter a steading, someone who respects
  the custom of hospitality to minstrels will take you in as
  their guest.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  When you frst enter a steading with the personage tag,
  you will have no trouble gaining an audience with the
  notable person.
  ☐ ORK
  When you frst enter a steading with the dirt, exodus,
  enmity, arcane or lawless tags, you will fnd someone who
  ofers you hospitality.
  ☐ T’SKRNG
  When you enter a steading built near a river, you can ask
  the GM for one fact from the history of that location.
  ☐ WINDLING
   astral sight
  When you enter a steading with the need, exotic, resource,
  or blight tags, you immediately know their details.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent three
  ☐ Accommodating: counter my proposal with a less
  atractive one I must either accept or disrupt the
  harmony of the group.
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Deceitful: believe and act on a lie I’ve told you.
  ☐ Honest: involve me in a deception I must ruin.
  ☐ Jealous: ofer me an opportunity to praise a rival.
  ☐ Preoccupied: entrust me with something important
  that I will likely lose or mess up.
  ☐ Scandalous: defer to me when a social convention
  needs violated.
  ☐ Sycophantic: insist I publicly compare the greatness of
  two people from whom I seek favor.
  ☐
  ☐
  GEAR 
   Load is 9+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  choose one instrument
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ decorated skin (0 armor, living)
  ☐ ostentatious clothes (worn)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose your armament:
  ☐ dueling rapier (close, 1 piercing, precise, 2 weight)
  ☐ ragged bow (near, 2 weight), bundle of arrows
  (ammo: ☐☐☐, 1 weight), short sword (close, 1
  weight)
  ☐ stileto (hand, precise, 1 piercing, 1 weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ bandages (uses: ☐☐☐, slow)
  ☐ halfing pipeleaf (uses: ☐☐☐☐☐☐)
  ☐ simple mount of appropriate size (beast, mount)
  ☐ any common pet (beast)
  ☐ 3 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  EXPRESSIONS OF THE HEART
   
  When you create art with music or stories, make an additional
  choice, even on a miss. You may spend karma to make one
  additional choice. If the performance is part of a greeting ritual,
  take +1. Also add the following to the list of available choices:
  • You hold the atention of every intelligent creature that can
  see or hear you until the performance is completed, or until
  something happens to break their atention.
  • A member of the audience requests your services.
  • You gain useful information.
  • One or more members of the audience give you hospitality or
  gifs—the GM will tell you what.
  • One or more members of the audience become infatuated
  with you—the GM will tell you who.
  • You target the performance at an individual. If you are
  charming and open with that individual within the next day,
  ask an additional question without having to answer in return.
  STORIES & LEGENDS
   
  When you spout lore, you may name a book, song, or story that
  answered a specifc question about the topic. If you do, specify the
  question before you roll and any useful or interesting information
  from the GM will specifcally and truthfully relate to that question.
  CHARMING AND OPEN
   
  When you speak frankly with someone, you can ask their player
  a question from the list below. Tey must answer truthfully, then
  may ask you a question from the list, which you must answer
  truthfully.
  • Whom do you serve?
  • What do you wish I would do?
  • How can I get you to                     ?
  • What are you really feeling right now?
  • What do you most desire?
  GETING THE POINT
   
  Add the following to the hack and slash list:
  • Te target pauses to seriously consider something you say.
  A PORT IN THE STORM
   
  When you return to a steading you’ve visited before, tell the GM
  when you were last here. Tey’ll tell you how it’s changed since
  then.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ STIRRING SPEECH
   
  When you deliver a stirring speech before a confict, roll+CHA.
  On a 10+, choose two. On a 7–9, choose one. You may spend
  karma to make one additional choice, even on a miss.
  • Your allies take +2 armor forward.
  • Your allies take +1d4 damage forward.
  • Your allies take +1 forward.
  Second thread (requires circle 6): You can use stirring speech simply
  by shouting as you charge headlong into the fray, and make an
  additional choice, even on a miss. Also, add these choices:
  • Your allies are immune to fear until the confict ends.
  • You gain the same benefts as your allies.
  ☐☐ BAMBOOZLE
   
  When you parley with someone and they need convincing,
  describe how you con them into accepting some false assurance,
  and it comes to pass.
  Second thread (requires circle 6): When you parley with someone,
  on a hit you also get to ask their player one question which they
  must answer truthfully.
  ☐☐ INSIGHT
   
  When you miss using spout lore, in addition to whatever else the
  GM says, you know where to go to fnd the information you seek.
  Second thread (requires circle 6): When you spout lore, on a 12+ the
  GM will also reveal to you a glaring weakness, strength, or a long
  forgoten secret.
  ☐☐ PILGRIMAGE
   ☐☐
  When you arrive at a well-respected place afer a dangerous
  journey, its possibilities inviogorate and enhance your magic; hold
  2. While in the location, you can spend hold at any time to:
  • Create a rumor in a well-traveled location. It will never be
  traced back to you.
  • Run across exactly the person, place, or item that will help you.
  • Gain a point of karma.
  • Use a move that another PC has but you don’t.
  Second thread (requires circle 6): Spend 2 hold to:
  • Restore yourself to max HP.
  • Use the astral sight move for a few minutes.
  • Use the cast a spell move (+nothing) to cast a cantrip from any
  of the disciplines.
  ☐☐☐ REFRESHING SONG
   
  When you make camp, if you sing a soothing song, everyone in
  camp may choose one:
  • Skip consuming a ration.
  • Heal +1d6 HP.
  • Gain 1 karma.
  Second thread (requires circle 6): Everyone in camp chooses two.
  Tird thread (requires circle 8): Add the following choice:
  • Remove a debility.
  ☐☐ GRCE UNDER PRESSURE
    requires circle 2
  When you face a foe one-on-one and are wielding a precise
  weapon, gain +1 armor. In addition, when you hack and slash with
  a precise weapon, on a 12+ gain +2 piercing.
  Second thread (requires circle 6): When you defy danger related to
  a nearby opponent while wielding a precise weapon, on a 10+ you
  can deal your damage to that opponent.
  ☐☐ LIFE OF THE PARTY
    requires circle 2
  When you create art with music or stories in a social situation
  while your allies mingle in the crowd, on a hit, in addition to
  whatever else happens, select one mingling ally. During, or
  shortly afer, your performance, that person can say how they take
  advantage of it for their own beneft, then they select one:
  • Choose a beneft that could normally be generated by your
  performance and apply it as if the performance was their own.
  • Improve the outcome of one of their rolls by one step
  Second thread (requires circle 6):  On a 10+, instead of choosing one
  ally, all mingling allies may make a choice.
  ☐ LULLABY
    requires circle 2
  When you express a gentle song from the heart, add the
  following to the list of choices:
  • Every creature you choose that can hear you becomes lethargic
  and inatentive until the song ends.
  • Every listener who is (or is made) lethargic falls asleep afer a
  few minutes.
  ☐ WAR SKLD
    requires circle 2
  You ignore the clumsy tag when wearing armor, and when you hack
  and slash while chanting a war hymn deal +1 damage.
  ☐ FAWNING ENTOURGE
    requires circle 4
  Take +1 ongoing to order followers in your sole employ who lack
  the beast tag.
  ☐ AN EAR FOR MAGIC
    requires circle 6
  When you hear an enemy cast a spell the GM will tell you the
  name of the spell and its efects. Take +1 forward when acting on
  the answers.
  ☐ DEVIOUS
    requires circle 6
  When you use charming and open you may also ask “How are you
  vulnerable to me?” Your subject may not ask you this question.
  ☐ REINFORCING SONG
    requires circle 6
  When you aid spell weaving or casting with a song, you provide
  no bonus to the caster's roll, but improve the outcome by one step.
  ☐ REPUTATION
    requires circle 6
  When you frst meet someone who’s heard songs about you,
  roll 1d4. If the result is less than your CHA, tell the GM two things
  they’ve heard about you. If the result equals your CHA, tell the
  GM one thing they’ve heard, and the GM tells you one thing.
  Otherwise, the GM tells you two things they’ve heard.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  TROUBADOUR
  
   
   
   
   
   
   
  d10
  Maximum HP is
  10+Constitution
  LOOK 
   choose one for each
  Gaze: hard, dead, eager
  Appearance: calloused, tanned, scarred
  Accoutrement: wild, sharp, batered
  Body: built, lithe, ravaged
  SPECIES 
   choose one
  ☐ DWARF
  When you share a drink with someone, you may parley
  with them using CON instead of CHA.
  ☐ ELF
  When you hack and slash a monster with the group or
  horde tag, add +1 piercing to your weapon.
  ☐ HUMAN
  Spend 2 impetus to reroll a single damage roll (yours or
  someone else’s).
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  You ignore the awkward equipment tag.
  ☐ ORK
  When you hack and slash a monster with the group or
  horde tag, add the messy tag to your weapon.
  ☐ TROLL
  When you hack and slash a monster with the group or
  horde tag, add the forceful tag to your weapon.
  ☐ T’SKRNG
  When you hack and slash with a hand weapon on your
  tail, add to the list of choices:
  • deal +1d8 to your target or a diferent nearby target.
  ☐ WINDLING
   astral sight
  When you take a physical blow while airborne, you may
  reduce damage by your CON but, if you do, get hurled out
  to near rage from the atacker in a GM-chosen direction.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Devoted: ofer me an easier solution that requires I
  compromise my relation with .
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Heroic: let me keep you from going frst into danger so
  I can go myself
  ☐ Righteous: ofer me an easier solution that requires I
  violate my principle of .
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Unsophisticated: exemplify a social convention or
  intricate concept I must misunderstand.
  ☐
  ☐
  GEAR 
   Load is 12+STR
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  Choose your defenses:
  ☐ chainmail or leather (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose two weapons:
  ☐ crossbow (near, +1 damage, reload, 3 weight),
  bundle of bolts (ammo: ☐☐☐, 1 weight)
  ☐ dagger or gauntlets (hand, 1 weight)
  ☐ dueling rapier (close, 1 piercing, precise, 2 weight)
  ☐ halberd (reach, +1 damage, two-handed, 2 weight)
  ☐ fne bow (near, far, 2 weight), bundle of arrows
  (ammo: ☐☐☐, 1 weight)
  ☐ long sword, batle axe or fail (close, +1 damage, 2
  weight)
  ☐ maul or greataxe (close, two-handed, messy, 3
  weight)
  ☐ throwing knives (thrown, near, ammo: ☐☐☐)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ 2 healing potions
  ☐ shield (+1 armor, 2 weight)
  ☐ antitoxin, poultices and herbs (uses: ☐☐, slow, 1
  weight)
  ☐ simple mount of appropriate size (beast, mount)
  ☐ 18 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  ARMORED
   
  You ignore the clumsy tag on armor you wear.
  BEND BARS, LIFT GATES
   
  When you use pure strength to destroy an inanimate obstacle,
  roll+STR. On a 10+, choose three. On a 7–9 choose two.
  • It doesn’t take a very long time
  • Nothing of value is damaged
  • It doesn’t make an inordinate amount of noise
  • You can fx the thing again without a lot of efort
  LIVE BY THE SWORD
   ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐
  When your atack deals damage to one or more enemies, hold
  1 impetus. If you go a day without dealing damage to an enemy,
  spend one karma or lose all the impetus you have gained. When
  you make camp, you may heal +1 HP per impetus spent. You can
  never hold more impetus than your full Strength score.
  PAPER PEOPLE
   
  When you hack and slash against a target with the group or horde
  tag, add the following to the list of choices:
  • Deal +1d6 damage and take +3 armor against their atack.
  • Gain 1 additional impetus.
  • Move past the target to a more important one.
  Add the following to the list for all targets:
  • You command the target’s full atention.
  EXPRESSIONS OF WAR
   
  When you create art with sculpting or rune carving, take +1. If
  you use the result in a successful greeting ritual, you may parley
  with the recipient using STR instead of CHA.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ ARMOR MASTERY
   
  When you make your armor take the brunt of damage dealt to
  you, the damage is negated but you must reduce the armor value of
  your armor or shield (your choice) by 1. Te value is reduced each
  time you make this choice. If the reduction leaves the item with 0
  armor it is destroyed.
  Second thread (requires circle 6): Also take +1 forward against the
  atacker. You may spend one karma to avoid the reduction in armor
  value.
  ☐ SEEING RED
   
  When you discern realities during combat, you take +1. On a hit,
  add these questions to those you may ask:
  • Who or what here is most vulnerable to me?
  • What is the most dangerous ability of an enemy I’m facing?
  ☐ SHIELD CHARGE
   
  When you charge an enemy with your shield, roll+STR. On a
  10+, choose three. On a 7–9, choose one. You may spend karma to
  make one additional choice, even on a miss.
  • You knock the enemy down.
  • You push the enemy beyond close range of you.
  • You move past the enemy.
  • Deal your damage to the enemy.
  ☐ WHAT ARE YOU WAITING FOR?
   
  When you take up a defensive stance and cry out a challenge
  to your enemies, roll to defend normally. On a 7+, you also
  automatically draw all atention from your ward to yourself (no
  need to spend readiness). On a 10+, you also may spend impetus
  as readiness for the duration of the defense.
  ☐☐ FIREBLOOD
    requires circle 2
  When you have a moment to rest, you can spend impetus on
  yourself or someone else, healing 1 damage per impetus spent.
  Second thread (requires circle 6): When you are wounded and
  take a moment to gather yourself during combat, you may spend
  impetus. Your wounds bubble and hiss, cleansing and cauterizing
  them, healing +CON damage per impetus spent.
  ☐☐ IRON HIDE
    requires circle 2
  Armor that you are wearing has +1 armor and weighs 1 less.
  Second thread (requires circle 6): Any shield on your arm has +1
  armor, too, and counts as 0 weight.
  ☐ RELENTLESS
    requires circle 2
  When you miss a hack and slash against a target with the group or
  horde tag, whatever else happens you also deal STR damage to them.
  ☐☐ VIM AND VIGOR
    requires circle 2
  In combat, you can spend your impetus, one-for-one to:
  • Block a blow meant for someone else nearby. You take the
  result.
  • Disarm a foe.
  • Free yourself from constraints or bonds.
  • Add forceful or stunning to one of your atacks.
  • Decrease the damage dealt to you by 1.
  • Increase the damage of one atack by +1.
  Second thread (requires circle 6): Add the following choices:
  • Leap twice as far or high as normal.
  • Escape the clutches of a foe.
  • Cause an enemy to briefy freeze or finch.
  • Trow of efects of being stunned, confused, or enchanted.
  ☐ VOICE OF EXPERIENCE
    requires circle 2
  When you order followers during violent or tense situations,
  improve the result by one step.
  ☐ DIE BY THE SWORD
    requires circle 4
  When you face your last breath, you may spend all your impetus
  to impress Death. If you do and survive, you return healed an
  additional 1 HP per impetus spent. If you spend your impetus, but
  miss or refuse, you can still come back to life, but Death will take
  you during the next combat you participate in, somehow, some
  way, no mater what.
  ☐ DISRUPT
    requires circle 4
  When you hack and slash a weaving spellcaster, add this choice:
  • prevent the spell; the caster must start all over.
  ☐ MERCILESS
    requires circle 4
  When you deal your damage to something that can bleed, deal
  +STR damage.
  ☐ IMMOVABLE OBJECT
    requires circle 6
  While you defend while holding at least one impetus, add +CON to
  your armor.
  ☐ IRRESISTIBLE FORCE
    requires circle 6
  Afer seeing the result of a +CON or +STR roll you make, you may
  spend 1 impetus to add +1 to the result.
  ☐ SUPERIOR WARRIOR
    requires circle 6
  When you hack and slash on a 12+, make two choices from the
  list instead of one and gain the following choice:
  • impress, dismay, or frighten your enemy.
  ☐ WADING THROUGH BODIES
    requires circle 8
  When your atack kills one or more members of a group or horde,
  you may forgo gaining impetus from the atack to instead choose
  one:
  • You rapidly close the distance to other opponents and
  immediately engage them, bypassing other members of the
  same group or horde if you desire.
  • You ignore all results of that enemy’s atack on you.
  • 1d6 members of the same group or horde fee in terror.
  • All members of the same group or horde disengage from what
  they are doing and turn their atention to you.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  WARRIOR
  
   
   
   
   
   
   
  d8
  Maximum HP is
  8+Constitution
  LOOK 
   choose one for each
  Gaze: assessing, determined, kind
  Appearance: glistening, grimy, grim
  Accoutrement: elaborate, minimal, practical
  Body: burly, chiseled, weathered
  SPECIES 
   choose one
  ☐ DWARF
  When you improve armor, on a hit you make an
  additional choice.
  ☐ ELF
  When you study an item, you make an additional choice,
  even on a miss.
  ☐ HUMAN
  You gain an additional forge specialty.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  When you prepare materials, make an additional choice.
  ☐ ORK
  When you improve weapons, on a hit you make an
  additional choice.
  ☐ TROLL
  When you are physically in your home Forge, take +1
  ongoing.
  ☐ T’SKRNG
  When you work on an item while using your tail to assist,
  reduce the amount of time it takes by 15%.
  ☐ WINDLING
   astral sight
  Take +1 ongoing to order an apprentice assiting you with
  crafing, ritual, or research. You may also spend karma
  when they do their thing.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Accommodating: counter my proposal with a less
  atractive one I must either accept or disrupt the
  harmony of the group.
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Bumptious: challenge my knowledge and prove that I
  have more to learn.
  ☐ Deceitful: believe and act on a lie I’ve told you.
  ☐ Greedy: ofer me fnancial reward to undermine a
  friend.
  ☐ Gullible: tell me a lie I believe.
  ☐ Pious: give me a reason to explain or demonstrate the
  folly of one of your sins.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Trustworthy: confde in me a secret that would damage
  you if reveal
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 12+STR
  basic smithing tools (1 weight)
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  10 coins
  Choose your defenses:
  ☐ chainmail or leather (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose two weapons:
  ☐ crossbow (near, +1 damage, reload, 3 weight),
  bundle of bolts (ammo: ☐☐☐, 1 weight)
  ☐ dagger or gauntlets (hand, 1 weight)
  ☐ rapier (close, precise, 1 weight)
  ☐ short sword, axe, or warhammer (close, 1 weight)
  ☐ long sword, batle axe or fail (close, +1 damage, 2
  weight)
  ☐ raid spear (reach, 1 weight)
  ☐ maul or greataxe (close, two-handed, messy, 3
  weight)
  Choose two:
  ☐ adventuring gear (uses: ☐☐☐☐☐, 2 weight)
  ☐ 2 healing potions
  ☐ shield (+1 armor, 2 weight)
  ☐ antitoxin, poultices and herbs (uses: ☐☐, slow, 1
  weight)
  ☐ simple mount of appropriate size (beast, mount)
  ☐ 15 coins
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  THE FORGE
   
  You belong to one of many weaponsmiths guilds known as a Forge.
  Apprenticeship in this Forge has colored your skills, based on the
  steading containing it (choose one):
  ☐ Village: take +1 when preparing materials or during social
  interactions in any village.
  ☐ Town: take +1 when performing any task involving true
  elements or any rolls involving money.
  ☐ City: take +1 when spouting lore about weapons, armor and
  smithing. You also gain easier access to prepared and rare
  materials when working in your own forge.
  ☐ Kaer: take +1 when reusing, dismantling or recycling
  anything or any task involving defense against the horrors.
  Either through need, circumstance, or tradition, each Forge
  specializes. When you forge, examine, atack with, defend with, or
  discuss your forge’s specialties, take +1. Choose one specialty:
  ☐ bows
  ☐ crossbows
  ☐ daggers
  ☐ swords
  ☐ axes
  ☐ hammers
  ☐ maces
  ☐ fails
  ☐ polearms
  ☐ rapiers
  ☐ whips
  ☐ shields
  ☐ leather armor
  ☐ chainmail
  ☐ scale mail
  ☐ plate armor
  SOLIDARITY
   
  When you enter a steading, you may count on hospitality from
  the local Forge(s). Forges extend this courtesy to each other,
  allowing visiting weaponsmiths to use their facilities, ofen in
  exchange for a litle work or training. Steadings without a forge
  always need smiths, so tend to be even more hospitable.
  PREPARE MATERIALS
   
  When you purify, refne, distill, smelt, flter or otherwise
  process a raw material into a more suitable form, roll+INT. On a
  12+ choose three. On a 10–11 choose two. On a 7–9 choose one.
  On a miss, the material may be ruined. If the process consumes a
  kernel of a true element, improve the result by one step.
  • the process takes half the time
  • the process yields more output than usual
  • the result is particularly suitable: take +1 forward using it
  • the result is higher quality than usual: sell for twice the coin
  • the process provides insight to an unrelated mater
  FIELD TESTING
   
  Add the following to the hack and slash list:
  • You spy something notable about the target’s weapons, armor
  or gear, the GM will tell you what.
  EXPRESSIONS OF TRVAIL
   
  When you create art with rune carving or wood carving, take +1.
  If you use the result as part of a greeting ritual, take +1 forward to
  perform work for the recipient.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐ DISCERNING EYE
   
  When you go to buy a special, exotic, or magical item, you may
  roll +INT instead of +CHA.
  ☐☐☐ SOUNDING ANVIL
   
  When you improve or create a mundane item in a forge or
  workshop, create art using +STR, making the resulting choices. In
  addition, on a hit choose a beneft from the list below. On 3–, in
  addition to whatever else happens, the item becomes unusable.
  Improving a weapon or shield normally takes a few days; armor
  a litle longer. Creating a weapon, once the materials are ready,
  normally takes a few weeks; armor a few weeks per point. Any
  beneft gained from prior forging is lost. Benefts include:
  • +1 damage
  • +1 piercing
  • −1 weight
  • add precise
  • add messy
  • add stun
  • add dangerous
  • add an additional range
  • add 50 coins to the cost
  • remove clumsy, but only
  for a specifc wearer
  Second thread (requires circle 4): When choosing a beneft, make an
  additional choice. You may also improve magical or living weapons.
  Tird thread (requires circle 6): You may also improve magical, living
  or implanted armor. Also add the following benefts to the list:
  • add living
  • add ignores armor
  • add forceful
  • remove reload
  • +1 armor
  ☐☐ STAND THE HEAT
   
  When you take damage from heat or fre, adjust it by −1d8.
  Second thread (requires circle 6): Ignore damage from heat or fre.
  ☐☐ ITEM HISTORY
    requires circle 2
  When you spend several hours studying an item, the GM will
  tell you if the item is cursed, then you roll+INT. On a hit you gain
  insight into the item’s past and nature. Choose two. On a 10+
  choose two more and take +1 forward to study the item further.
  You may spend one karma to gain an additional choice.
  • Discover the item’s basic abilities (that is, abilities that may be
  used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn
  the item’s name.
  • Discover the question that must be answered to gain the next
  key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Identify the style of the item's maker to the point that you
  would recognize it in other items.
  • If the item is cursed, discover what the curse will do.
  • If the item is cursed, discover how to abate the curse.
  • Avoid the efects of the item’s curse, if any.
  • Studying the item takes half the time.
  Second thread (requires circle 6): You need only examine the item
  for several minutes or so before rolling.
  ☐☐ VERSATILITY
    requires circle 2
  Select a second forge specialty.
  Second thread (requires circle 6): Select a third forge specialty.
  ☐ LOCATE MATERIAL
    requires circle 4
  When you discern realities, add the following question to the list:
  • Is there a concentration of a particular material nearby?
  ☐ FORGE SENSE
    requires circle 6
  When you are in your forge, you may use the Astral Sight move. If
  you do, use +INT in place of +STR for any roll related to forging.
  ☐ IMMUTABLE HANDS
    requires circle 6
  When you handle true elements, you may prevent them from
  reacting until you need them to using sheer will alone.
  ☐ INFUSION
    requires circle 6
  Tell the GM you would like to infuse a mundane weapon or armor
  with magic to give it one rank and an appropriate magical ability
  associated with that rank. Such enchantment is always possible, but
  the GM will give you one or more (possibly all) of these conditions
  to fulfll:
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • Te ability may function a bit diferently than you propose.
  • It’s going to take days/weeks/months.
  • You must get help from                     .
  • You must perform the work in a certain place.
  • You must perform the work with specifc tools.
  ☐ LOCATE WEAKNESS
    requires circle 6
  When you discern realities looking for faws or weaknesses in
  a plan, item, location or creature, you may roll INT instead of WIS.
  You also add the following question to the list of choices:
  • What is the weakest point?
  ☐ SALVAGE
    requires circle 6
  When you aid an elementalist in a ritual of unmaking, add:
  • the ritual salvages all kernels of true elements in the item
  • the ritual salvages 10-100 coins worth of raw materials.
  ☐ TEMPER
    requires circle 6
  When you spend several minutes drawing ornate symbols on
  a willing subject (including yourself) then weave a thread into
  those symbols, the subject gains temporary HP equal to your circle.
  Damage applies to these HP frst.
  ☐ TRVELING SMITHY
    requires circle 6
  As long as you have basic smithing tools, fre, and raw materials,
  you can create a makeshif forge or workshop anywhere. Using a
  makeshif forge or workshop takes twice as long, however.
  ☐ FORGING THE HEARTBLADE
    requires circle 8
  When you commit yourself to the long process of forging your
  heartblade consult with the GM about what will be required and
  what the weapon will be able to do when completed.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  WEAPONSMITH
  
   
   
   
   
   
   
  d4
  Maximum HP is
  4+Constitution
  LOOK 
   choose one for each
  Gaze: haunted, sharp, crazy
  Appearance: unkempt, slick, ancient
  Accoutrement: worn, stylish, strange
  Body: pudgy, creepy, thin
  SPECIES 
   choose one
  ☐ DWARF
  When casting a spell at a huge creature, improve the
  result by a step.
  ☐ ELF
  Magic is as natural as breath to you. You may cast Detect
  Magic as a cantrip.
  ☐ HUMAN
  Choose one spell from another discipline’s list. You can
  cast it as if it was a wizard spell.
  ☐ OBSIDIMEN
   +1 armor; only wear living armor
  You have an intimate connection to the spirits of the
  rock. You may cast the nethermancy spell Contact Spirits
  as a cantrip, but only for earth spirits.
  ☐ ORK
  When dealing damage with a spell, deal +2 damage.
  ☐ TROLL
  When casting a spell at a target with the horde tag, the
  spell may also efect 1d4 additional horde targets.
  ☐ T’SKRNG
  You know a cantrip you can cast only on yourself
  allowing you to breathe and talk underwater for nearly an
  hour.
  ☐ WINDLING
   astral sight
  You may cast the illusionist spell Charm Person as a
  wizard spell.
  PASSIONS 
   mark three
  ☐☐☐ Aastendar
   art, music, love
  ☐☐☐ Chorrolis
   trade, wealth, desire
  ☐☐☐ Floranuus
   energy, victory, motion
  ☐☐☐ Garlen
   hearth, healing
  ☐☐☐ Jaspree
   growth, wilderness
  ☐☐☐ Lochost
   rebellion, feedom
  ☐☐☐ Mynbruje
   justice, empathy, truth
  ☐☐☐ Tystonius
   valor, physicality
  ☐☐☐ Upandal
   crafs, engineering
  ☐☐☐ Dis
   slavery, bureaucracy
  ☐☐☐ Raggok
   vengeance, jealousy
  ☐☐☐ Vestrial
   deceit, trickery
  FLAGS 
   select or invent two
  ☐ Aspiring: make me an ofer that threatens my social
  standing.
  ☐ Bumptious: challenge my knowledge and prove that I
  have more to learn.
  ☐ Curious: convince me to try something I probably
  shouldn’t.
  ☐ Graceless: include me in a benefcial social interaction
  I must spoil with blunt observation or crass behavior.
  ☐ Peculiar: refuse my aid because I’m diferent.
  ☐ Portentous: seek my divinations in a moment of
  uncertainty and trust them implicitly.
  ☐ Selfsh: suggest I sacrifce something (tangible or
  intangible) to improve the lot of others.
  ☐ Visionary: ofer me an easier solution that interferes
  with my dream of .
  ☐
  ☐
  GEAR 
   Load is 7+STR
  your grimoire (1 weight)
  appropriate artisan tools (1 weight)
  dungeon rations (uses: ☐☐☐☐☐, ration, 1 weight)
  pet such as a cat, raven, or spider (beast)
  5 coins
  Choose your defenses:
  ☐ leather armor (1 armor, worn, 1 weight)
  ☐ bare skin (0 armor, living)
  ☐ impressive robes (worn)
  Choose your armament:
  ☐ dagger (hand, 1 weight)
  ☐ staf (close, two-handed, 1 weight)
  ☐ blowgun (near, −2 damage), blowgun needles
  (ammo: ☐☐☐☐☐)
  Choose two:
  ☐ bag of books (uses: ☐☐☐☐☐, 2 weight)
  ☐ 3 healing potions
  ☐ 3 antitoxins
  ☐ frefy chalk (uses: ☐☐☐☐☐☐☐☐☐☐)
  ☐ simple mount of appropriate size (beast, mount)
  THREADS 
   two threads per circle
  ☐ 
  ☐ 
  ☐ 
  ☐ 
  STARTING MOVES 
  WIZARDRY
   
  Trough mastery of arcane formulæ and study, you can weave
  threads into spells. You gain access to a number of abilities related
  to spell casting:
  • You may use the astral sight move.
  • You have mastered several spells and inscribed them in your
  grimoire. You start out with three frst circle wizard spells in
  your grimoire as well as the cantrips. Whenever you gain a
  circle, you add a new wizard spell of your circle or lower to
  your grimoire.
  • You know how to form and stabilize an astral construct that
  makes casting spells safer, called a spell matrix. You may
  fashion as many spell matrices as you like; however, the
  combined circles of all spells atuned into them may not
  exceed twice your own circle.
  • Trough patience, perception and symbology, you can weave
  threads to cast spells (from a spell matrix, grimoire or with raw
  magic). You may weave spells with +WIS.
  • Trough training, knowledge and improvisation, you channel
  energy through your spell weaving to cast a spell. You may cast
  spells with +INT.
  JUST KEEPS WALKING
   ☐☐☐☐☐☐☐☐☐☐
  When you fnish casting a spell, retain up to WIS unspent focus.
  RITUAL
   
  When you draw on a place of power to create a magical efect,
  tell the GM what you’re trying to achieve. Ritual efects are always
  possible, but the GM will give you one to four of the following
  conditions:
  • It’s going to take days/weeks/months.
  • First you must                     .
  • You’ll need help from                     .
  • It will require a lot of money or resources.
  • Te best you can do is a lesser version, unreliable and limited.
  • You and your allies will risk danger from                     .
  • You’ll have to disenchant                      to do it.
  • You must perform the ritual in a certain place.
  UNRVELING TOUCH
   
  Add the following to the hack and slash list:
  • Forgo all damage to unravel a spell being woven by the target.
  EXPRESSIONS OF MAGIC
   
  When you create art with manuscript illumination, calligraphy
  or embroidery, take +1. If the result is used in a greeting ritual, the
  recipient will seriously consider coming to you for advice.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  ☐☐ CORRESPONDENCES AND ANTIPATHIES
   
  When you discern realities ask one additional question, even on a
  miss. On a hit, you may also spend one karma to ask an additional
  question.
  Second thread (requires circle 6): When you discern realities on a
  12+, ask any three questions, not limited by the list.
  ☐ FOUNT OF KNOWLEDGE
   
  When you spout lore about something no one else has any clue
  about, the GM will tell you an additional interesting thing.
  ☐ MISTY MORNING, CLOUDS IN THE SKY
   
  When you enter a steading, the GM will tell you something useful
  about its mystical energies or astral ambiance.
  ☐ QUICK STUDY
   
  When you see the efects of a spell, ask the GM the name of the
  spell and its efects. You take +1 when acting on the answers.
  ☐ SHOW ME THE WAY
   
  When you give a receptive NPC advice about what they should do,
  roll+WIS. On a 10+, they follow your advice in whatever way they
  think is most benefcial for them. On a 7–9, they only follow your
  advice if you back them up and help them do it. On a 12+, they do
  exactly what you tell them.
  ☐☐ SPELL DEFENSE
   
  You may end any of your ongoing spells immediately and use the
  energy of its dissipation to defect an oncoming atack. Te spell
  ends and you subtract its circle from the damage done to you.
  Second thread (requires circle 6): You may empty a spell matrix to
  nullify any one atack that you can see, afer its result is known.
  ☐☐ ARCANE WARD
    requires circle 2
  As long as you wear nothing clumsy and one of your spell matrices
  is not damaged, you have +1 armor. If none of your spell matrices
  are damaged, you have an additional +1 armor.
  Second thread (requires circle 6): You instead gain +1 armor for each
  un-damaged spell matrix you have (max +4).
  ☐☐ EXPANDED GRIMOIRE
    requires circle 2
  Select a spell from the spell list of any discipline. You may cast this
  as a wizard spell.
  Second thread (requires circle 6): Select a second such spell.
  ☐☐ PRODIGY
    requires circle 2
  Choose a spell. You prepare that spell as if it were one circle lower.
  Second thread (requires circle 6): Choose another spell. You prepare
  that spell as if it were one circle lower.
  ☐☐ PSYCHOMETRY
    requires circle 2
  When you spend several hours studying an item, roll+INT. On a
  10+ you gain insight into the item’s past and nature. Choose three
  and take +2 forward to study the item further. On a 7–9 choose
  one and take +1 forward to study the item further. You may spend
  karma to make one additional choice, even on a miss.
  • Discover the item’s basic abilities (that is, abilities that may be
  used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn
  the item’s name.
  • Discover the question that must be answered to gain the next
  key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Discover the general nature of the item’s magic (e.g.
  enchantment, transformation, investigation, protection, etc.).
  • What are the most recent words spoken near it?
  • What has been done to or with it recently?
  • What strong emotions has it been close to?
  • Studying the item takes half the time.
  Second thread (requires circle 6): You need only examine the item
  for several minutes or so before rolling.
  ☐ SCRYING POOL
    requires circle 2
  When you perform a ritual to investigate the doings of someone,
  and you have a piece of their body or an item that is important to
  them, roll+INT. On a 10+, ask the GM two questions from the list.
  On a 7–9, ask one. On a miss, they ask two questions about you:
  • How could I get to them, physically or emotionally?
  • What are they really up to?
  • What is their weakness?
  • Who are their allies?
  • Who are their enemies?
  ☐ COUNTERSPELL
    requires circle 4
  When you interfere with a spell being woven within far range but
  not yet cast, roll+WIS. On a hit, the spell is prevented. On a 7–9,
  you also take 1d6 damage that ignores armor, from feedback.
  ☐☐ EMPOWERED MAGIC
    requires circle 4
  When you cast a spell on a 10+, you have the option of choosing
  from the 7–9 list. If you do, you may choose one of these as well:
  • Te spell’s efects are doubled
  • Te spell’s targets are doubled
  Second thread (requires circle 6):  On a 12+, you need not choose
  from the 7–9 list to gain the beneft.
  ☐ HIDDEN PUPPET STRINGS
    requires circle 6
  When you use spells to control a person’s actions they have no
  memory of what you had them do and bear you no ill will.
  ☐ SPELL AUGMENTATION
    requires circle 6
  When you deal damage to a creature, you can shunt a spell’s
  energy into them—end one of your ongoing spells and add the
  spell’s circle to the damage dealt.
  ☐ SELF-POWERED
    requires circle 8
  When you have time, arcane materials, and a safe space, you can
  create your own place of power as a work of art. Describe to the GM
  what kind of power it is and how you’re binding it to this place, the
  GM will tell you one kind of creature that will have an interest in
  your workings.
  FOLLOWERS 
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  Name:
  Quality:
  Tags:
  Loyalty:
  Traits:
  HP:
  Instinct:
  Armor:
  Cost:
  Dmg:
  Moves/Gear:
  Load:
  BLOOD
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  Commited __ to _______________________________
  WIZARD
  
  WIZARD SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any type of
  weaving.
  FOIBLE
  A single person you can see sufers a brief, moderate,
  involuntary action: momentary blinking, quick cough, short
  giggle, a nod, unthinking scratch, a twitch, a wink, a yawn. Tis
  spell can be cast with some subtlety.
  LIGHT
   ongoing
  An item you touch glows with arcane light, about as bright as a
  torch. It gives of no heat or sound and requires no fuel, but it
  is otherwise like a mundane torch. You have complete control
  over the color of the glow. Te spell lasts as long as the item is in
  your presence.
  SPEED READ
   ongoing
  So long as you remain seated, you may read at incredible speed,
  with perfect recall. While ongoing, you cannot take other
  actions. When the spell ends, you must consume a ration or
  sufer the stunned debility.
  WRENCH
  You make a sudden violent twist, push, or pull, as if with a
  sweep of your arm, on any one object you can see. For example,
  you might open or close an unlocked door or window, pull a
  lever, upend a table, break something fragile, etc.
  FIRST CIRCLE SPELLS
  First circle spells require one thread to be woven into them to
  be cast.
  ☐ ALARM
   ongoing
  Walk a wide circle as you cast this spell. Until you make camp
  again your magic will alert you if a creature crosses that circle.
  Even if you are asleep, the spell will shake you from your
  slumber.
  ☐ ASTRL ARMOR
   ongoing
  You select a target you can see (or yourself). When that
  target uses astral sight, he or she gains +3 armor against astral
  atackers.
  ☐ DECIPHER
   divination, ongoing
  Te symbols, paterns and sounds of any writen or spoken
  language become understandable to you while this spell is
  active, though you may not speak or write them yourself. While
  the spell is ongoing you take −1 to cast a spell.
  ☐ DETECT MAGIC
   divination
  One of your senses is briefy atuned to magic. Te GM will tell
  you what here is magical.
  ☐ MIND DAGGER
   evocation
  Projectiles of pure will spring from your fngers. Deal 2d4
  damage to one target within far range.
  ☐ SEAL
  Select a door or chest you can see. Tat object slams shut and
  its latch, hinges, and lock (if any) become immobile until a
  keyword you silently select when casting the spell is spoken in
  front of the door. Until the mechanism is released, the only way
  to open the door or chest is to break it.
  ☐ TELEPATHY
   divination, ongoing
  You form a telepathic bond with a single person you touch,
  enabling you to converse with that person through your
  thoughts. You can only have one telepathic bond at a time.
  Improve any atempts to aid or interfere with the target while
  this spell is ongoing by one step.
  THIRD CIRCLE SPELLS
  Tird circle spells require one thread be woven into them to be
  cast. Some allow the weaving of an additional thread to give the
  spell more potency.
  ☐ BINDING STRNDS
   conjuration, ongoing
  Brightly-colored magical strands materialize around a creature
  you can see, quickly constricting around it. Until you cast a
  spell or leave their presence, a large or smaller target cannot act
  except to speak. Tis efect ends immediately if the target takes.
  If you weave an additional thread, you may apply the spell’s
  efects to two additional targets, or one huge target.
  ☐ DISPEL MAGIC
  Choose a spell or magic efect in your presence: this spell rips
  it apart. Lesser spells are ended, powerful magic is just reduced
  or dampened so long as you are nearby. Tis spell cannot afect
  summonings.
  ☐ DISRUPT PATERN
   evocation
  You channel energy into the weak points of a visible target’s
  personal patern, dealing 2d8 damage which inficts the Scarred
  debility and ignores armor. If you weave an additional thread,
  you may apply the spell’s efects to two additional targets you
  can see.
  ☐ LEVITATE
   ongoing
  You are held alof by magical forces, and can move at walking
  pace in any direction, including up and down. While the spell
  is ongoing you take −1 to cast a spell, unless you weave an
  additional thread into it before casting.
  ☐ MEMORY READING
   divination
  You touch someone and experience one of their memories, as if
  it were your own.
  ☐ SLEEP
   enchantment
  1d4 enemies you can see of the GM’s choice fall asleep. Only
  creatures capable of sleeping are afected. Tey awake as
  normal: loud noises, jolts, pain. If you weave an additional
  thread, it afects 2d6 enemies you can see instead.
  ☐ TRP WARD
  You trace a ward on an object with your fnger, an an imprint
  remains behind (invisible, glowing, or like silver ink, your
  choice). Te next time someone that isn’t you goes out of
  their way to touch this object, the ward vanishes, dealing 1d12
  damage to them. You immediately know this has occurred,
  regardless of how far away you are from the object.
  ☐ TRUST
   enchantment, ongoing
  A creature you touch is prevented from saying anything they
  know to be a deliberate lie. While this spell is ongoing, take −1
  to cast a spell. If you weave an additional thread, you may apply
  the spell’s efects to two additional targets.
  ☐ VISIONS THROUGH TIME
   divination
  Cast this spell and gaze into a refective surface to see into the
  depths of time. Te GM will reveal the details of a grim portent
  to you—a bleak event that will come to pass without your
  intervention. Tey’ll tell you something useful about how you
  can interfere with the grim portent’s dark outcomes.
  FIFTH CIRCLE SPELLS
  Fifh circle spells require two threads be woven into them to be
  cast.
  ☐ CAGE
   evocation, ongoing
  Te target is held in a cage of magical force. Nothing can get in
  or out of the cage. Te cage remains until you cast another spell
  or dismiss it. While the spell is ongoing, the caged creature can
  hear your surface thoughts and you cannot leave sight of the
  cage.
  ☐ DISPLACEMENT
   ongoing
  You bind your patern loosely to time and space. You gain 1d4
  hold. When you would take damage, you may spend 1 hold to
  avoid the damage, vanish and reappear somewhere safe a short
  distance away. If you spend hold, but there is no safe place a
  short distance away, you still move, but take damage and the
  spell ends. If you run out of hold the spell ends. While the spell
  is ongoing, you cannot weave threads.
  ☐ DOOM MISSILE
   evocation
  A sphere of energy rockets from your fngers to engulf a target
  with a series of rapid implosions. Between each implosion,
  you must move the sphere to a new target (you may hit the
  same target more than once, just not twice in a row). Te spell
  implodes three times, growing and dealing progressively more
  damage with each implosion. If you weave an additional thread
  into it before casting, the sphere implodes once more if you
  have reached seventh circle or twice more if you have reached
  ninth. Deal the following damage in progression, stopping
  when you run out of implosions: 1d6, 1d8, 1d10, 1d12, 2d6. If
  you gain bonus damage from any source, apply it only to the last
  of these implosions.
  ☐ INVIGORTE
  You energize the patern of an adept you touch. Tey
  immediately gain benefts as if they had performed their karma
  ritual. If you are part of a group patern, you may cast this on a
  group member without needing to touch (or even see) them.
  ☐ OPEN MIND
   ongoing
  When you touch someone, their thoughts become audible to
  anyone else nearby, as long as you continue to concentrate.
  While this spell is ongoing, you take −1 to cast a spell.
  ☐ PATERN LINK
   divination, ongoing
  Name a person, place, or thing you want to learn about. If the
  target is within a few days walking distance, the spell locates
  the patern of what you seek and links it to your own patern.
  While this spell is active, you gain visions of the target, as clear
  as if you were there. Te threads woven to cast this spell remain
  woven while it is active, freeing only when you end the spell.
  Tose capable of traveling in astral space could track these
  threads back to you, if put to such a task. Some locations may
  be shielded to remain hidden from this spell.
  ☐ SANCTUARY
   ongoing
  You touch the window or door of a building (from inside or
  outside). While the spell is ongoing all portals and entrances
  to that building seal and are magically reinforced to keep out
  intruders (or keep in those inside). Further, the skin of the
  building acts as a barrier in astral space. Tis spell may only be
  dispelled or interfered with by those on the same side of the
  building walls as you. You take −1 ongoing while this spell is
  active.
  ☐ RESIZE
   enchantment, ongoing
  Hold 3. Touch a target and spend 1 hold to alter the target's size
  up or down by one category. You may spend multiple hold on
  the same target. Te target's new size may alter its capabilities.
  While ongoing, take -1 to weaving spells.
  SEVENTH CIRCLE SPELLS
  Seventh circle spells require two threads be woven into them to
  be cast. Some allow the weaving of an additional thread to give
  the spell more potency.
  ☐ CATCH SPELL
   ongoing
  You can "catch" a spell cast at you, holding it. You may release
  a held spell, casting it as if it were your own, fully woven, spell.
  You may only hold one spell at a time. While ongoing you
  cannot weave spells.
  ☐ CONTINGENCY
   evocation
  Choose a third (or, if you weave an additional thread, ffh)
  circle or lower spell you know. Describe a trigger condition
  using a number of words equal to your circle. Te chosen spell
  is held until you choose to unleash it or the trigger condition is
  met, whichever happens frst. You don’t have to roll for the held
  spell, it just takes efect. One of the threads woven into this spell
  remains woven until the condition is met.
  ☐ DISLODGE SPELL
  Choose an un-armored spell matrix you can see with astral sight,
  and empty that matrix. A target magical monster (the owner of
  the matrix) is denied part of all of one of its spellcasting moves
  (GM’s choice, unless you weave an additional thread, allowing
  you to choose) until it can refll the matrix.
  ☐ DOMINATE
   enchantment, ongoing
  Your touch pushes your mind into someone else’s. You gain
  1d4 hold. Spend one hold to make the target take one of these
  actions:
  • Speak a few words of your choice
  • Give you something they hold
  • Make a concerted atack on a target of your choice
  • Truthfully answer one question
  If you run out of hold the spell ends. If the target takes damage
  you lose 1 hold. While the spell is ongoing you cannot cast a
  spell. If you weave an additional thread, you can dominate two
  additional targets, rolling for hold for each.
  ☐ PAST THOUGHTS
   divination
  You can “hear” the thoughts and emotions that happened
  in your specifc location during one historical event of
  your choosing. You do not necessarily know who originally
  possessed these thoughts and emotions, though thoughts
  can easily give away their origins. If you weave an additional
  thread, the information gained will be more precise, draw from
  additional time periods, or otherwise enhanced.
  ☐ PEACEBOND
   ongoing
  Select a target you can see. Whenever the target takes damage
  from an atack, the atacker takes the same amount of damage.
  Likewise, if the target deals damage, the target sufers the same
  amount of damage. If you weave an additional thread to this
  spell, apply its efects to an additional target. While the spell is
  ongoing you cannot cast a spell.
  ☐ TRUE SEEING
   divination, ongoing
  You see all things as they truly are. Tis efect persists until you
  tell a lie or dismiss the spell. While ongoing you take −1 to cast
  a spell.
  ☐ WORD OF RECALL
  Choose a word. Te frst time afer casting this spell that
  you speak the chosen word, you and any allies touching you
  when you cast the spell are immediately returned to the exact
  spot where you cast the spell. You can only maintain a single
  location; casting Word of Recall again before speaking the word
  replaces the earlier spell. If you weave an additional thread, you
  may recall any targets you can see when you cast it.
  NINTH CIRCLE SPELLS
  Ninth circle spells require three threads be woven into them to
  be cast.
  ☐ ALERT
   divination, ongoing
  Describe an event. Te GM will tell you when that event occurs,
  no mater where you are or how far away the event is. If you
  choose, you can view the location of the event as though you
  were there in person. While the spell is ongoing, one of the
  threads woven into this spell remains woven into the spell.
  ☐ ANTIPATHY
   enchantment, ongoing
  Choose a target and describe a type of creature or a Passion.
  Creatures of the specifed type or who embrace the ideals of
  that Passion cannot come within sight of the target. If a creature
  of the specifed type does fnd itself within sight of the target,
  it immediately fees. Tis efect continues until you leave the
  target’s presence or you dismiss the spell. While the spell is
  ongoing you take −1 to cast a spell.
  ☐ FORK
  When you prepare this spell into a spell matrix, select three
  spells in your grimoire with circles adding up to nine (e.g. one
  ffh circle, one third, one frst; or one seventh, two frst; or
  three third). When you cast fork, the efects of the selected
  lesser spells occur simultaneously. Each may be targeted
  separately.
  ☐ MIND TRNSFER
   ongoing
  You transfer your mind into the body of another living being
  you touch. You may choose to exchange bodies, in which case
  their mind now inhabits your body until the efect is reversed.
  You retain all your moves and stats except those that require
  your old body. You may instead choose to possess them, which
  makes this spell ongoing and gives them a chance to resist. If
  they cannot, your body remains in a state of sleep and while this
  spell is ongoing, you take −1 to cast a spell.
  ☐ PERFECT SUMMONS
   summoning
  You teleport a creature to your presence. Name a creature or
  give a short description of a type of creature. If you named a
  creature, that creature appears before you. If you described a
  type of creature, a creature of that type appears before you.
  ☐ WARP ASTRL SPACE
   ongoing
  You twist, stretch and deform the local astral space, making
  working magic difcult. Gain 1d4+1 hold. Spend hold, 1 for 1,
  to choose an option like:
  • Disrupt a magic-related GM move.
  • Banish a summoned spirit or elemental.
  • Force astral creatures to fee the area.
  • Prevent a spirit or horror from leaving this plane.
  • Snuf out a magical efect.
  • Prevent a target from teleporting away.
  • Force a target to reveal its true form.
  If you run out of hold the spell ends. While the spell is ongoing
  you cannot cast a spell.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Fourth World/fourth-world-playbooks-1.5-legal.pdf