TEXT: BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  BOND TO A PLACE
   
  When you link your true pattern to the true pattern of a
  place, so long as the thread remains woven, you may:
  • Know the tags of the place, and instantly know if they
  change, no matter where you are.
  • Know vaguely in what direction the place is, if it is within a
  day’s walk.
  • With a minute’s meditation, discern realities about the place
  as if you were there, no matter how far away you are.
  JURY RIG
   
  When you have to repair damage to a vehicle on the
  y, roll+INT. On a 10+, choose two. On a 7–9, choose one.
  You may spend a point of karma to make an additional
  choice, even on a miss.
  • The vehicle suffers one less ongoing penalty.
  • You repair any damaged onboard equipment.
  • You give the vehicle a temporary boost, granting the pilot +1
  forward on the next roll involving Control.
  AIR SAILOR
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: disciplined, curious, enthusiastic
  Appearance: utilitarian, regimented, polished
  Accoutrement: functional, rened, 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’SKRANG
  When someone dees danger with your aid, you also defy the danger.
  _ WINDLING
   astral sight
  When you taunt, you may roll +INT instead of +CHA.
  FLAGS 
   select or invent two
  _ Accommodating: counter my proposal with a less attractive one I must
  either accept or disrupt the harmony of the group.
  _ Curious: convince me to try something I probably shouldn’t.
  _ Devoted: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Exploitable: offer me a imsy reason to voluntarily put myself in danger
  for your gain.
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Jealous: offer me an opportunity to praise a rival.
  _ Peculiar: refuse my aid because I’m different.
  _ 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.
  _
  _
  DAMAGE d6
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 10+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 ghting back, roll+CON. On a hit, you can either
  take half damage or completely ignore one other ill
  effect. 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
  benets of bonding to a place, while the bond remains,
  you gain the benet 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 settle 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 LITTLE HELP
   
  When someone near you who you are not already aiding
  needs help, after 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 attacker down or back.
  • If it is mobile, the thing you defend may move or be moved
  somewhere safe from the attacker.
  • Take −1 forward and negate the attack’s effect 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-off 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 attacking. 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 effects, you get
  to ask the GM any one question about the subject.
  __ GOT YOUR BACK
    requires circle 2
  When you ght 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 nd what you are looking for at a bargain price.
  • On a 12+, you will nd what you are looking for at a fair price and
  nd 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 effect (actively or passively), roll+CON. On a
  10+, you are unaffected by the magic. On a 7–9, choose one:
  • You suffer the effect to a lesser degree.
  • You are unaffected, but the effort takes its toll: mark a debility of
  your choice.
  • You are unaffected, 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, settling 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 attached. 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.
  _ CAMARADERIE
    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 left. No one may use any pilot or
  passenger moves while it is in this state. The vehicle will not
  run again once you come to a stop. One more mark of stress
  will halt the vehicle.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  SHIP 
  Name
  Control
  Passengers
  Cover
  Stress
  Tags
  Gear
  Moves
  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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  CREATE ART
   
  When you create a work of art and are not tainted by
  horrors, say what you are creating. If you do it…
  • …using brute force, +STR
  • …with precise detail work, +DEX
  • …through performance, +CHA
  • …featuring particularly deep insight, +WIS
  • …some other way, +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:
  • When exchanged as part of a ritual of greeting, the art
  convincingly conveys the degree to which your are or are not
  tainted by the horrors.
  • The art will fetch a good price.
  • The act of creating the art functions as a karma ritual.
  • The art inspires the reaction you desire in most who see it.
  • The art requires less effort (time, cost, exertion) than usual.
  ARCHER
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: distant, attentive, 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 attack 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 attacker,
  take +1 forward against that target.
  _ ORK
  Once per battle 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’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Aspiring: make me an offer that threatens my social standing.
  _ Compassionate: offer me an easier solution that requires I exploit those
  weaker than me.
  _ Curious: convince me to try something I probably shouldn’t.
  _ Devoted: offer 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 different.
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _ Trustworthy: conde in me a secret that would damage you if reveal
  _ Vengeful: offer me a reasonable path that I must reject to gain my
  revenge.
  _
  _
  DAMAGE d10
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 10+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  CALLED SHOT
   
  When you attack 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.
  • They 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 vendetta: when volleying at a specic 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 nd
  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 attack against that
  same foe deals +1d4 damage.
  Second thread (requires circle 6): When you volley an enemy,
  your next attack against that same foe deals +1d8 damage,
  instead.
  _ IMPROVED BOW
   
  Choose one extra enhancement for your expressive style.
  __ ACCURATE
    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 ight, 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 offers 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 reecting on your expressive
  style and making arrows or bolts specically 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:
  • The ammunition is high quality: +1 ammo.
  • The ammunition is armor piercing: +2 piercing.
  • The ammunition is wicked: +1 damage.
  • The 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.
  _ 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 re:
  • The ammunition becomes a bolt of re, igniting anything
  ammable it hits.
  • The ammunition becomes a shard of ice, coating the area around
  its point of impact with ice.
  • The ammunition becomes insubstantial, passing through most
  targets, but capable of wounding creatures which are themselves
  insubstantial.
  • The ammunition becomes white light, marking any target it hits.
  This deals no damage, but any attempts to hit that target with
  ranged weapons take +1 for the next few minutes.
  • The ammunition becomes a sticky black goo, tangling up a hit
  target, or making an area it hits dicult to cross.
  _ ARROW’S VIEW
    requires circle 6
  When you re a ranged weapon, you may choose to replace
  your vision by what would be seen if your eyes were on
  either side of the ying 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 re
  so long as you remain in contact with it and desire it be so.
  Any ames burning the wood when you touch it immediately
  snuff out.
  _ 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 attacked. If you
  decide to shoot them after 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). This creature vanishes
  if it kills the target, the combat ends, it’s loyalty reaches -3,
  or you dismiss it (whichever comes rst).
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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:
  _ ne 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)
  _ stiletto (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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  DO THEIR THING
   
  When a follower does something chancy within the
  scope of their tags or moves, roll+Quality. On a 10+ they
  do it, as well as one could reasonably hope. On a 7–9,
  they do it, but there’s an unforeseen cost, consequence,
  or limitation (ask the GM what). You cannot usually spend
  karma on this roll. The GM will tell you what happens
  when a follower does anything on their own, or beyond
  the scope of their tags or moves.
  CALL FOR ASSISTANCE
   
  When a follower helps you make a move that calls
  for a roll, take +1 to that roll but know that they will be
  exposed to any potential consequences.
  When a follower helps you hack and slash or volley, roll
  their damage die alongside your own, use the highest
  one. Add any damage bonuses you get on top of that.
  When a follower helps you defend, you can spend
  1 readiness to redirect an attack to them instead of
  yourself.
  BEASTMASTER
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent 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 battle.
  _ TROLL
  When you suffer the scarred debility, it does not affect your companions’
  quality.
  _ T’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Compassionate: offer me an easier solution that requires I exploit those
  weaker than me.
  _ Curious: convince me to try something I probably shouldn’t.
  _ Devoted: offer 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 different.
  _ Unsophisticated: exemplify a social convention or intricate concept I must
  misunderstand.
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d8
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 8+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  THROUGH THE FIRST VEIL
   
  When you have befriended a beast , named and cared
  for it for a little while, you may bond with the animal
  easily. The 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 pattern to the true pattern of
  a beast , you consider the beast to have a special tag:
  companion. You enjoy the standard benets of a pattern
  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 matter the distance between you
  • meditate to whisper a short message to a companion, which
  they will hear no matter 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. Their quality is always equal to your
  effective 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 attack by
  WIS.
  • Add +hold spent when the companion does their thing.
  HELLO TO MY LITTLE FRIEND
   
  Add the following to the hack and slash list:
  • One of your companions commands the target’s full attention.
  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 attempt 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 TRACK
    requires circle 111
  When you follow a trail of clues left behind by passing
  creatures, roll+WIS. On a hit, you follow the creature’s trail
  until there’s a signicant 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 inuence 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.
  • The target treats you as a friend.
  • The target may be ordered to perform simple tasks.
  • The target will not remember being controlled.
  The effect 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 inuence 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 ee.
  _ 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 TRAINED
    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 effect 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
  inicted 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 attention of a crowd and x 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 inuence the majority of crowd to take one
  concrete action.
  _ UNNATURAL SELECTION
    requires circle 8
  You may perform a ritual to summon and bind a tasked spirit
  into a companion to enhance its abilities. The 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 attack gains +3 damage.
  • It gains +2 armor.
  • It gains +3 HP.
  • It gains an additional follower or monster tag.
  The 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (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)
  _ haling pipeleaf (uses: ______)
  _ 3 antitoxins
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  RECRUIT
   
  When you go looking to hire help, tell the GM what you’re
  offering and for whom you’re looking, phrased in one of
  the following ways:
  • A group of                      (porters, guards, minstrels, etc.)
  • A skilled                      (guide, sage, burglar, bodyguard, etc.)
  If the GM says you can’t nd that kind of help in a place
  like this, start over or move on. Otherwise, roll+nothing
  and take +1 if you have a good reputation in these parts.
  On a 10+ they’re yours for the hiring. On a 7–9, the GM
  chooses one:
  • They demand greater compensation, in coin or otherwise.
  • No one here ts the bill, but you hear of someone elsewhere
  who does.
  • They have a need that must be met rst (permission from
  someone else, a favor, etc.).
  • You can tell at a glance they are less than ideal (ask the GM
  how).
  The GM will choose or roll their specics (quality, loyalty,
  instinct, cost, tags, etc.) as needed, to be discovered
  through play.
  CAVALRYMAN
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: condent, 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’SKRANG
  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 ying mount, deal +2 damage.
  FLAGS 
   select or invent two
  _ Aspiring: make me an offer that threatens my social standing.
  _ Compassionate: offer me an easier solution that requires I exploit those
  weaker than me.
  _ Delusional: offer me a more effective solution that requires I abandon my
  mis-perception or erroneous belief.
  _ Devoted: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Heroic: let me keep you from going rst into danger so I can go myself
  _ Honest: involve me in a deception I must ruin.
  _ Gullible: tell me a lie I believe.
  _ Righteous: offer me an easier solution that requires I violate my principle
  of                     .
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d8
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 10+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 pattern
  to your mount’s with a thread, gaining the benets 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 matter the distance between you
  • meditate to whisper a short message, which you mount will
  hear no matter the distance between you
  You treat your favored mount as a follower with a starting
  loyalty of +3, and a cost of love, affection and care from
  you. Their quality is always equal to your effective 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, after 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 battle, 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 attempts 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 off 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 GRACE 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 after
  Second thread (requires circle 6): Also add:
  • those under your banner take +2 armor forward.
  __ 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 ght for you for one battle. On a
  10+, choose three. On a 7–9, choose two.
  • The band is as large as you could hope for
  • The band will follow you into the jaws of hell
  • The band is well equipped
  • All members of the band have mounts
  • All members of the band are veterans
  • The band will not expect a great reward at battle’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:
  • The band will bring mystic powers or potent artifacts to bear
  • The band will follow you as long as your bring them victories
  • The band will carry on your agenda after you leave them
  ___ 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.
  Third thread (requires circle 6): Select a third move.
  __ 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
  better 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 after 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 affected.
  _ 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 attack the messy and forceful tags
  • close the distance to a goal, unscathed
  • pull an ally onto the mount, unscathed
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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, battle axe or ail (close, +1 damage, 2 weight)
  _ crossbow (near, +1 damage, reload, 3 weight), bundle of
  bolts (ammo: ___, 1 weight)
  _ ne 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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  DO THEIR THING
   
  When a follower does something chancy within the
  scope of their tags or moves, roll+Quality. On a 10+ they
  do it, as well as one could reasonably hope. On a 7–9,
  they do it, but there’s an unforeseen cost, consequence,
  or limitation (ask the GM what). You cannot usually spend
  karma on this roll. The GM will tell you what happens
  when a follower does anything on their own, or beyond
  the scope of their tags or moves.
  ELEMENTALIST
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: penetrating, erce, 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’SKRANG
  When you interact with water spirits, take +1.
  _ WINDLING
   astral sight
  When you interact with air spirits, take +1
  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 different.
  _ Portentous: seek my divinations in a moment of uncertainty and trust
  them implicitly.
  _ Righteous: offer me an easier solution that requires I violate my principle
  of                     .
  _ Scandalous: defer to me when a social convention needs violated.
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d4
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 6+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  ELEMENTALISM
   
  Through 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 rst 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 attuned into them may not
  exceed twice your own circle.
  • Through 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.
  • Through 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 rst 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 benet of the
  doubt so long as the item is retained.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  __ 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 ame.
  _ 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.
  • The effect you desire comes to pass
  • You avoid paying nature’s price
  • You retain control
  Third thread (requires circle 6): So long as you do nothing but
  talk with the elemental, you may force it to remain still.
  __ FILTRATION
   
  When you dig your ngers into someone’s skin and lter
  their blood, roll+CON. On a hit, you eliminate one poison or
  drug affecting 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.
  __ ARRANGING THE ELEMENTS
    requires circle 2
  When you touch someone, skin to skin, and spend a few
  minutes shifting the elemental balances in their pattern, 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.
  __ ITEM DISPOSITION
    requires circle 2
  When you spend several hours getting 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.
  _ 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.
  __ 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
  __ 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.
  _ 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 fulll:
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • The ability may function a bit differently 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 specic 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (close, two-handed, 1 weight)
  Choose two:
  _ 2 healing potions
  _ 3 antitoxins
  _ unimpressive mount appropriate for your size (beast,
  mount)
  
  SPELLCASTING MOVES 
  ATTUNE A SPELL MATRIX
   
  When you spend uninterrupted time (a half hour or so) in
  quiet contemplation of a spell matrix, you:
  • Remove any spell pattern in the matrix (also removing
  attuned).
  • Repair any damage done to the matrix, removing the
  damaged tag.
  • Place into the matrix the pattern of any spell in your grimoire
  of your own discipline and with a circle equal to or less than
  your own. The matrix gains the attuned tag.
  You may fashion as many spell matrices as you like;
  however, the combined circles of all spells attuned into
  your spell matrices may not exceed twice your own circle
  (e.g. a third circle wizard can only attune up to six circles
  worth of spells into her matrices). Spells from other
  disciplines may not be attuned to matrices.
  WEAVE THROUGH A MATRIX
   
  When you weave a thread into a spell matrix the thread
  always becomes woven into the matrix. If weaving while
  under time pressure (e.g. combat, urgent necessity, etc.),
  also roll+the ability indicated by your discipline. On a 7–
  9, hold 1 focus. On a 10+, hold 3 focus. On a 12+, you may
  choose to weave an additional thread into the spell. If
  you do, you gain no focus and lose any you are holding.
  Focus may be spent, one-for-one as often as desired, to:
  • Add +1 to your own weaving roll after it is made.
  • Take +1 to casting a spell.
  • Take +1 to defy danger.
  WEAVE THROUGH A GRIMOIRE
   
  When you weave a thread into a spell in a grimoire the
  weaving attracts attention in astral space, and you roll
  +the ability indicated by your discipline. Take −1 for each
  of the following:
  • The spell is of a higher circle than you have in your discipline.
  • The grimoire is not yours.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  2 focus, spent just as in weaving through a matrix. On a
  12+, you may choose to weave an additional thread into
  the spell. If you do, you gain no focus and lose any you
  are holding.
  WEAVE RAW MAGIC
   
  When you weave a thread into raw spell energy, the
  are in astral space attracts attention, and you roll+the
  ability indicated by your discipline. Take −1 for each of
  the following:
  • The spell is of a higher circle than you have in your discipline.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  1 focus, spent just as in weaving through a matrix. On a
  12+, hold 3 focus.
  ABORT A SPELL
   
  When you abandon an attempt to cast a spell, or more
  than a minute passes between weaving a thread into a
  spell and the spell being cast, the energy stored in the
  spell dissipates, dealing 1 damage for each thread already
  woven into the casting to you and everyone nearby,
  friend and foe alike. Any threads woven to cast it become
  available immediately.
  CAST A SPELL
   
  When you unleash a spell you’ve fully woven, roll+the
  ability indicated by your discipline On a hit, the spell is
  successfully cast. On a 7–9, also choose one:
  • You draw unwelcome attention or put yourself in a spot. The
  GM will tell you how.
  • The spell also creates an unintended side effect. The GM will
  tell you what.
  • The spell disturbs the fabric of reality as it is cast—take −1
  ongoing to cast spells until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used)
  becomes damaged.
  Regardless of the result of the spell, any threads woven
  to cast it become available immediately, no longer woven
  into the casting. You also lose all held focus.
  ADD A SPELL TO YOUR GRIMOIRE
   
  When you add a spell to your own grimoire, you truly
  learn the spell. The spell remains in your memory, so may
  be rewritten if a grimoire gets stolen or destroyed. You
  may add spells of any circle into your grimoire. You may
  add spells from other disciplines into your grimoire, if the
  ction supports it.
  ASTRAL SIGHT
   
  If you have the ability to view the astral plane, when you
  spend a moment to activate it take +1 ongoing on any
  roll using INT, WIS, or CHA. Take −2 ongoing on any roll
  using STR, DEX, or CON. Take an additional +1 ongoing to
  discern realities. These bonuses and penalties last until
  you spend a moment to deactivate astral sight. While
  astral sight is active, you may interact with (and injure)
  astral creatures, and they you.
  SPELL MATRICES 
  attuned
  spell
  armored
  damaged
  ecient
  enhanced
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  FOCUS 
  ___________________________
  ELEMENTALIST SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any
  type of weaving.
  x 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.
  x IGNITE
   re
  A small ame, similar to that of a match, oats over the
  tip of your nger for the next few moments.
  x MEND
  A broken, mundane, unliving item you hold in your hands
  while you cast this spell become whole again. This can
  repair crafted goods (rips in fabric, shattered pots, wagon
  wheels, etc.) as well as natural items (small ssures in
  rock, cracks in ice, etc.).
  x 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 differently
  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. They take +1 ongoing so long as battle
  continues and they stand and ght. 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. The 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. The 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 ght off 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 ow.
  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
  Third 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 lift 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, signicantly less granite.
  • Fire: you extinguish mundane re 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 WRATH
   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. The target suffers a
  secondary effect, based on the type of elemental:
  • Air: a cloud of mist is left behind, momentarily interfering
  with the target’s vision. The attack may also snuff out candles
  or the like around the target.
  • Earth: a billow of dust is left 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, dicult to remove sap splashes on the target.
  If you weave an additional thread, you may summon two
  spirits of the same element. They attack different targets
  and deal 2d6 damage each.
  
  _ FIREBALL
   evocation, re
  You evoke a mighty ball of ame that envelops your target
  and everyone nearby, inicting 2d6 damage which ignores
  armor. If you weave an additional thread, choose to either
  burn much hotter (add +CON to the damage) or have the
  re 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 effortlessly.
  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.
  _ 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]. The 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
  The GM will tell you the form of the elemental based on the
  traits you select. The 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.
  _ SKY LATTICE
   evocation, ongoing, air
  You create a shimmering network of energy in a shape
  of your choosing, lling your immediate area. To anyone
  you designate, this energy feels solid and offers a secure
  grip, allowing them to climb to anywhere the lattice leads.
  Those left out of the effect can neither climb on nor
  perceive the lattice. While the spell is ongoing you take −1
  to weave a spell.
  FIFTH CIRCLE SPELLS
  Fifth circle spells require two threads be woven into them
  to be cast.
  _ CONVERGENCE
   divination
  The elements come together just so, granting you a
  moment of perfect understanding. The 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
  attack through the barrier fails.
  • Earth: only great strength or anity 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. The
  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. The living plants also form a
  barrier in astral space.
  _ POLYMORPH
   enchantment
  Your touch reshapes a creature entirely; they stay in
  the form you craft until you cast another spell. Describe
  the new shape you craft, including any stat changes,
  signicant adaptations, or major weaknesses. The GM will
  then tell you one or more of these:
  • The form will be unstable and temporary
  • The creature’s mind will be altered as well
  • The form has an unintended benet 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, effectively stepping
  into one tree and coming out another immediately. While
  ongoing you take −1 to weave a spell and cannot cast
  summoning spells.
  _ PATTERNS 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. The GM will describe the area before
  you ignoring any illusions and falsehoods, magical or
  otherwise. While ongoing you take −1 to cast a spell.
  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. The 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]. The 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
  The GM will tell you the form of the pack based on the traits
  you select. The 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.
  _ 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:
  • The damage ignores armor
  • You take no damage
  • Instead target anyone within far range.
  _ ENGULF
   ongoing, [element]
  When you weave this spell, you select an element, giving
  this spell that elemental tag. That element engulfs a target
  you can see. Describe how that looks (whirlwind, crushing
  st 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 suffocation, heat, crushing, cutting,
  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.
  _ SEVER
   ongoing, wood
  Choose an appendage on the target such as an arm,
  tentacle, or wing. The appendage is temporarily severed
  from their body, causing no damage but considerable pain.
  Missing an appendage may, for example, keep a winged
  creature from ying, 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 ames of a forest re
  into water (extinguishing the ames and briey ooding
  the forest) or earth (creating a strange copse of crystals).
  This spell can also convert one form of an element into
  a different form of the same element (water into ice, for
  example, or stone into sand). This spell cannot affect living
  creatures or plants.
  _ DISINTEGRATE
  You point at any target you can see, and it crumbles
  into its component elements. Living targets take 2d10
  damage (ignores armor). This spell may be able to affect
  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.
  _ PATTERN RESTORATION
  Choose one event in the target’s past. All effects of that
  event, including damage, disabilities, poison, disease, and
  magical effects, are ended and repaired. HP and diseases
  are healed, poisons are neutralized, magical effects 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. The structure endures until you leave it or
  you end the spell. The element chosen provides additional
  benets:
  • Air: the structure oats 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.
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  DO THEIR THING
   
  When a follower does something chancy within the
  scope of their tags or moves, roll+Quality. On a 10+ they
  do it, as well as one could reasonably hope. On a 7–9,
  they do it, but there’s an unforeseen cost, consequence,
  or limitation (ask the GM what). You cannot usually spend
  karma on this roll. The GM will tell you what happens
  when a follower does anything on their own, or beyond
  the scope of their tags or moves.
  ILLUSIONIST
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: tricky, dazzling, innocent
  Appearance: meticulous, feral, condent
  Accoutrement: ridiculous, distracting, opulent
  Body: nimble, uid, 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 inict or enhance harm with an illusion, add +1 damage.
  _ T’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Ardent: convince me to do something I shouldn’t in order to please a
  Passion.
  _ Aspiring: make me an offer that threatens my social standing.
  _ Deceitful: believe and act on a lie I’ve told you.
  _ Delusional: offer me a more effective solution that requires I abandon my
  mis-perception or erroneous belief.
  _ Greedy: offer me nancial 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.
  _ Selsh: suggest I sacrice 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: conde in me a secret that would damage you if reveal
  _ Vengeful: offer me a reasonable path that I must reject to gain my
  revenge.
  _
  _
  DAMAGE d4
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 4+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  ILLUSION
   
  Through 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 rst 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 attuned into them may not
  exceed twice your own circle.
  • Through 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.
  • Through training, knowledge and improvisation, you channel
  energy through your spell weaving to cast a spell. You may
  cast spells with +INT.
  CONCENTRATION
   
  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 inicted by that spell.
  CHICANERY
   
  When you attempt 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 gure 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 attack 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:
  __ 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”. The 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.
  __ 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.
  _ 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.
  The illusion functions in all respects like the original, but
  deals −1 damage and disappears after the attack. 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): The illusion spawns a
  duplicate in ight, 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 attention elsewhere
  • The ruse convinces all onlookers
  • Even on thorough examination, you appear dead
  • The illusion allows you to slip away without being noticed by
  those convinced by it.
  • The 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.
  __ PRACTICE, PRACTICE, PRACTICE
    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.
  _ 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
  _ TO THE HEART OF IT
    requires circle 2
  You rst 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.
  _ PROMINENT DETERRENT
   _____ requires circle 6
  When you trace out a complex and baing pattern 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 attacker, 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
  _ ASTRAL MASK
    requires circle 8
  When someone or something examines your aura in astral
  space, you decide what they see.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (close, two-handed, 1 weight)
  Choose two:
  _ healing potion
  _ 3 antitoxins
  _ rey chalk (uses: __________)
  _ adventuring gear (uses: _____, 2 weight)
  _ any common pet (beast)
  _ 5 coins
  
  SPELLCASTING MOVES 
  ATTUNE A SPELL MATRIX
   
  When you spend uninterrupted time (a half hour or so) in
  quiet contemplation of a spell matrix, you:
  • Remove any spell pattern in the matrix (also removing
  attuned).
  • Repair any damage done to the matrix, removing the
  damaged tag.
  • Place into the matrix the pattern of any spell in your grimoire
  of your own discipline and with a circle equal to or less than
  your own. The matrix gains the attuned tag.
  You may fashion as many spell matrices as you like;
  however, the combined circles of all spells attuned into
  your spell matrices may not exceed twice your own circle
  (e.g. a third circle wizard can only attune up to six circles
  worth of spells into her matrices). Spells from other
  disciplines may not be attuned to matrices.
  WEAVE THROUGH A MATRIX
   
  When you weave a thread into a spell matrix the thread
  always becomes woven into the matrix. If weaving while
  under time pressure (e.g. combat, urgent necessity, etc.),
  also roll+the ability indicated by your discipline. On a 7–
  9, hold 1 focus. On a 10+, hold 3 focus. On a 12+, you may
  choose to weave an additional thread into the spell. If
  you do, you gain no focus and lose any you are holding.
  Focus may be spent, one-for-one as often as desired, to:
  • Add +1 to your own weaving roll after it is made.
  • Take +1 to casting a spell.
  • Take +1 to defy danger.
  WEAVE THROUGH A GRIMOIRE
   
  When you weave a thread into a spell in a grimoire the
  weaving attracts attention in astral space, and you roll
  +the ability indicated by your discipline. Take −1 for each
  of the following:
  • The spell is of a higher circle than you have in your discipline.
  • The grimoire is not yours.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  2 focus, spent just as in weaving through a matrix. On a
  12+, you may choose to weave an additional thread into
  the spell. If you do, you gain no focus and lose any you
  are holding.
  WEAVE RAW MAGIC
   
  When you weave a thread into raw spell energy, the
  are in astral space attracts attention, and you roll+the
  ability indicated by your discipline. Take −1 for each of
  the following:
  • The spell is of a higher circle than you have in your discipline.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  1 focus, spent just as in weaving through a matrix. On a
  12+, hold 3 focus.
  ABORT A SPELL
   
  When you abandon an attempt to cast a spell, or more
  than a minute passes between weaving a thread into a
  spell and the spell being cast, the energy stored in the
  spell dissipates, dealing 1 damage for each thread already
  woven into the casting to you and everyone nearby,
  friend and foe alike. Any threads woven to cast it become
  available immediately.
  CAST A SPELL
   
  When you unleash a spell you’ve fully woven, roll+the
  ability indicated by your discipline On a hit, the spell is
  successfully cast. On a 7–9, also choose one:
  • You draw unwelcome attention or put yourself in a spot. The
  GM will tell you how.
  • The spell also creates an unintended side effect. The GM will
  tell you what.
  • The spell disturbs the fabric of reality as it is cast—take −1
  ongoing to cast spells until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used)
  becomes damaged.
  Regardless of the result of the spell, any threads woven
  to cast it become available immediately, no longer woven
  into the casting. You also lose all held focus.
  ADD A SPELL TO YOUR GRIMOIRE
   
  When you add a spell to your own grimoire, you truly
  learn the spell. The spell remains in your memory, so may
  be rewritten if a grimoire gets stolen or destroyed. You
  may add spells of any circle into your grimoire. You may
  add spells from other disciplines into your grimoire, if the
  ction supports it.
  ASTRAL SIGHT
   
  If you have the ability to view the astral plane, when you
  spend a moment to activate it take +1 ongoing on any
  roll using INT, WIS, or CHA. Take −2 ongoing on any roll
  using STR, DEX, or CON. Take an additional +1 ongoing to
  discern realities. These bonuses and penalties last until
  you spend a moment to deactivate astral sight. While
  astral sight is active, you may interact with (and injure)
  astral creatures, and they you.
  SPELL MATRICES 
  attuned
  spell
  armored
  damaged
  ecient
  enhanced
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  FOCUS 
  ___________________________
  ILLUSIONIST SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any
  type of weaving.
  x AMPLIFY
   ongoing
  You touch a willing subject (including yourself). While
  ongoing, all in sight can hear the subject loud and clear.
  x DISTRACT
  You cause all who are paying attention to you to briey
  redirect their vision and attention to somewhere else.
  Describe how this happens (bright ash, stray noise, puff
  of smoke, etc.).
  x ENCRYPT
   ongoing
  The writing in a book or other written work you touch
  becomes jumbled and confused. While ongoing, only you
  can read the text.
  x MESSAGE
   ongoing
  A seemingly real piece of paper containing a written
  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.
  x 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 sitting around unsecured) disappear from a short
  distance away and reappear in your hands.
  x 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, avor 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. The target is afraid of the object so long as you
  maintain the spell. Their reaction is up to them: ee,
  panic, beg, ght. 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
  The namegiver you touch while casting this spell counts
  you as a friend until they take damage or you prove
  otherwise.
  _ CRACKLING NIMBUS
   illusion, ongoing
  A weapon you touch glows impressively and crackles
  with power. The weapon hums menacingly when moved
  through the air and sends out a shower of sparks or
  ame or loud noises when it strikes. Apart from being
  extremely intimidating, while ongoing, the weapon gains
  +1 damage.
  _ CRAFTY THOUGHT
   illusion
  You plant an image into the mind of a target. The target
  does not have to act on the thought, but the idea has
  now been planted. This 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. Attacks made on the image have no
  effect. 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.). The
  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 xed once you start using it. You can make the voices
  follow a specic conversation, or change what they say
  over time. The voices may move around as you like. While
  ongoing you take −1 to weave a spell.
  THIRD CIRCLE SPELLS
  Third 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.). Those outside the area perceive the
  area as if any activity inside was not there. Those 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 re, mounts, etc. While ongoing, any time you
  would heal damage, heal −1d4 HP.
  _ DARKNESS
   ongoing
  Choose an area you can see: it’s lled with supernatural
  darkness and shadow. While ongoing you take −1 to cast
  a spell.
  
  _ MEMORY BLANK
   enchantment, ongoing
  You suppress the memory of events of the last few
  minutes in a target you can see. The target forgets any
  imminent intention, but has no trouble making new
  memories (for example, a target might forget they were
  in the middle of ghting, but will react to a fresh attack
  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.
  _ 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. This change persists
  until you take damage or choose to return to your own
  form. While ongoing you lose access to all your illusionist
  talents.
  _ MIRROR IMAGE
   illusion, ongoing
  You create an illusory image of yourself. When you are
  attacked, roll a die. If the result is even, the attack 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 craft 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. The 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.
  The 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. They 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 affects 2d6 enemies
  you can see.
  FIFTH CIRCLE SPELLS
  Fifth 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
  offers 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 ll with a multi-sensory illusion limited
  only by your imagination. The effect 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). The illusion may deal damage,
  but never more than 1d4, regardless of how bad the
  situation may appear. While ongoing, you cannot weave
  spells.
  _ 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.
  _ PHANTOM APPARATUS
   summoning, ongoing
  You craft 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.
  This functions exactly the way a real vehicle of that type
  would, including its moves, though is signicantly more
  luxurious. While the spell is ongoing you take −1 to cast a
  spell.
  _ RAIN OF DEATH
   illusion
  You target every enemy you can see with illusory missiles
  of some kind (re 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 nd 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 suffer from) the target’s
  reactions, but not what caused them. The illusion cannot
  harm the target; however, if you weave an additional
  thread, it will rationalize harm inicted on the target in
  reality (e.g. someone attacking 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. They 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. The 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
  inict 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.
  _ LIFE IS ILLUSION
   ongoing
  Select a target. When the target deals damage, you may
  transform some of the attack into an illusion, cutting
  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 affect two additional targets.
  _ LEAPING LIZARDS
   summoning, ongoing
  Choose a monster with the horde tag. You craft an illusion
  of a 1d4 (or, if you weave an additional thread, 2d6) such
  monsters, then summon a spirit into it. The creatures use
  the same stats as real monsters of that type, except you
  dene their instinct and they only deal 1d4 damage. The GM
  controls this horde, staying true to the instinct you dene.
  The horde remains until it dies or you dismiss the spell.
  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 suffered
  some other ill effect. They 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 nal judgment. Describe the
  tribunal who judges the target and what they ask for in
  exchange for letting them cheat death and return to the
  land of the living (as if they were taking their last breath).
  The 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). The target
  heals 1d8 damage if they accepted the deal or takes 1d8
  damage if they rejected it. The spell provides no way of
  enforcing the deal, but the target does not know that.
  _ ECLIPSE
   illusion
  You conjure a disk of solid darkness high in the sky, slowly
  blotting 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. The door
  enters into a monumental palace (furnished, appointed
  and staffed as you see t) 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. This spell can be
  sustained permanently by spending 2 blood, allowing you
  to call the door any time you like.
  _ DONE TO THE PLACE
   illusion, ongoing
  Concentrate on the steading you are in and select
  any number of its current occupants. The spell alters
  the steading, altering its tags to all appearances. The
  occupants you select can see the changes and, knowing
  they are illusory, may act to reinforce them. To any
  affected 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.
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  DO THEIR THING
   
  When a follower does something chancy within the
  scope of their tags or moves, roll+Quality. On a 10+ they
  do it, as well as one could reasonably hope. On a 7–9,
  they do it, but there’s an unforeseen cost, consequence,
  or limitation (ask the GM what). You cannot usually spend
  karma on this roll. The GM will tell you what happens
  when a follower does anything on their own, or beyond
  the scope of their tags or moves.
  NETHERMANCER
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: kind, sharp, sad
  Appearance: maudlin, jovial, strange
  Accoutrement: reverent, owing, primitive
  Body: gaunt, knobby, abby
  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’SKRANG
  When you make a bone circle, make an additional choice.
  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: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Graceless: include me in a benecial social interaction I must spoil with
  blunt observation or crass behavior.
  _ Peculiar: refuse my aid because I’m different.
  _ Portentous: seek my divinations in a moment of uncertainty and trust
  them implicitly.
  _ Righteous: offer me an easier solution that requires I violate my principle
  of                     .
  _ Skilled: seek my help in learning how to                     .
  _ Trustworthy: conde in me a secret that would damage you if reveal
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d6
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 8+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  NETHERMANCY
   
  Through 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 rst 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 attuned 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 attack 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:
  • The spirit is particularly potent: take +1 when weaving a
  nethermancy spell within the circle.
  • The spirit will not attack targets you designate.
  • The circle lasts for days instead of hours.
  • The circle is particularly hard to spot.
  • The 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:
  ___ BRANDED
   
  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. The 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 ows 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. The 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 effects on the dying or dead will be
  amplied, 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. The dead will
  seek you out, giving you what aid they can. The undead will
  not harm you. The parochial will treat you as a pariah.
  _ FEELING LOSS
   
  You rst enter a steading, you may ask the GM: “Who here
  suffers 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 attempting, or the spirits
  become offended and cursing you instead, etc. Curses can
  affect these arenas: nances/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 sacrice. 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-arming pattern 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 ee; aggression breaks the effects and
  they are able to act as normal. Intelligent undead may still
  nd ways to harry you from afar.
  _ SPEAKER FOR THE DEAD
    requires circle 2
  When you spout lore about undead, spirits, burial customs,
  or other matters 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 attune 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 pattern
  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.
  _ ERASE 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 after seven days.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (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
  
  SPELLCASTING MOVES 
  ATTUNE A SPELL MATRIX
   
  When you spend uninterrupted time (a half hour or so) in
  quiet contemplation of a spell matrix, you:
  • Remove any spell pattern in the matrix (also removing
  attuned).
  • Repair any damage done to the matrix, removing the
  damaged tag.
  • Place into the matrix the pattern of any spell in your grimoire
  of your own discipline and with a circle equal to or less than
  your own. The matrix gains the attuned tag.
  You may fashion as many spell matrices as you like;
  however, the combined circles of all spells attuned into
  your spell matrices may not exceed twice your own circle
  (e.g. a third circle wizard can only attune up to six circles
  worth of spells into her matrices). Spells from other
  disciplines may not be attuned to matrices.
  WEAVE THROUGH A MATRIX
   
  When you weave a thread into a spell matrix the thread
  always becomes woven into the matrix. If weaving while
  under time pressure (e.g. combat, urgent necessity, etc.),
  also roll+the ability indicated by your discipline. On a 7–
  9, hold 1 focus. On a 10+, hold 3 focus. On a 12+, you may
  choose to weave an additional thread into the spell. If
  you do, you gain no focus and lose any you are holding.
  Focus may be spent, one-for-one as often as desired, to:
  • Add +1 to your own weaving roll after it is made.
  • Take +1 to casting a spell.
  • Take +1 to defy danger.
  WEAVE THROUGH A GRIMOIRE
   
  When you weave a thread into a spell in a grimoire the
  weaving attracts attention in astral space, and you roll
  +the ability indicated by your discipline. Take −1 for each
  of the following:
  • The spell is of a higher circle than you have in your discipline.
  • The grimoire is not yours.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  2 focus, spent just as in weaving through a matrix. On a
  12+, you may choose to weave an additional thread into
  the spell. If you do, you gain no focus and lose any you
  are holding.
  WEAVE RAW MAGIC
   
  When you weave a thread into raw spell energy, the
  are in astral space attracts attention, and you roll+the
  ability indicated by your discipline. Take −1 for each of
  the following:
  • The spell is of a higher circle than you have in your discipline.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  1 focus, spent just as in weaving through a matrix. On a
  12+, hold 3 focus.
  ABORT A SPELL
   
  When you abandon an attempt to cast a spell, or more
  than a minute passes between weaving a thread into a
  spell and the spell being cast, the energy stored in the
  spell dissipates, dealing 1 damage for each thread already
  woven into the casting to you and everyone nearby,
  friend and foe alike. Any threads woven to cast it become
  available immediately.
  CAST A SPELL
   
  When you unleash a spell you’ve fully woven, roll+the
  ability indicated by your discipline On a hit, the spell is
  successfully cast. On a 7–9, also choose one:
  • You draw unwelcome attention or put yourself in a spot. The
  GM will tell you how.
  • The spell also creates an unintended side effect. The GM will
  tell you what.
  • The spell disturbs the fabric of reality as it is cast—take −1
  ongoing to cast spells until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used)
  becomes damaged.
  Regardless of the result of the spell, any threads woven
  to cast it become available immediately, no longer woven
  into the casting. You also lose all held focus.
  ADD A SPELL TO YOUR GRIMOIRE
   
  When you add a spell to your own grimoire, you truly
  learn the spell. The spell remains in your memory, so may
  be rewritten if a grimoire gets stolen or destroyed. You
  may add spells of any circle into your grimoire. You may
  add spells from other disciplines into your grimoire, if the
  ction supports it.
  ASTRAL SIGHT
   
  If you have the ability to view the astral plane, when you
  spend a moment to activate it take +1 ongoing on any
  roll using INT, WIS, or CHA. Take −2 ongoing on any roll
  using STR, DEX, or CON. Take an additional +1 ongoing to
  discern realities. These bonuses and penalties last until
  you spend a moment to deactivate astral sight. While
  astral sight is active, you may interact with (and injure)
  astral creatures, and they you.
  SPELL MATRICES 
  attuned
  spell
  armored
  damaged
  ecient
  enhanced
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  _
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  _
  _ _ _ _
  FOCUS 
  ___________________________
  NETHERMANCY SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any
  type of weaving.
  x 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.
  x 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 oat 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.
  x WISP
   ongoing
  You conjure a simple oating 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.
  _ ASTRAL 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.
  _ GRAVE 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 malecent
  spirit to inhabit it. The fog ghost is a monster: solitary,
  amorphous, spirit, 7 HP, 0 armor, freezing touch (d6, close),
  instinct: to indiscriminately kill the nearest living thing.
  The GM controls this monster, and may use it for moves,
  with the understanding that it is mindless and attacks
  solely based on proximity. You have no control over this
  creature, nor may you dismiss it. The 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
  Third 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. This 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 esh. The 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.
  The 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. This spell must be cast in a
  bone circle.
  _ DISMISSAL
  You disrupt the pattern 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 inict 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
  • The target may change in a particular way
  • You must sacrice                      to do it
  • You must cast the spell in a bone circle
  • You must cast the spell in some specic location
  The 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 oating
  puffball 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.
  This 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. The ally has the dual natured special quality, but no
  moves. The 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
  Fifth circle spells require two threads be woven into them
  to be cast.
  _ ASTRAL FLARE
   evocation
  You release a massive ash of energy into astral space.
  Anyone within far range of you perceiving or present in
  astral space becomes “blinded”, and most astral natives
  will ee. No light of this are reaches the real world, but
  astral creatures will cast shadows there as if they were
  present. In astral space, the are is visible from a long way
  off.
  _ CONTAGION
   ongoing
  Choose a creature you can see. Until you end this spell,
  the target suffers from a disease of your choice. While
  ongoing you take −1 to cast a spell. You may spend one
  blood to continue the disease after the spell ends.
  _ DUST TO DUST
   evocation
  You ll the area around you with a glowing armation of
  life. Turn 1d6 undead horde enemies you can see (of the
  GM’s choice) to dust. If you weave an additional thread, it
  affects 2d8 undead hordes instead.
  _ 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.
  The 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
  The 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.
  _ TRAP SOUL
  You trap the soul of a dying creature within a gem. The
  trapped creature is aware of its imprisonment but can still
  be manipulated through spells, parley, and other effects.
  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. The
  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.
  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 drifts into this realm from beyond, lling 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. This spell persists so long as you can see the
  affected area, or until you dismiss it.
  _ MARK OF DEATH
  Choose a creature whose true name you know. This 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.
  The target gains 3 hold and may spend 1 karma to gain
  +1 hold. The 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. This 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 attacker, you
  may spend 1 hold to have the spell deal the same amount
  of damage to the attacker. This spell may target a group
  pattern you are part of and, if so, you may spend hold any
  time any member of the target group takes damage from
  an attack. 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.
  This spell must be cast from directly outside a bone circle
  prepared especially and solely for this summoning. The
  horror (or some part of it) manifests within the circle.
  Choose 1d4 of the following:
  • The horror immediately kills the bone spirit in the circle,
  binding itself to the circle instead.
  • The horror will offer you great rewards in return for release
  into the physical world.
  • The horror will accede to one of your demands in return for
  being returned to astral space.
  • The horror will not mark you.
  While ongoing you cannot weave threads.
  _ CONSUME UNLIFE
  The mindless undeaad construct you touch is destroyed
  utterly 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 rst born, etc.), gaining a blight to
  reect this. While ongoing you take −1 to cast a spell.
  _ RECYCLE
  The 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 utterly 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
  benets from that ability, nor make a move involving that
  talent/ability, and you take −1 to weave threads.
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  SCOUT AHEAD
   
  When you take point and look for anything out of the
  ordinary, roll+WIS. On a 10+, choose two from the list
  below. On a 7–9, choose one:
  • You get the drop on whatever lies ahead.
  • You discern a benecial aspect of the terrain—shortcut,
  shelter, or tactical advantage (describe it).
  • You make a discovery (ask the GM).
  • You notice sign of a nearby danger —ask the GM what it is,
  and what it might signify.
  NAVIGATE
   
  When you plot the best course through dangerous or
  unfamiliar lands, roll+INT. On a 10+, you avoid dangers
  and distractions and make good time, reaching a point
  of the GM’s choosing before you need to make camp. On a
  7–9, the GM chooses one from the list below:
  • You happen upon a discovery missed by the scout.
  • The going is slow, or you wander off course. The GM says
  which, and where you end up on the map.
  • You encounter a danger; whether or not you’re surprised
  depends on whether the scout has the drop on it.
  SCOUT
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent 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’SKRANG
  When you defy danger and use your tail to your advantage, take +1.
  _ WINDLING
   astral sight
  When you ride a ying mount, take +1 ongoing to order that mount.
  FLAGS 
   select or invent two
  _ Accommodating: counter my proposal with a less attractive 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 offering opportunities for danger.
  _ Bumptious: challenge my knowledge and prove that I have more to learn.
  _ Compassionate: offer 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 benecial social interaction I must spoil with
  blunt observation or crass behavior.
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Heroic: let me keep you from going rst into danger so I can go myself
  _ Peculiar: refuse my aid because I’m different.
  _ Trustworthy: conde in me a secret that would damage you if reveal
  _
  _
  DAMAGE d8
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 8+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  ENSNARE
   ____
  When you prepare an area with traps (bending trees
  with spikes, digging pits, lifting 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 TRACK
   
  When you follow a trail of clues left behind by passing
  creatures, roll+WIS. On a hit, you follow the creature’s trail
  until there’s a signicant 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 rst 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 attract attention 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 TRAIL
   
  When you create art with rune carving or wood carving,
  take +1. If you give the result in a successful greeting
  ritual, any attempt 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.
  _ 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 benets.
  _ 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.
  _ 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.
  __ 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 ne 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.
  _ FORGOTTEN 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
  rst shot never gives away your position and, if it hits, you
  may roll damage twice and take the better result.
  _ WITHOUT A TRACE
    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 scue. Gain hold equal to your circle. Spend it
  during the ght 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 off
  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 offer 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 diculty:
  • Others nd the way who did not know it before.
  • The journey takes much longer than it seemed to.
  • The 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 rst 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (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)
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  CONTROL VEHICLE
   
  When your vehicle skids and shakes under dicult
  conditions or a powerful attack, roll+Control. On a 10+,
  you maintain control of the vehicle. On a 7–9, the GM
  chooses one.
  • A passenger or crewmember is briey stunned as they slam
  into something.
  • A sudden mechanical fault makes the situation more
  precarious.
  • The vehicle briey spins out of control and doesn’t quite go
  where the pilot intended.
  JURY RIG
   
  When you have to repair damage to a vehicle on the
  y, roll+INT. On a 10+, choose two. On a 7–9, choose one.
  You may spend a point of karma to make an additional
  choice, even on a miss.
  • The vehicle suffers one less ongoing penalty.
  • You repair any damaged onboard equipment.
  • You give the vehicle a temporary boost, granting the pilot +1
  forward on the next roll involving Control.
  SKY RAIDER
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: ery, 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 letting 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’SKRANG
  When you are on an unstable, shifting or narrow surface, take +1 to any
  move that requires roll+DEX.
  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 offering opportunities for danger.
  _ Devoted: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Graceless: include me in a benecial social interaction I must spoil with
  blunt observation or crass behavior.
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Gullible: tell me a lie I believe.
  _ Heroic: let me keep you from going rst into danger so I can go myself
  _ Peculiar: refuse my aid because I’m different.
  _ Pugnacious: offer me a peaceful solution that I must derail with violence.
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _ Unsophisticated: exemplify a social convention or intricate concept I must
  misunderstand.
  _
  _
  DAMAGE d10
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 8+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 species
  LET IT ALL OUT
   
  When you shout over the din of battle, 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, ee, or
  attack you (their choice)
  • You stir non-combatant spectators: they are lled 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 attention 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 efforts which serve
  to redress the insult, but −1 ongoing to any efforts that
  don’t, until the slight is rectied.
  WHATEVER’S HANDY
   
  Add the following to the hack and slash list:
  • As part of the attack 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:
  _ 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 battle, spend hold one-for-one to:
  • during some sort of physical action, also incidentally start or
  extinguish a re.
  • 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 affect someone near you onto yourself.
  __ 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.
  _ 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 ees for a short while.
  _ (requires circle 6) You prevent a spell being woven but not yet
  cast.
  _ (requires circle 6) You heal 1d8 HP
  _ 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.
  __ SKY LEGS
   
  When you are on an unstable, shifting or narrow surface
  (such as the deck of a ship, rigging, rooftop, 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 nd 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 attack
  against that same foe deals +1d4 damage.
  Second thread (requires circle 6): Your next attack against
  that same foe deals +1d8 instead.
  __ SHOCK AND AWE
    requires circle 2
  When you attack 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 different enemy within weapon range.
  • Take STR armor forward against their next attack.
  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 drift.
  _ CONVERSATIONALIST
    requires circle 4
  When you let it all out, always gain an additional choice,
  even on a miss.
  _ 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.
  _ HOT SHOT PILOT
    requires circle 6
  When you have a chance to show off 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.) ies 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 attacked, you may spend
  1 hold to give the attacker an electric shock, dealing 1d4
  damage. If this damage kills the attacker, their attack 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
  erce 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 erce storm, which mostly doesn’t bother
  the ship you are on.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  SHIP 
  Name
  Control
  Passengers
  Cover
  Stress
  Tags
  Gear
  Moves
  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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  CAROUSE
   
  When you return triumphant and throw a big party,
  spend 100 coin and roll + extra 100s of coin spent. On a
  10+ choose three. On a 7–9 choose one. On a miss, you
  still choose one, but things get really out of hand.
  • You befriend a useful NPC.
  • You hear rumors of an opportunity.
  • You gain useful information.
  • You are not entangled, ensorcelled, or tricked.
  SWORDMASTER
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: ery, cold, weary
  Appearance: adventurous, urbane, secretive
  Accoutrement: aristocratic, threadbare, amboyant
  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
  attack, if any.
  _ T’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Aspiring: make me an offer that threatens my social standing.
  _ Devoted: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Heroic: let me keep you from going rst into danger so I can go myself
  _ Irresponsible: convince me to shirk my duty.
  _ Peculiar: refuse my aid because I’m different.
  _ Righteous: offer me an easier solution that requires I violate my principle
  of                     .
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _
  _
  DAMAGE d10
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 10+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 t your unique ghting style. Choose the type of
  weapon you favor:
  _ Sword
  _ Axe
  _ Hammer
  _ Polearm
  _ Flail
  _ Dagger
  _ Whip
  _ Fists
  _ Staff/
  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.
  _ IN LIKE FLYNN
   
  When you meet someone for the very rst time and parley
  with them, improve your result by one step.
  __ LAUGHING, THEN JUMPING OFF SOMETHING
   
  When you use your surroundings to perform a amboyant
  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 off-balance.
  • You move from where you are to somewhere else in sight or in
  reach without diculty.
  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 off-balance, dealing 1d6 damage to
  them.
  • You move from where you are to somewhere else in sight or in
  reach without diculty. You may take someone else with you.
  _ 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
  • They lose the respect of their peers and underlings
  • They retreat
  _ CUTTING JIBE
    requires circle 2
  When you mock, insult or otherwise taunt an opponent
  right after they damage you, choose one:
  • The target makes a rash decision you can exploit.
  • The 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 scue.
  __ 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.
  They take +1 forward to hack and slash the target and, when
  they do, they add the choices offered by the The Dance.
  _ STAUNCH DEFENDER
    requires circle 2
  When you defend against a solitary attacker 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 rst 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 ght 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 rst 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. This effect lasts until the
  enemy is defeated. If you fail to defeat the enemy or give up
  the ght, you can admit your failure, but the effect continues
  until you nd a way to redeem yourself.
  _ SERPENTINE
    requires circle 4
  When you employ acrobatics, deft maneuvers, or quick
  reexes, you can defend with +DEX instead of +CON.
  _ WALK BETWEEN THE RAINDROPS
    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 effects of an attack against you
  • Allow damage dealt from one of your attacks to ignore armor
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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, battle axe or ail (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)
  _ staff (close, two-handed, 1 weight)
  _ whip (reach, dangerous, entangling, 1 weight)
  _ sts (hand, 1 weight)
  Choose two:
  _ adventuring gear (uses: _____, 2 weight)
  _ dungeon rations (uses: _____, ration, 1 weight)
  _ simple mount of appropriate size (beast, mount)
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  CREATE ART
   
  When you create a work of art and are not tainted by
  horrors, say what you are creating. If you do it…
  • …using brute force, +STR
  • …with precise detail work, +DEX
  • …through performance, +CHA
  • …featuring particularly deep insight, +WIS
  • …some other way, +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:
  • When exchanged as part of a ritual of greeting, the art
  convincingly conveys the degree to which your are or are not
  tainted by the horrors.
  • The art will fetch a good price.
  • The act of creating the art functions as a karma ritual.
  • The art inspires the reaction you desire in most who see it.
  • The art requires less effort (time, cost, exertion) than usual.
  THIEF
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: shifty, criminal, mischievous
  Appearance: messy, ocial, suave
  Accoutrement: hooded, fancy, common
  Body: lithe, knobby, abby
  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’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Audacious: overcome my reluctance by offering 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: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Irresponsible: convince me to shirk my duty.
  _ Jealous: offer me an opportunity to praise a rival.
  _ Pugnacious: offer me a peaceful solution that I must derail with violence.
  _ Scandalous: defer to me when a social convention needs violated.
  _ Selsh: suggest I sacrice 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: offer me a reasonable path that I must reject to gain my
  revenge.
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d8
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 6+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  TRAP 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 TRADE
   
  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 offer 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 effect
  (spell, trap, etc.) would harm you, roll+CON. On a 10+, you
  are unaffected by the magic. On a 7–9, choose one:
  • you suffer the effect to a lesser degree
  • you are unaffected, but the effort is exhausting: mark a
  debility of your choice.
  • you are unaffected, but your gesture will no longer work until
  you next make camp.
  RAZOR DIVERSION
   
  Add the following to the hack and slash list:
  • Reduce your base damage die to a d4 for the attack 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:
  _ SHOOT FIRST
   
  You’re never caught by surprise. When an enemy would get
  the drop on you, you get to act rst instead.
  ___ SURPRISE ATTACK
   
  When you attack 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.
  • They 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 attack, and add the following choice:
  • Deal +1d4 damage.
  Third thread (requires circle 6): When using a precise or hand
  weapon, roll damage for a surprise attack twice, taking the
  better result, and all other attacks deal +1d4 damage.
  _ TYRANNY 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 settle
  for something close or it comes with strings attached, 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 attached 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 attack
  • After an attack on you, maneuver out of the attacker’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, affecting
  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 offer you
  a better 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 theft, 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ stiletto (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)
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  CREATE ART
   
  When you create a work of art and are not tainted by
  horrors, say what you are creating. If you do it…
  • …using brute force, +STR
  • …with precise detail work, +DEX
  • …through performance, +CHA
  • …featuring particularly deep insight, +WIS
  • …some other way, +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:
  • When exchanged as part of a ritual of greeting, the art
  convincingly conveys the degree to which your are or are not
  tainted by the horrors.
  • The art will fetch a good price.
  • The act of creating the art functions as a karma ritual.
  • The art inspires the reaction you desire in most who see it.
  • The art requires less effort (time, cost, exertion) than usual.
  TROUBADOUR
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: knowing, ery, joyous
  Appearance: groomed, meticulous, sleek
  Accoutrement: fancy, utilitarian, stylish
  Body: t, well-fed, thin
  SPECIES 
   choose one
  _ DWARF
  When you rst enter a steading built underground or with the dwarven tag,
  you nd 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 rst 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 rst enter a steading with the personage tag, you will have no
  trouble gaining an audience with the notable person.
  _ ORK
  When you rst enter a steading with the dirt, exodus, enmity, arcane or
  lawless tags, you will nd someone who offers you hospitality.
  _ T’SKRANG
  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.
  FLAGS 
   select or invent three
  _ Accommodating: counter my proposal with a less attractive one I must
  either accept or disrupt the harmony of the group.
  _ Aspiring: make me an offer 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: offer 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.
  _
  _
  _
  DAMAGE d6
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 6+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 attention of every intelligent creature that can
  see or hear you until the performance is completed, or until
  something happens to break their attention.
  • A member of the audience requests your services.
  • You gain useful information.
  • One or more members of the audience give you hospitality or
  gifts—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 specic question about the
  topic. If you do, specify the question before you roll and
  any useful or interesting information from the GM will
  specically 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. They 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?
  GETTING THE POINT
   
  Add the following to the hack and slash list:
  • The 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. They’ll tell you how it’s
  changed since then.
  TALENTS 
  You may weave threads into talents, if you meet their requirements:
  __ 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 nd 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 forgotten secret.
  __ PILGRIMAGE
   __
  When you arrive at a well-respected place after 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.
  Third thread (requires circle 8): Add the following choice:
  • Remove a debility.
  __ STIRRING SPEECH
   
  When you deliver a stirring speech before a conict, 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 conict ends.
  • You gain the same benets as your allies.
  __ GRACE 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 after, your performance, that person can
  say how they take advantage of it for their own benet, then
  they select one:
  • Choose a benet 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 inattentive until the song ends.
  • Every listener who is (or is made) lethargic falls asleep after a
  few minutes.
  _ WAR SKALD
    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 ENTOURAGE
    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 effects. 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 rst 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ stiletto (hand, precise, 1 piercing, 1 weight)
  Choose two:
  _ adventuring gear (uses: _____, 2 weight)
  _ bandages (uses: ___, slow)
  _ haling pipeleaf (uses: ______)
  _ simple mount of appropriate size (beast, mount)
  _ any common pet (beast)
  _ 3 coins
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  CAROUSE
   
  When you return triumphant and throw a big party,
  spend 100 coin and roll + extra 100s of coin spent. On a
  10+ choose three. On a 7–9 choose one. On a miss, you
  still choose one, but things get really out of hand.
  • You befriend a useful NPC.
  • You hear rumors of an opportunity.
  • You gain useful information.
  • You are not entangled, ensorcelled, or tricked.
  WARRIOR
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent one for each
  Gaze: hard, dead, eager
  Appearance: calloused, tanned, scarred
  Accoutrement: wild, sharp, battered
  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’SKRANG
  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 different 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 attacker in a GM-
  chosen direction.
  FLAGS 
   select or invent two
  _ Devoted: offer me an easier solution that requires I compromise my
  relation with                     .
  _ Greedy: offer me nancial reward to undermine a friend.
  _ Heroic: let me keep you from going rst into danger so I can go myself
  _ Righteous: offer me an easier solution that requires I violate my principle
  of                     .
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _ Unsophisticated: exemplify a social convention or intricate concept I must
  misunderstand.
  _
  _
  DAMAGE d10
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 10+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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 x the thing again without a lot of effort
  LIVE BY THE SWORD
  __________________
  When your attack 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 attack.
  • 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 attention.
  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.
  The 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 attacker. 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 attention 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 attacks.
  • Decrease the damage dealt to you by 1.
  • Increase the damage of one attack 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 briey freeze or inch.
  • Throw off effects 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 matter 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
  After 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 attack kills one or more members of a group or
  horde, you may forgo gaining impetus from the attack 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 attack on you.
  • 1d6 members of the same group or horde ee in terror.
  • All members of the same group or horde disengage from what
  they are doing and turn their attention to you.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ ne bow (near, far, 2 weight), bundle of arrows (ammo:
  ___, 1 weight)
  _ long sword, battle axe or ail (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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  CREATE ART
   
  When you create a work of art and are not tainted by
  horrors, say what you are creating. If you do it…
  • …using brute force, +STR
  • …with precise detail work, +DEX
  • …through performance, +CHA
  • …featuring particularly deep insight, +WIS
  • …some other way, +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:
  • When exchanged as part of a ritual of greeting, the art
  convincingly conveys the degree to which your are or are not
  tainted by the horrors.
  • The art will fetch a good price.
  • The act of creating the art functions as a karma ritual.
  • The art inspires the reaction you desire in most who see it.
  • The art requires less effort (time, cost, exertion) than usual.
  WEAPONSMITH
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent 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’SKRANG
  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 crafting, ritual, or
  research. You may also spend karma when they do their thing.
  FLAGS 
   select or invent two
  _ Accommodating: counter my proposal with a less attractive one I must
  either accept or disrupt the harmony of the group.
  _ Aspiring: make me an offer 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: offer me nancial 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.
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _ Trustworthy: conde in me a secret that would damage you if reveal
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d8
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 8+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  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, attack with,
  defend with, or discuss your forge’s specialties, take +1.
  Choose one specialty:
  _ bows
  _ crossbows
  _ daggers
  _ swords
  _ axes
  _ hammers
  _ maces
  _ ails
  _ 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, often in exchange for a little work or training.
  Steadings without a forge always need smiths, so tend to
  be even more hospitable.
  PREPARE MATERIALS
   
  When you purify, rene, distill, smelt, lter 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 matter
  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 TRAVAIL
   
  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 benet 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 little longer. Creating a weapon,
  once the materials are ready, normally takes a few weeks;
  armor a few weeks per point. Any benet gained from prior
  forging is lost. Benets 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 specic wearer
  Second thread (requires circle 4): When choosing a benet,
  make an additional choice. You may also improve magical or
  living weapons.
  Third thread (requires circle 6): You may also improve magical,
  living or implanted armor. Also add the following benets to
  the list:
  • add living
  • add ignores armor
  • add forceful
  • remove reload
  • +1 armor
  __ STAND THE HEAT
   
  When you take damage from heat or re, adjust it by −1d8.
  Second thread (requires circle 6): Ignore damage from heat or
  re.
  __ 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 effects 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 fulll:
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • The ability may function a bit differently 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 specic tools.
  _ LOCATE WEAKNESS
    requires circle 6
  When you discern realities looking for aws 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 rst.
  _ TRAVELING SMITHY
    requires circle 6
  As long as you have basic smithing tools, re, and raw
  materials, you can create a makeshift forge or workshop
  anywhere. Using a makeshift 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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, battle axe or ail (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
  
  BASIC MOVES 
  HACK AND SLASH
   
  When you attack an enemy in mêlée, roll+STR. On a
  hit you deal your damage to the enemy and the enemy
  makes an attack against you. On a 10+ you also select
  one of the following choices:
  • avoid their attack
  • deal +1d6 damage
  • a starting move of your discipline adds one or more choices
  • other moves may offer you additional choices
  VOLLEY
   
  When you take aim and shoot at an enemy at range, roll
  +DEX. On a 10+ you have a clear shot—deal your damage.
  On a 7–9 deal your damage and choose one:
  • You have to move to get the shot placing you in danger as
  described by the GM
  • You have to take what you can get: -1d6 damage
  • You have to take several shots, reducing your ammo by one
  DEFY DANGER
   
  When you act despite an imminent threat or suffer a
  calamity, say how you deal with it and roll. If you do it…
  • …by powering through, +STR
  • …by getting out of the way or acting fast, +DEX
  • …by enduring, +CON
  • …with quick thinking, +INT
  • …through mental fortitude, +WIS
  • …using charm and social grace, +CHA
  On a 10+, you do what you set out to, the threat doesn’t
  come to bear. On a 7–9, you stumble, hesitate, or inch:
  the GM will offer you a worse outcome, hard bargain, or
  ugly choice.
  DEFEND
   
  When you take up a defensive stance or jump in to
  protect others, roll+CON. On a 10+, hold 3 readiness. On a
  7–9, hold 1 readiness. You can spend readiness one-for-
  one to:
  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker (roll your damage twice and take
  the lower result)
  When you go on the offense, cease to focus on defense,
  or the danger passes, lose any readiness that you hold.
  AID OR INTERFERE
   
  When you help or hinder someone, say how, before they
  make their roll. If you do it…
  • …using brute force, +STR
  • …with speed, agility, or physical nesse, +DEX
  • …with vitality, toughness, or vigor, +CON
  • …through emotional manipulation, +CHA
  • …through analysis, logic, or book-learning, +INT
  • …some other way, +WIS
  On a 7–9, they take +1 or −2 to their roll, your choice. On
  a 10+, improve or reduce their result by one step, your
  choice, and choose one:
  • you do not expose yourself to danger, retribution, or cost
  • you help someone else: they take +1 forward
  • you help yourself: you take +1 forward
  • you gain a karma point
  DISCERN REALITIES
   
  When closely study a situation or person, roll+WIS. On a
  10+, ask the GM three questions from the list below. On a
  7–9, ask one. Either way, take +1 forward when acting on
  the answers.
  • What happened here recently?
  • What is about to happen?
  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • Who’s really in control here?
  • What here is not what it appears to be?
  SPOUT LORE
   
  When consult your accumulated knowledge about
  something roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the subject
  relevant to your situation. On a 7–9, the GM will only tell
  you something interesting—it’s on you to make it useful.
  The GM might ask you “How do you know this?” Tell them
  the truth, now.
  PARLEY
   
  When you press or entice an NPC, say what you want
  them to do (or not do). If they have reason to resist, roll
  +CHA. On a 10+, they either do as you want or reveal the
  easiest way to convince them. On a 7–9, they reveal
  something you can do to convince them, though it’ll likely
  be costly, tricky, or distasteful.
  SPECIAL MOVES 
  PERFORM KARMA RITUAL
   
  When you perform a focusing ritual particular to your
  discipline, say what the half-hour ritual involves, then
  gain 3 karma. If you begin this ritual with unspent karma,
  lose it. Spend karma, 1 for 1, to choose an option:
  • After you make a roll for a move, roll an additional die and, if
  desired, replace one of the original dice with the result.
  • Immediately heal yourself 1d4 damage.
  • Freeze a horror construct in its tracks, briey.
  • Some moves, talents, or spells may let you spend karma.
  ORDER FOLLOWER
   
  When you order or expect a follower to do something
  dangerous, degrading, or contrary to their instinct,
  roll+Loyalty. On a 10+ they do it, now. On a 7–9, the GM
  chooses one from the list below:
  • Decrease the follower’s Loyalty by 1.
  • They complain loudly, now or later, and demand something
  in return.
  • Caution, laziness, or fear makes them take a long time to get
  it done.
  DO THEIR THING
   
  When a follower does something chancy within the
  scope of their tags or moves, roll+Quality. On a 10+ they
  do it, as well as one could reasonably hope. On a 7–9,
  they do it, but there’s an unforeseen cost, consequence,
  or limitation (ask the GM what). You cannot usually spend
  karma on this roll. The GM will tell you what happens
  when a follower does anything on their own, or beyond
  the scope of their tags or moves.
  WIZARD
  NAME
  CIRCLE
  XP
  SKETCH
  PASSIONS 
   mark three
  ___ Aastendar
   art, music, love
  ___ Chorrolis
   trade, wealth, desire
  ___ Floranuus  energy, victory, motion
  ___ Garlen
   hearth, healing
  ___ Jaspree
   growth, wilderness
  ___ Lochost
   rebellion, freedom
  ___ Mynbruje
   justice, empathy, truth
  ___ Thystonius
   valor, physicality
  ___ Upandal
   crafts, engineering
  ___ Dis
   slavery, bureaucracy
  ___ Raggok
   vengeance, jealousy
  ___ Vestrial
   deceit, trickery
  BLOOD 
  LOOK 
   choose or invent 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 effect
  1d4 additional horde targets.
  _ T’SKRANG
  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.
  FLAGS 
   select or invent two
  _ Aspiring: make me an offer 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 benecial social interaction I must spoil with
  blunt observation or crass behavior.
  _ Peculiar: refuse my aid because I’m different.
  _ Portentous: seek my divinations in a moment of uncertainty and trust
  them implicitly.
  _ Selsh: suggest I sacrice something (tangible or intangible) to improve
  the lot of others.
  _ Visionary: offer me an easier solution that interferes with my dream of
                      .
  _
  _
  DAMAGE d4
  ARMOR
  HP
  KARMA
  STR
  Strength
  _ Weak (−2)
  DEX
  Dexterity
  _ Shaky (−2)
  CON
  Constitution
  _ Sick (−2)
  INT
  Intelligence
  _ Stunned (−2)
  WIS
  Wisdom
  _ Confused (−2)
  CHA
  Charisma
  _ Scarred (−2)
  Assign these values to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1). Maximum HP is 4+Constitution
  Fourth World (https://rpg.divnull.com/fourth-world/) • Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0)
  
  THREADS 
   two threads per circle
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  _ 
  STARTING MOVES 
  WIZARDRY
   
  Through 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 rst 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 attuned into them may not
  exceed twice your own circle.
  • Through 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.
  • Through 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 nish casting a spell, retain up to WIS unspent
  focus.
  RITUAL
   
  When you draw on a place of power to create a magical
  effect, tell the GM what you’re trying to achieve. Ritual
  effects 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.
  • The 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.
  UNRAVELING 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 effects of a spell, ask the GM the name
  of the spell and its effects. 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 benecial 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 deect an oncoming attack.
  The 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 attack that you can see, after its
  result is known.
  __ 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.
  __ 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.
  __ 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).
  __ 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.
  _ 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:
  • The spell’s effects are doubled
  • The 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 benet.
  _ 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.
  NOTES
  COIN
  LOAD
  FOLLOWER 
  Name
  Quality
  Loyalty
  HP
  Armor
  Dmg
  Load
  Tags
  Traits
  Instinct
  Cost
  Gear
  Moves
  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)
  _ staff (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
  _ rey chalk (uses: __________)
  _ simple mount of appropriate size (beast, mount)
  
  SPELLCASTING MOVES 
  ATTUNE A SPELL MATRIX
   
  When you spend uninterrupted time (a half hour or so) in
  quiet contemplation of a spell matrix, you:
  • Remove any spell pattern in the matrix (also removing
  attuned).
  • Repair any damage done to the matrix, removing the
  damaged tag.
  • Place into the matrix the pattern of any spell in your grimoire
  of your own discipline and with a circle equal to or less than
  your own. The matrix gains the attuned tag.
  You may fashion as many spell matrices as you like;
  however, the combined circles of all spells attuned into
  your spell matrices may not exceed twice your own circle
  (e.g. a third circle wizard can only attune up to six circles
  worth of spells into her matrices). Spells from other
  disciplines may not be attuned to matrices.
  WEAVE THROUGH A MATRIX
   
  When you weave a thread into a spell matrix the thread
  always becomes woven into the matrix. If weaving while
  under time pressure (e.g. combat, urgent necessity, etc.),
  also roll+the ability indicated by your discipline. On a 7–
  9, hold 1 focus. On a 10+, hold 3 focus. On a 12+, you may
  choose to weave an additional thread into the spell. If
  you do, you gain no focus and lose any you are holding.
  Focus may be spent, one-for-one as often as desired, to:
  • Add +1 to your own weaving roll after it is made.
  • Take +1 to casting a spell.
  • Take +1 to defy danger.
  WEAVE THROUGH A GRIMOIRE
   
  When you weave a thread into a spell in a grimoire the
  weaving attracts attention in astral space, and you roll
  +the ability indicated by your discipline. Take −1 for each
  of the following:
  • The spell is of a higher circle than you have in your discipline.
  • The grimoire is not yours.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  2 focus, spent just as in weaving through a matrix. On a
  12+, you may choose to weave an additional thread into
  the spell. If you do, you gain no focus and lose any you
  are holding.
  WEAVE RAW MAGIC
   
  When you weave a thread into raw spell energy, the
  are in astral space attracts attention, and you roll+the
  ability indicated by your discipline. Take −1 for each of
  the following:
  • The spell is of a higher circle than you have in your discipline.
  • The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold
  1 focus, spent just as in weaving through a matrix. On a
  12+, hold 3 focus.
  ABORT A SPELL
   
  When you abandon an attempt to cast a spell, or more
  than a minute passes between weaving a thread into a
  spell and the spell being cast, the energy stored in the
  spell dissipates, dealing 1 damage for each thread already
  woven into the casting to you and everyone nearby,
  friend and foe alike. Any threads woven to cast it become
  available immediately.
  CAST A SPELL
   
  When you unleash a spell you’ve fully woven, roll+the
  ability indicated by your discipline On a hit, the spell is
  successfully cast. On a 7–9, also choose one:
  • You draw unwelcome attention or put yourself in a spot. The
  GM will tell you how.
  • The spell also creates an unintended side effect. The GM will
  tell you what.
  • The spell disturbs the fabric of reality as it is cast—take −1
  ongoing to cast spells until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used)
  becomes damaged.
  Regardless of the result of the spell, any threads woven
  to cast it become available immediately, no longer woven
  into the casting. You also lose all held focus.
  ADD A SPELL TO YOUR GRIMOIRE
   
  When you add a spell to your own grimoire, you truly
  learn the spell. The spell remains in your memory, so may
  be rewritten if a grimoire gets stolen or destroyed. You
  may add spells of any circle into your grimoire. You may
  add spells from other disciplines into your grimoire, if the
  ction supports it.
  ASTRAL SIGHT
   
  If you have the ability to view the astral plane, when you
  spend a moment to activate it take +1 ongoing on any
  roll using INT, WIS, or CHA. Take −2 ongoing on any roll
  using STR, DEX, or CON. Take an additional +1 ongoing to
  discern realities. These bonuses and penalties last until
  you spend a moment to deactivate astral sight. While
  astral sight is active, you may interact with (and injure)
  astral creatures, and they you.
  SPELL MATRICES 
  attuned
  spell
  armored
  damaged
  ecient
  enhanced
  _
  _ _ _ _
  _
  _ _ _ _
  _
  _ _ _ _
  _
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  WIZARD SPELLS
  CANTRIPS
  All known cantrips may be cast without performing any
  type of weaving.
  x FOIBLE
  A single person you can see suffers a brief, moderate,
  involuntary action: momentary blinking, quick cough,
  short giggle, a nod, unthinking scratch, a twitch, a wink, a
  yawn. This spell can be cast with some subtlety.
  x LIGHT
   ongoing
  An item you touch glows with arcane light, about as
  bright as a torch. It gives off 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. The
  spell lasts as long as the item is in your presence.
  x 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 suffer the stunned debility.
  x 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.
  _ ASTRAL 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 attackers.
  _ DECIPHER
   divination, ongoing
  The symbols, patterns and sounds of any written 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 briey attuned to magic. The GM will
  tell you what here is magical.
  _ MIND DAGGER
   evocation
  Projectiles of pure will spring from your ngers. Deal 2d4
  damage to one target within far range.
  _ SEAL
  Select a door or chest you can see. That 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 attempts to aid or interfere with the
  target while this spell is ongoing by one step.
  THIRD CIRCLE SPELLS
  Third 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 STRANDS
   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. This effect
  ends immediately if the target takes. If you weave an
  additional thread, you may apply the spell’s effects to two
  additional targets, or one huge target.
  _ DISPEL MAGIC
  Choose a spell or magic effect 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. This
  spell cannot affect summonings.
  _ DISRUPT PATTERN
   evocation
  You channel energy into the weak points of a visible
  target’s personal pattern, dealing 2d8 damage which
  inicts the Scarred debility and ignores armor. If you
  weave an additional thread, you may apply the spell’s
  effects to two additional targets you can see.
  _ LEVITATE
   ongoing
  You are held aloft 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 affected. They
  awake as normal: loud noises, jolts, pain. If you weave
  an additional thread, it affects 2d6 enemies you can see
  instead.
  
  _ TRAP WARD
  You trace a ward on an object with your nger, an an
  imprint remains behind (invisible, glowing, or like silver ink,
  your choice). The 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 effects to two additional targets.
  _ VISIONS THROUGH TIME
   divination
  Cast this spell and gaze into a reective surface to see
  into the depths of time. The GM will reveal the details of a
  grim portent to you—a bleak event that will come to pass
  without your intervention. They’ll tell you something useful
  about how you can interfere with the grim portent’s dark
  outcomes.
  FIFTH CIRCLE SPELLS
  Fifth circle spells require two threads be woven into them
  to be cast.
  _ CAGE
   evocation, ongoing
  The target is held in a cage of magical force. Nothing can
  get in or out of the cage. The 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 pattern 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 ngers 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). The 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.
  _ INVIGORATE
  You energize the pattern of an adept you touch. They
  immediately gain benets as if they had performed their
  karma ritual. If you are part of a group pattern, 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.
  _ PATTERN 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 pattern of what you seek and links it to your
  own pattern. While this spell is active, you gain visions
  of the target, as clear as if you were there. The threads
  woven to cast this spell remain woven while it is active,
  freeing only when you end the spell. Those 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.
  _ 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. The target's new size may alter
  its capabilities. While ongoing, take -1 to weaving spells.
  _ 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. This 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.
  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, fth)
  circle or lower spell you know. Describe a trigger condition
  using a number of words equal to your circle. The chosen
  spell is held until you choose to unleash it or the trigger
  condition is met, whichever happens rst. You don’t have
  to roll for the held spell, it just takes effect. 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 rell
  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 attack 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 specic 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 attack, the attacker takes the same
  amount of damage. Likewise, if the target deals damage,
  the target suffers the same amount of damage. If you
  weave an additional thread to this spell, apply its effects
  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. This effect 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. The rst time after 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.
  _ ANTIPATHY
   enchantment, ongoing
  Choose a target and describe a type of creature or a
  Passion. Creatures of the specied type or who embrace
  the ideals of that Passion cannot come within sight of
  the target. If a creature of the specied type does nd
  itself within sight of the target, it immediately ees. This
  effect 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.
  _ ALERT
   divination, ongoing
  Describe an event. The GM will tell you when that event
  occurs, no matter 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.
  _ 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 fth circle, one third, one rst; or one seventh,
  two rst; or three third). When you cast fork, the effects of
  the selected lesser spells occur simultaneously. Each may
  be targeted separately.
  _ MIND TRANSFER
   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
  effect 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 ASTRAL SPACE
   ongoing
  You twist, stretch and deform the local astral space,
  making working magic dicult. 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 ee the area.
  • Prevent a spirit or horror from leaving this plane.
  • Snuff out a magical effect.
  • 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-minimal.pdf