Ironsworn - Complete Reference - FanMade Book Printable
Ironsworn - Complete Reference - FanMade Book Printable
LODESTAR
A REFERENCE GUIDE
FOR THE IRONSWORN RPG
WHAT IS THIS?
CONTENTS
Ironsworn Lodestar is a reference accessory
for the Ironsworn tabletop roleplaying GETTING STARTED 4
game. To learn more about Ironsworn and Character Creation 4
download the free rulebook, please visit Campaign Setup 5
ironswornrpg.com. Option: Alternate Stat Arrays 5
ACKNOWLEDGMENTS FOES 9
Ironsworn leverages mechanics and creative Ranks 9
inspiration from several amazing games. Thank Fighting a Foe 9
you to their authors. Packs 9
Apocalypse World, by D. Vincent Baker and
Meguey Baker. MAKING MOVES 10
City of Judas, by Davide Pignedoli. Move Glossary 10
Dungeon World, by Sage LaTorra and Adam Index of Moves 11
Koebel.
Fate, by Rob Donohue, Fred Hicks, Leonard ADVENTURE MOVES 12
Balsera, et al. Face Danger 12
Mythic, by Tana Pigeon. Secure an Advantage 12
Gather Information 12
IMAGE CREDITS Heal 12
Resupply 12
Stock image elements from iStock, 123RF, and
ShutterStock. Make Camp 13
Undertake a Journey 13
Reach Your Destination 13
2
RELATIONSHIP MOVES 14 ACTION AND THEME ORACLES 22
Compel 14 Action 22
Sojourn 14 Theme 23
Draw the Circle 15
Forge a Bond 15 PLACE ORACLES 24
Test Your Bond 15
Region 24
Aid Your Ally 15
Location 24
Write Your Epilogue 15
Coastal Waters Location 25
Location Descriptor 25
COMBAT MOVES 16
Enter the Fray 16 SETTLEMENT ORACLES 26
Strike 16
Settlement Name 26
Clash 16
Quick Settlement Name Generator 27
Turn the Tide 16
Settlement Trouble 27
End the Fight 16
Battle 17
CHARACTER ORACLES 28
SUFFER MOVES 18 Character Role 28
Character Goal 28
Endure Harm 18
Character Descriptor 29
Face Death 18
Character Disposition 29
Companion Endure Harm 18
Endure Stress 19
Face Desolation 19 NAME ORACLES 30
Out of Supply 19 Ironlander Names 30
Face a Setback 19 Elf Names 32
Other Names 33
QUEST MOVES 20
Swear an Iron Vow 20 TURNING POINT ORACLES 34
Reach a Milestone 20 Combat Action 34
Fulfill Your Vow 20 Mystic Backlash 34
Forsake Your Vow 20 Major Plot Twist 35
Advance 20 Challenge Rank 35
FATE MOVES 21
Pay the Price 21
Ask the Oracle 21
3
GETTING STARTED
CHARACTER CREATION
You are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands. You will explore
untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this
harsh land. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost.
momentum 0 +2
reset to +2. TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC +1
-1
-2 0
RESET
moves. When
STATUS
0
IRONSWORN
you create your
character, select
3 starting assets.
COMPANION PATH COMBAT TALENT
All assets include three abilities. When you Fulfill Your Vow, Some assets can only be obtained
A filled-in dot represents an you gain experience. You after you fulfill narrative or
ability you can make use of. can Advance and spend mechanical requirements. The
The first ability will probably experience to upgrade an text of the asset will outline the
be marked when you obtain the asset (mark another ability) requirement, typically using the
asset. If not, you can choose one. or obtain a new asset. phrase “Once you...”
4
GETTING STARTED
CAMPAIGN SETUP OPTION: ALTERNATE STAT
ARRAYS
Create your character. In whatever order
To fine-tune the tone of your game, you can adjust
1 you prefer, envision your character, choose
the standard stat values either up or down. Higher
your name, set your stats, and select your
stats will put your character more in control. Lower
assets.
stats will create a riskier and more chaotic story.
Create your world. Refer to chapter 4
Three suggested arrays are shown below.
2 of the Ironsworn rulebook and the ‘Your
Truths’ exercise. Envision where your story
will begin and mark it on your map.
Mark your background bonds. Create up to CHALLENGING 4,3,3,2,2
3 three bonds to represent your connections
to home, friends, family, or other loyalties.
Make note of them, and mark one tick for
each on your bonds progress track. PERILOUS
3,2,2,1,1
(DEFAULT)
Write your background vow. Create a
4 sworn quest as backstory for your character.
Write down this vow and give it a rank of
extreme or epic. You don’t need to make GRIM 3,2,1,1,0
the Swear an Iron Vow move for this quest.
Envision your inciting incident. Come up
5 with the problem that drives your character
into action.
Set the Scene. Decide whether you want to
6 start with a prologue (the normal world),
or in the midst of the problem (in media
res). Envision the scene and begin play.
Swear an Iron Vow. Make the move and
7 write down your vow. Give it a rank of
troublesome, dangerous, or formidable.
Take your next steps. Based on the outcome
8 of your Swear an Iron Vow move, envision
what occurs and what you do next. Then,
play to see what happens.
5
MECHANICS SUMMARY
MOVES MOMENTUM
When you do something or encounter a situation Your momentum value ranges from a -6 to +10
within the scope of a move, refer to the move and and represents how you are faring in your quests.
follow its instructions to see what happens. Move results may tell you to increase or decrease
momentum.
When a move’s name is referenced within the rules
or by another move, you’ll see it as italicized text. BURNING MOMENTUM
You may+10
cancel any challenge dice that are less than
THE ACTION ROLL your momentum value.
+9
Roll your action die (d6) and challenge dice (2d10). CHALLENGE DICE
BONDS
The total of your action die, your stat, and any adds is +8
your action score. Your action score is never greater +7
than 10—anything over that is ignored. VOWS
+6 5 8
STAT ADDS 4 7 +5
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
2 + 2 + 1= 5
+4
ACTION DIE ACTION CHALLENGE DICE You may cancel
MOMENTUM TRACK TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
SCORE +3 this die.
To determine the outcome of your move, compare
+2
the action score to each of the challenge dice. You RESETTING
+10 MOMENTUM
want it to be greater than the individual value of After you+1burn momentum, you must adjust your
+9
those dice. momentum 0 track to your momentum reset value.
+8
Strong hit = Action score is greater than • The default reset is +2.
-1
+7
both of the challenge dice • If you have one debility marked, your momentum
Weak Hit = Action score is greater than reset -2
is
+6+1.
one of the challenge dice • If you-3have more than one debility marked, your
+5
momentum reset is 0.
Miss = Action score is not greater than -4
+4
either of the challenge dice. SUFFERING NEGATIVE MOMENTUM
-5
+3
When your momentum is less than 0, and it matches
Ties always go to the challenge dice. Your the value-6
of your action die, you must cancel your
+2
6
MECHANICS SUMMARY
PROGRESS TRACKS ORACLES
A progress track is used to measure your pace and Ask the Oracle when you have questions in solo or
determine the outcome of a goal or challenge. It is co-op games, or to provide inspiration for the GM
drawn as a row of ten boxes which you mark as you in guided play.
make headway toward your objective.
When you are prompted by a move or an oracle table
to generate a result between 1 and 100, roll two ten-
sided dice. One die represents the tens digit, and one
represents the units.
When you mark progress, fill in the appropriate
number of ticks or progress boxes per the rank of
your challenge.
SUFFERING HARM AND STRESS
When you face physical injury or hardship, make the
Troublesome: Endure Harm move. When you face mental shock or
Mark 3 progress despair, make the Endure Stress move.
Dangerous:
Rank Harm / Stress
Mark 2 progress
Troublesome -1
Formidable:
Dangerous -2
Mark 1 progress
Formidable -3
Extreme:
Mark 2 ticks Extreme -4
Epic -5
Epic:
Mark 1 tick
INFLICTING HARM
MARKING PROGRESS FOR BONDS When you wield a deadly weapon (such as a sword,
If you are marking progress on your bonds progress axe, spear, or bow), you inflict 2 harm. When you are
track, you always mark 1 tick unless a move or asset unarmed, or wield an improvised or simple weapon
tells you otherwise. (such as a shield, stick, club, staff, or rock), you inflict
1 harm.
PROGRESS MOVES When you inflict harm on your foe in combat, each
Tally the number of fully filled progress boxes (those point of harm is marked as progress on your foe’s
with four ticks). This is your progress score. Then, progress track per their rank. For example, each
roll your challenge dice (2d10), compare to your point of harm equals 2 full progress boxes when
progress score, and resolve a strong hit, weak hit, or fighting a dangerous enemy, or 2 ticks when fighting
miss as normal. an extreme enemy.
COMPANIONS
If you roll a 1 on your action die when using a
You may not burn momentum when making companion ability, any negative outcome of the
a progress move, and you are not affected by move should involve your companion.
negative momentum.
When a companion suffers physical damage, make
the Companion Endure Harm move.
7
THE IRONLANDS
The Ironlands is a REGIONS
rugged peninsula of 9
isolated settlements 1 The Barrier Islands: This long chain of
and untracked wilds bleak islands parallels the Ragged Coast.
8 The islands are sparsely populated by
on the frontier of the
known world. Two 7 Ironlanders, mostly fisher-folk who
generations ago, your brave the surrounding waters.
6
people settled here 2 The Ragged Coast: This is a rugged
when a cataclysm land of snow-capped cliffs overlooking
drove them from their 3 blue waters. Ironlander settlements are
former homes.
5
located at the head of the fjords in the
2 shelter of narrow valleys.
4 3 The Deep Wilds: This vast swath of
1 ancient forest is largely uninhabited and
unexplored by Ironlanders. Most avoid
this region.
4 The Flooded Lands: This is a low-lying
region of bogs, swamps, lakes, and slow-
moving rivers. A few hardy Ironlanders
live here in small settlements built atop
hillocks, or in homes standing on stilts
over the wetlands.
5 The Havens: This is an expansive area
of forests, rivers, shrubland, and low
hills. It is a relative oasis in the harsh
Ironlands, but even here there is little
comfort or safety.
6 The Hinterlands: This imposing terrain
consists of dense forests nestled against
rugged hills. The Ironlander settlements
in this region serve primarily as bases
for hunters and trappers.
7 The Tempest Hills: These highlands are
defined by rugged hills, low mountains,
thin woods, and grassy plateaus.
Ironlanders live here in nomadic camps
or mining settlements.
8 The Veiled Mountains: These great
peaks mark the northern bounds of the
settled lands. A few hardy Ironlanders
dwell here in small mining communities.
Most of them head south before the
long, brutal winter takes hold.
9 The Shattered Wastes: This plain of
jagged, broken ice is uninhabited by
Ironlanders. No one knows the bounds
of this land or what lies beyond.
8
FOES
RANKS
Rank Type Progress Harm
Troublesome Common enemies 3 progress per harm Inflicts 1 harm
Dangerous Capable fighters and deadly creatures 2 progress per harm Inflicts 2 harm
Formidable Exceptional fighters and mighty 1 progress per harm Inflicts 3 harm
creatures
Extreme Foes of overwhelming skill or power 2 ticks per harm Inflicts 4 harm
Epic Legendary foes of mythic power 1 tick per harm Inflicts 5 harm
9
MAKING MOVES
MOVE GLOSSARY If you are armed with a deadly weapon (such as a
sword, axe, spear, or bow), you inflict 2 harm. If
“ADD +X” you are unarmed or using an improvised or simple
weapon (such as a shield, stick, club, staff, or rock),
Add this number to your action die. This is in
you inflict 1 harm.
addition to any other bonuses you otherwise receive,
such as your stat. Your action die + your stat + adds
“INFLICT +X HARM”
is your final action score.
“Inflict +1 Harm” tells you to add 1 harm to your
“ALLIES / ALLY” current attack. Some assets increase your harm in
particular circumstances, or a move might give you
An ally is a character controlled by another player.
an option to increase your harm. You must inflict
harm as a result of your move to gain the bonus.
“ASK THE ORACLE” Always add your harm and any bonus harm together,
When you seek inspiration to decide the outcome then apply it to your foe’s progress track.
of a move, resolve what happens next, or get details
about your world, you can Ask the Oracle . This move “ON A HIT” / “IF YOU SCORE A HIT”
lets you ask questions to get a yes/no result or use
Act on these instructions if you score a weak or
random prompts for brainstorming.
strong hit on a move (your move score beats one or
When you are playing with a GM, they are the oracle. both of the challenge dice).
Ask them what happens, or talk it out.
“ON A WEAK HIT” / “IF YOU SCORE A
“COMPANION” WEAK HIT”
A companion is an NPC asset. Act on these instructions if your move score is
greater than one challenge die, but less than or equal
“CHOOSE” to the other.
The move will provide a list of options and the
number you may select. You may not select a single “ON A STRONG HIT” / “IF YOU SCORE
option more than once. A STRONG HIT”
Act on these instructions if your move score is
“ENDURE HARM (X HARM)” greater than both challenge dice.
Make the Endure Harm move, reducing your health
track by the indicated amount of harm. “ON A MISS” / “IF YOU SCORE A
MISS”
“ENDURE STRESS (X STRESS)”
Act on these instructions if your move score does
Make the Endure Stress move, reducing your spirit not beat either of the challenge dice.
track by the indicated amount of stress.
“PAY THE PRICE”
“IN EXCHANGE FOR”
When you roll a miss on a move, you’ll usually see a
Adjust the appropriate tracks by the amount prompt to Pay the Price. This move helps you resolve
indicated in the move. Typically, you will trade +1 in the outcome of failure. If you’re playing without a
one track for -1 in another. GM, you make the most obvious or interesting bad
outcome happen based on the current circumstances,
“INFLICT YOUR HARM” roll on the Pay the Price table to see what happens, or
When you inflict your harm, mark progress against Ask the Oracle.
your foe. Each point of harm you inflict is marked as If you’re playing with a GM, they can decide what
progress on your foe’s progress track, as appropriate happens, ask you to roll on the table, or talk it with
to their rank. the group.
10
MAKING MOVES
“PROGRESS MOVE” “WHEN YOU…”
This is a special type of move to resolve the outcome This is the move trigger. When you do this thing, or
of a goal or challenge. When you make a progress encounter this situation, make the move.
move, tally the number of filled boxes on your
Only you, the character, makes moves. You or the
progress track as your progress score. Only add fully
GM don’t use moves for non-player characters or
filled boxes (those with four ticks). Then, roll your
creatures. If you’re just checking to see if something
challenge dice, compare to your progress score, and
happens or how someone acts, you can Ask the
resolve a strong hit, weak hit, or miss as normal.
Oracle.
You may not burn momentum when you make a
progress move, and you are not affected by negative
momentum. INDEX OF MOVES
“REROLL ANY DICE” Advance 20
Aid Your Ally 15
After you roll your move, you may pick up and reroll
Ask the Oracle 21
your choice of any dice, including either or both of
the challenge dice and your action die. Set aside the Battle 17
dice you intend to keep. You may only reroll once, Clash 16
using a single throw for all dice you choose to reroll. Companion Endure Harm 18
Choose carefully, because the new result for all dice Compel 14
must stand. Draw the Circle 15
End the Fight 16
“ROLL +[STAT]” Endure Harm 18
Add the value of the indicated stat to your action die. Endure Stress 19
This is the basic action roll. Most moves indicate the Enter the Fray 16
stat you should use, such as “roll +iron”. If it doesn’t, Face a Setback 19
or gives you a choice, use the most appropriate stat. Face Danger 12
Face Death 18
“SUFFER -X” Face Desolation 19
Subtract this number from the indicated track. For Forge a Bond 15
example, “Suffer -1 supply” tells you to subtract 1 Forsake Your Vow 20
from your supply track. If a specific amount is open Fulfill Your Vow 20
to interpretation, reduce the track as appropriate to
Gather Information 12
the challenge faced.
Heal 12
Rank Amount Make Camp 13
Troublesome -1 Out of Supply 19
Dangerous -2 Pay the Price 21
Formidable -3 Reach a Milestone 20
Extreme -4 Reach Your Destination 13
Epic -5 Resupply 12
Secure an Advantage 12
“TAKE +X” Sojourn 14
Strike 16
Add this number to the indicated track. For example,
Swear an Iron Vow 20
“Take +2 momentum” tells you to add 2 to your
current momentum track. Test Your Bond 15
Turn the Tide 16
Some assets may offer additional bonuses. Unless Undertake a Journey 13
stated otherwise, this bonus is added to anything else
Write Your Epilogue 15
you gain as a result of your move.
11
ADVENTURE MOVES
FACE DANGER GATHER INFORMATION
When you attempt something risky or react to an When you search an area, ask questions, conduct
imminent threat, envision your action and roll. If an investigation, or follow a track, roll +wits. If you
you act... act within a community or ask questions of a person
• With speed, agility, or precision: Roll +edge. with whom you share a bond, add +1.
• With charm, loyalty, or courage: Roll +heart. On a strong hit, you discover something helpful
• With aggressive action, forceful defense, and specific. The path you must follow or action you
strength, or endurance: Roll +iron. must take to make progress is made clear. Envision
• With deception, stealth, or trickery: Roll what you learn (Ask the Oracle if unsure), and take
+shadow. +2 momentum.
• With expertise, insight, or observation: Roll On a weak hit, the information complicates your
+wits. quest or introduces a new danger. Envision what
On a strong hit, you are successful. Take +1 you discover (Ask the Oracle if unsure), and take +1
momentum. momentum.
On a weak hit, you succeed, but face a troublesome On a miss, your investigation unearths a dire threat
cost. Choose one. or reveals an unwelcome truth that undermines your
quest. Pay the Price.
• You are delayed, lose advantage, or face a new
danger: Suffer -1 momentum.
HEAL
• You are tired or hurt: Endure Harm (1 harm).
When you treat an injury or ailment, roll +wits.
• You are dispirited or afraid: Endure Stress (1
If you are mending your own wounds, roll +wits or
stress).
+iron, whichever is lower.
• You sacrifice resources: Suffer -1 supply.
On a strong hit, your care is helpful. If you (or the
On a miss, you fail, or your progress is undermined ally under your care) have the wounded condition,
by a dramatic and costly turn of events. Pay the Price. you may clear it. Then, take or give up to +2 health.
SECURE AN ADVANTAGE On a weak hit, as above, but you must suffer -1
supply or -1 momentum (your choice).
When you assess a situation, make preparations,
or attempt to gain leverage, envision your action On a miss, your aid is ineffective. Pay the Price.
and roll. If you act...
• With speed, agility, or precision: Roll +edge. RESUPPLY
• With charm, loyalty, or courage: Roll +heart. When you hunt, forage, or scavenge, roll +wits.
• With aggressive action, forceful defense, On a strong hit, you bolster your resources. Take +2
strength, or endurance: Roll +iron. supply.
• With deception, stealth, or trickery: Roll On a weak hit, take up to +2 supply, but suffer -1
+shadow. momentum for each.
• With expertise, insight, or observation: Roll On a miss, you find nothing helpful. Pay the Price.
+wits.
On a strong hit, you gain advantage. Choose one.
• Take control: Make another move now (not a
progress move), and add +1.
• Prepare to act: Take +2 momentum.
On a weak hit, your advantage is short-lived. Take
+1 momentum.
On a miss, you fail or your assumptions betray you.
Pay the Price.
12
ADVENTURE MOVES
MAKE CAMP REACH YOUR DESTINATION
When you rest and recover for several hours in the Progress Move
wild, roll +supply. When your journey comes to an end, roll the
On a strong hit, you and your allies may each choose challenge dice and compare to your progress.
two. On a weak hit, choose one. Momentum is ignored on this roll.
• Recuperate: Take +1 health for you and any On a strong hit, the situation at your destination
companions. favors you. Choose one.
• Partake: Suffer -1 supply and take +1 health for • Make another move now (not a progress move),
you and any companions. and add +1.
• Relax: Take +1 spirit. • Take +1 momentum.
• Focus: Take +1 momentum. On a weak hit, you arrive but face an unforeseen
• Prepare: When you break camp, add +1 if you hazard or complication. Envision what you find (Ask
Undertake a Journey. the Oracle if unsure).
On a miss, you take no comfort. Pay the Price. On a miss, you have gone hopelessly astray, your
objective is lost to you, or you were misled about
UNDERTAKE A JOURNEY your destination. If your journey continues, clear all
When you travel across hazardous or unfamiliar but one filled progress, and raise the journey’s rank
lands, set the rank of your journey. by one (if not already epic).
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits.
If you are setting off from a community with which
you share a bond, add +1 to your initial roll.
On a strong hit, you reach a waypoint. If the
waypoint is unknown to you, envision it (Ask the
Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark
progress.
• You move at speed: Mark progress and take +1
momentum, but suffer -1 supply.
On a weak hit, you reach a waypoint and mark
progress, but suffer -1 supply.
On a miss, you are waylaid by a perilous event.
Pay the Price.
13
RELATIONSHIP MOVES
COMPEL SOJOURN
When you attempt to persuade someone to do When you spend time in a community seeking
something, envision your approach and roll. If you... assistance, roll +heart. If you share a bond, add +1.
• Charm, pacify, barter, or convince: Roll +heart On strong hit, you and your allies may each choose
(add +1 if you share a bond). two from within the categories below. On a weak hit,
• Threaten or incite: Roll +iron. choose one. If you share a bond, choose one more.
• Lie or swindle: Roll +shadow. On a hit, you and your allies may each focus on one
On a strong hit, they’ll do what you want or share of your chosen recover actions and roll +heart again.
what they know. Take +1 momentum. If you use this If you share a bond, add +1. On a strong hit, take +2
exchange to Gather Information, make that move more for that action. On a weak hit, take +1 more.
now and add +1. On a miss, it goes badly and you lose all benefits for
that action.
On a weak hit, as above, but they ask something
of you in return. Envision what they want (Ask the Clear a Condition
Oracle if unsure). • Mend: Clear a wounded debility and take +1
On a miss, they refuse or make a demand which health.
costs you greatly. Pay the Price. • Hearten: Clear a shaken debility and take +1
spirit.
• Equip: Clear an unprepared debility and take
+1 supply.
Recover
• Recuperate: Take +2 health for yourself and any
companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community
needs, or what trouble it is facing (Ask the
Oracle if unsure). If you chose to help, Swear an
Iron Vow and add +1.
On a miss, you find no help here. Pay the Price.
14
RELATIONSHIP MOVES
DRAW THE CIRCLE TEST YOUR BOND
When you challenge someone to a formal duel, or When your bond is tested through conflict,
accept a challenge, roll +heart. If you share a bond betrayal, or circumstance, roll +heart.
with this community, add +1. On a strong hit, this test has strengthened your
On a strong hit, take +1 momentum. You may also bond. Choose one.
choose up to two boasts and take +1 momentum for • Take +1 spirit.
each. • Take +2 momentum.
On a weak hit, you may choose one boast in exchange On a weak hit, your bond is fragile and you must
for +1 momentum. prove your loyalty. Envision what they ask of you
• Grant first strike: Your foe has initiative. (Ask the Oracle if unsure), and do it (or Swear an
• Bare yourself: Take no benefit of armor or Iron Vow). If you refuse or fail, clear the bond and
shield; your foe’s harm is +1. Pay the Price.
• Hold no iron: Take no benefit of weapons; your On a miss, or if you have no interest in maintaining
harm is 1. this relationship, clear the bond and Pay the Price.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight AID YOUR ALLY
must end with death. When you Secure an Advantage in direct support of
On a miss, you begin the duel at a disadvantage. an ally, and score a hit, they (instead of you) can take
Your foe has initiative. Pay the Price. the benefits of the move. If you are in combat and
Then, make moves to resolve the fight. If you are the score a strong hit, you and your ally have initiative.
victor, you may make a lawful demand, and your
opponent must comply or forfeit their honor and WRITE YOUR EPILOGUE
standing. If you refuse the challenge, surrender, or Progress Move
are defeated, they make a demand of you. When you retire from your life as Ironsworn,
envision two things: What you hope for, and what
FORGE A BOND you fear. Then, roll the challenge dice and compare to
When you spend significant time with a person or your bonds. Momentum is ignored on this roll.
community, stand together to face hardships, or On a strong hit, things come to pass as you hoped.
make sacrifices for their cause, you can attempt to
On a weak hit, your life takes an unexpected turn,
create a bond. When you do, roll +heart. If you make
but not necessarily for the worse. You find yourself
this move after you successfully Fulfill Your Vow to
spending your days with someone or in a place you
their benefit, you may reroll any dice.
did not foresee. Envision it (Ask the Oracle if unsure).
On a strong hit, make note of the bond, mark a tick
On a miss, your fears are realized.
on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, they ask something more of you first.
Envision what it is (Ask the Oracle if unsure), do it
(or Swear an Iron Vow), and mark the bond. If you
refuse or fail, Pay the Price.
On a miss, they reject you. Pay the Price.
15
COMBAT MOVES
ENTER THE FRAY CLASH
When you enter into combat, set the rank of each When your foe has initiative and you fight with
of your foes. them in close quarters, roll +iron. When you
• Troublesome foe: 3 progress per harm; inflicts exchange a volley at range, or shoot at an advancing
1 harm. foe, roll +edge.
• Dangerous foe: 2 progress per harm; inflicts 2 On a strong hit, inflict your harm and choose one.
harm. You have the initiative.
• Formidable foe: 1 progress per harm; inflicts 3 • You bolster your position: Take +1 momentum.
harm. • You find an opening: Inflict +1 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
On a weak hit, inflict your harm, but then Pay the
• Epic foe: 1 tick per harm; inflicts 5 harm. Price. Your foe has initiative.
Then, roll to determine who is in control. If you are... On a miss, you are outmatched and must Pay the
• Facing off against your foe: Roll +heart. Price. Your foe has initiative.
• Moving into position against an unaware foe, or
striking without warning: Roll +shadow. TURN THE TIDE
• Ambushed: Roll +wits. Once per fight, when you risk it all, you may steal
On a strong hit, take +2 momentum. You have initiative from your foe to make a move (not a
initiative. progress move). When you do, add +1 and take +1
momentum on a hit.
On a weak hit, choose one.
• Bolster your position: Take +2 momentum. If you fail to score a hit on that move, you must suffer
a dire outcome. Pay the Price.
• Prepare to act: Take initiative.
On a miss, combat begins with you at a disadvantage. END THE FIGHT
Pay the Price. Your foe has initiative. Progress Move
When you make a move to take decisive action,
STRIKE
and score a strong hit, you may resolve the outcome
When you have initiative and attack in close of this fight. If you do, roll the challenge dice and
quarters, roll +iron. When you have initiative and compare to your progress. Momentum is ignored on
attack at range, roll +edge. this roll.
On a strong hit, inflict +1 harm. You retain initiative. On a strong hit, this foe is no longer in the fight.
On a weak hit, inflict your harm and lose initiative. They are killed, out of action, flee, or surrender as
On a miss, your attack fails and you must Pay the appropriate to the situation and your intent (Ask the
Price. Your foe has initiative. Oracle if unsure).
On a weak hit, as above, but you must also choose
one.
• It’s worse than you thought: Endure Harm.
• You are overcome: Endure Stress.
• Your victory is short-lived: A new danger or foe
appears, or an existing danger worsens.
• You suffer collateral damage: Something of
value is lost or broken, or someone important
must pay the cost.
• You’ll pay for it: An objective falls out of reach.
• Others won’t forget: You are marked for
vengeance.
On a miss, you have lost this fight. Pay the Price.
16
COMBAT MOVES
BATTLE
When you fight a battle, and it happens in a blur, MANAGING INITIATIVE
envision your objective and roll. If you primarily… Follow these guidelines to track your initiative:
• Fight at range, or using your speed and the • When you score a strong hit, you take or
terrain to your advantage: Roll +edge. retain initiative.
• Fight depending on your courage, allies, or • When you score a weak hit or miss, you
companions: Roll +heart. lose initiative to your foe.
• Fight in close to overpower your opponents: When you have initiative, you are in control
Roll +iron. and taking proactive actions to achieve your
• Fight using trickery to befuddle your objectives. You may make moves such as:
opponents: Roll +shadow. • Strike to attack.
• Fight using careful tactics to outsmart your • Secure an Advantage to outwit or
opponents: Roll +wits. outmaneuver your foe, or to setup
On a strong hit, you achieve your objective another move.
unconditionally. Take +2 momentum. • Face Danger to overcome an obstacle or
On a weak hit, you achieve your objective, but not escape.
without cost. Pay the Price. • Aid Your Ally to give your ally an
advantage.
On a miss, you are defeated and the objective is lost
to you. Pay the Price. • Compel to force your foe to give up the
fight.
• End the Fight to finish the fight against
this foe.
When your foe has initiative, they are in
control and taking actions which force you to
react. You may make moves such as:
• Clash to fight back.
• Face Danger to focus on defense, get into
position, resist your foe’s maneuver, or flee.
• Compel to convince your foe to accept
your surrender.
• Turn the Tide (once per fight) to steal
initiative.
17
SUFFER MOVES
ENDURE HARM FACE DEATH
When you face physical damage, suffer -health When you are brought to the brink of death, and
equal to your foe’s rank or as appropriate to the glimpse the world beyond, roll +heart.
situation. If your health is 0, suffer -momentum On a strong hit, death rejects you. You are cast back
equal to any remaining -health. into the mortal world.
Then, roll +health or +iron, whichever is higher. On a weak hit, choose one.
On a strong hit, choose one. • You die, but not before making a noble
• Shake it off: If your health is greater than 0, sacrifice. Envision your final moments.
suffer -1 momentum in exchange for +1 health. • Death desires something of you in exchange for
• Embrace the pain: Take +1 momentum. your life. Envision what it wants (Ask the Oracle
On a weak hit, you press on. if unsure), and Swear an Iron Vow (formidable
or extreme) to complete that quest. If you fail
On a miss, also suffer -1 momentum. If you are at to score a hit when you Swear an Iron Vow, or
0 health, you must mark wounded or maimed (if refuse the quest, you are dead. Otherwise, you
currently unmarked) or roll on the following table. return to the mortal world and are now cursed.
You may only clear the cursed debility by
Roll Result
completing the quest.
1-10 The harm is mortal. Face Death.
On a miss, you are dead.
11-20 You are dying. You need to Heal within
an hour or two, or Face Death.
COMPANION ENDURE HARM
21-35 You are unconscious and out of action. If
left alone, you come back to your senses When your companion faces physical damage,
in an hour or two. If you are vulnerable they suffer -health equal to the amount of harm
to a foe not inclined to show mercy, Face inflicted. If your companion’s health is 0, exchange
Death. any leftover -health for -momentum.
36-50 You are reeling and fighting to stay Then, roll +heart or +your companion’s health,
conscious. If you engage in any vigorous whichever is higher.
activity (such as running or fighting) On a strong hit, your companion rallies. Give them
before taking a breather for a few +1 health.
minutes, roll on this table again (before
On a weak hit, your companion is battered. If their
resolving the other move).
health is 0, they cannot assist you until they gain at
51-00 You are battered but still standing. least +1 health.
On a miss, also suffer -1 momentum. If your
companion’s health is 0, they are gravely wounded
and out of action. Without aid, they die in an hour
or two.
If you roll a miss with a 1 on your action die, and
your companion’s health is 0, they are now dead.
Take 1 experience for each marked ability on your
companion asset, and remove it.
18
SUFFER MOVES
ENDURE STRESS OUT OF SUPPLY
When you face mental shock or despair, suffer When your supply is exhausted (reduced to 0), mark
-spirit equal to your foe’s rank or as appropriate to unprepared. If you suffer additional -supply while
the situation. If your spirit is 0, suffer -momentum unprepared, you must exchange each additional
equal to any remaining -spirit. -supply for any combination of -health, -spirit or
Then, roll +spirit or +heart, whichever is higher. -momentum as appropriate to the circumstances.
On a strong hit, choose one. FACE A SETBACK
• Shake it off: If your spirit is greater than 0, When your momentum is at its minimum (-6), and
suffer -1 momentum in exchange for +1 spirit you suffer additional -momentum, choose one.
• Embrace the darkness: Take +1 momentum
• Exchange each additional -momentum for any
On a weak hit, you press on. combination of -health, -spirit, or -supply as
On a miss, also suffer -1 momentum. If you are appropriate to the circumstances.
at 0 spirit, you must mark shaken or corrupted (if • Envision an event or discovery (Ask the Oracle
currently unmarked) or roll on the following table. if unsure) which undermines your progress in
a current quest, journey or fight. Then, for each
Roll Result additional -momentum, clear 1 unit of progress
1-10 You are overwhelmed. Face Desolation. on that track per its rank (troublesome=clear
11-25 You give up. Forsake Your Vow (if 3 progress; dangerous=clear 2 progress;
possible, one relevant to your current formidable=clear 1 progress; extreme=clear 2
crisis). ticks; epic=clear 1 tick).
26-50 You give in to a fear or compulsion,
and act against your better instincts.
51-00 You persevere.
FACE DESOLATION
When you are brought to the brink of desolation,
roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
• Your spirit or sanity breaks, but not before
you make a noble sacrifice. Envision
your final moments.
• You see a vision of a dreaded event coming
to pass. Envision that dark future (Ask the
Oracle if unsure), and Swear an Iron Vow
(formidable or extreme) to prevent it. If you
fail to score a hit when you Swear an Iron Vow,
or refuse the quest, you are lost. Otherwise,
you return to your senses and are now
tormented. You may only clear the tormented
debility by completing the quest.
On a miss, you succumb to despair or horror
and are lost.
19
QUEST MOVES
SWEAR AN IRON VOW FULFILL YOUR VOW
When you swear upon iron to complete a quest, Progress Move
write your vow and give the quest a rank. Then, When you achieve what you believe to be the
roll +heart. If you make this vow to a person or fulfillment of your vow, roll the challenge dice and
community with whom you share a bond, add +1. compare to your progress. Momentum is ignored on
On a strong hit, you are emboldened and it is clear this roll.
what you must do next (Ask the Oracle if unsure). On a strong hit, your quest is complete. Mark
Take +2 momentum. experience (troublesome=1; dangerous=2;
On a weak hit, you are determined but begin your formidable=3; extreme=4; epic=5).
quest with more questions than answers. Take +1 On a weak hit, there is more to be done or you realize
momentum, and envision what you do to find a path the truth of your quest. Envision what you discover
forward. (Ask the Oracle if unsure). Then, mark experience
On a miss, you face a significant obstacle before you (troublesome=0; dangerous=1; formidable=2;
can begin your quest. Envision what stands in your extreme=3; epic=4). You may Swear an Iron Vow to
way (Ask the Oracle if unsure), and choose one. set things right. If you do, add +1.
• You press on: Suffer -2 momentum, and do On a miss, your quest is undone. Envision what
what you must to overcome this obstacle. happens (Ask the Oracle if unsure), and choose one.
• You give up: Forsake Your Vow. • You recommit: Clear all but one filled progress,
and raise the quest’s rank by one (if not already
REACH A MILESTONE epic).
When you make significant progress in your quest • You give up: Forsake Your Vow.
by overcoming a critical obstacle, completing a
perilous journey, solving a complex mystery, defeating FORSAKE YOUR VOW
a powerful threat, gaining vital support, or acquiring a When you renounce your quest, betray your
crucial item, you may mark progress. promise, or the goal is lost to you, clear the vow
• Troublesome quest: Mark 3 progress. and Endure Stress. You suffer -spirit equal to the
• Dangerous quest: Mark 2 progress. rank of your quest (troublesome=1; dangerous=2;
• Formidable quest: Mark 1 progress. formidable=3; extreme=4; epic=5).
• Extreme quest: Mark 2 ticks. If the vow was made to a person or community with
• Epic quest: Mark 1 tick. whom you share a bond, Test Your Bond when you
next meet.
ADVANCE
When you focus on your skills, receive training,
find inspiration, earn a reward, or gain a
companion, you may spend 3 experience to add a
new asset, or 2 experience to upgrade an asset.
20
FATE MOVES
PAY THE PRICE ASK THE ORACLE
When you suffer the outcome of a move, choose When you seek to resolve questions, discover
one. details in the world, determine how other
• Make the most obvious negative outcome characters respond, or trigger encounters or
happen. events, you may…
• Envision two negative outcomes. Rate one as • Draw a conclusion: Decide the answer based on
‘likely’, and Ask the Oracle using the yes/no the most interesting and obvious result.
table. On a ‘yes’, make that outcome happen. • Ask a yes/no question: Decide the odds of a
Otherwise, make it the other. ‘yes’, and roll on the table below to check the
• Roll on the following table. If you have answer.
difficulty interpreting the result to fit the • Pick two: Envision two options. Rate one as
current situation, roll again. ‘likely’, and roll on the table below to see if it is
true. If not, it is the other.
Roll Result
• Spark an idea: Brainstorm or use a random
1-2 Roll again and apply that result but make prompt.
it worse. If you roll this result yet again,
think of something dreadful that changes The answer is ‘yes’ if
the course of your quest (Ask the Oracle Odds you roll...
if unsure) and make it happen. Almost Certain 11 or greater
3-5 A person or community you trusted Likely 26 or greater
loses faith in you, or acts against you. 50/50 51 or greater
6-9 A person or community you care about Unlikely 76 or greater
is exposed to danger. Small Chance 91 or greater
10-16 You are separated from something or
someone. On a match, an extreme result or twist has occurred.
17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a
disadvantage.
60-68 It is harmful.
69-76 It is stressful.
77-85 A surprising development complicates
your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best
intentions.
95-98 A friend, companion, or ally is put in
harm’s way (or you are, if alone).
99-00 Roll twice more on this table. Both
results occur. If they are the same result,
make it worse.
21
ACTION AND THEME ORACLES
ACTION
Use this table to inspire a discovery, event, character goal, or situation. A roll on this table can be combined with
a Theme (next page) to provide an action and a subject. Then, interpret the result based on the context of the
question and your current situation.
When you roll on an oracle table, consider the answer in the context of your question and the
current situation. If the result is a bad fit or difficult to interpret, you can check up or down one
row from your original answer, or reverse the digits (37=73).
Once you have your answer, you’re all set! Play to see what happens. If you want further detail or
clarifications, you can talk it out with other players or roll on another oracle table.
22
ACTION AND THEME ORACLES
THEME
As with the Action oracle, this is an interpretative table which you can use to answer questions or generate new
situations. Combined, the Action and Theme tables provide creative prompts suitable for most situations and
questions. In fact, with some creative interpretations, it’s entirely possible to play with only these two tables.
23
PLACE ORACLES
REGION
Use this oracle when you want to randomly select a region with the Ironlands.
LOCATION
Use this oracle when traveling to generate a point-of-interest or to answer a question about a place where
someone or something can be found.
24
PLACE ORACLES
COASTAL WATERS LOCATION
Use this oracle to identify a point-of-interest or destination when you are traveling by ship or boat.
LOCATION DESCRIPTOR
Use this oracle to add detail to the Location or Coastal Waters Location oracles, or by itself to generate a
description of a location. Roll more than once for extra detail.
25
SETTLEMENT ORACLES
SETTLEMENT NAME
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for the category, and again to pick
from the examples. Alternatively, just roll for the category and come up with a name that fits the theme
01-15 61-75
A feature of the landscape. Envision what it is. A word in an Old World language. What culture is
What makes it unusual or distinctive? represented by this word? What does it translate to?
1-10 Highmount 51-60 Stoneford 1-10 Abon 51-60 Kazeera
11-20 Brackwater 61-70 Deepwater 11-20 Daveza 61-70 Khazu
21-30 Frostwood 71-80 Whitefall 21-30 Damula 71-80 Sova
31-40 Redcrest 81-90 Graycliff 31-40 Essus 81-90 Nabuma
41-50 Grimtree 91-00 Three Rivers 41-50 Sina 91-00 Tiza
16-30 76-90
A manmade edifice. What is it? Why is it important A season or environmental aspect. What influence
to this settlement’s history? does the weather have on this settlement?
31-45 91-100
A creature. Why have the people of this settlement Something Else...
chosen this creature as their totem? How is it
1-10 A trade good (Ironhome)
represented in art or rituals?
11-20 An Old World city (New Arkesh)
1-10 Ravencliff 51-60 Boarwood
21-30 A founder or famous settler (Kei's Hall)
11-20 Bearmark 61-70 Foxhollow
31-40 A god (Elisora)
21-30 Wolfcrag 71-80 Elderwatch
41-50 A historical item (Blackhelm)
31-40 Eaglespire 81-90 Elkfield
51-60 A firstborn race (Elfbrook)
41-50 Wyvern's Rest 91-00 Dragonshadow
61-70 An elvish word or name (Nessana)
71-80 A mythic belief or event (Ghostwalk)
46-60
A historical event. What happened here? What 81-90 A positive term (Hope)
place or practice commemorates this event? 91-00 A negative term (Forsaken)
1-10 Swordbreak 51-60 Olgar's Stand
11-20 Fool's Fall 61-70 Lostwater To give the settlement additional detail, roll
21-30 Firstmeet 71-80 Rojirra's on the Location Descriptor oracle. To spark
Lament an idea for an event or feature related to the
31-40 Brokenhelm 81-90 Lastmarch settlement, roll on the Action and Theme
oracles.
41-50 Mournhaunt 91-00 Rockfall
26
SETTLEMENT ORACLES
QUICK SETTLEMENT NAME GENERATOR
Use this oracle as a simpler alternative for settlement names. Roll once for the prefix, and once for the suffix. If
the combination doesn’t quite work, look at adjacent rows or reverse the digits.
SETTLEMENT TROUBLE
Use this table to generate a narrative hook for a problem faced by a community. This oracle can help inspire a
vow for your character or serve as a prompt for a trouble you encounter when you interact with a settlement.
27
CHARACTER ORACLES
CHARACTER ROLE
Use this oracle to define the background for a character, or to generate a random encounter.
CHARACTER GOAL
Use this oracle to define the primary motivation of an NPC or a faction. It can also be used to kick-off a
personal quest for your own character.
28
CHARACTER ORACLES
CHARACTER DESCRIPTOR
Use this oracle to help flesh out a character’s personality or physical characteristics. Roll more than once to add
additional detail.
CHARACTER DISPOSITION
Use this oracle when you want to define the initial tone of an encounter with an NPC or faction.
29
NAME ORACLES
IRONLANDER NAMES
Use this oracle to quickly generate a name for an Ironlander character. Roll on either table. Surnames are not
used in the Ironlands, and names are often gender-neutral.
30
NAME ORACLES
31
NAME ORACLES
ELF NAMES
Use this oracle to generate a name for an elf character.
32
NAME ORACLES
OTHER NAMES
Use this oracle to generate names for other firstborn characters.
33
TURNING POINT ORACLES
COMBAT ACTION
Use this oracle to help inspire an action for an NPC in combat. When you’re not sure what your foe does next,
particularly when they have initiative, roll on this table and interpret the result as appropriate to the situation.
MYSTIC BACKLASH
Those who deal in magic may find themselves at the mercy of chaos. This oracle can supplement, or replace,
the Pay the Price table when resolving the outcome of a failed ritual or other negative interaction with mystical
forces. Use this oracle in dramatic moments, or to introduce an unexpected outcome triggered by a match.
1-4 Your ritual has the opposite affect. 53-56 You suffer the loss of a sense for several
5-8 You are sapped of strength. hours.
9-12 Your friend, ally, or companion is 57-60 You lose your connection to magic for a
adversely affected. day or so, and cannot perform rituals.
13-16 You destroy an important object. 61-64 Your ritual affects the target in an
unexpected and problematic way.
17-20 You inadvertently summon a horror.
65-68 Your ritual reveals a surprising and
21-24 You collapse, and drift into a troubled
troubling truth.
sleep.
69-72 You are tempted by dark powers.
25-28 You undergo a physical torment which
leaves its mark upon you. 73-76 You see a troubling vision of your future.
29-32 You hear ghostly voices whispering of 77-80 You can't perform this ritual again until
dark portents. you acquire an important component.
33-36 You are lost in shadow, and find yourself 81-84 You develop a strange fear or
in another place without memory of how compulsion.
you got there. 85-88 Your ritual causes creatures to exhibit
37-40 You alert someone or something to your strange or aggressive behavior.
presence. 89-92 You are tormented by an apparition from
41-44 You are not yourself, and act against a your past.
friend, ally, or companion. 93-96 You are wracked with sudden sickness.
45-48 You affect or damage your surroundings, 97-00 Roll twice more on this table. Both
causing a disturbance or potential harm. results occur. If they are the same result,
49-52 You waste resources. make it worse.
34
TURNING POINT ORACLES
MAJOR PLOT TWIST
Use this oracle to introduce a narrative surprise or revelation. Most of these results have a negative implication,
and can be used to resolve a match at a crucial moment in your story. In particular, this is an effective tool to
leverage when you make a move with matched 10’s on the challenge dice.
CHALLENGE RANK
Use this oracle when you want to randomly determine the challenge rank of a quest, journey, or foe.
35
MOVES
IRONSWORN
MOVES
QUICK REFERENCE
On a weak hit, the information complicates your quest or introduces a On a strong hit, the situation at your destination favors you. Choose one.
new danger. Envision what you discover (Ask the Oracle if unsure), and • Make another move now (not a progress move), and add +1.
take +1 momentum. • Take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an On a weak hit, you arrive but face an unforeseen hazard or complication.
unwelcome truth that undermines your quest. Pay the Price. Envision what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray, your objective is lost to you,
HEAL or you were misled about your destination. If your journey continues,
When you treat an injury or ailment, roll +wits. If you are mending your clear all but one filled progress, and raise the journey’s rank by one (if not
own wounds, roll +wits or +iron, whichever is lower. already epic).
On a strong hit, your care is helpful. If you (or the ally under your care)
have the wounded condition, you may clear it. Then, take or give up to +2
health.
On a weak hit, as above, but you must suffer -1 supply or -1 momentum
(your choice).
On a miss, your aid is ineffective. Pay the Price.
RELATIONSHIP MOVES
COMPEL FORGE A BOND
When you attempt to persuade someone to do something, envision When you spend significant time with a person or community, stand
your approach and roll. If you... together to face hardships, or make sacrifices for their cause, you can
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share attempt to create a bond. When you do, roll +heart. If you make this move
a bond). after you successfully Fulfill Your Vow to their benefit, you may reroll any
• Threaten or incite: Roll +iron. dice.
• Lie or swindle: Roll +shadow. On a strong hit, make note of the bond, mark a tick on your bond
On a strong hit, they’ll do what you want or share what they know. Take progress track, and choose one.
+1 momentum. If you use this exchange to Gather Information, make that • Take +1 spirit.
move now and add +1. • Take +2 momentum.
On a weak hit, as above, but they ask something of you in return. On a weak hit, they ask something more of you first. Envision what it
Envision what they want (Ask the Oracle if unsure). is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the
On a miss, they refuse or make a demand which costs you greatly. Pay the bond. If you refuse or fail, Pay the Price.
Price. On a miss, they reject you. Pay the Price.
Provide Aid When you retire from your life as Ironsworn, envision two things: What
you hope for, and what you fear. Then, roll the challenge dice and compare
• Take a quest: Envision what this community needs, or what trouble
to your bonds. Momentum is ignored on this roll.
it is facing (Ask the Oracle if unsure). If you chose to help, Swear an
Iron Vow and add +1. On a strong hit, things come to pass as you hoped.
On a weak hit, your life takes an unexpected turn, but not necessarily for
On a miss, you find no help here. Pay the Price.
the worse. You find yourself spending your days with someone or in a
place you did not foresee. Envision it (Ask the Oracle if unsure).
DRAW THE CIRCLE
On a miss, your fears are realized.
When you challenge someone to a formal duel, or accept a challenge,
roll +heart. If you share a bond with this community, add +1.
On a strong hit, take +1 momentum. You may also choose up to two
boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is
+1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death.
On a miss, you begin the duel at a disadvantage. Your foe has initiative.
Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may
make a lawful demand, and your opponent must comply or forfeit
their honor and standing. If you refuse the challenge, surrender, or are
defeated, they make a demand of you.
COMBAT MOVES
ENTER THE FRAY TURN THE TIDE
When you enter into combat, set the rank of each of your foes. Once per fight, when you risk it all, you may steal initiative from your foe
• Troublesome foe: 3 progress per harm; inflicts 1 harm. to make a move (not a progress move). When you do, add +1 and take +1
• Dangerous foe: 2 progress per harm; inflicts 2 harm. momentum on a hit.
• Formidable foe: 1 progress per harm; inflicts 3 harm. If you fail to score a hit on that move, you must suffer a dire outcome. Pay
• Extreme foe: 2 ticks per harm; inflicts 4 harm. the Price.
• Epic foe: 1 tick per harm; inflicts 5 harm.
END THE FIGHT
Then, roll to determine who is in control. If you are...
Progress Move
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without When you make a move to take decisive action, and score a strong hit,
warning: Roll +shadow. you may resolve the outcome of this fight. If you do, roll the challenge
dice and compare to your progress. Momentum is ignored on this roll.
• Ambushed: Roll +wits.
On a strong hit, this foe is no longer in the fight. They are killed, out of
On a strong hit, take +2 momentum. You have initiative.
action, flee, or surrender as appropriate to the situation and your intent
On a weak hit, choose one. (Ask the Oracle if unsure).
• Bolster your position: Take +2 momentum. On a weak hit, as above, but you must also choose one.
• Prepare to act: Take initiative. • It’s worse than you thought: Endure Harm.
On a miss, combat begins with you at a disadvantage. Pay the Price. Your • You are overcome: Endure Stress.
foe has initiative.
• Your victory is short-lived: A new danger or foe appears, or an
existing danger worsens.
STRIKE • You suffer collateral damage: Something of value is lost or broken, or
When you have initiative and attack in close quarters, roll +iron. When someone important must pay the cost.
you have initiative and attack at range, roll +edge. • You’ll pay for it: An objective falls out of reach.
On a strong hit, inflict +1 harm. You retain initiative. • Others won’t forget: You are marked for vengeance.
On a weak hit, inflict your harm and lose initiative. On a miss, you have lost this fight. Pay the Price.
On a miss, your attack fails and you must Pay the Price. Your foe has
initiative. BATTLE
When you fight a battle, and it happens in a blur, envision your objective
CLASH and roll. If you primarily…
When your foe has initiative and you fight with them in close quarters, • Fight at range, or using your speed and the terrain to your
roll +iron. When you exchange a volley at range, or shoot at an advantage: Roll +edge.
advancing foe, roll +edge. • Fight depending on your courage, allies, or companions: Roll +heart.
On a strong hit, inflict your harm and choose one. You have the initiative. • Fight in close to overpower your opponents: Roll +iron.
• You bolster your position: Take +1 momentum. • Fight using trickery to befuddle your opponents: Roll +shadow.
• You find an opening: Inflict +1 harm. • Fight using careful tactics to outsmart your opponents: Roll +wits.
On a weak hit, inflict your harm, but then Pay the Price. Your foe has On a strong hit, you achieve your objective unconditionally. Take +2
initiative. momentum.
On a miss, you are outmatched and must Pay the Price. Your foe has On a weak hit, you achieve your objective, but not without cost. Pay the
initiative. Price.
On a miss, you are defeated and the objective is lost to you. Pay the Price.
Secure an Advantage: When acting to outwit or outmaneuver your foe, Suffer Moves (all): When facing physical damage, mental trauma, or lack of
or setting up another move. supply.
Face Danger: When overcoming an obstacle, avoiding a hazard, fleeing, Pay the Price: When suffering the outcome of a move.
or evading an attack (without fighting back).
Ask the Oracle: When asking questions about combat events or your foe’s
Aid Your Ally: When making a move to give your ally an advantage. intent and actions.
DELVE
MOVES
89-94 You lose your way or are delayed. On a match, this development also exposes a surprising aspect of the
95-00 Roll twice more on this table. Both results occur. If they are threat’s plan or nature.
the same result, make it worse. If you mark the last box on the threat’s menace track, the threat achieves
its goal, or the final dire outcome occurs. You must Forsake Your Vow.
MATCHES SUPPLY
When you roll a match on your challenge dice... You and your allies share the same supply value. When your supply falls
• Strong hit: The match represents to 0, all characters make the Out of Supply move.
a twist in the narrative, something
interesting, or a new opportunity. 5 = 5 COMPANIONS
• Miss: The match represents a If you roll a 1 on your action die when using a companion ability, any
heightened negative outcome, a negative outcome of the move should involve your companion.
complication, or a new danger. When a companion suffers physical damage, make the Companion
If you’re unsure what happens, Ask the Oracle. Endure Harm move.