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0% found this document useful (0 votes)
18 views5 pages

Feats_&_Favors_Moves_Reference_v1.2

Uploaded by

gsecundario212
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FEATS & FAVORS

MOVES REFERENCE

This work is based on Ironsworn and Ironsworn: Starforged (found at www.ironswornrpg.com),


created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution 4.0
International License (https://creativecommons.org/licenses/by/4.0/).
FEATS & FAVORS MOVES
KEEP YOUR WORD than 0, do all the following:

When you Fulfill your Vow to a faction and score a hit, • Choose a favor of a rank equal to or lower than
your commitment has been noticed. your membership rank among the typical favors
of this faction, or make up your own favor with
On a strong hit, take +reputation per the rank of the
an appropriate rank.
quest.
• Suffer -reputation equal to the cost of the favor.
• troublesome: +2 reputation
Don’t forget that being higher-ranked grants you
• dangerous: +4 reputation discounts on lower-rank favors.
• formidable: +6 reputation • Envision how this favor helps you in your
• extreme: +8 reputation adventures and do all the appropriate narrative
• epic: +10 reputation and mechanical modifications.
On a weak hit, as above but take only half the reward. FACE RETRIBUTION
Your total reputation cannot exceed +10 for each faction. When you rouse the anger of a faction enough that they
decide to act against you, roll +shadow. If you are a pariah
BREAK YOUR WORD
to this faction, score an automatic miss.
When you Forsake your Vow to a faction, you severely
damage their opinion of you. Suffer -reputation equal to On a strong hit, they can’t find you this time or are willing
the rank of the vow (troublesome=1; dangerous=2; to turn a blind eye.
formidable=3; extreme=4; epic=5) along with the other On a weak hit, you are given a chance to redeem yourself.
outcomes of the move. Envision what they ask you to do ( Ask the Oracle if
If your reputation with this faction is -10 and you still unsure) and Swear an Iron Vow (formidable or extreme)
have to suffer -reputation, Face Retribution. to complete that quest. If you fail to score a hit when you
Swear an Iron Vow, or refuse the quest, lose one
ENDURE BLAME membership rank for that faction and set your reputation
When you betray, trick, anger or otherwise displease a to 0. If you were a recruit, you fall down to contact and
faction, suffer -reputation as appropriate to the situation. clear the bond tick corresponding to this faction. You’ll
Then, roll +reputation or +shadow, whichever is higher. If have to Forge a Bond with them again to become a
your reputation is -10, score an automatic miss. member anew. If you were already a contact of this
faction, you are now a pariah.
On a strong hit, choose one.
On a miss, as above but you do not have the option to
• Camouflage your slip-up: Suffer -1 momentum
Swear an Iron Vow. If you are a pariah, Pay the Price as
in exchange for +1 reputation.
they take punitive action against you.
• Assume responsibility: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at -10
reputation, Face Retribution.

ACCOMPLISH A FEAT
When you do something that pleases a faction, take +1
reputation with this faction.
The typical feats of each faction’s type and ideology are a
good overview of what this faction likes, but you are not
restricted to them to trigger this move.

PULL THE STRINGS


When you use your standing with a faction to leverage
their help and if your reputation with this faction is higher
HONOR & MERIT MOVES
DISPATCH UNDERLINGS DISOBEY A TENET
When you use your authority to send your people on a When you act against the rules dictated by one of your
mission, envision what is the task entrusted to them and faction’s tenets, suffer -1 reputation. Then, answer the
pick a relevant move. Then, make the chosen move with following questions:
these rules: • Does this tenet have a strong symbolic
• Instead of the stat you would normally use, roll significance?
+your faction’s rank (troublesome=+1; • Did you disobey this tenet in the presence of
dangerous=+2; formidable=+3; extreme=+4; higher-ranking members?
epic=+5).
• Did disobeying this tenet cause harm or trouble
• In addition to the usual outcome of the move, on to the faction in any way?
a hit your people manage to fulfill the task given
• Did disobeying this tenet put other members in
to them. Reach a Milestone. On a strong hit, also
danger?
take +2 reputation. On a miss, the group is lost
• Did you disobey this tenet because it
or has failed: suffer -1 reputation.
contradicted another tenet from another faction?
OBSERVE A TENET • Did you disobey this tenet because it
When you act in accordance with one of your faction’s contradicted a vow made to another faction?
tenets, take +1 reputation. Then, answer the following For every “yes” you answered to these questions, suffer an
questions: additional -1 reputation.
• Is this tenet achievable only once or on rare If your reputation with this faction is -10 and you still
occasions? have to suffer -reputation, Face Retribution.
• Was observing this tenet dangerous or risky?
• Did observing this tenet slow you down in one of
your personal quests?
• Did observing this tenet slow you down in your
background quest?
• Did observing this tenet make you lose or
sacrifice something?
• Did observing this tenet require significant work,
effort or skill?
• Did observing this tenet require a significant
amount of time?
For every “yes” you answered to these questions, take an
addititional +1 reputation.
RISE & FALL MOVES
A FACTION GROWS A FACTION EVOLVES
When you help a faction obtain a significant advantage, or When a faction’s current evolution clock is completely
when it acts on its own to gain more power, add +1 filled…
growth to this faction’s current evolution clock. • If there is the same amount of growth and
Then, if the clock is full, make the move A Faction decline, clear the clock entirely. The rank of this
Evolves for this faction. faction doesn’t change.

A FACTION DECLINES • If there is more decline than growth, lower the


rank of this faction by one. Then, fill as much
When you prevent a faction from seizing power, damage
decline on its new evolution clock as there was
its power base or when it faces significant trouble without
excess decline past the threshold. If the faction is
your involvement, add +1 decline to this faction’s current
already troublesome, it is destroyed or disbanded
evolution clock.
and cannot be interacted with anymore.
Then, if the clock is full, make the move A Faction
• If there is more growth than decline, raise the
Evolves for this faction.
rank of this faction by one. Then, fill as much
growth on its new evolution clock as there was
excess growth past the threshold. If the faction is
already epic, clear the clock entirely and roll on
the table below. Add +10 to your roll for each
excess growth past the threshold.

Roll Result
The faction suffers from strong disagreements
among its leadership. Lower the faction’s rank
01-30
to formidable, then create two new formidable
factions with the same type and ideology.
The faction undergoes a schism. Lower the
faction’s rank by one, then create a new
31-60
extreme faction with the same type and a
different ideology.
The faction reforms its administration to
accomodate for its rapid expansion. Add +1
61-90
growth to the evolution clock (after clearing
it).
The faction branches into a new type of
91-00 activity. Create a new dangerous faction with
the same ideology and a different type.
SCHEMES & AGENDAS MOVES
TIME PASSES A FACTION ACTS
When a significant amount of time has passed in your When a faction has accumulated enough time, resources
world, fill one segment of the event clock. or resolve...
Then, if the clock is full, make the A Faction Acts move • If it already has an active scheme, clear it. Then,
for every active faction. if your character was involved in the success or
failure of this scheme, envision the consequences
of this result. If not, compare the rank of the
scheme with the rank of the faction and Ask the
Oracle a yes/no question to know if the faction
has succeded in its scheme according to the table
below.

Faction rank
Troubl Danger Formid Extrem
Epic
esome ous able e
Eviden
t (any
Troubl Almost other
50/50 Likely Likely
esome Certain result
than
01)
Danger Unlikel Almost
50/50 Likely Likely
Schem ous y Certain
e rank Formid Unlikel Unlikel
50/50 Likely Likely
able y y
Extrem Small Unlikel Unlikel
50/50 Likely
e Chance y y
Hopele
ss (00 Small Unlikel Unlikel
Epic 50/50
on the Chance y y
dice)

• If it has no active scheme, choose or roll on the


table below.

Roll Result
The faction puts a new plan into motion.
1-40 Give a new mission scheme to this
faction.
The faction confronts its enemies. Give a
41-65
new conflict scheme to this faction.
The faction sends minions to find you.
66-90
Give a new player scheme to this faction
The faction is too busy with its internal
91-00
affairs to start a new scheme.

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