Get +1 , max +
Get +1 , max +
Get +1 , max +
Get +1 , max +
Take another move
Take another move
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Take another [_$=playbook] move
[_=0/1] Take another [_$=playbook] move
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
ADVANCED IMPROVEMENTS
Get +1 to any rating, max +3.
Change this hunter to a new type.
Create a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Get back one used Luck point.
[_=0/1] Get +1 to any rating, max +3.
[_=0/1] Change this hunter to a new type.
[_=0/1] Create a second hunter to play as well as this one.
[_=0/1] Mark two of the basic moves as advanced.
[_=0/1] Mark another two of the basic moves as advanced.
[_=0/1] Retire this hunter to safety.
[_=0/1] Get back one used Luck point.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll +Cool.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll [b]+Cool[/b].
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp.
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll [b]+Sharp[/b].
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm.
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll [b]+Charm[/b].
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll +Tough.
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll [b]+Tough[/b].
[style]{"logo":"https://i.imgur.com/oUq36tk.png"}[/style]
[2column]
[col]
[abilities="CHARACTER INFO"]
[f=font-cabin large]
[b]Name:[/b] [_=]
[b]Playbook:[/b] [_playbook=]
[/f]
[/abilities]
[abilities="LOOK"]
[f=font-cabin large]
[b]Gender:[/b] [_=]
[b]Appearance:[/b] [_=]
[b]Clothing:[/b] [_=]
[/f]
[/abilities]
[abilities="GEAR"]
# [_=Weapon 1]
[_=harm and tags]
# [_=Weapon 2]
[_=harm and tags]
# [_=Weapon 3]
[_=harm and tags]
[/abilities]
[abilities="HISTORY"]
[f=font-cabin large]
[_=PC 1]: [_=]
[_=PC 2]: [_=]
[_=PC 3]: [_=]
[_=PC 4]: [_=]
[/f]
[/abilities]
[abilities="IMPROVEMENTS"]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Take another [_$=playbook] move
[_=0/1] Take another [_$=playbook] move
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[/abilities]
[abilities="ADVANCED IMPROVEMENTS"]
[_=0/1] Get +1 to any rating, max +3.
[_=0/1] Change this hunter to a new type.
[_=0/1] Create a second hunter to play as well as this one.
[_=0/1] Mark two of the basic moves as advanced.
[_=0/1] Mark another two of the basic moves as advanced.
[_=0/1] Retire this hunter to safety.
[_=0/1] Get back one used Luck point.
[/abilities]
[/col]
[col]
[abilities="STATS"]
[f=font-cabin large]
[table="rolls"]
Ability | Score | Roll
Charm | [_charm=] | 2d6[_$=+charm]
Cool | [_cool=] | 2d6[_$=+cool]
Sharp | [_sharp=] | 2d6[_$=+sharp]
Tough | [_tough=] | 2d6[_$=+tough]
Weird | [_weird=] | 2d6[_$=+weird]
[/table]
[/f]
[/abilities]
[abilities="STANDARD MOVES"]
# Act Under Pressure
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll [b]+Cool[/b].
# Help Out
When you help another hunter with a move they are making, roll [b]+Cool[/b].
# Investigate A Mystery
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll [b]+Sharp[/b].
# Kick Some Ass
This is used when you are fighting something that’s fighting you back. When you get into a fight and kick some ass, roll [b]+Tough[/b].
# Manipulate Someone
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll [b]+Charm[/b].
# Protect Someone
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll [b]+Tough[/b].
# Read A Bad Situation
When you look around and read a bad situation, roll [b]+Sharp[/b].
# Use Magic
When you use magic, say what you’re trying to achieve and how you do the spell, then roll [b]+Weird[/b].
[/abilities]
[abilities="PLAYBOOK MOVES"]
# [_move1=]
[_=0/1] [_$=move1]: [_=Move details]
# [_move2=]
[_=0/1] [_$=move2]: [_=Move details]
# [_move3=]
[_=0/1] [_$=move3]: [_=Move details]
# [_move4=]
[_=0/1] [_$=move4]: [_=Move details]
[/abilities]
[abilities="LUCK"]
[f=font-cabin large]
[b]Okay[/b] [_=0/7] [b]Doomed[/b]
[/f]
[/abilities]
[abilities="HARM"]
[f=font-cabin large]
[b]Okay[/b] [_=0/3] || [_=0/4] [b]Dying[/b]
[b]Unstable[/b] [_=0/1]
[/f]
[/abilities]
[abilities="LEVELING UP"]
[f=font-cabin large]
Experience: [_=0/5]
[/f]
[/abilities]
[/col]
[/2column]
[abilities="NOTES"]
[f=font-cabin large]
[/f]
[/abilities]
[linebreak]
[snippets="Speech"]
# Dialogue
[/snippets]
Expand and edit the field in the "Char Skill ST" spoiler for base attributes and modifiers. This helps keep the rollable tables cleaner.
[ +- ] Update Notes
I added a spoiler for Characteristics & ST to contain raw values to clean up the look. Simply expand that to enter base stats and any modifiers. This lets the visible tables be cleaner as they are now only for rolls. I added weight tracking in the inventory section
[ +- ] Dungeons & Dragons 5e Character Sheet v7
Create character
Race
Class : 3
Background
Race
Class:Level
Background
- - Inspiration : - -
[ +- ] Char Skill ST
Proficiency:
Jack of all trades
Atrib
Base
Bonus
Total
Mod
Prof
ST
Str
10
0
Dex
10
0
Con
10
0
Int
10
0
Wis
10
0
Cha
10
0
[ +- ] Calculations
Cantrip Leveling Calculator:cantripd=
Martial Arts Dice Calculator:martiald=
Bardic Inspiration Die:bardinsp=
Song of Rest:songrst=
Sneak Attack:sneakdmg=
Rages:ragenum=
Rage Damage:ragedmg= Edit the sheet to set the spellcastingability and spellabilitymod variables for your character
:G. Wolf Spider
AC:13 / HP:11 / Mv:40,c40
Att:Bite, Hit:3, Dmg:1d6+1
STR:12, DEX:16, CON:13 Spider Climb / Web Sense-Web Walker/ Poison Bite the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
[ +- ] Special Skills
1
2
3
4
5
6
7
8
Skill
0
0
0
0
0
0
1
1
Acrobatics
0
0
0
0
0
0
0
0
Animal Handling
0
0
0
0
0
0
0
0
Arcana
0
0
0
0
0
0
0
0
Athletics
0
0
0
0
0
0
0
0
Deception
0
0
0
0
0
0
0
0
History
0
0
0
0
0
0
0
0
Insight
0
0
0
0
0
0
0
0
Intimidation
0
0
0
0
0
0
0
0
Investigation
0
0
0
0
0
0
0
0
Medicine
0
0
0
0
0
0
0
0
Nature
0
0
0
0
0
4
3
0
Perception
0
0
0
0
0
0
0
0
Performance
0
0
0
0
0
0
0
0
Persuasion
0
0
0
0
0
0
0
0
Religion
0
0
0
0
0
0
0
0
Sleight Of Hand
0
0
0
0
0
6
7
0
Stealth
0
0
0
0
0
0
0
0
Survival
1 2 3 4 5 6 7 8 :
Proficiency: [b][_prof$=+floor(((level-1)/4)+2)][/b]
[_jack=0/1] Jack of all trades
[linebreak]
[table=ht zebra]Atrib| Base | Bonus | Total | Mod | Prof | ST
[b]Str[/b] | [_atr=10] | [_bns=0] | [_Astr$=atr+bns] | [_str$=d20bonus(Astr)] | [_Sstr=0/1]| [_strs$=+str+(Sstr*prof)]
[b]Dex[/b] | [_atr=10] | [_bns=0] | [_Adex$=atr+bns] | [_dex$=d20bonus(Adex)] | [_Sdex=0/1]| [_dexs$=+dex+(Sstr*prof)]
[b]Con[/b] | [_atr=10] | [_bns=0] | [_Acon$=atr+bns] | [_con$=d20bonus(Acon)] | [_Scon=0/1]| [_cons$=+con+(Scon*prof)]
[b]Int[/b] | [_atr=10] | [_bns=0] | [_Aint$=atr+bns] | [_int$=d20bonus(Aint)] | [_Sint=0/1]| [_ints$=+int+(Sint*prof)]
[b]Wis[/b] | [_atr=10] | [_bns=0] | [_Awis$=atr+bns] | [_wis$=d20bonus(Awis)] | [_Swis=0/1]| [_wiss$=+wis+(Swis*prof)]
[b]Cha[/b] | [_atr=10] | [_bns=0] | [_Acha$=atr+bns] | [_cha$=d20bonus(Acha)] | [_Scha=0/1]| [_chas$=+cha+(Scha*prof)]
[/table]
[linebreak]
[spoiler=Calculations]Cantrip Leveling Calculator:cantripd=[_cantripd$=floor((level+1)/6)+1]
Martial Arts Dice Calculator:martiald=[_martiald$=(floor((level+1)/6)*2)+4]
Bardic Inspiration Die:bardinsp=[_bardinsp$=min(floor(level/5)*2+6,12)]
Song of Rest:songrst=[_songrst$=lookupBonus(level,1,1,'-', 2,8,'1d6', 9,12,'1d8', 13,16,'1d10', 17,20,'1d12')]
Sneak Attack:sneakdmg=[_sneakdmg$=floor((level+1)/2)]
Rages:ragenum=[_ragenum$=lookupBonus(level,1,2,'2', 3,5,'3', 6,11,'4', 12,16,'5', 17,19,'6', 20,20,'unlimited')]
Rage Damage:ragedmg=[_ragedmg$=lookupBonus(level,1,8,'+2', 9,15,'+3', 16,20,'+4')]
[f=color:white background-color:black]Edit the sheet to set the spellcastingability and spellabilitymod variables for your character[/f]
Notes: Delete the other classes that don't apply to your character. Remove the spoiler tag from your class. Delete unnecessary attacks from the combat section. Add {_$=+lucky} (replace curly braces with square brackets) to any roll for Lucky Sign.
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Racial Features
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Class Features
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
[table="ht rolls"]
[b]Saving Throw[/b] and [b]Roll Needed[/b] |[b]Roll+Mod[/b]
Death/Poison need [_=12] | 1d20+4
Wands need [_=13] | 1d20+4
Paralyze/Stone need [_=14] | 1d20+4
Dragon Breath need [_=15] | 1d20+3
Spells need [_=17] | 1d20+4
[/table]
[table="ht rolls"]
[b]Saving Throw[/b] and [b]Roll Needed[/b] |[b]Roll+Mod[/b]
Death/Poison need [_=12] | 1d20+4
Wands need [_=13] | 1d20+4
Paralyze/Stone need [_=14] | 1d20+4
Dragon Breath need [_=15] | 1d20+3
Spells need [_=17] | 1d20+4
[/table]
[/col]
[col]
Equipment
[b]Platinum:[/b] [_=]
[b]Gold:[/b] [_=34]
[b]Silver:[/b] [_=]
[b]Copper:[/b] [_=]
[table="ht"]
[b]Qty[/b]|[b]Item Name[/b] |[b]Size[/b]| [b]Gold Value[/b] | [b]Weight[/b]
1|Great Axe|L|14|15
1|Chain Mail|-|60|40
3|Dagger|S|2|1
[/table]
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Racial Features
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Class Features
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
COMPANION
Name:
Your hawk can aid you while it is aloft.
Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
+0
+1
+2
+3
COMPANION
Name:
Your hawk can aid you while it is aloft.
[_=0/1] Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
[_=0/1] Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
[_=0/1] Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
[table="stats"]
[_=0/1]+0|[_=0/1]+1|[_=0/1]+2|[_=1/1]+3[/table]
PATH
When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
PATH
[_=1/1] When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
[_=0/1] You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
[_=0/1] Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
COMBAT TALENT
When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
When you Resupply by recovering or gathering arrows after a battle, add +2.
When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
COMBAT TALENT
[_=1/1] When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
[_=0/1] When you Resupply by recovering or gathering arrows after a battle, add +2.
[_=0/1] When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
A challenging quest with a small number of obstacles
Dangerous
Mark 2 progress
An involved quest with several tough obstacles
Formidable
Mark 1 progress
A complex quest with many intimidating obstacles
Extreme
Mark 2 ticks
An overwhelming quest of staggering proportions
Epic
Mark 1 tick
A life-defining quest of unknowable scope
[table=grid]
Troublesome|Mark 3 progress|A challenging quest with a small number of obstacles
Dangerous|Mark 2 progress|An involved quest with several tough obstacles
Formidable|Mark 1 progress|A complex quest with many intimidating obstacles
Extreme|Mark 2 ticks|An overwhelming quest of staggering proportions
Epic|Mark 1 tick|A life-defining quest of unknowable scope
[/table]
Progress
Undertake a Journey Description:
Dangerous Mark 2 progress
Threat Description:
Enter the Fray Description:
Formidable: Mark 1 progress
Threat Description:
Undertake a Journey Description: [_=]
[_=4/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Dangerous Mark 2 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Enter the Fray Description: [_=]
[_=0/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Formidable: Mark 1 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Traveling a moderate distance within a single region
Dangerous
Mark 2 progress
Traveling a long distance within a single region, or across rough terrain
Formidable
Mark 1 progress
Traveling from one region to another, or across especially challenging terrain
Extreme
Mark 2 ticks
Traveling through multiple regions
Epic
Mark 1 tick
Traveling from one end of the Ironlands to another, or to a separate land
[table=grid]
Troublesome|Mark 3 progress|Traveling a moderate distance within a single region
Dangerous|Mark 2 progress|Traveling a long distance within a single region, or across rough terrain
Formidable|Mark 1 progress|Traveling from one region to another, or across especially challenging terrain
Extreme|Mark 2 ticks|Traveling through multiple regions
Epic|Mark 1 tick|Traveling from one end of the Ironlands to another, or to a separate land
[/table]
This place holds the secrets of a bygone age.
FEATURES
1-4
Evidence of lost knowledge
5-8
Inscrutable relics
9-12
Ancient artistry or craft
13-16
Preserved corpses or fossils
17-20
Visions of this place in another time
DANGERS
1-5
Ancient trap
6-10
Hazardous architecture or terrain
11-12
Blocked or broken path
13-14
Denizen protects an ancient secret
15-16
Denizen reveres an ancient power
17-18
Living relics of a lost age
19-20
Ancient evil resurgent
21-22
Dire warnings of a long-buried danger
23-24
Ancient disease or contamination
25-26
Artifact of terrible meaning or power
27-28
Disturbing evidence of ancient wrongs
29-30
Others seek power or knowledge
This place holds the secrets of a bygone age.
FEATURES
[table="hl"]
1-4|Evidence of lost knowledge
5-8|Inscrutable relics
9-12| Ancient artistry or craft
13-16|Preserved corpses or fossils
17-20|Visions of this place in another time
[/table]
DANGERS
[table="hl"]
1-5|Ancient trap
6-10|Hazardous architecture or terrain
11-12|Blocked or broken path
13-14|Denizen protects an ancient secret
15-16|Denizen reveres an ancient power
17-18|Living relics of a lost age
19-20|Ancient evil resurgent
21-22|Dire warnings of a long-buried danger
23-24|Ancient disease or contamination
25-26|Artifact of terrible meaning or power
27-28|Disturbing evidence of ancient wrongs
29-30|Others seek power or knowledge
[/table]
The crumbling legacy of a dead civilization.
FEATURES
21-43
Crumbling corridors and chambers
44-56
Collapsed architecture
57-64
RubblE - choked hall
65-68
Courtyard
69-72
Archive or library
73-76
Broken statuary or fading murals
77-80
Preserved vault
81-84
Temple to forgotten gods
85-88
Mausoleum
89-98
Something unusual or unexpected
99
You transition into a new Theme
00
You transition into a new Domain
DANGERS
31-33
Ancient mechanism or trap
34-36
Collapsing wall or ceiling
37-39
Blocked or broken passage
40-42
Unstable floor above a new danger
43-45
Ancient secrets best left buried
The crumbling legacy of a dead civilization.
FEATURES
[table="hl"]
21-43|Crumbling corridors and chambers
44-56|Collapsed architecture
57-64|RubblE - choked hall
65-68|Courtyard
69-72|Archive or library
73-76|Broken statuary or fading murals
77-80|Preserved vault
81-84|Temple to forgotten gods
85-88|Mausoleum
89-98|Something unusual or unexpected
99|You transition into a new Theme
00|You transition into a new Domain
[/table]
DANGERS
[table="hl"]
31-33|Ancient mechanism or trap
34-36|Collapsing wall or ceiling
37-39|Blocked or broken passage
40-42|Unstable floor above a new danger
43-45|Ancient secrets best left buried
[/table]
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits. On a strong hit, you are successful. Take +1 momentum. On a weak hit, you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply. On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
[table="rolls"]
Move|Roll
FACE DANGER +Edge|1d6+[_$=e]
FACE DANGER +Heart|1d6+[_$=h]
FACE DANGER +Iron|1d6+[_$=i]
FACE DANGER +Shadow|1d6+[_$=s]
FACE DANGER +Wits|1d6+[_$=w]
[/table]
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you are successful. Take +1 momentum.
[b]On a weak hit[/b], you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply.
[b]On a miss[/b], you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits. On a strong hit, you gain advantage. Take both. On a weak hit, your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum. On a miss, you fail or your assumptions betray you. Pay the Price.
[table="rolls"]
Move|Roll
SECURE AN ADVANTAGE +Edge|1d6+[_$=e]
SECURE AN ADVANTAGE +Heart|1d6+[_$=h]
SECURE AN ADVANTAGE +Iron|1d6+[_$=i]
SECURE AN ADVANTAGE +Shadow|1d6+[_$=s]
SECURE AN ADVANTAGE +Wits|1d6+[_$=w]
[/table]
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you gain advantage. Take both.
[b]On a weak hit[/b], your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. Pay the Price.
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1. On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum. On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum. On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
[table="rolls"]
Move|Roll
GATHER INFORMATION +Wits|1d6+[_$=w]
[/table]
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.
[b]On a strong hit[/b], you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.
[b]On a weak hit[/b], the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.
[b]On a miss[/b], your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower. On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health. On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your choice). On a miss, your aid is ineffective. Pay the Price.
[table="rolls"]
Move|Roll
Heal +Wits|1d6+[_$=w]
Heal +Iron|1d6+[_$=i]
[/table]
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.
[b]On a strong hit[/b], your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.
[b]On a weak hit[/b], as above, but you must suffer -1 supply or -1 momentum (your choice).
[b]On a miss[/b], your aid is ineffective. Pay the Price.
When you hunt, forage, or scavenge, roll +wits. On a strong hit, you bolster your resources. Take +2 supply. On a weak hit, take up to +2 supply, but suffer -1 momentum for each. On a miss, you find nothing helpful. Pay the Price.
[table="rolls"]
Move|Roll
RESUPPLY +Wits|1d6+[_$=w]
[/table]
When you hunt, forage, or scavenge, roll +wits.
[b]On a strong hit[/b], you bolster your resources. Take +2 supply.
[b]On a weak hit[/b], take up to +2 supply, but suffer -1 momentum for each.
[b]On a miss[/b], you find nothing helpful. Pay the Price.
When you rest and recover for several hours in the wild, roll +supply. On a strong hit, you and your allies may each choose two. On a weak hit, choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey. On a miss, you take no comfort. Pay the Price.
[table="rolls"]
Move|Roll
MAKE CAMP +Supply|1d6+[_$=su]
[/table]
When you rest and recover for several hours in the wild, roll +supply.
[b]On a strong hit[/b], you and your allies may each choose two. [b]On a weak hit[/b], choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey.
[b]On a miss[/b], you take no comfort. Pay the Price.
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll. On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark progress.
• You move at speed: Mark progress and take +1 momentum, but suffer -1 supply. On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply. On a miss, you are waylaid by a perilous event. Pay the Price.
[table="rolls"]
Move|Roll
UNDERTAKE A JOURNEY +Wits|1d6+[_$=w]
[/table]
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• 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.
[b]On a strong hit[/b], 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.
[b]On a weak hit[/b], you reach a waypoint and mark progress, but suffer -1 supply.
[b]On a miss[/b], you are waylaid by a perilous event. Pay the Price.
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum. On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
REACH YOUR DESTINATION =PROGRESS|2d10
[/table]
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
Move
Roll
ENTER THE FRAY +Heart
1d6+
ENTER THE FRAY +Shadow
1d6+
ENTER THE FRAY +Wits
1d6+
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits. On a strong hit, take +2 momentum. You have initiative. On a weak hit, choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative. On a miss, combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
[table="rolls"]
Move|Roll
ENTER THE FRAY +Heart|1d6+[_$=h]
ENTER THE FRAY +Shadow|1d6+[_$=s]
ENTER THE FRAY +Wits|1d6+[_$=w]
[/table]
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits.
[b]On a strong hit[/b], take +2 momentum. You have initiative.
[b]On a weak hit[/b], choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
[b]On a miss[/b], combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge. On a strong hit, inflict +1 harm. You retain initiative. On a weak hit, inflict your harm and lose initiative. On a miss, your attack fails and you must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
STRIKE +Iron|1d6+[_$=i]
STRIKE +Edge|1d6+[_$=e]
[/table]
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge.
[b]On a strong hit[/b], inflict +1 harm. You retain initiative.
[b]On a weak hit[/b], inflict your harm and lose initiative.
[b]On a miss[/b], your attack fails and you must Pay the Price. Your foe has initiative.
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge. On a strong hit, inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm. On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative. On a miss, you are outmatched and must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
CLASH +Edge|1d6+[_$=e]
CLASH +Iron|1d6+[_$=i]
[/table]
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.
[b]On a strong hit[/b], inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm.
[b]On a weak hit[/b], inflict your harm, but then Pay the Price. Your foe has initiative.
[b]On a miss[/b], you are outmatched and must Pay the Price. Your foe has initiative.
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit. If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.
[table="rolls"]
Move|Roll
[/table]
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.
[b]If you fail to score a hit[/b] on that move, you must suffer a dire outcome. Pay the Price.
Progress Move
When you make a move to take decisive action, and score a strong hit, 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. On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the 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.
[table="rolls"]
Move|Roll
END THE FIGHT =PROGRESS|2d10
[/table]
Progress Move
When you make a move to take decisive action, [b]and score a strong hit[/b], 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.
[b]On a strong hit[/b], this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).
[b]On a weak hit[/b], 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.
[b]On a miss[/b], you have lost this fight. Pay the Price.
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits. On a strong hit, you achieve your objective unconditionally. Take +2 momentum. On a weak hit, you achieve your objective, but not without cost. Pay the Price. On a miss, you are defeated and the objective is lost to you. Pay the Price.
[table="rolls"]
Move|Roll
BATTLE +Edge|1d6+[_$=e]
BATTLE +Heart|1d6+[_$=h]
BATTLE +Iron|1d6+[_$=i]
BATTLE +Shadow|1d6+[_$=s]
BATTLE +Wits|1d6+[_$=w]
[/table]
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
[b]On a strong hit[/b], you achieve your objective unconditionally. Take +2 momentum.
[b]On a weak hit[/b], you achieve your objective, but not without cost. Pay the Price.
[b]On a miss[/b], you are defeated and the objective is lost to you. Pay the Price.
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow. On a strong hit, they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1. On a weak hit, as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure). On a miss, they refuse or make a demand which costs you greatly. Pay the Price.
[table="rolls"]
Move|Roll
COMPEL +Heart|1d6+[_$=h]
COMPEL +Iron|1d6+[_$=i]
COMPEL +Shadow|1d6+[_$=s]
[/table]
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
[b]On a strong hit[/b], they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.
[b]On a weak hit[/b], as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
[b]On a miss[/b], they refuse or make a demand which costs you greatly. Pay the Price.
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1. On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one.
If you share a bond, choose one more. On a miss, you find no help here. Pay the Price.
Clear a Condition
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
Recover
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.
Move
Roll
FOCUSED RECOVER +Heart
1d6+
On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.
[table="rolls"]
Move|Roll
SOJOURN +Heart|1d6+[_$=h]
[/table]
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.
[b]On strong hit[/b], you and your allies may each choose two from within the categories below.
[b]On a weak hit[/b], choose one.
If you share a bond, choose one more.
[b]On a miss[/b], you find no help here. Pay the Price.
[i]Clear a Condition[/i]
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
[i]Recover[/i]
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
[i]Provide Aid[/i]
• 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.
[table="rolls"]
Move|Roll
FOCUSED RECOVER +Heart|1d6+[_$=h]
[/table]
[b]On a hit[/b], you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1.
[b]On a strong hit[/b], take +2 more for that action. [b]On a weak hit[/b], take +1 more. [b]On a miss[/b], it goes badly and you lose all benefits for that action.
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1. On a strong hit, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each. On a weak hit, you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death. On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
[table="rolls"]
Move|Roll
DRAW THE CIRCLE +Heart|1d6+[_$=h]
[/table]
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
[b]On a strong hit[/b], take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
[b]On a weak hit[/b], 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.
[b]On a miss[/b], 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.
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice. On a strong hit, make note of the bond, mark a tick 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 decline or fail, Pay the Price. On a miss, you are refused. Pay the Price.
[table="rolls"]
Move|Roll
FORGE A BOND +Heart|1d6+[_$=h]
[/table]
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.
[b]On a strong hit[/b], make note of the bond, mark a tick on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline or fail, Pay the Price.
[b]On a miss[/b], you are refused. Pay the Price.
When your bond is tested through conflict, betrayal, or circumstance, roll +heart. On a strong hit, this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum. On a weak hit, your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price. On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
[table="rolls"]
Move|Roll
TEST YOUR BOND +Heart|1d6+[_$=h]
[/table]
When your bond is tested through conflict, betrayal, or circumstance, roll +heart.
[b]On a strong hit[/b], this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price.
[b]On a miss[/b], or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative. On a strong hit, your Ally gains advantage. They take both. On a weak hit, your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum. On a miss, you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
[table="rolls"]
Move|Roll
AID YOUR ALLY +Edge|1d6+[_$=e]
AID YOUR ALLY +Heart|1d6+[_$=h]
AID YOUR ALLY +Iron|1d6+[_$=i]
AID YOUR ALLY +Shadow|1d6+[_$=s]
AID YOUR ALLY +Wits|1d6+[_$=w]
[/table]
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative.
[b]On a strong hit[/b], your Ally gains advantage. They take both.
[b]On a weak hit[/b], your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
Progress Move
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 to your bonds. Momentum is ignored on this roll. 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 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). On a miss, your fears are realized.
[table="rolls"]
Move|Roll
WRITE YOUR EPILOGUE =BONDS|2d10
[/table]
Progress Move
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 to your bonds. Momentum is ignored on this roll.
[b]On a strong hit[/b], things come to pass as you hoped.
[b]On a weak hit[/b], your life takes an unexpected turn, but not necessarily for 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).
[b]On a miss[/b], your fears are realized.
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher. On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum. On a weak hit, you press on. On a miss, also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
Move
Roll
AT 0 HEALTH
1d100
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
[table="rolls"]
Move|Roll
ENDURE HARM +Health|1d6+[_$=hp]
ENDURE HARM +Iron|1d6+[_$=i]
[/table]
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher. On a strong hit, choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum On a weak hit, you press on. On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
Move
Roll
AT 0 HEALTH
1d100
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
[table="rolls"]
Move|Roll
ENDURE STRESS +Heart|1d6+[_$=h]
ENDURE STRESS +Spirit|1d6+[_$=sp]
[/table]
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher. On a strong hit, your companion rallies. Give them +1 health. On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health. On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two. If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
[table="rolls"]
Move|Roll
COMPANION ENDURE HARM +Heart|1d6+[_$=h]
COMPANION ENDURE HARM +Companion Health|1d6+
[/table]
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
[b]On a strong hit[/b], your companion rallies. Give them +1 health.
[b]On a weak hit[/b], your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
[b]On a miss[/b], 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.
[b]If you roll a miss with a 1 on your action die[/b], 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.
When you are brought to the brink of death, and glimpse the world beyond, roll +heart. On a strong hit, death rejects you. You are cast back into the mortal world. On a weak hit, choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest. On a miss, you are dead.
[table="rolls"]
Move|Roll
FACE DEATH +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
[b]On a strong hit[/b], death rejects you. You are cast back into the mortal world.
[b]On a weak hit[/b], choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.
[b]On a miss[/b], you are dead.
When you are brought to the brink of desolation, roll +heart. On a strong hit, you resist and press on. On a weak hit, choose one.
• Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
• You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
You may only clear the tormented debility by completing the quest. On a miss, you succumb to despair or horror and are lost.
[table="rolls"]
Move|Roll
FACE DESOLATION +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of desolation, roll +heart.
[b]On a strong hit[/b], you resist and press on.
[b]On a weak hit[/b], 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. [b]If you fail to score a hit[/b] 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.
[b]On a miss[/b], you succumb to despair or horror and are lost.
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
[table="rolls"]
Move|Roll
[/table]
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
[table="rolls"]
Move|Roll
[/table]
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1. On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum. On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward. On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
SWEAR AN IRON VOW +Heart|1d6+[_$=h]
[/table]
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.
[b]On a strong hit[/b], you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.
[b]On a weak hit[/b], you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.
[b]On a miss[/b], you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
[table="rolls"]
Move|Roll
[/table]
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll. On a strong hit, your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5 On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1. On a miss, your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
FULFILL YOUR VOW =Progress|2d10
[/table]
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
[b]On a strong hit[/b], your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[b]On a weak hit[/b], there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1.
[b]On a miss[/b], your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[table="rolls"]
Move|Roll
[/table]
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
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.
[table="rolls"]
Move|Roll
[/table]
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.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
Move
Roll
PAY THE PRICE
1d100
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
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.
69-77 It is stressful.
78-85 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.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
[table="rolls"]
Move|Roll
PAY THE PRICE|1d100
[/table]
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
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.
69-77 It is stressful.
78-85 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.
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
Odds (The answer is ‘yes’ if you roll...)
Roll
Almost Certain (11 or greater)
1d100
Likely (26 or greater)
1d100
50/50 (51 or greater)
1d100
Unlikely (76 or greater)
1d100
Small Chance (91 or greater)
1d100
On a match, an extreme result or twist has occurred.
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
[table="rolls]
Odds (The answer is ‘yes’ if you roll...)| Roll
Almost Certain (11 or greater)| 1d100
Likely (26 or greater)| 1d100
50/50 (51 or greater)| 1d100
Unlikely (76 or greater)| 1d100
Small Chance (91 or greater)| 1d100
[/table]
[b]On a match, an extreme result or twist has occurred.[/b]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
[table="rolls"]
[/table]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits. On a strong hit, you delve deeper. Mark progress and Find an Opportunity. On a weak hit, roll on the following table according to your stat. On a miss, Reveal a Danger.
Edge
Shadow
Wits
Weak Hit Result
DELVE THE DEPTHS
1d100
1-45
1-30
1-40
Mark progress and Reveal a Danger.
46-65
31-65
41-55
Mark progress.
66-75
66-90
56-80
Choose one: Mark progress or Find an Opportunity.
76-80
91-99
81-99
Take both: Mark progress and Find an Opportunity.
81-00
00
00
Mark progress twice and Reveal a Danger.
[table="rolls"]
Move|Roll
DELVE THE DEPTHSv+Edge|1d6+[_$=e]
DELVE THE DEPTHS +Shadow|1d6+[_$=s]
DELVE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
[b]On a strong hit[/b], you delve deeper. Mark progress and Find an Opportunity.
[b]On a weak hit[/b], roll on the following table according to your stat.
[b]On a miss[/b], Reveal a Danger.
[table="rolls"]
Edge|Shadow|Wits|Weak Hit Result
DELVE THE DEPTHS|||1d100
1-45| 1-30| 1-40| Mark progress and Reveal a Danger.
46-65| 31-65| 41-55| Mark progress.
66-75| 66-90| 56-80| Choose one: Mark progress or Find an Opportunity.
76-80| 91-99| 81-99| Take both: Mark progress and Find an Opportunity.
81-00| 00| 00| Mark progress twice and Reveal a Danger.
[/table]
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
Roll
Result
FIND AN OPPORTUNITY
1d100
1-25
The terrain favors you, or you find a hidden path.
26-45
An aspect of the history or nature of this place is revealed.
46-57
You locate a secure area.
58-68
A clue offers insight or direction.
69-78
You get the drop on a denizen.
79-86
This area provides an opportunity to scavenge, forage, or hunt.
87-90
You locate an interesting or helpful object.
91-94
You are alerted to a potential threat.
95-98
You encounter a denizen who might support you.
99-00
You encounter a denizen in need of help.
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
[table="rolls"]
Roll| Result
FIND AN OPPORTUNITY|1d100
1-25| The terrain favors you, or you find a hidden path.
26-45| An aspect of the history or nature of this place is revealed.
46-57| You locate a secure area.
58-68| A clue offers insight or direction.
69-78| You get the drop on a denizen.
79-86| This area provides an opportunity to scavenge, forage, or hunt.
87-90| You locate an interesting or helpful object.
91-94| You are alerted to a potential threat.
95-98| You encounter a denizen who might support you.
99-00| You encounter a denizen in need of help.
[/table]
When you encounter a risky situation within a site, envision the danger or roll on the following table.
Roll
Result
REVEAL A DANGER
1d100
1-30
Check the theme card.
31-45
Check the domain card.
46-57
You encounter a hostile denizen.
58-68
You face an environmental or architectural hazard.
69-76
A discovery undermines or complicates your quest.
77-79
You confront a harrowing situation or sensation.
80-82
You face the consequences of an earlier choice or approach.
83-85
Your way is blocked or trapped.
86-88
A resource is diminished, broken, or lost.
89-91
You face a perplexing mystery or tough choice.
92-94
You lose your way or are delayed.
95-00
Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER|1d100
1-30| Check the theme card.
31-45| Check the domain card.
46-57| You encounter a hostile denizen.
58-68| You face an environmental or architectural hazard.
69-76| A discovery undermines or complicates your quest.
77-79| You confront a harrowing situation or sensation.
80-82| You face the consequences of an earlier choice or approach.
83-85| Your way is blocked or trapped.
86-88| A resource is diminished, broken, or lost.
89-91| You face a perplexing mystery or tough choice.
92-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply. On a strong hit, you have it. Take +1 momentum. On a weak hit, you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply. On a miss, you don’t have it and the situation grows more perilous. Pay the Price.
[table="rolls"]
Move|Roll
CHECK YOUR GEAR +Supply|1d6+[_$=su]
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.
[b]On a strong hit[/b], you have it. Take +1 momentum.
[b]On a weak hit[/b], you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.
[b]On a miss[/b], you don’t have it and the situation grows more perilous. Pay the Price.
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum. On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
LOCATE YOUR OBJECTIVE =PROGRESS|2d10
[/table]
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits. On a strong hit, you make your way safely out of the site. Take +1 momentum. On a weak hit, you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge. On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
[table="rolls"]
Move|Roll
ESCAPE THE DEPTHS +Edge|1d6+[_$=e]
ESCAPE THE DEPTHS +Heart|1d6+[_$=h]
ESCAPE THE DEPTHS +Iron|1d6+[_$=i]
ESCAPE THE DEPTHS +Shadow|1d6+[_$=s]
ESCAPE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits.
[b]On a strong hit[/b], you make your way safely out of the site. Take +1 momentum.
[b]On a weak hit[/b], you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge.
[b]On a miss[/b], a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
Roll
Result
REVEAL A DANGER (alternate version)
1d100
1-22
You encounter a hostile denizen.
23-42
You face an environmental or architectural hazard.
43-58
A discovery undermines or complicates your quest.
59-64
You confront a harrowing situation or sensation.
65-70
You face the consequences of an earlier choice or approach.
71-76
The path is blocked or trapped.
77-82
A resource is diminished, broken, or lost.
83-88
You face a perplexing mystery or tough choice.
89-94
You lose your way or are delayed.
95-00
Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER (alternate version)|1d100
1-22| You encounter a hostile denizen.
23-42| You face an environmental or architectural hazard.
43-58| A discovery undermines or complicates your quest.
59-64| You confront a harrowing situation or sensation.
65-70| You face the consequences of an earlier choice or approach.
71-76| The path is blocked or trapped.
77-82| A resource is diminished, broken, or lost.
83-88| You face a perplexing mystery or tough choice.
89-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
[table="rolls"]
WIELD A RARITY =Rarity die| 1d6
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
[table="rolls"]
[/table]
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
Progress Move
When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum. On a weak hit, you learn from your mistakes. Take 2 experience and clear all progress. On a miss, you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.
[table="rolls"]
Move|Roll
LEARN FROM YOUR FAILURES =PROGRESS|2d10
[/table]
Progress Move
When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum.
[b]On a weak hit[/b], you learn from your mistakes. Take 2 experience and clear all progress.
[b]On a miss[/b], you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.
When you give ground to a threat through inaction, failure, or delay, roll on the table below and envision how the change manifests in your world (Ask the Oracle if unsure).
Roll
Result
ADVANCE A THREAT
1d100
1-30
The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.
31-70
The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.
71-00
The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.
On a match, this development also exposes a surprising aspect of the threat’s plan or nature.
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.
When you give ground to a threat through inaction, failure, or delay, roll on the table below and envision how the change manifests in your world (Ask the Oracle if unsure).
[table="rolls"]
Roll| Result
ADVANCE A THREAT|1d100
1-30| The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.
31-70| The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.
71-00| The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.
[/table]
On a match, this development also exposes a surprising aspect of the threat’s plan or nature.
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.
When you spend an extended time recovering in a safe place while a threat is active, do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
[table="rolls"]
[/table]
When you spend an extended time recovering in a safe place while a threat is active, do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
Notes
[2column]
[col]
Character
[b] Experience:. [_=0][/b]
Role:
Goal:
Descriptor(s):
Disposition:
Other notes:
[b] Experience:. [_=0][/b]
Role:
Goal:
Descriptor(s):
Disposition:
Other notes:
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
COMPANION
Name:
Your hawk can aid you while it is aloft.
[_=0/1] Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
[_=0/1] Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
[_=0/1] Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
[table="stats"]
[_=0/1]+0|[_=0/1]+1|[_=0/1]+2|[_=1/1]+3[/table]
COMPANION
Name:
Your hawk can aid you while it is aloft.
[_=0/1] Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
[_=0/1] Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
[_=0/1] Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
[table="stats"]
[_=0/1]+0|[_=0/1]+1|[_=0/1]+2|[_=1/1]+3[/table]
PATH
[_=1/1] When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
[_=0/1] You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
[_=0/1] Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
PATH
[_=1/1] When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
[_=0/1] You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
[_=0/1] Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
COMBAT TALENT
[_=1/1] When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
[_=0/1] When you Resupply by recovering or gathering arrows after a battle, add +2.
[_=0/1] When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
COMBAT TALENT
[_=1/1] When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
[_=0/1] When you Resupply by recovering or gathering arrows after a battle, add +2.
[_=0/1] When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
[table=grid]
Troublesome|Mark 3 progress|A challenging quest with a small number of obstacles
Dangerous|Mark 2 progress|An involved quest with several tough obstacles
Formidable|Mark 1 progress|A complex quest with many intimidating obstacles
Extreme|Mark 2 ticks|An overwhelming quest of staggering proportions
Epic|Mark 1 tick|A life-defining quest of unknowable scope
[/table]
[table=grid]
Troublesome|Mark 3 progress|A challenging quest with a small number of obstacles
Dangerous|Mark 2 progress|An involved quest with several tough obstacles
Formidable|Mark 1 progress|A complex quest with many intimidating obstacles
Extreme|Mark 2 ticks|An overwhelming quest of staggering proportions
Epic|Mark 1 tick|A life-defining quest of unknowable scope
[/table]
Progress
Undertake a Journey Description: [_=]
[_=4/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Dangerous Mark 2 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Enter the Fray Description: [_=]
[_=0/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Formidable: Mark 1 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Undertake a Journey Description: [_=]
[_=4/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Dangerous Mark 2 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Enter the Fray Description: [_=]
[_=0/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Formidable: Mark 1 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
[table=grid]
Troublesome|Mark 3 progress|Traveling a moderate distance within a single region
Dangerous|Mark 2 progress|Traveling a long distance within a single region, or across rough terrain
Formidable|Mark 1 progress|Traveling from one region to another, or across especially challenging terrain
Extreme|Mark 2 ticks|Traveling through multiple regions
Epic|Mark 1 tick|Traveling from one end of the Ironlands to another, or to a separate land
[/table]
[table=grid]
Troublesome|Mark 3 progress|Traveling a moderate distance within a single region
Dangerous|Mark 2 progress|Traveling a long distance within a single region, or across rough terrain
Formidable|Mark 1 progress|Traveling from one region to another, or across especially challenging terrain
Extreme|Mark 2 ticks|Traveling through multiple regions
Epic|Mark 1 tick|Traveling from one end of the Ironlands to another, or to a separate land
[/table]
This place holds the secrets of a bygone age.
FEATURES
[table="hl"]
1-4|Evidence of lost knowledge
5-8|Inscrutable relics
9-12| Ancient artistry or craft
13-16|Preserved corpses or fossils
17-20|Visions of this place in another time
[/table]
DANGERS
[table="hl"]
1-5|Ancient trap
6-10|Hazardous architecture or terrain
11-12|Blocked or broken path
13-14|Denizen protects an ancient secret
15-16|Denizen reveres an ancient power
17-18|Living relics of a lost age
19-20|Ancient evil resurgent
21-22|Dire warnings of a long-buried danger
23-24|Ancient disease or contamination
25-26|Artifact of terrible meaning or power
27-28|Disturbing evidence of ancient wrongs
29-30|Others seek power or knowledge
[/table]
This place holds the secrets of a bygone age.
FEATURES
[table="hl"]
1-4|Evidence of lost knowledge
5-8|Inscrutable relics
9-12| Ancient artistry or craft
13-16|Preserved corpses or fossils
17-20|Visions of this place in another time
[/table]
DANGERS
[table="hl"]
1-5|Ancient trap
6-10|Hazardous architecture or terrain
11-12|Blocked or broken path
13-14|Denizen protects an ancient secret
15-16|Denizen reveres an ancient power
17-18|Living relics of a lost age
19-20|Ancient evil resurgent
21-22|Dire warnings of a long-buried danger
23-24|Ancient disease or contamination
25-26|Artifact of terrible meaning or power
27-28|Disturbing evidence of ancient wrongs
29-30|Others seek power or knowledge
[/table]
The crumbling legacy of a dead civilization.
FEATURES
[table="hl"]
21-43|Crumbling corridors and chambers
44-56|Collapsed architecture
57-64|RubblE - choked hall
65-68|Courtyard
69-72|Archive or library
73-76|Broken statuary or fading murals
77-80|Preserved vault
81-84|Temple to forgotten gods
85-88|Mausoleum
89-98|Something unusual or unexpected
99|You transition into a new Theme
00|You transition into a new Domain
[/table]
DANGERS
[table="hl"]
31-33|Ancient mechanism or trap
34-36|Collapsing wall or ceiling
37-39|Blocked or broken passage
40-42|Unstable floor above a new danger
43-45|Ancient secrets best left buried
[/table]
The crumbling legacy of a dead civilization.
FEATURES
[table="hl"]
21-43|Crumbling corridors and chambers
44-56|Collapsed architecture
57-64|RubblE - choked hall
65-68|Courtyard
69-72|Archive or library
73-76|Broken statuary or fading murals
77-80|Preserved vault
81-84|Temple to forgotten gods
85-88|Mausoleum
89-98|Something unusual or unexpected
99|You transition into a new Theme
00|You transition into a new Domain
[/table]
DANGERS
[table="hl"]
31-33|Ancient mechanism or trap
34-36|Collapsing wall or ceiling
37-39|Blocked or broken passage
40-42|Unstable floor above a new danger
43-45|Ancient secrets best left buried
[/table]
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
[table="rolls"]
Move|Roll
FACE DANGER +Edge|1d6+[_$=e]
FACE DANGER +Heart|1d6+[_$=h]
FACE DANGER +Iron|1d6+[_$=i]
FACE DANGER +Shadow|1d6+[_$=s]
FACE DANGER +Wits|1d6+[_$=w]
[/table]
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you are successful. Take +1 momentum.
[b]On a weak hit[/b], you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply.
[b]On a miss[/b], you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
[table="rolls"]
Move|Roll
FACE DANGER +Edge|1d6+[_$=e]
FACE DANGER +Heart|1d6+[_$=h]
FACE DANGER +Iron|1d6+[_$=i]
FACE DANGER +Shadow|1d6+[_$=s]
FACE DANGER +Wits|1d6+[_$=w]
[/table]
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you are successful. Take +1 momentum.
[b]On a weak hit[/b], you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply.
[b]On a miss[/b], you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
[table="rolls"]
Move|Roll
SECURE AN ADVANTAGE +Edge|1d6+[_$=e]
SECURE AN ADVANTAGE +Heart|1d6+[_$=h]
SECURE AN ADVANTAGE +Iron|1d6+[_$=i]
SECURE AN ADVANTAGE +Shadow|1d6+[_$=s]
SECURE AN ADVANTAGE +Wits|1d6+[_$=w]
[/table]
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you gain advantage. Take both.
[b]On a weak hit[/b], your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. Pay the Price.
[table="rolls"]
Move|Roll
SECURE AN ADVANTAGE +Edge|1d6+[_$=e]
SECURE AN ADVANTAGE +Heart|1d6+[_$=h]
SECURE AN ADVANTAGE +Iron|1d6+[_$=i]
SECURE AN ADVANTAGE +Shadow|1d6+[_$=s]
SECURE AN ADVANTAGE +Wits|1d6+[_$=w]
[/table]
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you gain advantage. Take both.
[b]On a weak hit[/b], your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. Pay the Price.
[table="rolls"]
Move|Roll
GATHER INFORMATION +Wits|1d6+[_$=w]
[/table]
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.
[b]On a strong hit[/b], you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.
[b]On a weak hit[/b], the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.
[b]On a miss[/b], your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
[table="rolls"]
Move|Roll
GATHER INFORMATION +Wits|1d6+[_$=w]
[/table]
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.
[b]On a strong hit[/b], you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.
[b]On a weak hit[/b], the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.
[b]On a miss[/b], your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
[table="rolls"]
Move|Roll
Heal +Wits|1d6+[_$=w]
Heal +Iron|1d6+[_$=i]
[/table]
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.
[b]On a strong hit[/b], 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.
[b]On a weak hit[/b], as above, but you must suffer -1 supply or -1 momentum (your choice).
[b]On a miss[/b], your aid is ineffective. Pay the Price.
[table="rolls"]
Move|Roll
Heal +Wits|1d6+[_$=w]
Heal +Iron|1d6+[_$=i]
[/table]
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.
[b]On a strong hit[/b], 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.
[b]On a weak hit[/b], as above, but you must suffer -1 supply or -1 momentum (your choice).
[b]On a miss[/b], your aid is ineffective. Pay the Price.
[table="rolls"]
Move|Roll
RESUPPLY +Wits|1d6+[_$=w]
[/table]
When you hunt, forage, or scavenge, roll +wits.
[b]On a strong hit[/b], you bolster your resources. Take +2 supply.
[b]On a weak hit[/b], take up to +2 supply, but suffer -1 momentum for each.
[b]On a miss[/b], you find nothing helpful. Pay the Price.
[table="rolls"]
Move|Roll
RESUPPLY +Wits|1d6+[_$=w]
[/table]
When you hunt, forage, or scavenge, roll +wits.
[b]On a strong hit[/b], you bolster your resources. Take +2 supply.
[b]On a weak hit[/b], take up to +2 supply, but suffer -1 momentum for each.
[b]On a miss[/b], you find nothing helpful. Pay the Price.
[table="rolls"]
Move|Roll
MAKE CAMP +Supply|1d6+[_$=su]
[/table]
When you rest and recover for several hours in the wild, roll +supply.
[b]On a strong hit[/b], you and your allies may each choose two. [b]On a weak hit[/b], choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey.
[b]On a miss[/b], you take no comfort. Pay the Price.
[table="rolls"]
Move|Roll
MAKE CAMP +Supply|1d6+[_$=su]
[/table]
When you rest and recover for several hours in the wild, roll +supply.
[b]On a strong hit[/b], you and your allies may each choose two. [b]On a weak hit[/b], choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey.
[b]On a miss[/b], you take no comfort. Pay the Price.
[table="rolls"]
Move|Roll
UNDERTAKE A JOURNEY +Wits|1d6+[_$=w]
[/table]
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll.
[b]On a strong hit[/b], you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark progress.
• You move at speed: Mark progress and take +1 momentum, but suffer -1 supply.
[b]On a weak hit[/b], you reach a waypoint and mark progress, but suffer -1 supply.
[b]On a miss[/b], you are waylaid by a perilous event. Pay the Price.
[table="rolls"]
Move|Roll
UNDERTAKE A JOURNEY +Wits|1d6+[_$=w]
[/table]
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• 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.
[b]On a strong hit[/b], 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.
[b]On a weak hit[/b], you reach a waypoint and mark progress, but suffer -1 supply.
[b]On a miss[/b], you are waylaid by a perilous event. Pay the Price.
[table="rolls"]
Move|Roll
REACH YOUR DESTINATION =PROGRESS|2d10
[/table]
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
REACH YOUR DESTINATION =PROGRESS|2d10
[/table]
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
[table="rolls"]
Move|Roll
ENTER THE FRAY +Heart|1d6+[_$=h]
ENTER THE FRAY +Shadow|1d6+[_$=s]
ENTER THE FRAY +Wits|1d6+[_$=w]
[/table]
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits.
[b]On a strong hit[/b], take +2 momentum. You have initiative.
[b]On a weak hit[/b], choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
[b]On a miss[/b], combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
[table="rolls"]
Move|Roll
ENTER THE FRAY +Heart|1d6+[_$=h]
ENTER THE FRAY +Shadow|1d6+[_$=s]
ENTER THE FRAY +Wits|1d6+[_$=w]
[/table]
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits.
[b]On a strong hit[/b], take +2 momentum. You have initiative.
[b]On a weak hit[/b], choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
[b]On a miss[/b], combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
[table="rolls"]
Move|Roll
STRIKE +Iron|1d6+[_$=i]
STRIKE +Edge|1d6+[_$=e]
[/table]
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge.
[b]On a strong hit[/b], inflict +1 harm. You retain initiative.
[b]On a weak hit[/b], inflict your harm and lose initiative.
[b]On a miss[/b], your attack fails and you must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
STRIKE +Iron|1d6+[_$=i]
STRIKE +Edge|1d6+[_$=e]
[/table]
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge.
[b]On a strong hit[/b], inflict +1 harm. You retain initiative.
[b]On a weak hit[/b], inflict your harm and lose initiative.
[b]On a miss[/b], your attack fails and you must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
CLASH +Edge|1d6+[_$=e]
CLASH +Iron|1d6+[_$=i]
[/table]
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.
[b]On a strong hit[/b], inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm.
[b]On a weak hit[/b], inflict your harm, but then Pay the Price. Your foe has initiative.
[b]On a miss[/b], you are outmatched and must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
CLASH +Edge|1d6+[_$=e]
CLASH +Iron|1d6+[_$=i]
[/table]
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.
[b]On a strong hit[/b], inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm.
[b]On a weak hit[/b], inflict your harm, but then Pay the Price. Your foe has initiative.
[b]On a miss[/b], you are outmatched and must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
[/table]
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.
[b]If you fail to score a hit[/b] on that move, you must suffer a dire outcome. Pay the Price.
[table="rolls"]
Move|Roll
[/table]
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.
[b]If you fail to score a hit[/b] on that move, you must suffer a dire outcome. Pay the Price.
[table="rolls"]
Move|Roll
END THE FIGHT =PROGRESS|2d10
[/table]
Progress Move
When you make a move to take decisive action, [b]and score a strong hit[/b], 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.
[b]On a strong hit[/b], this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).
[b]On a weak hit[/b], 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.
[b]On a miss[/b], you have lost this fight. Pay the Price.
[table="rolls"]
Move|Roll
END THE FIGHT =PROGRESS|2d10
[/table]
Progress Move
When you make a move to take decisive action, [b]and score a strong hit[/b], 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.
[b]On a strong hit[/b], this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).
[b]On a weak hit[/b], 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.
[b]On a miss[/b], you have lost this fight. Pay the Price.
[table="rolls"]
Move|Roll
BATTLE +Edge|1d6+[_$=e]
BATTLE +Heart|1d6+[_$=h]
BATTLE +Iron|1d6+[_$=i]
BATTLE +Shadow|1d6+[_$=s]
BATTLE +Wits|1d6+[_$=w]
[/table]
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
[b]On a strong hit[/b], you achieve your objective unconditionally. Take +2 momentum.
[b]On a weak hit[/b], you achieve your objective, but not without cost. Pay the Price.
[b]On a miss[/b], you are defeated and the objective is lost to you. Pay the Price.
[table="rolls"]
Move|Roll
BATTLE +Edge|1d6+[_$=e]
BATTLE +Heart|1d6+[_$=h]
BATTLE +Iron|1d6+[_$=i]
BATTLE +Shadow|1d6+[_$=s]
BATTLE +Wits|1d6+[_$=w]
[/table]
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
[b]On a strong hit[/b], you achieve your objective unconditionally. Take +2 momentum.
[b]On a weak hit[/b], you achieve your objective, but not without cost. Pay the Price.
[b]On a miss[/b], you are defeated and the objective is lost to you. Pay the Price.
[table="rolls"]
Move|Roll
COMPEL +Heart|1d6+[_$=h]
COMPEL +Iron|1d6+[_$=i]
COMPEL +Shadow|1d6+[_$=s]
[/table]
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
[b]On a strong hit[/b], they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.
[b]On a weak hit[/b], as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
[b]On a miss[/b], they refuse or make a demand which costs you greatly. Pay the Price.
[table="rolls"]
Move|Roll
COMPEL +Heart|1d6+[_$=h]
COMPEL +Iron|1d6+[_$=i]
COMPEL +Shadow|1d6+[_$=s]
[/table]
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
[b]On a strong hit[/b], they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.
[b]On a weak hit[/b], as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
[b]On a miss[/b], they refuse or make a demand which costs you greatly. Pay the Price.
[table="rolls"]
Move|Roll
SOJOURN +Heart|1d6+[_$=h]
[/table]
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.
[b]On strong hit[/b], you and your allies may each choose two from within the categories below.
[b]On a weak hit[/b], choose one.
If you share a bond, choose one more.
[b]On a miss[/b], you find no help here. Pay the Price.
[i]Clear a Condition[/i]
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
[i]Recover[/i]
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
[i]Provide Aid[/i]
• Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.
[table="rolls"]
Move|Roll
FOCUSED RECOVER +Heart|1d6+[_$=h]
[/table]
[b]On a hit[/b], you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1.
[b]On a strong hit[/b], take +2 more for that action. [b]On a weak hit[/b], take +1 more. [b]On a miss[/b], it goes badly and you lose all benefits for that action.
[table="rolls"]
Move|Roll
SOJOURN +Heart|1d6+[_$=h]
[/table]
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.
[b]On strong hit[/b], you and your allies may each choose two from within the categories below.
[b]On a weak hit[/b], choose one.
If you share a bond, choose one more.
[b]On a miss[/b], you find no help here. Pay the Price.
[i]Clear a Condition[/i]
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
[i]Recover[/i]
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
[i]Provide Aid[/i]
• Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.
[table="rolls"]
Move|Roll
FOCUSED RECOVER +Heart|1d6+[_$=h]
[/table]
[b]On a hit[/b], you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1.
[b]On a strong hit[/b], take +2 more for that action. [b]On a weak hit[/b], take +1 more. [b]On a miss[/b], it goes badly and you lose all benefits for that action.
[table="rolls"]
Move|Roll
DRAW THE CIRCLE +Heart|1d6+[_$=h]
[/table]
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
[b]On a strong hit[/b], take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
[b]On a weak hit[/b], you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death.
[b]On a miss[/b], you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
[table="rolls"]
Move|Roll
DRAW THE CIRCLE +Heart|1d6+[_$=h]
[/table]
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
[b]On a strong hit[/b], take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
[b]On a weak hit[/b], 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.
[b]On a miss[/b], 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.
[table="rolls"]
Move|Roll
FORGE A BOND +Heart|1d6+[_$=h]
[/table]
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.
[b]On a strong hit[/b], make note of the bond, mark a tick on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline or fail, Pay the Price.
[b]On a miss[/b], you are refused. Pay the Price.
[table="rolls"]
Move|Roll
FORGE A BOND +Heart|1d6+[_$=h]
[/table]
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.
[b]On a strong hit[/b], make note of the bond, mark a tick on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], 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 decline or fail, Pay the Price.
[b]On a miss[/b], you are refused. Pay the Price.
[table="rolls"]
Move|Roll
TEST YOUR BOND +Heart|1d6+[_$=h]
[/table]
When your bond is tested through conflict, betrayal, or circumstance, roll +heart.
[b]On a strong hit[/b], this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price.
[b]On a miss[/b], or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
[table="rolls"]
Move|Roll
TEST YOUR BOND +Heart|1d6+[_$=h]
[/table]
When your bond is tested through conflict, betrayal, or circumstance, roll +heart.
[b]On a strong hit[/b], this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price.
[b]On a miss[/b], or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
[table="rolls"]
Move|Roll
AID YOUR ALLY +Edge|1d6+[_$=e]
AID YOUR ALLY +Heart|1d6+[_$=h]
AID YOUR ALLY +Iron|1d6+[_$=i]
AID YOUR ALLY +Shadow|1d6+[_$=s]
AID YOUR ALLY +Wits|1d6+[_$=w]
[/table]
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative.
[b]On a strong hit[/b], your Ally gains advantage. They take both.
[b]On a weak hit[/b], your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
[table="rolls"]
Move|Roll
AID YOUR ALLY +Edge|1d6+[_$=e]
AID YOUR ALLY +Heart|1d6+[_$=h]
AID YOUR ALLY +Iron|1d6+[_$=i]
AID YOUR ALLY +Shadow|1d6+[_$=s]
AID YOUR ALLY +Wits|1d6+[_$=w]
[/table]
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative.
[b]On a strong hit[/b], your Ally gains advantage. They take both.
[b]On a weak hit[/b], your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
[table="rolls"]
Move|Roll
WRITE YOUR EPILOGUE =BONDS|2d10
[/table]
Progress Move
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 to your bonds. Momentum is ignored on this roll.
[b]On a strong hit[/b], things come to pass as you hoped.
[b]On a weak hit[/b], your life takes an unexpected turn, but not necessarily for 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).
[b]On a miss[/b], your fears are realized.
[table="rolls"]
Move|Roll
WRITE YOUR EPILOGUE =BONDS|2d10
[/table]
Progress Move
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 to your bonds. Momentum is ignored on this roll.
[b]On a strong hit[/b], things come to pass as you hoped.
[b]On a weak hit[/b], your life takes an unexpected turn, but not necessarily for 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).
[b]On a miss[/b], your fears are realized.
[table="rolls"]
Move|Roll
ENDURE HARM +Health|1d6+[_$=hp]
ENDURE HARM +Iron|1d6+[_$=i]
[/table]
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
[table="rolls"]
Move|Roll
ENDURE HARM +Health|1d6+[_$=hp]
ENDURE HARM +Iron|1d6+[_$=i]
[/table]
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
[table="rolls"]
Move|Roll
ENDURE STRESS +Heart|1d6+[_$=h]
ENDURE STRESS +Spirit|1d6+[_$=sp]
[/table]
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
[table="rolls"]
Move|Roll
ENDURE STRESS +Heart|1d6+[_$=h]
ENDURE STRESS +Spirit|1d6+[_$=sp]
[/table]
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
[table="rolls"]
Move|Roll
COMPANION ENDURE HARM +Heart|1d6+[_$=h]
COMPANION ENDURE HARM +Companion Health|1d6+
[/table]
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
[b]On a strong hit[/b], your companion rallies. Give them +1 health.
[b]On a weak hit[/b], your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
[b]On a miss[/b], also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.
[b]If you roll a miss with a 1 on your action die[/b], and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
[table="rolls"]
Move|Roll
COMPANION ENDURE HARM +Heart|1d6+[_$=h]
COMPANION ENDURE HARM +Companion Health|1d6+
[/table]
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
[b]On a strong hit[/b], your companion rallies. Give them +1 health.
[b]On a weak hit[/b], your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
[b]On a miss[/b], 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.
[b]If you roll a miss with a 1 on your action die[/b], 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.
[table="rolls"]
Move|Roll
FACE DEATH +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
[b]On a strong hit[/b], death rejects you. You are cast back into the mortal world.
[b]On a weak hit[/b], choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.
[b]On a miss[/b], you are dead.
[table="rolls"]
Move|Roll
FACE DEATH +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
[b]On a strong hit[/b], death rejects you. You are cast back into the mortal world.
[b]On a weak hit[/b], choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.
[b]On a miss[/b], you are dead.
[table="rolls"]
Move|Roll
FACE DESOLATION +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of desolation, roll +heart.
[b]On a strong hit[/b], you resist and press on.
[b]On a weak hit[/b], choose one.
• Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
• You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. [b]If you fail to score a hit[/b] when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
You may only clear the tormented debility by completing the quest.
[b]On a miss[/b], you succumb to despair or horror and are lost.
[table="rolls"]
Move|Roll
FACE DESOLATION +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of desolation, roll +heart.
[b]On a strong hit[/b], you resist and press on.
[b]On a weak hit[/b], 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. [b]If you fail to score a hit[/b] 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.
[b]On a miss[/b], you succumb to despair or horror and are lost.
[table="rolls"]
Move|Roll
[/table]
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
[table="rolls"]
Move|Roll
[/table]
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
[table="rolls"]
Move|Roll
[/table]
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
[table="rolls"]
Move|Roll
[/table]
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
[table="rolls"]
Move|Roll
SWEAR AN IRON VOW +Heart|1d6+[_$=h]
[/table]
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.
[b]On a strong hit[/b], you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.
[b]On a weak hit[/b], you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.
[b]On a miss[/b], you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
SWEAR AN IRON VOW +Heart|1d6+[_$=h]
[/table]
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.
[b]On a strong hit[/b], you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.
[b]On a weak hit[/b], you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.
[b]On a miss[/b], you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
[/table]
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
[table="rolls"]
Move|Roll
[/table]
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
[table="rolls"]
Move|Roll
FULFILL YOUR VOW =Progress|2d10
[/table]
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
[b]On a strong hit[/b], your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[b]On a weak hit[/b], there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1.
[b]On a miss[/b], your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
FULFILL YOUR VOW =Progress|2d10
[/table]
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
[b]On a strong hit[/b], your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[b]On a weak hit[/b], there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1.
[b]On a miss[/b], your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
[/table]
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[table="rolls"]
Move|Roll
[/table]
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[table="rolls"]
Move|Roll
[/table]
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.
[table="rolls"]
Move|Roll
[/table]
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.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
[table="rolls"]
Move|Roll
PAY THE PRICE|1d100
[/table]
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
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.
69-77 It is stressful.
78-85 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.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
[table="rolls"]
Move|Roll
PAY THE PRICE|1d100
[/table]
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
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.
69-77 It is stressful.
78-85 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.
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
[table="rolls]
Odds (The answer is ‘yes’ if you roll...)| Roll
Almost Certain (11 or greater)| 1d100
Likely (26 or greater)| 1d100
50/50 (51 or greater)| 1d100
Unlikely (76 or greater)| 1d100
Small Chance (91 or greater)| 1d100
[/table]
[b]On a match, an extreme result or twist has occurred.[/b]
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
[table="rolls]
Odds (The answer is ‘yes’ if you roll...)| Roll
Almost Certain (11 or greater)| 1d100
Likely (26 or greater)| 1d100
50/50 (51 or greater)| 1d100
Unlikely (76 or greater)| 1d100
Small Chance (91 or greater)| 1d100
[/table]
[b]On a match, an extreme result or twist has occurred.[/b]
[table="rolls"]
[/table]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
[table="rolls"]
[/table]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
[table="rolls"]
Move|Roll
DELVE THE DEPTHSv+Edge|1d6+[_$=e]
DELVE THE DEPTHS +Shadow|1d6+[_$=s]
DELVE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
[b]On a strong hit[/b], you delve deeper. Mark progress and Find an Opportunity.
[b]On a weak hit[/b], roll on the following table according to your stat.
[b]On a miss[/b], Reveal a Danger.
[table="rolls"]
Edge|Shadow|Wits|Weak Hit Result
DELVE THE DEPTHS|||1d100
1-45| 1-30| 1-40| Mark progress and Reveal a Danger.
46-65| 31-65| 41-55| Mark progress.
66-75| 66-90| 56-80| Choose one: Mark progress or Find an Opportunity.
76-80| 91-99| 81-99| Take both: Mark progress and Find an Opportunity.
81-00| 00| 00| Mark progress twice and Reveal a Danger.
[/table]
[table="rolls"]
Move|Roll
DELVE THE DEPTHSv+Edge|1d6+[_$=e]
DELVE THE DEPTHS +Shadow|1d6+[_$=s]
DELVE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
[b]On a strong hit[/b], you delve deeper. Mark progress and Find an Opportunity.
[b]On a weak hit[/b], roll on the following table according to your stat.
[b]On a miss[/b], Reveal a Danger.
[table="rolls"]
Edge|Shadow|Wits|Weak Hit Result
DELVE THE DEPTHS|||1d100
1-45| 1-30| 1-40| Mark progress and Reveal a Danger.
46-65| 31-65| 41-55| Mark progress.
66-75| 66-90| 56-80| Choose one: Mark progress or Find an Opportunity.
76-80| 91-99| 81-99| Take both: Mark progress and Find an Opportunity.
81-00| 00| 00| Mark progress twice and Reveal a Danger.
[/table]
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
[table="rolls"]
Roll| Result
FIND AN OPPORTUNITY|1d100
1-25| The terrain favors you, or you find a hidden path.
26-45| An aspect of the history or nature of this place is revealed.
46-57| You locate a secure area.
58-68| A clue offers insight or direction.
69-78| You get the drop on a denizen.
79-86| This area provides an opportunity to scavenge, forage, or hunt.
87-90| You locate an interesting or helpful object.
91-94| You are alerted to a potential threat.
95-98| You encounter a denizen who might support you.
99-00| You encounter a denizen in need of help.
[/table]
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
[table="rolls"]
Roll| Result
FIND AN OPPORTUNITY|1d100
1-25| The terrain favors you, or you find a hidden path.
26-45| An aspect of the history or nature of this place is revealed.
46-57| You locate a secure area.
58-68| A clue offers insight or direction.
69-78| You get the drop on a denizen.
79-86| This area provides an opportunity to scavenge, forage, or hunt.
87-90| You locate an interesting or helpful object.
91-94| You are alerted to a potential threat.
95-98| You encounter a denizen who might support you.
99-00| You encounter a denizen in need of help.
[/table]
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER|1d100
1-30| Check the theme card.
31-45| Check the domain card.
46-57| You encounter a hostile denizen.
58-68| You face an environmental or architectural hazard.
69-76| A discovery undermines or complicates your quest.
77-79| You confront a harrowing situation or sensation.
80-82| You face the consequences of an earlier choice or approach.
83-85| Your way is blocked or trapped.
86-88| A resource is diminished, broken, or lost.
89-91| You face a perplexing mystery or tough choice.
92-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER|1d100
1-30| Check the theme card.
31-45| Check the domain card.
46-57| You encounter a hostile denizen.
58-68| You face an environmental or architectural hazard.
69-76| A discovery undermines or complicates your quest.
77-79| You confront a harrowing situation or sensation.
80-82| You face the consequences of an earlier choice or approach.
83-85| Your way is blocked or trapped.
86-88| A resource is diminished, broken, or lost.
89-91| You face a perplexing mystery or tough choice.
92-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
[table="rolls"]
Move|Roll
CHECK YOUR GEAR +Supply|1d6+[_$=su]
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.
[b]On a strong hit[/b], you have it. Take +1 momentum.
[b]On a weak hit[/b], you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.
[b]On a miss[/b], you don’t have it and the situation grows more perilous. Pay the Price.
[table="rolls"]
Move|Roll
CHECK YOUR GEAR +Supply|1d6+[_$=su]
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.
[b]On a strong hit[/b], you have it. Take +1 momentum.
[b]On a weak hit[/b], you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.
[b]On a miss[/b], you don’t have it and the situation grows more perilous. Pay the Price.
[table="rolls"]
Move|Roll
LOCATE YOUR OBJECTIVE =PROGRESS|2d10
[/table]
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
LOCATE YOUR OBJECTIVE =PROGRESS|2d10
[/table]
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
ESCAPE THE DEPTHS +Edge|1d6+[_$=e]
ESCAPE THE DEPTHS +Heart|1d6+[_$=h]
ESCAPE THE DEPTHS +Iron|1d6+[_$=i]
ESCAPE THE DEPTHS +Shadow|1d6+[_$=s]
ESCAPE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits.
[b]On a strong hit[/b], you make your way safely out of the site. Take +1 momentum.
[b]On a weak hit[/b], you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge.
[b]On a miss[/b], a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
[table="rolls"]
Move|Roll
ESCAPE THE DEPTHS +Edge|1d6+[_$=e]
ESCAPE THE DEPTHS +Heart|1d6+[_$=h]
ESCAPE THE DEPTHS +Iron|1d6+[_$=i]
ESCAPE THE DEPTHS +Shadow|1d6+[_$=s]
ESCAPE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits.
[b]On a strong hit[/b], you make your way safely out of the site. Take +1 momentum.
[b]On a weak hit[/b], you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge.
[b]On a miss[/b], a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER (alternate version)|1d100
1-22| You encounter a hostile denizen.
23-42| You face an environmental or architectural hazard.
43-58| A discovery undermines or complicates your quest.
59-64| You confront a harrowing situation or sensation.
65-70| You face the consequences of an earlier choice or approach.
71-76| The path is blocked or trapped.
77-82| A resource is diminished, broken, or lost.
83-88| You face a perplexing mystery or tough choice.
89-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER (alternate version)|1d100
1-22| You encounter a hostile denizen.
23-42| You face an environmental or architectural hazard.
43-58| A discovery undermines or complicates your quest.
59-64| You confront a harrowing situation or sensation.
65-70| You face the consequences of an earlier choice or approach.
71-76| The path is blocked or trapped.
77-82| A resource is diminished, broken, or lost.
83-88| You face a perplexing mystery or tough choice.
89-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
[table="rolls"]
WIELD A RARITY =Rarity die| 1d6
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
[table="rolls"]
WIELD A RARITY =Rarity die| 1d6
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
[table="rolls"]
[/table]
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
[table="rolls"]
[/table]
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
[table="rolls"]
Move|Roll
LEARN FROM YOUR FAILURES =PROGRESS|2d10
[/table]
Progress Move
When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum.
[b]On a weak hit[/b], you learn from your mistakes. Take 2 experience and clear all progress.
[b]On a miss[/b], you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.
[table="rolls"]
Move|Roll
LEARN FROM YOUR FAILURES =PROGRESS|2d10
[/table]
Progress Move
When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum.
[b]On a weak hit[/b], you learn from your mistakes. Take 2 experience and clear all progress.
[b]On a miss[/b], you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.
When you give ground to a threat through inaction, failure, or delay, roll on the table below and envision how the change manifests in your world (Ask the Oracle if unsure).
[table="rolls"]
Roll| Result
ADVANCE A THREAT|1d100
1-30| The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.
31-70| The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.
71-00| The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.
[/table]
On a match, this development also exposes a surprising aspect of the threat’s plan or nature.
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.
When you give ground to a threat through inaction, failure, or delay, roll on the table below and envision how the change manifests in your world (Ask the Oracle if unsure).
[table="rolls"]
Roll| Result
ADVANCE A THREAT|1d100
1-30| The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.
31-70| The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.
71-00| The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.
[/table]
On a match, this development also exposes a surprising aspect of the threat’s plan or nature.
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.
[table="rolls"]
[/table]
When you spend an extended time recovering in a safe place while a threat is active, do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
[table="rolls"]
[/table]
When you spend an extended time recovering in a safe place while a threat is active, do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their maximum values.
• Set your momentum to its reset value.
Then, for each active threat, Advance a Threat.
Each round in your turn, you can take one Standard Afton, one Minor Action, and unlimited Free Actions.
FREE ACTIONS
..Adjust: Moving within Close range or in and out of Reach.
..Drop Item: Dropping an item held in one or two hands.
..Drop Prone: Dropping prone to the ground.
..Simple Task: Any small task requiring no skill test or a Simple (D0) test.
..Speak: Speaking without using a communication skill.
MINOR ACTIONS
..Clear: Ridding self or an item from an ongoing condition.
..Draw Item: Drawing an item or weapon.
..Movement: Moving within Medium range.
..Regain Guard: Stepping back and defending, requiring a Parry test.
..Stand: Standing from prone position.
STANDARD ACTIONS
..Assist: Granting an ally an advantage.
..Attack: Attacking a foe.
..Brace: Steadying an Unwieldy weapon for an attack.
..Exploit: Observing foe to discover a weakness, to exploit immediately.
..Pass: Doing nothing.
..Ready: Holding another Action to perform later.
..Recover: Attempting to recover lost Vigor or Resolve.
..Skill Test: Attempting a skill test.
..Sprint: Moving to any point in Long range.
..Treatment: Treating an ally within Reach to recover Vigor or Resolve.
..Withdraw: Withdrawing to Close range to avoid a Retaliate Action.
REACTIONS
..Defend: Parrying, blocking, or otherwise avoiding an attack.
..Protect: Defending an ally from an attack.
..Retaliate: Attacking a nearby foe when an opportunity is presented.
Each round in your turn, you can take one Standard Afton, one Minor Action, and unlimited Free Actions.
FREE ACTIONS
..Adjust: Moving within Close range or in and out of Reach.
..Drop Item: Dropping an item held in one or two hands.
..Drop Prone: Dropping prone to the ground.
..Simple Task: Any small task requiring no skill test or a Simple (D0) test.
..Speak: Speaking without using a communication skill.
MINOR ACTIONS
..Clear: Ridding self or an item from an ongoing condition.
..Draw Item: Drawing an item or weapon.
..Movement: Moving within Medium range.
..Regain Guard: Stepping back and defending, requiring a Parry test.
..Stand: Standing from prone position.
STANDARD ACTIONS
..Assist: Granting an ally an advantage.
..Attack: Attacking a foe.
..Brace: Steadying an Unwieldy weapon for an attack.
..Exploit: Observing foe to discover a weakness, to exploit immediately.
..Pass: Doing nothing.
..Ready: Holding another Action to perform later.
..Recover: Attempting to recover lost Vigor or Resolve.
..Skill Test: Attempting a skill test.
..Sprint: Moving to any point in Long range.
..Treatment: Treating an ally within Reach to recover Vigor or Resolve.
..Withdraw: Withdrawing to Close range to avoid a Retaliate Action.
REACTIONS
..Defend: Parrying, blocking, or otherwise avoiding an attack.
..Protect: Defending an ally from an attack.
..Retaliate: Attacking a nearby foe when an opportunity is presented.
There are three different methods of attacking a target: Melee, Ranged, and Threaten. Making an attack using Sorcery is addressed in Chapter Seven: Sorcery. Regardless of the method used, the process for attacking remains the same.
■■ The attacker chooses a type of attack to make and nominates a single target within range.
■■ If the target is aware of the attack, the target may declare a Defend Reaction.
■■ The attacker attempts a skill test determined by the type of attack. This is an Average (D1) skill test, unless the target has declared a Defend Reaction. In this case, the skill test is a Struggle; the target’s skill is determined by the type of attack. If the attacker wins the Struggle, then the target is hit. If the target wins the Struggle, the attack misses.
■■ If the attack hits, then the attack inflicts damage as described in Damage and Recovery. If the attack misses, then nothing happens.The specific details for each type of attack are described below:
■■ A Melee attack is made using a melee weapon and the Melee skill, directed at a single enemy within Reach. It inflicts physical damage, and the target’s Defend Reaction uses the Parry skill. Melee attacks also compare the Reach of different weapons, as noted on page 123.
■■ A Ranged attack is made using a ranged weapon and the Ranged Weapons skill, directed at a single enemy the attacker is able to see. It inflicts physical damage, and the target’s Defend Reaction uses the Acrobatics skill. The distance to the target may increase the Difficulty of the attack, subject to the optimal range of the weapon: each range category different from the weapon’s optimal range (nearer or farther) increases the Difficulty of the attacker’s skill test by one step. If the attacker has an enemy within Reach, then the Difficulty of the Ranged Weapons test increases by one step and the attacker may be subject to the Retaliate Reaction.
■■ A Threaten attack is made using a Display (see Displays, on pages 124–126) and the Persuade skill, directed at a single enemy (or enemies) the attacker is able to see. It inflicts mental damage. The target’s Defend Reaction uses the Discipline skill. This func-tions the same way as do range categories used in Ranged attacks.
There are three different methods of attacking a target: Melee, Ranged, and Threaten. Making an attack using Sorcery is addressed in Chapter Seven: Sorcery. Regardless of the method used, the process for attacking remains the same.
■■ The attacker chooses a type of attack to make and nominates a single target within range.
■■ If the target is aware of the attack, the target may declare a Defend Reaction.
■■ The attacker attempts a skill test determined by the type of attack. This is an Average (D1) skill test, unless the target has declared a Defend Reaction. In this case, the skill test is a Struggle; the target’s skill is determined by the type of attack. If the attacker wins the Struggle, then the target is hit. If the target wins the Struggle, the attack misses.
■■ If the attack hits, then the attack inflicts damage as described in Damage and Recovery. If the attack misses, then nothing happens.The specific details for each type of attack are described below:
■■ A Melee attack is made using a melee weapon and the Melee skill, directed at a single enemy within Reach. It inflicts physical damage, and the target’s Defend Reaction uses the Parry skill. Melee attacks also compare the Reach of different weapons, as noted on page 123.
■■ A Ranged attack is made using a ranged weapon and the Ranged Weapons skill, directed at a single enemy the attacker is able to see. It inflicts physical damage, and the target’s Defend Reaction uses the Acrobatics skill. The distance to the target may increase the Difficulty of the attack, subject to the optimal range of the weapon: each range category different from the weapon’s optimal range (nearer or farther) increases the Difficulty of the attacker’s skill test by one step. If the attacker has an enemy within Reach, then the Difficulty of the Ranged Weapons test increases by one step and the attacker may be subject to the Retaliate Reaction.
■■ A Threaten attack is made using a Display (see Displays, on pages 124–126) and the Persuade skill, directed at a single enemy (or enemies) the attacker is able to see. It inflicts mental damage. The target’s Defend Reaction uses the Discipline skill. This func-tions the same way as do range categories used in Ranged attacks.
Momentum Spend / Cost / Effect
Bonus Damage / 1 RA / character can increase the damage inflicted by a successful attack regardless of the type of attack. Each Momentum spent adds +1 point of damage (not +1§).
Break Guard / 2 / May only be used on an attack or a Defend Reaction. The target loses Guard.
Called Shot / 2 / The character can choose the hit location struck by a physical attack.
Change Stance / 1 / The character either goes prone or stands up.
Confidence / 1 R / The character gains 1§ Morale Soak per Momentum spent (maximum 4§) until the start of the next turn.
Disarm / 2–3 / One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2 points of Momentum if the target is holding the weapon in one hand or 3 points of Momentum if the weapon is braced or held in two hands.
Penetration / 1 R / The damage inflicted by the current attack ignores an amount of Soak equal to twice the Momentum spent.
Re-roll Damage / 1 / The player may re-roll any number of damage dice from the character’s current attack.
Second Wind / 1 I,R / The character chooses a type of damage and recovers 1 point for each Momentum spent in the associated capability.
Secondary Target / 2 / A second target within Reach of the primary target is also affected by the attack, and suffers half the attack’s damage, rounding up (to a random hit location, if physical).
Subdue / 1 / The attack gains the Nonlethal Quality.
Swift Action / 2 / The character gains an additional Standard Action, increasing the Difficulty by one step on any skill test that action requires.
Withdraw / 1 / The character leaves the Reach of an enemy without triggering any Retaliate Reactions.[/snippet]
[u]Momentum Spend / Cost / Effect[/u]
Bonus Damage / 1 RA / character can increase the damage inflicted by a successful attack regardless of the type of attack. Each Momentum spent adds +1 point of damage (not +1§).
Break Guard / 2 / May only be used on an attack or a Defend Reaction. The target loses Guard.
Called Shot / 2 / The character can choose the hit location struck by a physical attack.
Change Stance / 1 / The character either goes prone or stands up.
Confidence / 1 R / The character gains 1§ Morale Soak per Momentum spent (maximum 4§) until the start of the next turn.
Disarm / 2–3 / One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2 points of Momentum if the target is holding the weapon in one hand or 3 points of Momentum if the weapon is braced or held in two hands.
Penetration / 1 R / The damage inflicted by the current attack ignores an amount of Soak equal to twice the Momentum spent.
Re-roll Damage / 1 / The player may re-roll any number of damage dice from the character’s current attack.
Second Wind / 1 I,R / The character chooses a type of damage and recovers 1 point for each Momentum spent in the associated capability.
Secondary Target / 2 / A second target within Reach of the primary target is also affected by the attack, and suffers half the attack’s damage, rounding up (to a random hit location, if physical).
Subdue / 1 / The attack gains the Nonlethal Quality.
Swift Action / 2 / The character gains an additional Standard Action, increasing the Difficulty by one step on any skill test that action requires.
Withdraw / 1 / The character leaves the Reach of an enemy without triggering any Retaliate Reactions.[/snippet]
Damage is tricky. It uses a combat die (d6, see § below), that resolves as:
1: 1 damage
2: 2 damage
3,4: no damage
5,6: 1 damage plus Effect
You will often roll multiple damage, then total the results.
Damage is resolved in fundamentally the same way, regardless of the type of damage inflicted. Each weapon and technique determines damage based on several factors:
■■Damage Rating: Each source of damage has its own damage rating. This is normally defined as a number of §. For example, a sword has a damage rating of 4§, so four § are rolled and added together.
■■Bonus Damage: A character may inflict bonus damage if possessing above-average attributes. A character with a high Brawn will inflict additional damage on Melee attacks, and a character with a high Awareness will inflict additional damage on Ranged attacks. A character with a high Personality will inflict additional damage on Threaten attacks. See the Bonus Damage table, following.
■■Momentum: A player can spend Momentum when making an attack to add more damage to that attack. Each Momentum spent adds 1 to the damage (Repeatable).
■■Actions: The Exploit action has a Momentum spend (Repeatable) to add bonus d20s to the skill test and bonus § to the damage of the attack that follows it.
■■Resources: Ranged weapons can often spend Reloads. Each Reload spent adds a d20 to the skill test and +1§ to the damage of the attack that follows it.Once these factors have all been accounted for, the player making the attack should roll all the § indicated, and add that total to any fixed bonuses from the damage rating or Momentum spent. This is called the damage roll, and the final total is the amount of damage inflicted.
BONUS DAMAGE Attribute Bonus
8 or less: None
9:........+1§
10 or 11: +2§
12 or 13: +3§
14 or 15: +4§
16 or more: +5§
To determine the damage bonus for a given type of attack, compare the associated attribute for that type of attack to the table above.
TYPE OF DAMAGE BONUS Type of Attack: Associated Attribute
Melee:.Brawn
Ranged: Awareness
Threaten: Personality
DETERMINING DAMAGE
1. Roll the appropriate number of § and add the damage dealt.
2. Reduce damage by Soak.
3. Reduce current Stress (Vigor or Resolve) by the remaining damage.
4. If 5 points of Stress are taken, the character takes a Harm (Wound or Trauma).
5. If Stress is at 0 or becomes 0 the character takes 1 Harm (Wound or Trauma). If 5 points of Stress are taken and Stress is at 0 or becomes 0, the character takes 2 Harms.
HIT LOCATION
Roll: Location
1–2: Head
3–5: Right arm
6–8: Left arm
9–14: Torso
15–17: Right leg
18–20: Left leg
Damage is tricky. It uses a combat die (d6, see § below), that resolves as:
1: 1 damage
2: 2 damage
3,4: no damage
5,6: 1 damage plus Effect
You will often roll multiple damage, then total the results.
Damage is resolved in fundamentally the same way, regardless of the type of damage inflicted. Each weapon and technique determines damage based on several factors:
■■Damage Rating: Each source of damage has its own damage rating. This is normally defined as a number of §. For example, a sword has a damage rating of 4§, so four § are rolled and added together.
■■Bonus Damage: A character may inflict bonus damage if possessing above-average attributes. A character with a high Brawn will inflict additional damage on Melee attacks, and a character with a high Awareness will inflict additional damage on Ranged attacks. A character with a high Personality will inflict additional damage on Threaten attacks. See the Bonus Damage table, following.
■■Momentum: A player can spend Momentum when making an attack to add more damage to that attack. Each Momentum spent adds 1 to the damage (Repeatable).
■■Actions: The Exploit action has a Momentum spend (Repeatable) to add bonus d20s to the skill test and bonus § to the damage of the attack that follows it.
■■Resources: Ranged weapons can often spend Reloads. Each Reload spent adds a d20 to the skill test and +1§ to the damage of the attack that follows it.Once these factors have all been accounted for, the player making the attack should roll all the § indicated, and add that total to any fixed bonuses from the damage rating or Momentum spent. This is called the damage roll, and the final total is the amount of damage inflicted.
BONUS DAMAGE
[u]Attribute Bonus[/u]
8 or less: None
9:........+1§
10 or 11: +2§
12 or 13: +3§
14 or 15: +4§
16 or more: +5§
To determine the damage bonus for a given type of attack, compare the associated attribute for that type of attack to the table above.
TYPE OF DAMAGE BONUS
[u]Type of Attack: Associated Attribute[/u]
Melee:.Brawn
Ranged: Awareness
Threaten: Personality
DETERMINING DAMAGE
1. Roll the appropriate number of § and add the damage dealt.
2. Reduce damage by Soak.
3. Reduce current Stress (Vigor or Resolve) by the remaining damage.
4. If 5 points of Stress are taken, the character takes a Harm (Wound or Trauma).
5. If Stress is at 0 or becomes 0 the character takes 1 Harm (Wound or Trauma). If 5 points of Stress are taken and Stress is at 0 or becomes 0, the character takes 2 Harms.
HIT LOCATION
Roll: Location
1–2: Head
3–5: Right arm
6–8: Left arm
9–14: Torso
15–17: Right leg
18–20: Left leg
[style]{"logo":"https://i.imgur.com/kxL6iuc.jpg"}[/style]
[f=font-aniron h1]Background[/f]
[2column][col][table="compact"]
Age & Gender|[_=]
Caste|[_=]
Archetype|[_=]
Education|[_=]
Appearance|[_=]
Personality|[_=]
Languages|[_=]
[/table][/col]
[col][table="compact"]
Homeland|[_=]
Trait|[_=]
Nature|[_=]
War Story|[_=]
[/table][/col][/2column]
[linebreak]
[table="ht"]Fortune Points|Renown|Standing|Experience
[_=0/5]|[_=]|[_=]|Total: [_=], Spent: [_=]
[/table]
[linebreak]
[f=font-aniron h1]Stress and Harms[/f]
[2column][col]
[table="compact"]
.
Courage|[_=0]
Physical Stress (Vigor)|[_=0/4] [_=0/4] [_=0/4] [_=0/4]
Physical Wounds|[_=0/5]
Mental Stress (Resolve)|[_=0/4] [_=0/4] [_=0/4] [_=0/4]
Mental Trauma|[_=0/5]
[/table][/col]
[col][table="compact ht"]Location|1d20|Armor Soak
Head| (1-2)|[_=0]
Right Arm| (3-5)|[_=0]
Left Arm| (6-8)|[_=0]
Torso| (9-14)|[_=0]
Right Leg|(15-17)|[_=0]
Left Leg|(18-20)|[_=0]
[/table][/col][/2column]
[linebreak]
[3column][col]
[table="compact ht"]SKILL|Exp|Focus
[f=font-aniron bold]Agility[/f]:| [_agi=0]
Acrobatics |[_accr=0]|[_accf=0]
Melee |[_melr=0]|[_melf=0]
Stealth |[_ster=0]|[_stef=0]
.
[f=font-aniron bold]AWARENESS[/f]| [_awa=0]
Insight |[_insr=0]|[_insf=0]
Observation |[_obsr=0]|[_obsf=0]
Survival |[_surr=0]|[_surf=0]
Thievery |[_thir=0]|[_thif=0]
.
[f=font-aniron bold]BRAWN[/f]|[_bra=0]
Athletics |[_athr=0]|[_athf=0]
Resistance |[_resr=0]|[_resf=0]
.
[f=font-aniron bold]COORDINATION[/f]| [_coo=0]
Parry |[_parr=0]|[_parf=0]
Ranged Weapons |[_ranr=0]|[_ranf=0]
Sailing |[_sair=0]|[_saif=0]
.
[f=font-aniron bold]INTELLIGENCE[/f]| [_int=0]
Alchemy |[_alcr=0]|[_alcf=0]
Craft |[_crar=0]|[_craf=0]
Healing |[_hear=0]|[_heaf=0]
Linguistics |[_linr=0]|[_linf=0]
Lore |[_lorr=0]|[_lorf=0]
Warfare |[_warr=0]|[_warf=0]
.
[f=font-aniron bold]PERSONALITY[/f]| [_per=0]
Animal Handling|[_anir=0]|[_anif=0]
Command |[_comr=0]|[_comf=0]
Counsel|[_cour=0]|[_couf=0]
Persuade |[_perr=0]|[_perf=0]
Society|[_socr=0]|[_socf=0]
.
[f=font-aniron bold]WILLPOWER[/f]| [_wil=0]
Discipline|[_disr=0]|[_disf=0]
Sorcery |[_sorr=0]|[_sorf=0]
[/table]
[/col][col]
[table="rolls compact"]SKILL TN (FOCUS)|Mom|Roll
[f=font-aniron bold]Agility[/f]: [_$=agi]|[_m=0]|[_$=2+m]d20
Acrobatics TN [_$=accr+agi] ([_$=accf])|[_m=0]|[_$=2+m]d20
Melee TN [_$=melr+agi] ([_$=melf])|[_m=0]|[_$=2+m]d20
Stealth TN [_$=ster+agi] ([_$=stef])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]AWARENESS[/f]: [_$=awa]|[_m=0]|[_$=2+m]d20
Insight TN [_$=insr+awa] ([_$=insf])|[_m=0]|[_$=2+m]d20
Observation TN [_$=obsr+awa] ([_$=obsf])|[_m=0]|[_$=2+m]d20
Survival TN [_$=surr+awa] ([_$=surf])|[_m=0]|[_$=2+m]d20
Thievery TN [_$=thir+awa] ([_$=thif])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]BRAWN[/f]: [_$=bra]|[_m=0]|[_$=2+m]d20
Athletics TN [_$=athr+bra] ([_$=athf])|[_m=0]|[_$=2+m]d20
Resistance TN [_$=resr+bra] ([_$=resf])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]COORDINATION[/f]: [_$=coo]|[_m=0]|[_$=2+m]d20
Parry TN [_$=parr+coo] ([_$=parf])|[_m=0]|[_$=2+m]d20
Ranged Weapons TN [_$=ranr+coo] ([_$=ranf])|[_m=0]|[_$=2+m]d20
Sailing TN [_$=sair+coo] ([_$=saif])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]INTELLIGENCE[/f]: [_$=int]|[_m=0]|[_$=2+m]d20
Alchemy TN [_$=alcr+int] ([_$=alcf])|[_m=0]|[_$=2+m]d20
Craft TN [_$=crar+int] ([_$=craf])|[_m=0]|[_$=2+m]d20
Healing TN [_$=hear+int] ([_$=heaf])|[_m=0]|[_$=2+m]d20
Linguistics TN [_$=linr+int] ([_$=linf])|[_m=0]|[_$=2+m]d20
Lore TN [_$=lorr+int] ([_$=lorf])|[_m=0]|[_$=2+m]d20
Warfare TN [_$=warr+int] ([_$=warf])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]PERSONALITY[/f]: [_$=per]|[_m=0]|[_$=2+m]d20
Animal Handling TN [_$=anir+per] ([_$=anif])|[_m=0]|[_$=2+m]d20
Command TN [_$=comr+per] ([_$=comf])|[_m=0]|[_$=2+m]d20
Counsel TN [_$=cour+per] ([_$=couf])|[_m=0]|[_$=2+m]d20
Persuade TN [_$=perr+per] ([_$=perf])|[_m=0]|[_$=2+m]d20
Society TN [_$=socr+per] ([_$=socf])|[_m=0]|[_$=2+m]d20
.
[f=font-aniron bold]WILLPOWER[/f]: [_$=wil]|[_m=0]|[_$=2+m]d20
Discipline TN [_$=disr+wil] ([_$=disf])|[_m=0]|[_$=2+m]d20
Sorcery TN [_$=sorr+wil] ([_$=sorf])|[_m=0]|[_$=2+m]d20
[/table]
[/col][col]
[abilities="Talents"]
#Homeland Talent: [_=]
Effect:
#Caste Talent: [_=]
Skill:
Effect:
#Caste Talent: [_=]
Skill:
Effect:
#Bloodline Talent: [_=]
Skill:
Effect:
#Education Talent: [_=]
Skill:
Effect:
#Nature Talent: [_=]
Skill:
Effect:
#Archetype Talent: [_=]
Skill:
Effect:
#Other Talent: [_=]
Skill:
Effect:
#Other Talent: [_=]
Skill:
Effect:
[/abilities]
[abilities="Spells"]
# Spell name
Difficulty:
Duration:
Cost to Learn/Cast:
Effect:
[/abilities]
[abilities="Belongings"]
[/abilities]
[/col][/3column]
[linebreak]
[f=font-aniron large h1]Attacks[/f]
[2column][col]
[f=h3]Bonus Damage[/f]
[table] Ranged: [_bonr$=lookupBonus(awa, 1,8,0, 9,9,1, 10,11,2, 12,13,3, 14,15,4, 16,20,5)]|Melee: [_bonm$=lookupBonus(bra, 1,8,0, 9,9,1, 10,11,2, 12,13,3, 14,15,4, 16,20,5)]|Presence: [_bonp$=lookupBonus(per, 1,8,0, 9,9,1, 10,11,2, 12,13,3, 14,15,4, 16,20,5)][/table]
[f=h3]Primary Attack 1 ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon1$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd1=0]|[_=0/5]|[_$=bd1+bon1]d6
[/table]
Qualities: [_=]
[f=h3]Primary Attack 2 ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon2$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd2=0]|[_=0/5]|[_$=bd2+bon2]d6
[/table]
Qualities: [_=]
[f=h3]Primary Attack 3 ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon3$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd3=0]|[_=0/5]|[_$=bd3+bon3]d6
[/table]
Qualities: [_=]
[/col]
[col]
[f=h3]Other Attack ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon4$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd4=0]|[_=0/5]|[_$=bd4+bon4]d6
[/table]
Qualities: [_=]
[f=h3]Other Attack ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon5$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd5=0]|[_=0/5]|[_$=bd5+bon5]d6
[/table]
Qualities: [_=]
[f=h3]Other Attack ([_=])[/f]
Type ([u]r[/u]anged, [u]m[/u]elee, or [u]p[/u]resence): [_type1=p][_bon6$=(type1=='r')*bonr+(type1=='m')*bonm+(type1=='p')*bonp]
[table="compact ht"]Range/Reach|Grip|Size|Base Dam|Loads|Damage
[_=]|[_=]|[_=]|[_bd6=0]|[_=0/5]|[_$=bd6+bon6]d6
[/table]
Qualities: [_=]
[/col]
[/2column]
[abilities="Game Mechanics"]
#Combat Sequence
Each round in your turn, you can take one Standard Afton, one Minor Action, and unlimited Free Actions.
FREE ACTIONS
..Adjust: Moving within Close range or in and out of Reach.
..Drop Item: Dropping an item held in one or two hands.
..Drop Prone: Dropping prone to the ground.
..Simple Task: Any small task requiring no skill test or a Simple (D0) test.
..Speak: Speaking without using a communication skill.
MINOR ACTIONS
..Clear: Ridding self or an item from an ongoing condition.
..Draw Item: Drawing an item or weapon.
..Movement: Moving within Medium range.
..Regain Guard: Stepping back and defending, requiring a Parry test.
..Stand: Standing from prone position.
STANDARD ACTIONS
..Assist: Granting an ally an advantage.
..Attack: Attacking a foe.
..Brace: Steadying an Unwieldy weapon for an attack.
..Exploit: Observing foe to discover a weakness, to exploit immediately.
..Pass: Doing nothing.
..Ready: Holding another Action to perform later.
..Recover: Attempting to recover lost Vigor or Resolve.
..Skill Test: Attempting a skill test.
..Sprint: Moving to any point in Long range.
..Treatment: Treating an ally within Reach to recover Vigor or Resolve.
..Withdraw: Withdrawing to Close range to avoid a Retaliate Action.
REACTIONS
..Defend: Parrying, blocking, or otherwise avoiding an attack.
..Protect: Defending an ally from an attack.
..Retaliate: Attacking a nearby foe when an opportunity is presented.
#MAKING AN ATTACK
There are three different methods of attacking a target: Melee, Ranged, and Threaten. Making an attack using Sorcery is addressed in Chapter Seven: Sorcery. Regardless of the method used, the process for attacking remains the same.
■■ The attacker chooses a type of attack to make and nominates a single target within range.
■■ If the target is aware of the attack, the target may declare a Defend Reaction.
■■ The attacker attempts a skill test determined by the type of attack. This is an Average (D1) skill test, unless the target has declared a Defend Reaction. In this case, the skill test is a Struggle; the target’s skill is determined by the type of attack. If the attacker wins the Struggle, then the target is hit. If the target wins the Struggle, the attack misses.
■■ If the attack hits, then the attack inflicts damage as described in Damage and Recovery. If the attack misses, then nothing happens.The specific details for each type of attack are described below:
■■ A Melee attack is made using a melee weapon and the Melee skill, directed at a single enemy within Reach. It inflicts physical damage, and the target’s Defend Reaction uses the Parry skill. Melee attacks also compare the Reach of different weapons, as noted on page 123.
■■ A Ranged attack is made using a ranged weapon and the Ranged Weapons skill, directed at a single enemy the attacker is able to see. It inflicts physical damage, and the target’s Defend Reaction uses the Acrobatics skill. The distance to the target may increase the Difficulty of the attack, subject to the optimal range of the weapon: each range category different from the weapon’s optimal range (nearer or farther) increases the Difficulty of the attacker’s skill test by one step. If the attacker has an enemy within Reach, then the Difficulty of the Ranged Weapons test increases by one step and the attacker may be subject to the Retaliate Reaction.
■■ A Threaten attack is made using a Display (see Displays, on pages 124–126) and the Persuade skill, directed at a single enemy (or enemies) the attacker is able to see. It inflicts mental damage. The target’s Defend Reaction uses the Discipline skill. This func-tions the same way as do range categories used in Ranged attacks.
#MOMENTUM SPENDS
[u]Momentum Spend / Cost / Effect[/u]
Bonus Damage / 1 RA / character can increase the damage inflicted by a successful attack regardless of the type of attack. Each Momentum spent adds +1 point of damage (not +1§).
Break Guard / 2 / May only be used on an attack or a Defend Reaction. The target loses Guard.
Called Shot / 2 / The character can choose the hit location struck by a physical attack.
Change Stance / 1 / The character either goes prone or stands up.
Confidence / 1 R / The character gains 1§ Morale Soak per Momentum spent (maximum 4§) until the start of the next turn.
Disarm / 2–3 / One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2 points of Momentum if the target is holding the weapon in one hand or 3 points of Momentum if the weapon is braced or held in two hands.
Penetration / 1 R / The damage inflicted by the current attack ignores an amount of Soak equal to twice the Momentum spent.
Re-roll Damage / 1 / The player may re-roll any number of damage dice from the character’s current attack.
Second Wind / 1 I,R / The character chooses a type of damage and recovers 1 point for each Momentum spent in the associated capability.
Secondary Target / 2 / A second target within Reach of the primary target is also affected by the attack, and suffers half the attack’s damage, rounding up (to a random hit location, if physical).
Subdue / 1 / The attack gains the Nonlethal Quality.
Swift Action / 2 / The character gains an additional Standard Action, increasing the Difficulty by one step on any skill test that action requires.
Withdraw / 1 / The character leaves the Reach of an enemy without triggering any Retaliate Reactions.[/snippet]
#Damage
Damage is tricky. It uses a combat die (d6, see § below), that resolves as:
1: 1 damage
2: 2 damage
3,4: no damage
5,6: 1 damage plus Effect
You will often roll multiple damage, then total the results.
Damage is resolved in fundamentally the same way, regardless of the type of damage inflicted. Each weapon and technique determines damage based on several factors:
■■Damage Rating: Each source of damage has its own damage rating. This is normally defined as a number of §. For example, a sword has a damage rating of 4§, so four § are rolled and added together.
■■Bonus Damage: A character may inflict bonus damage if possessing above-average attributes. A character with a high Brawn will inflict additional damage on Melee attacks, and a character with a high Awareness will inflict additional damage on Ranged attacks. A character with a high Personality will inflict additional damage on Threaten attacks. See the Bonus Damage table, following.
■■Momentum: A player can spend Momentum when making an attack to add more damage to that attack. Each Momentum spent adds 1 to the damage (Repeatable).
■■Actions: The Exploit action has a Momentum spend (Repeatable) to add bonus d20s to the skill test and bonus § to the damage of the attack that follows it.
■■Resources: Ranged weapons can often spend Reloads. Each Reload spent adds a d20 to the skill test and +1§ to the damage of the attack that follows it.Once these factors have all been accounted for, the player making the attack should roll all the § indicated, and add that total to any fixed bonuses from the damage rating or Momentum spent. This is called the damage roll, and the final total is the amount of damage inflicted.
BONUS DAMAGE
[u]Attribute Bonus[/u]
8 or less: None
9:........+1§
10 or 11: +2§
12 or 13: +3§
14 or 15: +4§
16 or more: +5§
To determine the damage bonus for a given type of attack, compare the associated attribute for that type of attack to the table above.
TYPE OF DAMAGE BONUS
[u]Type of Attack: Associated Attribute[/u]
Melee:.Brawn
Ranged: Awareness
Threaten: Personality
DETERMINING DAMAGE
1. Roll the appropriate number of § and add the damage dealt.
2. Reduce damage by Soak.
3. Reduce current Stress (Vigor or Resolve) by the remaining damage.
4. If 5 points of Stress are taken, the character takes a Harm (Wound or Trauma).
5. If Stress is at 0 or becomes 0 the character takes 1 Harm (Wound or Trauma). If 5 points of Stress are taken and Stress is at 0 or becomes 0, the character takes 2 Harms.
HIT LOCATION
Roll: Location
1–2: Head
3–5: Right arm
6–8: Left arm
9–14: Torso
15–17: Right leg
18–20: Left leg
[/abilities]