Moves
Session Moves
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Begin a Session
When you begin a significant session or chapter of play, do all of the following.
- Identify or adjust flagged content and Set a Flag.
- Review or recap what happened last session.
- Set the scene by envisioning your character’s current situation and intent.
In addition, you may spotlight a new danger, opportunity, or insight. This can include a scene hidden from your character’s perspective. If you do, envision a brief vignette (you may roll or choose on the table below for inspiration). Then, all players take +1 momentum as you return to play from the viewpoint of your characters.
Roll Result 1-10 Flashback reveals an aspect of your background or nature 11-20 Flashback reveals an aspect of another character, place, or faction 21-30 Influential character or faction is introduced or given new detail 31-40 Seemingly unrelated situations are shown to be connected 41-50 External factors create new danger, urgency, or importance for a quest 51-60 Important character is put in danger or suffers a misadventure 61-70 Key location is made unsafe or becomes mired in conflict 71-80 Unexpected return of an enemy or threat 81-90 Peril lies ahead or lurks just out of view 91-100 Unforeseen aid is on the way or within reach Source
Ironsworn: Starforged Rulebook p.141 -
Set a Flag
When you identify situations or topics you don’t want to include, don’t want to envision in detail, or otherwise may need mindfulness when approaching, that content is now flagged.
When you encounter content flagged as something to approach mindfully, pause to consider or discuss its role in your story. When you come across flagged content that you would rather adjust or omit, Change Your Fate.
Source
Ironsworn: Starforged Rulebook p.142 -
Change Your Fate
When you encounter flagged content, reject an oracle, resist a consequence, or otherwise need to shift your circumstances within the game for your comfort or enjoyment, pause and identify what needs to be changed. Choose as many options as appropriate.
- Reframe: This didn’t happen the way you first thought. Envision the moment from another perspective in a way that diminishes or changes the content.
- Refocus: This is not the most important thing happening right now. Envision how the spotlight shifts to change the focus.
- Replace: This happens but with a small adjustment. Switch out an element and envision how this new detail changes the scenario.
- Redirect: Adjust the trajectory to involve a helping hand. Envision how another person or party becomes involved.
- Reshape: The situation changes completely. Envision what happened instead.
Source
Ironsworn: Starforged Rulebook p.143 -
Take a Break
When you resolve a progress move or complete an intense scenario, take a few deep breaths and take some time to attend to the needs of your body. Reflect on what just happened and how it made you feel. Then, choose one.
- Move on: Continue the session. You or an ally may add +1 on the next move (not a progress move), bolstered by your reflection and past experiences.
- Stop for now: End a Session.
Source
Ironsworn: Starforged Rulebook p.144 -
End a Session
When you end a significant session or chapter of play, reflect on the events of the game and identify any missed opportunities to mark progress.
- If you strengthened your ties to a connection, Develop Your Relationship.
- If you moved forward on a quest, Reach a Milestone.
If there is a quest, connection, or other situation you would like to give focus in your next session, make note of it and take +1 momentum.
Source
Ironsworn: Starforged Rulebook p.145
Adventure Moves
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Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act…
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, or aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but not without a cost. Make a suffer move (-1).
On a miss, you fail, or a momentary success is undermined by a dire turn of events. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.147 -
Secure an Advantage
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act…
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.
- Take +2 momentum
- Add +1 on your next move (not a progress move)
On a miss, you fail or your assumptions betray you. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.148 -
Gather Information
When you search for clues, conduct an investigation, analyze evidence, or do research, roll +wits.
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. Then, take +2 momentum.
On a weak hit, the information provides new insight, but also complicates your quest. Envision what you discover. Then, take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.149 -
Compel
When you try to persuade someone or make them an offer, envision your approach. If you…
- Charm, pacify, encourage, or barter: Roll +heart
- Threaten or incite: Roll +iron
- Lie or swindle: Roll +shadow
On a strong hit, they’ll do what you want or agree to your conditions. Take +1 momentum.
On a weak hit, as above, but their agreement comes with a demand or complication. Envision their counteroffer.
On a miss, they refuse or make a demand that costs you greatly. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.150 -
Aid Your Ally
When you act in direct support of an ally, envision how you aid them. Then, Secure an Advantage or Gain Ground to take action. If you score a hit, they (instead of you) take the benefits of the move.
If you Gain Ground and score a strong hit, you are both in control. On a weak hit, your ally is in control but you are in a bad spot.
Source
Ironsworn: Starforged Rulebook p.152 -
Check Your Gear
When you check to see if you have a specific helpful item or resource, roll +supply.
On a strong hit, you have it, and are ready to act. Take +1 momentum.
On a weak hit, you have it, but must choose one.
- Your supply is diminished: Sacrifice Resources (-1)
- It’s not quite right, and causes a complication or delay: Lose Momentum (-2)
On a miss, you don’t have it and the situation grows more perilous. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.153
Quest Moves
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Swear an Iron Vow
When you swear upon iron to complete a quest, write your vow and give it a rank. Then, roll +heart. If you swear this vow to a connection, add +1; if you share a bond, add +2.
On a strong hit, you are emboldened and it is clear what you must do next. 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 must overcome a significant obstacle before you begin your quest. Envision what stands in your way.
Source
Ironsworn: Starforged Rulebook p.156 -
Reach a Milestone
When you make headway in your quest by doing any of the following…
- overcoming a critical obstacle
- gaining meaningful insight
- completing a perilous expedition
- acquiring a crucial item or resource
- earning vital support
- defeating a notable foe
…you may mark progress per the rank of the vow.
Source
Ironsworn: Starforged Rulebook p.157 -
Fulfill Your Vow
When you reach the end of your quest, roll the challenge dice and compare to your progress.
On a strong hit, your vow is fulfilled. Mark a reward on your quests legacy track per the vow’s rank: troublesome=1 tick; dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3 boxes. Any allies who shared this vow also mark the reward.
On a weak hit, as above, but there is more to be done or you realize the truth of your quest. If you Swear an Iron Vow to set things right, take your full legacy reward. Otherwise, make the reward one rank lower.
On a miss, your vow is undone through an unexpected complication or realization. Envision what happens and choose one.
- Give up on the quest: Forsake Your Vow.
- Recommit to the quest: Roll both challenge dice, take the lowest value, and clear that number of progress boxes. Then, raise the vow’s rank by one (if not already epic).
Source
Ironsworn: Starforged Rulebook p.158 -
Forsake Your Vow
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow.
Then, envision the impact of this failure and choose one or more as appropriate to the nature of the vow. Any allies who shared this vow may also envision a cost.
- You are demoralized or dispirited: Endure Stress.
- A connection loses faith: Test Your Relationship when you next interact.
- You must abandon a path or resource: Discard an asset.
- Someone else pays a price: Envision how a person, being, or community bears the cost of the failure.
- Someone else takes advantage: Envision how an enemy gains power.
- Your reputation suffers: Envision how this failure marks you.
Source
Ironsworn: Starforged Rulebook p.160
Connection Moves
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Make a Connection
When you search out a new relationship or give focus to an existing relationship (not an ally or companion), roll +heart.
On a strong hit, you create a connection. Give them a role and rank. Whenever your connection aids you on a move closely associated with their role, add +1 and take +1 momentum on a hit.
On a weak hit, as above, but this connection comes with a complication or cost. Envision what they reveal or demand.
On a miss, you don’t make a connection and the situation worsens. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.163 -
Develop Your Relationship
When you reinforce your relationship with a connection by doing any of the following…
- swearing a vow to undertake a perilous quest in their service
- completing a quest to their benefit
- leveraging their help in desperate circumstances
- giving them something of worth
- sharing a profound moment
- standing with them against hardship
- overcoming a test of your relationship
…you may mark progress per the rank of the connection.
If you already share a bond with the connection, do not mark progress. Instead, roll +their rank to learn the impact on your legacy: troublesome=+1; dangerous=+2; formidable=+3; extreme=+4; epic=+5. On a strong hit, mark 2 ticks on your bonds legacy track. On a strong hit with a match, you may also envision how recent events bolstered your connection’s standing and raise their rank by one (if not already epic). On a weak hit, take +2 momentum. On a miss, take no lasting benefit.
Source
Ironsworn: Starforged Rulebook p.164 -
Test Your Relationship
When your relationship with a connection is tested through conflict, betrayal, or circumstance, roll +heart. If you share a bond, add +1.
On a strong hit, Develop Your Relationship.
On a weak hit, Develop Your Relationship, but also envision a demand or complication as a fallout of this test.
On a miss, or if you have no interest in maintaining this relationship, choose one.
- Lose the connection: Envision how this impacts you and Pay the Price.
- Prove your loyalty: Envision what you offer or what they demand, and Swear an Iron Vow (formidable or greater) to see it done. Until you complete the quest, take no benefit for the connection. If you refuse or fail the quest, the connection is permanently undone.
Source
Ironsworn: Starforged Rulebook p.165 -
Forge a Bond
When your relationship with a connection is ready to evolve, roll the challenge dice and compare to your progress.
On a strong hit, you now share a bond. Mark a reward on your bonds legacy track per the connection’s rank: troublesome=1 tick; dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3 boxes. Any allies who share this connection also mark the reward. Then, choose one.
- Bolster their influence: When they aid you on a move closely associated with their role, add +2 instead of +1.
- Expand their influence: Give them a second role. When they aid you on a move closely associated with either role, add +1 and take +1 momentum on a hit.
On a weak hit, as above, but they ask something more of you first. To gain the bond and the legacy reward, envision the nature of the request, and do it (or Swear an Iron Vow to see it done).
On a miss, they reveal a motivation or background that puts you at odds. If you recommit to this relationship, roll both challenge dice, take the lowest value, and clear that number of progress boxes. Then, raise the connection’s rank by one (if not already epic).
Source
Ironsworn: Starforged Rulebook p.166
Exploration Moves
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Undertake an Expedition
When you trailblaze a route through perilous space, journey over hazardous terrain, or survey a mysterious site, give the expedition a name and rank. Then, for each segment of the expedition, envision your approach. If you…
- Move at speed: Roll +edge
- Keep under the radar: Roll +shadow
- Stay vigilant: Roll +wits
On a strong hit, you reach a waypoint. Envision the location and mark progress per the rank of the expedition.
On a weak hit, as above, but this progress costs you. Choose one.
- Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).
- Face a peril at the waypoint: Envision what you encounter.
On a miss, you are waylaid by a crisis, or arrive at a waypoint to confront an immediate hardship or threat. Do not mark progress, and Pay the Price.
Source
Ironsworn: Starforged Rulebook p.169 -
Explore a Waypoint
When you divert from an expedition to examine a notable location, roll +wits.
On a strong hit, choose one. On a strong hit with a match, you may instead Make a Discovery.
- Find an opportunity: Envision a favorable insight, situation, resource, or encounter. Then, take +2 momentum.
- Gain progress: Mark progress on your expedition, per its rank.
On a weak hit, you uncover something interesting, but it is bound up in a peril or reveals an ominous aspect of this place. Envision what you encounter. Then, take +1 momentum.
On a miss, you encounter an immediate hardship or threat, and must Pay the Price. On a miss with a match, you may instead Confront Chaos.
Source
Ironsworn: Starforged Rulebook p.174 -
Make a Discovery
When your exploration of a waypoint uncovers something wondrous, roll on the table below or choose one. Then, envision the nature of the discovery and how it is revealed. When you first experience or engage with the discovery, you and your allies may mark two ticks on your discoveries legacy track.
Roll Result 1-4 Advanced technology waiting to be harnessed or salvaged 5-8 Ancient archive or message 9-10 Artificial consciousness evolved to a higher state 11-12 Clues to a crucial resource or uncharted domain 13-14 Envoy from another time or reality 15-22 Extraordinary natural phenomenon 23-24 First contact with intelligent life 25-26 Gateway to another time or alternate reality 27-28 Key to unlocking a language or method of communication 29-34 Lost or hidden people 35-42 Majestic or unusual lifeforms 43-46 Marvel of ancient engineering 47-50 Miraculously preserved artifact or specimen 51-56 Monumental architecture or artistry of an ancient civilization 57-62 Mysterious device or artifact of potential value 63-66 New understanding of an enduring mystery 67-68 Pathway or means of travel to a distant location 69-70 Person or lifeform with phenomenal abilities 71-78 Place of awe-inspiring beauty 79-86 Rare and valuable resource 87-88 Safeguarded or idyllic location 89-90 Visions or prophesies of the future 91-100 Roll twice Source
Ironsworn: Starforged Rulebook p.176 -
Confront Chaos
When your exploration of a waypoint uncovers something dreadful, decide the number of aspects: one, two, or three. Roll that number of times or choose that number of aspects on the table below. Then, envision how the encounter begins.
For each result, when you first confront that aspect within the scope of the encounter, you and your allies may mark one tick on your discoveries legacy track.
Roll Result 1-4 Baneful weapon of mass destruction 5-9 Cataclysmic environmental effects 10-12 Dead given unnatural life 13-17 Destructive lifeform of monstrous proportion 18-20 Dread hallucinations or illusions 21-24 Harbingers of an imminent invasion 25-27 Horde of insatiable hunger or fury 28-32 Horrific lifeforms of inscrutable purpose 33-36 Impostors in human form 37-41 Machines made enemy 42-45 Malignant contagion or parasite 46-50 Messenger or signal with a dire warning 51-53 Passage to a grim alternate reality 54-58 People corrupted by chaos 59-63 Powerful distortions of time or space 64-68 Signs of an impending catastrophe 69-72 Site of a baffling disappearance 73-77 Site of a horrible disaster 78-82 Site of terrible carnage 83-87 Technology nullified or made unstable 88-92 Technology warped for dark purpose 93-96 Vault of dread technology or power 97-100 Worshipers of great and malevolent powers Source
Ironsworn: Starforged Rulebook p.177 -
Finish an Expedition
When your expedition comes to an end, roll the challenge dice and compare to your progress.
On a strong hit, you reach your destination or complete your survey. Mark a reward on your discoveries legacy track per expedition’s rank: troublesome=1 tick; dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3 boxes. Any allies who shared this expedition also mark the reward.
On a weak hit, as above, but you face an unforeseen complication at the end of your expedition. Make the legacy reward one rank lower, and envision what you encounter.
On a miss, your destination is lost to you, or you come to understand the true nature or cost of the expedition. Envision what happens and choose one.
- Abandon the expedition: Envision the cost of this setback and Pay the Price.
- Return to the expedition: Roll both challenge dice, take the lowest value, and clear that number of progress boxes. Then, raise the expedition’s rank by one (if not already epic).
Source
Ironsworn: Starforged Rulebook p.178 -
Set a Course
When you follow a known route through perilous space, across hazardous terrain, or within a mysterious site, roll +supply.
On a strong hit, you reach your destination and the situation there favors you. Take +1 momentum.
On a weak hit, you arrive, but face a cost or complication. Choose one.
- Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).
- Face a complication at the destination: Envision what you encounter.
On a miss, you are waylaid by a significant threat, and must Pay the Price. If you overcome this obstacle, you may push on safely to your destination.
Source
Ironsworn: Starforged Rulebook p.180
Combat Moves
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Enter the Fray
When you initiate combat or are forced into a fight, envision your objective and give it a rank. If the combat includes discrete challenges or phases, set an objective with a rank for each.
Then, roll to see if you are in control. If you are…
- On the move: Roll +edge
- Facing off against your foe: Roll +heart
- In the thick of it at close quarters: Roll +iron
- Preparing to act against an unaware foe: Roll +shadow
- Caught in a trap or sizing up the situation: Roll +wits
On a strong hit, take both. On a weak hit, choose one.
- Take +2 momentum
- You are in control
On a miss, the fight begins with you in a bad spot.
Source
Ironsworn: Starforged Rulebook p.188 -
Gain Ground
When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are…
- In pursuit, fleeing, or maneuvering: Roll +edge
- Charging boldly into action, coming to the aid of others, negotiating, or commanding: Roll +heart
- Gaining leverage with force, powering through, or making a threat: Roll +iron
- Hiding, preparing an ambush, or misdirecting: Roll +shadow
- Coordinating a plan, studying a situation, or cleverly gaining leverage: Roll +wits
On a hit, you stay in control. On a strong hit, choose two. On a weak hit, choose one.
- Mark progress
- Take +2 momentum
- Add +1 on your next move (not a progress move)
On a miss, your foe gains the upper hand, the fight moves to a new location, or you encounter a new peril. You are in a bad spot and must Pay the Price.
Source
Ironsworn: Starforged Rulebook p.190 -
React Under Fire
When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach and roll. If you are…
- In pursuit, fleeing, dodging, getting back into position, or taking cover: Roll +edge
- Remaining stalwart against fear or temptation: Roll +heart
- Blocking or diverting with force, or taking the hit: Roll +iron
- Moving into hiding or creating a distraction: Roll +shadow
- Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll +wits
On a strong hit, you succeed and are in control. Take +1 momentum.
On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. Make a suffer move (-1). You stay in a bad spot.
On a miss, the situation worsens. You stay in a bad spot and must Pay the Price.
Source
Ironsworn: Starforged Rulebook p.191 -
Strike
When you are in control and assault a foe at close quarters, roll +iron; when you attack at a distance, roll +edge.
On a strong hit, mark progress twice. You dominate your foe and stay in control.
On a weak hit, mark progress twice, but you expose yourself to danger. You are in a bad spot.
On a miss, the fight turns against you. You are in a bad spot and must Pay the Price.
Source
Ironsworn: Starforged Rulebook p.192 -
Clash
When you are in a bad spot and fight back against a foe at close quarters, roll +iron; when you exchange fire at a distance, roll +edge.
On a strong hit, mark progress twice. You overwhelm your foe and are in control.
On a weak hit, mark progress, but you are dealt a counterblow or setback. You stay in a bad spot and must Pay the Price.
On a miss, your foe dominates this exchange. You stay in a bad spot and must Pay the Price.
Source
Ironsworn: Starforged Rulebook p.193 -
Take Decisive Action
When you seize an objective in a fight, envision how you take decisive action. Then, roll the challenge dice and compare to your progress.
If you are in control, check the result as normal. If you are in a bad spot, count a strong hit without a match as a weak hit, and a weak hit as a miss.
On a strong hit, you prevail. Take +1 momentum. If any objectives remain and the fight continues, you are in control.
On a weak hit, you achieve your objective, but not without cost. Roll on the table below or choose one. If the fight continues, you are in a bad spot.
Roll Result 1-40 It’s worse than you thought: Make a suffer move (-2) 41-52 Victory is short-lived: A new peril or foe appears 53-64 You face collateral damage: Something is lost, damaged, or broken 65-76 Others pay the price: Someone else suffers the cost 77-88 Others won’t forget: You are marked for vengeance 89-100 It gets complicated: The true nature of a foe or objective is revealed On a miss, you are defeated or your objective is lost. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.194 -
Face Defeat
When you abandon or are deprived of an objective, envision the consequence of this failure, clear the objective, and Pay the Price.
If the fight continues, you may create a new objective and give it a rank to represent the changing situation. If any objectives remain, the fight continues and you are in a bad spot.
Source
Ironsworn: Starforged Rulebook p.196 -
Battle
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 environment to your advantage: Roll +edge.
- Fight depending on your courage, leadership, or companions: Roll +heart.
- Fight in close to overpower your foe: Roll +iron.
- Fight using trickery to befuddle your foe: Roll +shadow.
- Fight using careful tactics to outsmart your foe: Roll +wits.
On a strong hit, you achieve your objective unconditionally. You and any allies who joined the battle may take +2 momentum.
On a weak hit, you achieve your objective, but not without cost. Pay the Price.
On a miss, you are defeated or the objective is lost. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.197
Suffer Moves
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Lose Momentum
When you are delayed or disadvantaged, suffer -1 momentum for a minor setback, -2 for a serious setback, or -3 for a major setback.
When your momentum is at its minimum (-6) and you must suffer -momentum, choose one.
- Envision how the price is paid and apply the cost to a different suffer move.
- Envision how this undermines your progress on a vow, expedition, connection, or combat. Then, clear 1 unit of progress on that track per its rank: troublesome=3 boxes; dangerous=2 boxes; formidable=1 box; extreme=2 ticks; epic=1 tick.
Source
Ironsworn: Starforged Rulebook p.199 -
Endure Harm
When you face physical injury, fatigue, or illness, suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your health is 0, Lose Momentum equal to any remaining harm.
Then, if your health is 0 or you choose to resist the harm, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
- Shake it off: If you are not wounded, take +1 health
- Embrace the pain: Take +1 momentum
On a weak hit, if you are not wounded, you may Lose Momentum (-1) in exchange for +1 health. Otherwise, press on.
On a miss, it’s worse than you thought. Suffer an additional -1 health or Lose Momentum (-2). If your health is 0, you must also mark wounded or permanently harmed, or roll on the table below.
Roll Result 1-10 You suffer mortal harm. Face Death. 11-20 You are dying. Within an hour or two, you must Heal and raise your health above 0, 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 ongoing harm, Face Death. 36-50 You are reeling. If you engage in any vigorous activity before taking a breather, roll on this table again (before resolving the other move). 51-100 You are still standing. Source
Ironsworn: Starforged Rulebook p.200 -
Endure Stress
When you face mental strain, shock, or despair, suffer -1 spirit for minor stress, -2 for serious stress, or -3 for major stress. If your spirit is 0, Lose Momentum equal to any remaining stress.
Then, if your spirit is 0 or you choose to resist the stress, roll +spirit or +heart, whichever is higher.
On a strong hit, choose one.
- Shake it off: If you are not shaken, take +1 spirit
- Embrace the darkness: Take +1 momentum
On a weak hit, if you are not shaken, you may Lose Momentum (-1) in exchange for +1 spirit. Otherwise, press on.
On a miss, it’s worse than you thought. Suffer an additional -1 spirit or Lose Momentum (-2). If your spirit is 0, you must also mark shaken or traumatized, or roll on the table below.
Roll Result 1-10 You are overwhelmed. Face Desolation. 11-25 You give up. Forsake Your Vow. 26-50 You give in to fear or compulsion, and act against your better instincts. 51-100 You persevere. Source
Ironsworn: Starforged Rulebook p.202 -
Companion Takes a Hit
When your companion faces physical hardship, they suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your companion’s health is 0, Lose Momentum equal to any remaining harm.
Then, if their health is 0 or you choose to test their resilience, roll +your companion’s health.
On a strong hit, your companion rallies. Give them +1 health.
On a weak hit, if your companion’s health is not 0, you may Lose Momentum (-1) and give them +1 health. Otherwise, they press on.
On a miss, it’s worse than you thought. They suffer an additional -1 health or you Lose Momentum (-2). If your companion’s health is 0, they are out of action until given aid. If their health is 0 and you rolled a miss with a match on this move, they are dead or destroyed; discard the asset.
Source
Ironsworn: Starforged Rulebook p.204 -
Sacrifice Resources
When you lose or consume resources, suffer -1 supply for a minor loss, -2 for a serious loss, or -3 for a major loss.
If your supply is exhausted (reduced to 0), mark unprepared. When you suffer a loss of resources while unprepared, envision how this causes you hardship and apply the cost to a different suffer move.
Source
Ironsworn: Starforged Rulebook p.205 -
Withstand Damage
When your vehicle faces a damaging situation or environment, suffer -1 integrity for minor damage, -2 for serious damage, or -3 for major damage. If your integrity is 0, Lose Momentum equal to any remaining damage.
Then, if your integrity is 0 or you choose to resist the damage, roll +integrity.
On a strong hit, choose one.
- Bypass: If your vehicle is not battered, take +1 integrity
- Ride it out: Take +1 momentum
On a weak hit, if your vehicle is not battered, you may Lose Momentum (-1) in exchange for +1 integrity. Otherwise, press on.
On a miss, it’s worse than you thought. Suffer an additional -1 integrity or Lose Momentum (-2). If your integrity is 0, also suffer a cost according to the vehicle type.
- Command vehicle: Mark the vehicle as battered or cursed, mark a module as broken, destroy a broken module by discarding it, or roll on the table below. If the command vehicle is destroyed, Overcome Destruction.
- Support vehicle: Mark the vehicle as battered or roll on the table below. If the vehicle is destroyed, discard the asset.
- Incidental vehicle: Roll on the table below.
Roll Result 1-10 Immediate catastrophic destruction. All aboard must Endure Harm or Face Death, as appropriate. 11-25 Destruction is imminent and unavoidable. If you do not have the means or intention to get clear, Endure Harm or Face Death, as appropriate. 26-40 Destruction is imminent, but can be averted if you Repair your vehicle and raise its integrity above 0. If you fail, see 11-25. 41-55 You cannot Repair this vehicle until you Resupply and obtain a crucial replacement part. If you roll this result again prior to that, see 11-25. 56-70 The vehicle is crippled or out of your control. To get it back in action, you must Repair and raise its integrity above 0. 71-85 It’s a rough ride. All aboard must make the Endure Harm, Endure Stress, or Companion Takes a Hit move, suffering a serious (-2) cost. 86-95 You’ve lost fuel, energy, or cargo. Sacrifice Resources (-2). 96-100 Against all odds, the vehicle holds together. Source
Ironsworn: Starforged Rulebook p.206
Recover Moves
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Sojourn
When you spend time recovering within a community, roll +heart.
On a strong hit, this is a safe refuge. You and your allies may each choose two recover moves: Heal, Hearten, Repair, or Resupply. Instead of rolling, assume an automatic strong hit for each. An individual move can be taken more than once.
On a weak hit, as above, but time is short or resources are strained. You and your allies each make one recover move instead of two, with no more than three moves total among the group.
On a miss, choose one.
- The community needs your help, or makes a costly demand in exchange for safe harbor. Envision what they ask of you. If you do it, or Swear an Iron Vow to see it done, resolve this move as a strong hit.
- You find no relief, and the situation grows worse. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.209 -
Heal
When you receive medical care or provide treatment, envision the situation and roll. If you…
- Receive treatment from someone (not an ally): Roll +iron
- Mend your own wounds: Roll +iron or +wits, whichever is lower
- Obtain treatment for a companion: Roll +heart
- Provide care: Roll +wits
On a strong hit, the care is helpful. If you (or the ally under your care) are wounded, clear the impact and take or give +2 health. Otherwise, take or give +3 health.
On a weak hit, as above, but the recovery costs extra time or resources. Choose one: Lose Momentum (-2) or Sacrifice Resources (-2).
On a miss, the aid is ineffective and the situation worsens. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.210 -
Hearten
When you socialize, share intimacy, or find a moment of peace, roll +heart.
On a strong hit, you find companionship or comfort and your spirit is strengthened. If you are shaken, clear the impact and take +1 spirit. Otherwise, take +2 spirit. If you make this move as you Sojourn, take +1 more.
On a weak hit, as above, but this indulgence is fleeting. Envision an interruption, complication, or inner conflict. Then, Lose Momentum (-1).
On a miss, you take no comfort and the situation worsens. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.211 -
Resupply
When you attempt to bolster your readiness, envision the opportunity and your approach. If you…
- Barter or make an appeal: Roll +heart
- Threaten or seize: Roll +iron
- Steal or swindle: Roll +shadow
- Scavenge or craft: Roll +wits
On a strong hit, choose one.
- If you are unprepared, clear the impact and take +1 supply. Otherwise, take +2 supply.
- If you are in need of a specific item or resource that can reasonably be obtained, you acquire it. Take +1 momentum.
On a weak hit, as above, but you must first deal with a cost, complication, or demand. Envision the nature of this obstacle.
On a miss, you encounter an unexpected peril. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.212 -
Repair
When you make repairs to your vehicles, modules, mechanical companions, or other devices, envision the situation and roll. If you…
- Make your own repairs, or direct a companion to make repairs: Roll +wits
- Obtain repairs from someone (not an ally): Roll +supply
On a hit, you gain repair points as appropriate to the situation, per the table below. Additionally, you may Sacrifice Resources and exchange each -1 of supply for 1 extra repair point (up to 3 points).
Situation Strong Hit Weak Hit At a facility 5 points 3 points In the field 3 points 1 points Under fire 2 points 0 points Spend repair points as follows. Unused points are discarded.
- Clear the battered impact on a vehicle: 2 points
- Fix one broken module: 2 points
- Take +1 integrity on a vehicle: 1 point
- Take +1 health for a mechanical companion: 1 point
- Repair any other device: 3 points
- Repair any other device, but with a complication or malfunction: 2 points
On a miss, the repairs are not made and the situation worsens. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.214
Threshold Moves
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Face Death
When you encounter a situation where death is an immediate and unavoidable outcome, you are dead. When you are instead brought to the brink of death with a chance for recovery or redemption, roll +heart.
On a strong hit, 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.
- There is more to be done. Envision what is revealed or asked of you at death’s door, and Swear an Iron Vow to complete an extreme quest. You return to the mortal world and must mark doomed. When you complete the deathbound quest, clear the impact.
On a miss, you are dead.
Source
Ironsworn: Starforged Rulebook p.217 -
Face Desolation
When you are brought to the brink of desolation, roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
- Your spirit 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, and Swear an Iron Vow to prevent it through an extreme quest. You return to your senses and must mark tormented. When you complete the soul-bound quest, clear the impact.
On a miss, you succumb to despair or horror and are lost.
Source
Ironsworn: Starforged Rulebook p.218 -
Overcome Destruction
When your command vehicle is destroyed or irrevocably lost, you must discard the asset, along with any modules and docked support vehicles.
If you survive, you may use your connections to replace some of what was lost. To learn the cost, roll the challenge dice and compare to the progress on your bonds legacy track.
On a strong hit, you may call in a favor. This comes without conditions.
On a weak hit, you owe someone. You must mark indebted and Swear an Iron Vow to complete an extreme quest in their service. When you complete the duty-bound quest, clear the impact.
On a miss, as with the weak hit result, but this quest is against your nature, forces you to Forsake Your Vow on another quest, or is in the service of an enemy.
If you accept the cost, take 1 experience for every marked ability on the discarded assets (minimum 3 experience). Spend this experience only on a new command vehicle, modules, and support vehicles.
Source
Ironsworn: Starforged Rulebook p.220
Legacy Moves
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Earn Experience
When you fill a box (four ticks) on any legacy track, take 2 experience. This experience may be spent when you Advance.
Once you completely fill the tenth box on any legacy track, clear that track. You may start again marking progress on the cleared track, but earn experience at a reduced rate of 1 experience (instead of 2) for each filled progress box. If you make a progress roll against this track, resolve the outcome as if at 10 progress.
Source
Ironsworn: Starforged Rulebook p.224 -
Advance
When you develop your abilities, improve your resources, gain a reward, or boost your influence, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset. Choose from the following categories as appropriate to your focus and opportunities.
- Module: Upgrade your command vehicle
- Support Vehicle: Acquire or improve a secondary vehicle
- Path: Bolster your personal capabilities or follow a new calling
- Companion: Gain or improve a trusted helper
- Deed: Learn from your experiences or build a legacy
Source
Ironsworn: Starforged Rulebook p.225 -
Continue a Legacy
When you retire from your life as Ironsworn, or succumb to death or desolation, you may create a new character in your established setting. If you do, roll the challenge dice and compare to each of the former character’s legacy tracks: quests, bonds, and discoveries (one roll per track).
For each strong hit, choose one from below, or one from the weak hit or miss options.
- Follow their path: Take one path or companion asset from the former character (at no cost), including any marked abilities.
- Share a connection: Take one connection from the former character, including any accrued progress or bond benefits.
- Accept an inheritance: Take the former character’s command vehicle and one module or support vehicle (at no cost), including any marked abilities.
For each weak hit, choose one from below, or one from the miss options.
- See it through: Choose one of the former character’s unfinished quests, and Swear an Iron Vow (with an automatic strong hit) to see it done. You may immediately mark up to half their earned progress (round down) on this quest.
- Rebuild a connection: Name one of the former character’s connections, and envision how time or circumstances have changed them in a dramatic way. When you Make a Connection with them, take an automatic strong hit and mark two ticks on your bonds legacy track.
- Explore familiar ground: Name a location that was meaningful to the former character. When you first visit that place, envision how it has changed or is endangered. Then, mark two ticks on your discoveries legacy track.
For each miss, choose one.
- Deal with the aftermath: Envision how one of your former character’s foes has gained power or influence.
- Switch loyalties: Envision how you begin in opposition to your former character’s beliefs, goals, or allegiances.
- Open Pandora’s Box: Envision how an advancement or discovery has unleashed unexpectedly dire consequences.
Source
Ironsworn: Starforged Rulebook p.226
Fate Moves
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Ask the Oracle
When you seek to resolve questions, reveal details, discover locations, 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.
- Spark an idea: Use an oracle table or other random prompt.
- 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.
Odds The answer is yes if you roll… Small Chance 10 or less Unlikely 25 or less 50/50 50 or less Likely 75 or less Almost Certain 90 or less On a match, envision an extreme result or twist.
Source
Ironsworn: Starforged Rulebook p.229 -
Pay the Price
When you suffer the outcome of an action, choose one.
- Make the most obvious negative outcome happen.
- Ask the Oracle for inspiration. Interpret the answer as a hardship or complication appropriate to the situation.
- Roll on the table below. If the result doesn’t fit the situation, roll again.
Roll Result 1-2 A trusted individual or community acts against you 3-4 An individual or community you care about is exposed to danger 5-7 You encounter signs of a looming threat 8-10 You create an opportunity for an enemy 11-14 You face a tough choice 15-18 You face the consequences of an earlier choice 19-22 A surprising development complicates your quest 23-26 You are separated from something or someone 27-32 Your action causes collateral damage or has an unintended effect 33-38 Something of value is lost or destroyed 39-44 The environment or terrain introduces a new hazard 45-50 A new enemy is revealed 51-56 A friend, companion, or ally is in harm’s way (or you are, if alone) 57-62 Your equipment or vehicle malfunctions 63-68 Your vehicle suffers damage 69-74 You waste resources 75-81 You are harmed 82-88 You are stressed 89-95 You are delayed or put at a disadvantage 96-100 Roll twice Source
Ironsworn: Starforged Rulebook p.232
Scene Challenge Moves
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Begin the Scene
When you face an extended or complex challenge, name your objective and choose a rank as appropriate to the situation.
- You have a clear advantage: Troublesome
- You are ready to act: Dangerous
- You are unprepared or outmatched: Formidable
Then, activate a 4-segment tension clock and Face Danger or Secure an Advantage to take action.
Source
Ironsworn: Starforged Rulebook p.239 -
Face Danger (Scene Challenge)
When you attempt something risky or react to an imminent threat within a scene challenge, envision your action and roll. If you act…
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, or aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a strong hit, you are successful and mark progress. On a strong hit with a match, mark progress twice.
On a weak hit, you are successful and mark progress, but also encounter a complication or setback. Envision what occurs and fill a clock segment.
On a miss, you fail, or a momentary success is undermined by a dramatic turn of events. Fill a clock segment and Pay the Price. On a miss with a match, fill two segments and Pay the Price.
Source
Ironsworn: Starforged Rulebook p.240 -
Secure an Advantage (Scene Challenge)
When you assess a situation, make preparations, or attempt to gain leverage within a scene challenge, envision your action and roll. If you act…
- With speed, mobility, or agility: Roll +edge
- With resolve, command, or sociability: Roll +heart
- With strength, endurance, aggression: Roll +iron
- With deception, stealth, or trickery: Roll +shadow
- With expertise, focus, or observation: Roll +wits
On a hit, you are successful. On a strong hit, take both. On a strong hit with a match, take both and mark progress. On a weak hit, choose one.
- Take +2 momentum
- Add +1 on your next move (not a progress move)
On a miss, you fail or your assumptions betray you. Fill a clock segment and Pay the Price. On a miss with a match, fill two segments and Pay the Price.
Source
Ironsworn: Starforged Rulebook p.240 -
Finish the Scene
When the scene challenge tension clock or progress track is filled, or when events lead to the scene’s conclusion, roll the challenge dice and compare to your progress.
On a strong hit, you achieve your objective unconditionally.
On a weak hit, you succeed, but not without cost. You must Pay the Price. Make this a minor cost relative to the scope of the scene.
On a miss, you fail or are undermined by a dire and costly turn of events. Pay the Price.
Source
Ironsworn: Starforged Rulebook p.241