Plaintext
IRONSWORN
ASSETS
MASTER SET
Copyright ©2020 Shawn Tomkin.
Designed for use with the Ironsworn tabletop RPG, available at ironswornrpg.com.
The text of this work is licensed under the Creative Commons Attribution 4.0 International
license. For details on licenses, visit ironswornrpg.com.
Updated June 1, 2022 to include Commander, Fated, and Lorekeeper paths
Updated January 15, 2022 to change licensing to CC-BY
WRITING AND DESIGN ACKNOWLEDGEMENTS
Shawn Tomkin Thank you to Alice Southey, Bill Andel,
Bodhi Hunt, HolyRoller, Jeff Lopez,
EDITING Jeremiah Wenneker, Joel Briton, Justin
Matt Click Gordon, Krzysztof Czopek, Liam Moher,
M. Quintanilla, Matt Click, Robin Avery,
IMAGE CREDITS Samuel Rondón Acevedo, and other
Selected icons from game-icons.net by members of the Ironsworn community for
Lorc and Delapouite under CC BY 3.0. feedback and inspiration.
You may print these assets for personal use. They are sized for use with standard 3.5x2.5in
(88x63mm) card protectors. A printed deck of assets is also available for purchase at
ironswornrpg.com.
A NOTE ABOUT ASSETS AND PROGRESS MOVES
Some assets include abilities which might be applied to a variety of moves. This is usually
phrased as “when you make a move to [blank].” However, unless an asset specifically defines
a benefit for a progress move, you may not leverage an asset ability when making one of those
moves. To learn more about progress moves, see page 17 of the Ironsworn rulebook.
COMPANION COMPANION COMPANION
CAVE LION GIANT SPIDER HAWK
Name: Name: Name:
Your cat takes down its prey. Your spider uncovers secrets. Your hawk can aid you while it is aloft.
Eager: When your cat chases down big Discreet: When you Secure an Advantage Far-seeing: When you Undertake
game, you may Resupply with +edge by sending your spider to scout a place, a Journey, or when you Resupply by
(instead of +wits). If you do, take +1 add +1 and take +1 momentum on a hit. hunting for small game, add +1.
supply or +1 momentum on a strong hit. Soul-Piercing: You may Face Danger Fierce: When you Secure an Advantage
Inescapable: When you Enter the +shadow by sending your spider to secretly +edge using your hawk to harass and
Fray or Strike by sending your cat to study someone. On a hit, the spider returns distract your foes, add +1 and take +1
attack, roll +edge. On a hit, take +2 to reveal the target’s deepest fears through momentum on a hit.
momentum. a reflection in its glassy eyes. Use this to Vigilant: When you Face Danger
Protective: When you Make Camp, Gather Information and reroll any dice. +wits to detect an approaching threat,
your cat is alert to trouble. If you or an Ensnaring: When your spider sets a trap, or when you Enter the Fray +wits
ally choose to relax, take +1 spirit. If add +1 as you Enter the Fray +shadow. against an ambush, add +2.
you focus, take +1 momentum. On a strong hit, also inflict 2 harm.
0 +1 +2 +3 +4 0 +1 +2 +3 +4 0 +1 +2 +3
COMPANION COMPANION COMPANION
HORSE HOUND KINDRED
Name: Name: Name:
You and your horse ride as one. Your hound is your steadfast companion. Your friend stands by you.
Swift: When you Face Danger +edge Sharp: When you Gather Information Skilled: When you make a move outside
using your horse’s speed and grace, or using your hound’s keen senses to of combat aided by your companion’s
when you Undertake a Journey, add +1. track your quarry or investigate a expertise, add +1.
Fearless: When you Enter the Fray scene, add +1 and take +1 momentum Expertise:
or Secure an Advantage +heart by on a hit.
charging into combat, add +1 and take Ferocious: When you Strike or Clash Shield-Kin: When you Clash or Battle
+1 momentum on a hit. alongside your hound and score a hit, alongside your companion, or when
inflict +1 harm or take +1 momentum. you Face Danger against an attack by
Mighty: When you Strike or Clash at
standing together, add +1.
close range while mounted, add +1 Loyal: When you Endure Stress in the
and inflict +1 harm on a hit. company of your hound, add +1. Bonded: Once you mark a bond with
your companion, add +1 when you
Face Desolation in their presence.
0 +1 +2 +3 +4 +5 0 +1 +2 +3 +4 0 +1 +2 +3 +4
COMPANION COMPANION COMPANION
MAMMOTH OWL RAVEN
Name: Name: Name:
Your mammoth walks a resolute path. Your owl soars through the darkness. Your raven heeds your call.
Lumbering: When your mammoth Nocturnal: If you Resupply at night Sly: When you Secure an Advantage or
travels with you as you Undertake a by sending your owl to hunt, take +2 Face Danger +shadow using your raven
Journey, you may add +2 but suffer -1 momentum on a hit. When you Enter the to perform trickery (such as creating a
momentum (decide before rolling). Fray +wits against an ambush in darkness, distraction or stealing a small object)
Beast of burden: When you make add +1 and take +1 momentum on a hit. add +1 and take +1 momentum on a hit.
a move which requires you to roll Sage: When you leverage your owl’s Knowing: When you Face Death,
+supply, you may instead roll +your secret knowledge to perform a ritual, add +2 and take +1 momentum on a hit.
mammoth’s health. add +1 or take +1 momentum on a hit Diligent: When your raven carries
Overpowering: When you Strike (decide before rolling). messages for you, you may Secure an
or Clash by riding your mammoth Embodying: When you Face Death, take Advantage, Gather Information, or
against a pack of foes, add +1 and your owl’s health as +momentum before Compel from a distance.
inflict +1 harm on a hit. you roll.
0 +1 +2 +3 +4 +5 0 +1 +2 +3 0 +1 +2
COMPANION COMPANION COMPANION
COMPANION COMPANION COMPANION
COMPANION COMPANION COMPANION
COMPANION PATH PATH
YOUNG WYVERN ALCHEMIST ANIMAL KIN
Name: When you create an elixir, choose an When you make a move to pacify, calm,
effect: Deftness (edge), audacity (heart), control, aid, or fend off an animal (or
Your wyvern won’t devour you. For now. vigor (iron), slyness (shadow), or clarity an animal or beast companion), add +1
Insatiable: When you Undertake a (wits). Then, suffer -1 supply and roll and take +1 momentum on a hit.
Journey and score a hit, you may suffer -1 +wits. On a strong hit, you create a single You may add or upgrade an animal
supply in exchange for +2 momentum. dose. The character who consumes the or beast companion asset for 1 fewer
Indomitable: When you make the elixir must Face Danger +iron and score experience. Once you mark all their
Companion Endure Harm move for your a hit, after which they add +1 when abilities, you may Forge a Bond with
wyvern, add +2 and take +1 momentum making moves with the related stat until them and take an automatic strong hit.
on a hit. their health, spirit, or momentum fall When you do, mark a bond twice and
Savage: When you Strike by below +1. On a weak hit, as above, but take 1 experience.
commanding your wyvern to attack, suffer an additional -1 supply to create it. Once per fight, when you leverage your
roll +heart. Your wyvern inflicts 3 harm As above, and you may choose two animal or beast companion to make a
on a hit. effects for a single dose, or create two move, reroll any dice. On a hit, take +1
doses of the same effect. momentum.
When you prepare an elixir, add +1
0 +1 +2 +3 +4 +5
and take +1 momentum on a hit.
PATH PATH PATH
BANNER-SWORN BATTLE-SCARRED BLADE-BOUND
Name: Once you become maimed... Name:
Once you mark a bond with a leader or You focus your energies: Reduce your Once you mark a bond with a kin-blade, a
faction... edge or iron by 1 and add +2 to wits sentient weapon imbued with the spirit of
or heart, or +1 to each (to a maximum
When you Swear an Iron Vow to serve your ancestor...
of +4).
your leader or faction on a mission, When you Enter the Fray or Draw the
You overcome your limitations:
you may reroll any dice. When you Circle while wielding your kin-blade,
Reduce your maximum health by 1.
Fulfill Your Vow and mark experience, add +1 and take +1 momentum on
Maimed no longer counts as a debility,
take +1 experience. a hit.
and does not reduce your maximum
When you Sojourn or Make Camp in momentum or reset value. When When you Gather Information by
the company of your banner-kin, add you Endure Stress +heart, take +1 listening to the whispers of your kin-
+1 and take +1 momentum on a hit. momentum on a strong hit. blade, add +1 and take +2 momentum
When you Enter the Fray bearing your on a hit. Then, Endure Stress (2 stress).
You have stared down death before:
banner, add +1 and take +1 momentum When you are at 0 health and Endure When you Strike with your kin-blade
on a hit. When you burn momentum Harm, you may roll +wits or +heart to inflict savage harm (decide before
while carrying your banner in combat, (instead of +health or +iron). If you rolling), add +1 and inflict +2 harm on
take +1 momentum after you reset. do, take +1 momentum on a hit. a hit. Then, Endure Stress (2 stress).
PATH PATH PATH
BONDED COMMANDER DANCER
When you make a move which gives You lead a warband with +4 strength. When you Secure an Advantage +edge
you an add for sharing a bond, add Roll +strength when you command by dancing for an audience, add +1
+1 more. your warband to Face Danger, Secure an and take +2 momentum on a hit. On a
When you completely fill a box on Advantage, Compel, or Battle. When you strong hit, also add +2 (one time only)
your bonds progress track, envision face the negative outcome of any move, if you make a move to interact with
what your relationships have taught you may suffer -1 strength as the cost. someone in the audience.
you. Then, take 1 experience and +2 When you Make Camp or Sojourn and When you Face Danger +edge in a fight
momentum. score a hit, take +1 strength. While at 0 by nimbly avoiding your foe’s attacks,
strength, this asset counts as a debility. add +1 and take +1 momentum on a hit.
When you make a move in a crucial
You may dispatch scouts from your
moment and score a miss, you may When you or an ally make a progress
warband to Gather Information or
cling to thoughts of your bond-kin for move and score a hit, you may perform a
Resupply; if you do, roll +strength.
courage or encouragement. If you do, dance to commemorate the event. If you
reroll any dice. On another miss, in Once you Forge a Bond with your do, roll +edge. On a strong hit, you and
addition to the outcome of the move, warband, take +1 momentum on a hit each of your allies take +2 momentum
you must mark shaken or corrupted. If when you leverage a warband ability. and +1 spirit. On a weak hit, you take +1
both debilities are already marked, Face momentum or +1 spirit, but your allies
Desolation. 0 +1 +2 +3 +4 are unmoved.
PATH PATH COMPANION
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
DEVOTANT EMPOWERED FATED
God’s Name: Title/Lineage: When you Face Death or Face
Desolation while your epic background
Stat: When you Sojourn and score a weak vow is unfulfilled, it is not yet your
hit or miss, you may claim the rights time. Instead of rolling, you may take
When you say your daily prayers, you
of hospitality warranted by your title an automatic strong hit. If you do,
may Secure an Advantage by asking
or lineage. If you do, roll all dice this asset counts as a debility (and you
your god to grant a blessing. If you
again and add +1. On a miss, you are no longer have this protection) until
do, roll +your god’s stat. On a hit,
refused, and your presumption causes you next Reach a Milestone on the
take +2 momentum.
significant new trouble. background vow.
When you Swear an Iron Vow to serve
When you exert your title or lineage When you Reach a Milestone on your
your god on a divine quest, you may
to Compel, add +1 and take +1 background vow, take +2 momentum
roll +your god’s stat and reroll any or +1 spirit.
momentum on a hit.
dice. When you Fulfill Your Vow and
When you forgo your title or lineage For every two boxes filled on your
mark experience, take +1 experience.
and Forge a Bond as an equal, or background vow progress track, take 1
When you Sojourn by sharing the experience. When you Fulfill Your Vow,
when you Swear an Iron Vow to serve
word of your god, you may roll your fate is at hand. Envision your final
someone of a lower station, add +1 and
+your god’s stat. If you do, take +1 sacrifice and reroll any dice.
take +1 momentum or +1 spirit on a hit.
momentum on a hit.
PATH PATH PATH
FORTUNE HUNTER HERBALIST HONORBOUND
When you Swear an Iron Vow to When you attempt to Heal using When you Turn the Tide, envision how
someone under the promise of payment, herbal remedies, and you have at least your vows give you strength in this
add +1 and give the quest a special mark. +1 supply, choose one (decide before moment. Then, when you make your
When you successfully Fulfill Your Vow rolling). move, add +2 (instead of +1) and take
to them, take +wealth equal to the rank • Add +2. +1 momentum on a hit.
of the quest. If you leverage wealth when • On a hit, take or give an additional When you Secure an Advantage or
making a move where resources are a +1 health. Compel by telling a hard truth, add
factor, add +wealth and suffer -1 wealth. When you Heal a companion, ally, or +1 and take +1 momentum on a hit.
When in a community or trading, you other character, and score a hit, take On a weak hit or miss, envision how
may suffer -1 wealth and take +2 supply. +1 spirit or +1 momentum. this truth complicates your current
When you Resupply by scavenging or When you Make Camp and choose situation.
looting, and score a strong hit with the option to partake, you can create When you Fulfill Your Vow and score a
a match, you may envision finding a restorative meal. If you do, you and miss, you may reroll one challenge die.
an object of value. If you do, take +1 If you score a miss again, reduce your
your companions take +1 health. Any
supply (instead of +2) and +1 wealth. maximum spirit by 1. You may recover
allies who choose to partake also take
+1 health, and do not suffer -supply. this lost spirit when you next Fulfill
0 +1 +2 +3 +4 +5
Your Vow and score a strong hit.
PATH PATH PATH
IMPROVISER INFILTRATOR LOREKEEPER
When you Check your Gear, you may When you make a move to breach, You are the bearer of a mystical archive.
roll +wits (instead of +supply). If traverse, or hide within an area held When you Secure an Advantage or
you do, envision how you make do by an enemy, add +1 and take +1 Gather Information using lore recalled
with a clever solution, and take +1 momentum on a hit. from your studies, add +1. If you have a
momentum on a hit. When you Gather Information within few hours to search the archive, add +2.
When you Secure an Advantage or an enemy area to discover their On a hit, envision the obscure but helpful
knowledge you put to use (Ask the Oracle
Face Danger by cobbling together an positions, plans, or methods, or when
if unsure), and take +1 momentum.
ad hoc tool or apparatus, add +1 and you Secure an Advantage within that
take +1 momentum on a hit. After area through observation, you may roll When you learn of a site or object holding
lost knowledge, and Swear an Iron Vow to
rolling, you may also suffer -1 supply +shadow (instead of +wits). If you do,
recover it for the archive, reroll any dice.
and add +1 more. take +1 momentum on a hit.
When you Fulfill Your Vow and mark
When you throw caution to the wind When you Resupply within an enemy experience, take +1 experience.
and make an impulsive move in a risky area by scavenging or looting, you may
One time only, you may browse the
situation, you may add +2. If you do, roll +shadow (instead of +wits). If you archive’s forbidden depths. If you do,
take +1 momentum on a strong hit, do, take +1 momentum or +1 supply raise your wits by 1 and roll an action die.
but count a weak hit as a miss. on a hit. On 1-3, you must also mark corrupted or
Face Desolation (ignoring momentum).
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
LOYALIST MASKED OATHBREAKER
When you Aid Your Ally, add +1 and Once you mark a bond with elves, and are Once you Forsake Your Vow...
take +1 momentum on a hit. This is gifted a mask of precious elderwood... This asset counts as a debility. One
in addition to the benefits taken by Choose your mask’s material. time only, when you Swear an Iron
your ally. Thunderwood: Edge / Health Vow to redeem yourself (extreme or
When an ally makes the Endure Stress Bloodwood: Iron / Health greater), give that vow a special mark.
move in your company, they add +1 Ghostwood: Shadow / Spirit When you Reach a Milestone on the
and you take +1 momentum on a hit. Whisperwood: Wits / Spirit marked vow, take +2 momentum.
When you stand with your ally as When you wear the mask and make a When you Secure an Advantage
they make a progress move, envision move which uses its stat, add +1. If you or Compel by reaffirming your
how you support them. Then, roll one roll a 1 on your action die, suffer -1 to commitment to your marked vow, add
challenge die. On a 1-9, your ally may the associated track (in addition to any +1 and take +1 momentum on a hit.
replace one of their challenge dice other outcome of the move). When you Fulfill Your Vow on your
with yours. On a 10, envision how you As above, and you may instead add +2 marked quest and score a hit, you find
inadvertently undermine their action; and suffer -2 (decide before rolling). redemption and automatically activate
your ally must replace their lowest When you Face Death or Face this ability at no cost. You may then
challenge die with yours. Desolation while wearing the mask, you improve one of your stats by +1 and
may roll +its stat (instead of +heart). discard this asset.
PATH PATH PATH
OUTCAST PRETENDER REVENANT
When your supply is reduced to 0, suffer When you establish a false identity, roll Once you Face Death and return to the
any remaining -supply as -momentum. +shadow. On a strong hit, you may add world of the living...
Then, roll +wits. On a strong hit, +2 when you make moves using this When you are at 0 health, and Endure
you manage to scrape by and take +1 identity to deceive or influence others. Harm or Face Death, add +1. If you
supply. On a weak hit, you may suffer If you roll a 1 on your action die when then burn momentum to improve
-2 momentum in exchange for +1 using your false identity, someone your result, envision what bond or vow
supply. On a miss, you are Out of Supply. doubts you. Make appropriate moves binds you to this world, and take +2
When you Sojourn, you may reroll to reassure them or prevent them from momentum after you reset.
any dice. If you do (decide before your revealing the truth. On a weak hit, as When you make a move to investigate,
first roll), your needs are few, but your above, but add +1 (instead of +2). oppose, or interact with a horror, spirit,
isolation sets you apart from others. A As above, and you may roll +shadow or other undead being, add +1.
strong hit counts as a weak hit. (instead of +heart) when you Sojourn When you bring death to your foe
When you Reach Your Destination under your false identity. If you do, to End the Fight, you may burn
and score a strong hit, you recall or take +1 momentum on a hit. momentum to cancel one (not both) of
recognize something helpful about When you Secure an Advantage by the challenge dice if your momentum is
this place. Envision what it is, and take revealing your true identity in a greater than the value of that die. If you
+2 momentum. dramatic moment, reroll any dice. do, Endure Stress (2 stress).
PATH PATH PATH
RIDER RITUALIST SHADOW-KIN
If you are with your horse companion... Once you Fulfill Your Vow (formidable or Once you become corrupted...
When you Heal your horse, or when you greater) in service to an elder mystic, and You harden your heart: Reduce your
Face Danger to calm or encourage it, Forge a Bond to train with them... heart stat by 1 and add up to +2 to
add +1 and take +1 momentum on a hit. When you Secure an Advantage to shadow (to a maximum of +4).
When you Undertake a Journey, you may ready yourself for a ritual, envision You are attuned to the realms of
push your horse harder and add +1 (after how you prepare. Then, add +1 and shadow: When you perform a ritual,
rolling). If you do, make the Companion take +1 momentum on a hit. add +1.
Endure Harm move (1 harm). When you perform a ritual, you may You know the sly ways of death: When
When you Secure an Advantage +wits suffer -1 supply and add +1 (decide you Face Death, you may roll +shadow
by sizing up a perilous situation from before rolling). (instead of +heart). On a weak hit, if
the saddle, you are one with your When you tattoo the essence of a you choose to undertake a deathbound
horse’s instincts. Add +1 and take +1 new ritual onto your skin, envision quest, you may roll +shadow (instead
momentum on a hit. the mark you create. You may then of +heart) and reroll any dice as you
purchase and upgrade that ritual asset Swear an Iron Vow. When you Fulfill
for 1 fewer experience. Your Vow on that quest and mark
experience, take +2 experience.
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
SIGHTED SLAYER SPIRIT-BOUND
When you Face Danger or Gather When you Gather Information by You are haunted by someone whose
Information to identify or detect tracking a beast or horror, or when death you caused through your actions
mystic forces, add +1 and take +1 you Secure an Advantage by readying or failures. When you consult with
momentum on a hit. yourself for a fight against them, add their spirit to Secure an Advantage or
When you Compel, Forge a Bond, or +1 and take +1 momentum on a hit. Gather Information, add +1 and take
Test Your Bond with a fellow mystic When you Swear an Iron Vow to slay +2 momentum on a hit. On a weak hit,
or mystical being, add +1 and take +1 a beast or horror, you may reroll any also Endure Stress (1 stress).
momentum on a hit. dice. When you Fulfill Your Vow and When you Face Death guided by the
When you Secure an Advantage by mark experience, take +1 experience. spirit, add +1. On a strong hit, envision
studying someone or something in a When you slay a beast or horror (at what you learn and take 1 experience.
charged situation, add +1 and take +1 least formidable), you may take a One time only, when you successfully
momentum on a hit. When you also trophy and choose one. Fulfill Your Vow (formidable or greater)
pierce the veil to explore deeper truths • Power a ritual: When you or an ally in service to the spirit, choose one.
(decide before rolling), you may reroll make a ritual move, reroll any dice • Let them go: Take 2 experience for each
any dice. If you do, count a weak hit as (one time only). marked ability and discard this asset.
a miss. • Prove your worth: When you Sojourn, • Deepen your connection: Add +1
reroll any dice (one time only). more when you leverage this asset.
PATH PATH PATH
STORYWEAVER TRICKSTER VETERAN
When you Secure an Advantage, When you Face Danger, Secure an When you burn momentum to
Compel, or Forge a Bond by sharing an Advantage, or Compel by lying, improve your result in combat, envision
inspiring or enlightening song, poem, bluffing, stealing, or cheating, add +1. how your hard-won fighting experience
or tale, envision the story you tell. When you Gather Information by gives you the upper hand. Then, take
Then, add +1 and take +1 momentum investigating a devious scheme, you +1 momentum after you reset, and add
on a hit. may roll +shadow (instead of +wits). If +1 when you make your next move.
When you Make Camp and choose the you do, take +2 momentum on a hit. Once per fight, you also take initiative
option to relax, you may share a story When you Forge a Bond for a when burning momentum to improve a
with your allies or compose a new relationship founded on a lie, choose miss to a weak hit.
story if alone. If you do, envision the one. When you Swear an Iron Vow to
story you tell and take +1 spirit or +1 • Keep your secret: Roll +shadow someone who fought beside you, or
momentum. Any allies who choose to (instead of +heart). Forge a Bond with them, add +2 and
relax in your company may also take take +2 momentum on a hit.
• Reveal the truth: Roll +heart. On a
+1 spirit or +1 momentum. When you Resupply by looting the
strong hit, mark a bond twice and
When you Sojourn within a take 1 experience. A weak hit counts dead on a field of battle, add +1 and
community with which you share a as a miss. take +1 momentum on a hit.
bond, add +2 (instead of +1).
PATH PATH PATH
WATERBORN WAYFINDER WEAPONMASTER
When you Face Danger, Gather When you Undertake a Journey, take Once you Fulfill Your Vow (formidable or
Information, or Secure an Advantage +1 momentum on a strong hit. If you greater) in service to a seasoned warrior,
related to your knowledge of burn momentum to improve your and Forge a Bond to train with them...
watercraft, water travel, or aquatic result, also take +1 momentum after When you Secure an Advantage by
environments or creatures, add +1 and you reset. sizing up your foe in a fight, or in a
take +1 momentum on a hit. When you Secure an Advantage charged situation which may lead to a
When you Undertake a Journey by or Gather Information by carefully fight, add +1 and take +1 momentum
boat or ship, add +1. On a strong hit, surveying the landscape or scouting on a hit.
also choose one. ahead, add +1 and take +1 momentum When you study or train in a new
• The wind is at your back: Mark on a hit. weapon or technique, you may obtain
progress twice. When you Swear an Iron Vow to safely and upgrade that combat talent for 1
• Find safe anchor: Make Camp now guide someone on a perilous journey, fewer experience.
and reroll any dice. you may reroll any dice. When you When you Turn the Tide with a sudden
• Reap the bounty: Resupply now and Fulfill Your Vow and mark experience, change of weapon or technique, and
reroll any dice. take +1 experience. your next move is a Strike, add +1 and
When you Enter the Fray aboard a inflict +2 harm on a strong hit.
boat or ship, reroll any dice.
PATH PATH PATH
PATH PATH PATH
PATH PATH PATH
PATH PATH COMBAT TALENT
WILDBLOOD WRIGHT ARCHER
When you Face Danger, Secure an Specialty: If you wield a bow....
Advantage, or Gather Information When you Secure an Advantage by
using your knowledge of tracking, When you Secure an Advantage by
crafting a useful item using your taking a moment to aim, choose your
woodcraft, or woodland creatures, approach and add +1.
add +1. specialty, or when you Face Danger
to create or repair an item in a • Trust your instincts: Roll +wits, and
When you Face Danger or Secure an take +2 momentum on a strong hit.
perilous situation, add +1 and take +1
Advantage by hiding or sneaking in • Line up your shot: Roll +edge, and
momentum on a hit.
the woodlands, add +1 and take +1 take +1 momentum on a hit.
As above, and you may suffer -1 supply
momentum on a hit. Once per fight, when you Strike
(after rolling) to add an additional +1.
When you Make Camp in the or Clash, you may take extra shots
When you give the item you create as
woodlands, you may roll +wits and suffer -1 supply (decide before
a gift to commemorate an important
(instead of +supply). If you do, you rolling). When you do, reroll any dice.
event or relationship, you may (one
and your allies each choose 1 more On a hit, inflict +2 harm and take +1
time only) reroll any dice when you
option on a hit. momentum.
Compel, Forge a Bond, or Test Your
Bond. When you Resupply by hunting, add
+1 and take +1 momentum on a hit.
COMBAT TALENT COMBAT TALENT COMBAT TALENT
BERSERKER BRAWLER CUTTHROAT
If you are clad only in animal pelts… If you are unarmed or fighting with a If you wield a dagger or knife...
When you Secure an Advantage or non-deadly weapon... When you are in position to Strike
Compel by embodying your wild nature, When you Secure an Advantage +iron at an unsuspecting foe, choose one
add +1 and take +1 momentum on a hit. by engaging in close-quarters brawling (before rolling).
When you Strike or Clash by unleashing (such as punching, tripping, or • Add +2 and take +1 momentum
your rage (decide before rolling), inflict grappling), add +1. If you score a hit, on a hit.
+1 harm on a hit. Then, choose one. you may also inflict 1 harm. • Inflict +2 harm on a hit.
• Push yourself: Endure Harm (1 harm). When you use an unarmed attack or When you Compel someone at the
• Lose yourself: Endure Stress (1 stress). simple weapon to Strike with deadly point of your blade, or when you rely
When you Endure Harm in a fight, intent, add +2 and inflict 2 harm on on your blade to Face Danger, add +1.
and your health is above 0, you may let a hit (instead of 1). On a weak hit or Once per fight, when you Secure an
the pain inflame your wildness (decide miss, suffer -1 momentum (in addition Advantage +shadow by performing a
before rolling). If you then score a to any other outcome of the move). feint or misdirection, reroll any dice
strong hit and choose to embrace the When you Face Danger or Clash and take +1 momentum on a hit.
pain, take +momentum equal to your against a brawling attack, add +1 and
remaining health. A weak hit counts take +1 momentum on a hit.
as a miss.
COMBAT TALENT COMBAT TALENT COMBAT TALENT
DUELIST FLETCHER IRONCLAD
If you wield a bladed weapon in each When you Secure an Advantage If you wear armor...
hand... by crafting arrows of fine quality, When you equip or adjust your armor,
When you Strike or Clash, you may add +1. Then, take +1 supply or +1 choose one.
add +2. If you do (decide before momentum on a hit. • Lightly armored: When you Endure
rolling), inflict +1 harm on a strong When you Resupply by recovering or Harm in a fight, add +1 and take +1
hit and count a weak hit as a miss. gathering arrows after a battle, add +2. momentum on a hit.
Once per fight, when you Secure an When you craft a single arrow • Geared for war: Mark encumbered.
Advantage +edge by making a bold designated for a specific foe, envision When you Endure Harm in a fight,
display of your combat prowess, you the process and materials, and roll add +2 and take +1 momentum on
may reroll any dice. +wits. On a strong hit, take both. On a a hit.
When you Draw the Circle, choose one weak hit, choose one. When you Clash while you are geared
(before rolling). • Seeker: When a shooter uses the for war, add +1.
• Add +2. arrow to Strike or Clash against this When you Compel in a situation where
• Take +2 momentum on a hit. foe, reroll any dice (one time only). strength of arms is a factor, add +2.
• Ravager: When a shooter uses the
arrow to inflict harm against this foe, LIGHTLY GEARED
ARMORED FOR WAR
inflict +1d6 harm (one time only).
COMBAT PATH PATH
TALENT
COMBAT COMBAT COMBAT
TALENT TALENT TALENT
COMBAT COMBAT COMBAT
TALENT TALENT TALENT
COMBAT TALENT COMBAT TALENT COMBAT TALENT
LONG-ARM SHIELD-BEARER SKIRMISHER
If you wield a staff... If you wield a shield... If you wield a spear...
In your hands, a humble staff is a When you Face Danger using your When you Face Danger by holding a foe
deadly weapon (2 harm). When you shield as cover, add +1. When you at bay using your spear’s reach, roll +iron
instead use it as a simple weapon (1 Clash in close quarters, take +1 or +edge. If you score a hit, you may...
harm), you may Strike or Clash +edge momentum on a strong hit. • Iron: Strike (if you have initiative) or
(instead of iron). If you do, add +1 and When you paint your shield with a Clash now, and add +1.
take +1 momentum on a hit. meaningful symbol, envision what you • Edge: Take +1 momentum.
When you Secure an Advantage +edge create. Then, if you Endure Stress as When you Strike in close combat, you
using your staff to disarm, trip, shove, you face off against a fearsome foe, add may attempt to drive your spear home
or stun your foe, add +1 and take +1 +1 and take +1 momentum on a hit. (decide before rolling). If you do, add
momentum on a hit. When forced to Endure Harm in a +1 and inflict +2 harm on a hit. If you
When you Undertake a Journey and fight, you may instead sacrifice your score a hit and the fight continues, Face
score a strong hit, or if you accompany shield and ignore all harm. If you Danger +iron to recover your spear.
an ally who scores a strong hit on that do, the shield is destroyed. Once per When you Secure an Advantage by
move, your staff provides support fight, you also take initiative when you bracing your spear against a charging
and comfort in your travels; take +1 sacrifice your shield to avoid harm. foe, add +1 and take +1 momentum
momentum. on a hit.
COMBAT TALENT COMBAT TALENT COMBAT TALENT
SLINGER SUNDERER SWORDMASTER
If you wield a sling... If you wield an axe... If you wield a sword...
When launched from a sling, a simple When you Strike or Clash in When you Strike or Clash and burn
stone inflicts deadly harm (2 harm). close quarters, you may suffer -1 momentum to improve your result,
When you Enter the Fray by barraging momentum and inflict +1 harm on a inflict +2 harm. If the fight continues,
your foe with sling-bullets, inflict hit (decide before rolling). add +1 on your next move.
harm on a strong hit. When you have your axe in hand, and When you Clash and score a strong
When you Strike by launching stones at use the promise of violence to Compel hit, add +1 if you immediately follow
an advancing foe, you may choose one or Secure an Advantage, add +1 and with a Strike.
(before rolling). take +1 momentum on a hit. When you Swear an Iron Vow by
• Hold them back: Retain initiative on When you make a tribute to a fallen kneeling and grasping your sword’s
a weak hit, but inflict only 1 harm. foe (formidable or greater) by carving blade, add +1 and take +1 momentum
• Hit them hard: Inflict +1 harm on a a rune in the haft of your axe, roll on a hit. If you let the edge draw blood
hit, but suffer -1 momentum. +heart. On a strong hit, inflict +1d6 from your hands, Endure Harm (1
When you Secure an Advantage by harm (one time only) when you Strike harm) in exchange for an additional
preparing stones of a special quality or Clash. On a weak hit, as above, but +1 momentum on a hit.
or material, add +1. Then, take +1 this death weighs on you; Endure Stress
momentum or +1 supply on a hit. (2 stress).
COMBAT TALENT RITUAL RITUAL
THUNDER-BRINGER AUGUR AWAKENING
If you wield a mighty hammer... When you summon a flock of crows When you create a simulacrum, roll
When you Face Danger, Secure an and ask a single question, roll +wits. +heart. On a strong hit, your creation is
Advantage, or Compel by hitting or On a strong hit, you interpret their given unnatural life. If it aids you as you
breaking an inanimate object, add +1 calls as a helpful omen. Envision the make a move to assault or overcome an
and take +1 momentum on a hit. response (Ask the Oracle if unsure) obstacle through strength, add +2. It has
When you Strike a foe to knock them and take +2 momentum. On a weak 3 health and suffers harm as appropriate,
back, stun them, or put them off hit, the crows ignore your question and but is not a companion and may not be
balance, inflict 1 harm (instead of 2) offer a clue to an unrelated problem or healed. At 0 health, it is dead. On a weak
opportunity in this area. Envision what hit, as above, but if you roll a 1 on your
and take +2 momentum on a hit. On a
you learn (Ask the Oracle if unsure), action die when aided by your creation,
strong hit, you also create an opening
and take +1 momentum. you must Face Danger +heart to keep it
and add +1 on your next move.
As above, and the crows will also help from turning on you (as a formidable foe).
When you Turn the Tide, you may
guide you on the proper path. On a Your simulacrum has 6 health.
Strike with all the fury and power you
can muster. If you do (decide before hit, add +1 on the next segment when When you perform this ritual, add +1
rolling), you may reroll any dice and you Undertake a Journey. and take +1 momentum on a hit.
inflict +2 harm on a strong hit, but When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6
count a weak hit as a miss. and take +1 momentum on a hit.
COMBAT COMBAT COMBAT
TALENT TALENT TALENT
COMBAT COMBAT COMBAT
TALENT TALENT TALENT
RITUAL RITUAL COMBAT
TALENT
RITUAL RITUAL RITUAL
BIND COMMUNION DIVINATION
When you wear an animal pelt and When you surround the remains When you take a drop of blood from a
dance in moonlight, roll +wits. On a of a recently deceased intelligent willing subject (not yourself) and cast
strong hit, you or an ally may wear the creature with lit candles, and summon the rune-carved stones, roll +heart. On
pelt and add +1 when making moves its spirit, roll +heart. Add +1 if you a strong hit, you may read the runes to
with the related stat (wolf-edge; bear- share a bond. On a strong hit, the gain insight about the subject and people
iron; deer-heart; fox-shadow; boar- spirit appears and you may converse close to them, including information
wits). If the wearer rolls a 1 on their for a few minutes. Make moves as you and the subject have no knowledge
action die while making a move using appropriate (add +1). On a weak hit, of. If you use the reading to Gather
the pelt, the magic is spent. On a weak as above, but the spirit also delivers Information, Compel, or Forge a Bond,
hit, as above, but the wilds call as you troubling news unrelated to your add +1. On a weak hit, as above, but the
dance; Endure Stress (2 stress). purpose. Envision what it tells you runes reveal their secrets only with extra
As above, and you may instead (Ask the Oracle if unsure) and Endure time and focus; suffer -2 momentum.
perform this ritual wearing the pelt of Stress (1 stress). As above, and your divination can
a beast. If you do, name the related stat As above, and you may also commune also reveal information about the
and add +2 (instead of +1). with the long-dead. subject’s future.
When you perform this ritual, add +1 When you perform this ritual, add +1 When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit. and take +1 momentum on a hit.
RITUAL RITUAL RITUAL
INVOKE KEEN LEECH
When you consume the mystical essence When you hold a weapon and sing a When you mark your hands or weapon
of your surroundings, roll +wits. On keen for those it has killed, roll +heart. with an intricate blood rune, roll +iron.
a strong hit, add the value of your On a strong hit, the wielder inflicts On a strong hit, the rune thirsts for
action die to your essence track (max +1 harm when they Strike or Clash. fresh blood. One time only, when you
6). You may then Secure an Advantage If they roll a 1 on their action die make a move to inflict harm, reroll
or Face Danger +essence to create when making a move to inflict harm, any dice and inflict +2 harm on a hit.
minor mystical effects or illusions. If the magic is spent. On a weak hit, as Then, for each point of harm inflicted,
you do, suffer -1 essence and take +1 above, but the voices of those who take +1 and allocate it as +health or
momentum on a hit. On a weak hit, as were slain join in your song; Endure +momentum. On a weak hit, as above,
above, but capturing these energies is Stress (2 stress). but this asset counts as a debility until
harrowing; Endure Stress (2 stress). As above, and the wielder may also the rune’s thirst is quenched.
You may Compel +essence (and suffer (one time only) add +1 and take +2 As above, and you may also touch an
-1 essence) through a show of power. momentum on a hit when they Draw ally or companion and let them take
When you perform this ritual, add +1 the Circle, Enter the Fray, or Battle. any remaining points as +health or
and take +1 essence on a hit. When you perform this ritual, add +1 +momentum.
and take +1 momentum on a hit. When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6
and take +1 momentum on a hit.
RITUAL RITUAL RITUAL
LIGHTBEARER SCRY SHAD0W-WALK
When you focus on a source of light When you look into flames to study When you cloak yourself with the
and capture its essence, roll +wits. On a a remote person or location, roll gossamer veil of the shadow realms,
strong hit, set your light track to +6. On +shadow. You or someone with you roll +shadow. On a strong hit, take +1
a weak hit, make it +3. Then, when you must have knowledge of the target. momentum. Then, reroll any dice (one
make a move to overcome or navigate On a strong hit, you may Gather time only) when you make a move by
darkness, you may add +2 and suffer Information through observation using ambushing, hiding, or sneaking. On a
-1 light. +shadow or +wits. On a weak hit, weak hit, as above, but the shadows try
You may use your light to Strike or Clash as above, but the flames are hungry; to lead you astray. You must first Face
against a dark-dwelling foe. Choose choose one to sacrifice. Danger to find your way.
the amount of light to unleash, and roll • Your blood: Endure Harm (2 harm). As above, and you may also travel
+light (instead of +iron or +edge). Suffer • Something precious: Endure Stress along the hidden paths of the shadow
-light equal to that amount. On a hit, (2 stress). realms to Undertake a Journey using
your harm is 1+your unleashed light. • Provisions: Suffer -2 supply. +shadow (instead of +wits). If you
When you perform this ritual, add +1 As above, and you may instead study a do, Endure Stress (1 stress) and mark
and take +1 momentum on a hit. past event. progress twice on a strong hit.
When you perform this ritual, add +1 When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6 and take +1 momentum on a hit. and take +1 momentum on a hit.
RITUAL RITUAL RITUAL
RITUAL RITUAL RITUAL
RITUAL RITUAL RITUAL
RITUAL RITUAL RITUAL
SWAY TALISMAN TETHER
When you speak a person’s name three When you fashion a charm, envision When you commune with the spirits of a
times to the wind, roll +wits. On a it and name the specific person or place, roll +heart. If you share a bond with
strong hit, the wind whispers of this creature it protects against. Then roll someone there, add +1. On a strong hit,
person’s need. Envision what you hear +wits. On a strong hit, when the wearer you are tethered. When you Undertake
(Ask the Oracle if unsure). If you use opposes the target through a move, a Journey to return, you may roll +spirit
this information or fulfill this need add +2. If a 1 is rolled on the action die or +heart (instead of +wits), and take +1
when you Compel them, you may while making a move using the charm, momentum on a hit. When you Reach
reroll any dice (one time only). On a the magic is spent. On a weak hit, as Your Destination, take +2 momentum
weak hit, as above, but this person’s above, but the wearer adds +1 when on a strong hit. The tether is lost if you
need creates a troubling dilemma or making a move (instead of +2). perform this ritual elsewhere, or when
complication; Endure Stress (1 stress). As above, and you may instead fashion you Face Desolation. On a weak hit, as
As above, and if you score a strong hit a charm which aids the wearer against above, but the spirits reveal a disturbing
when you Compel, you may also reroll all supernatural threats, such as mystic aspect of the place; Endure Stress (2 stress).
any dice (one time only) when you rituals or horrors. As above, and you may also reroll any dice
Gather Information from this person. When you perform this ritual, add +1 when you Sojourn in the tethered place.
When you perform this ritual, add +1 and take +1 momentum on a hit. When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit.
RITUAL RITUAL RITUAL
TOTEM VISAGE WARD
When you hold a totem of your animal When you paint yourself in blood and When you walk a wide circle,
or beast companion and focus on it, ash, roll +wits. On a strong hit, you may sprinkling the ground with salt, roll
roll +heart. On a strong hit, you are add +2 and take +1 momentum on a +wits. On a strong hit, choose two. On
bound together. Add +1 and take hit when you Secure an Advantage or a weak hit, chose one.
+1 momentum on a hit when you Compel using fear or intimidation. If • When a foe first crosses the
use a companion ability. If you roll you roll a 1 on your action die when boundary, take +1 momentum.
a 1 on your action die when using a making a move aided by your visage, • When you first inflict harm against
companion ability, the magic is spent. the magic is spent. On a weak hit, as a foe within the boundary, inflict +1
On a weak hit, as above, but creating above, but the blood must be your harm.
this connection is unsettling; Endure own; Endure Harm (2 harm). • Your ward is ‘likely’ (Ask the Oracle)
Stress (1 stress). As above, and you may also add +1 to trap a foe within the boundary.
As above, and you may also perceive when you Strike, Clash, or Battle. As above, and improve the effect of
the world through your companion’s When you perform this ritual, add +1 your ward (+2 momentum, +2 harm,
senses while you make moves aided by and take +1 momentum on a hit. and ‘almost certain’).
them (even when you are apart). When you perform this ritual, add +1
When you perform this ritual, add +1 and take +1 momentum on a hit.
and take +1 momentum on a hit.
RITUAL RITUAL RITUAL
RITUAL RITUAL RITUAL