Plaintext
ASSET CARDS
This file includes print-and-play asset cards for the
Ironsworn: Starforged tabletop roleplaying game.
PRINTING THESE ASSETS
You may print these assets for personal use.
They are sized for use with standard 3.5x2.5in (88x63mm) card protectors.
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, most asset abilities apply only to action rolls. Unless an asset specifically
defines a benefit for a progress move, you may not leverage an asset ability when making a progress roll.
CREDITS
Writing and game design by Shawn Tomkin
Icon and card design by Nathen Græy
CHANGE LOG
April 30, 2022 - Digital Edition Release
October 11, 2022 - INTERNAL REFIT module: changed the words "ship" and "vessel" to "vehicle"
January 15, 2023 - Updated licensing
The text of this work is licensed under the Creative Commons Attribution 4.0
International license. For details on licenses, visit ironswornrpg.com.
Copyright ©2022 Shawn Tomkin
Updated January 2023
COMMAND VEHICLE MODULE MODULE
STARSHIP ENGINE EXPANDED
NAME
UPGRADE HOLD
[ Your armed, multipurpose starship is suited [ Your vehicle’s finely-tuned engines speed [ Your vehicle carries up to 3 cargo. When
for interstellar and atmospheric flight. It can your travels. When you Undertake an you gain +supply, you may convert it to
comfortably transport several people, has Expedition (+edge) and score a strong hit, +cargo. When you make a move +supply,
space for cargo, and can carry and launch take +1 momentum; on a strong hit with a you may add +cargo. When you Sacrifice
support vehicles. When you Advance, you 6 on your action die, take +2 momentum Resources, you may instead suffer -cargo for
may spend experience to equip this vehicle instead of +1. any portion of the cost.
with module assets. ] When you Enter the Fray, choose one ] When you score a miss or weak hit as you
(before rolling). make a move to barter or negotiate, and you
] When you Finish an Expedition (dangerous or
greater) in your starship and score a hit, this ✴ Maneuver: Add +1 and take +1 momentum have at least 1 cargo, you may sweeten the
journey strengthened your ties to your ship on a strong hit. pot. If you do, reroll all dice and add +cargo.
and any fellow travelers. You and your allies ✴ Boost: Take +2 momentum on a hit. Then, suffer -1 cargo.
may mark 1 tick on your bonds legacy track. ] When you make a desperate move to pursue ] When you make a move to outrun a threat
a foe, escape a threat, or get in range, you and have at least 1 cargo, you may first lighten
] When you Withstand Damage, you may roll your load by dropping cargo. If you do, suffer
+heart. If you do, Endure Stress (-1) on a may push your engines to their limit. If you
weak hit or miss. do (decide after rolling), reroll any dice -cargo by the amount dropped, add +that
and count a weak hit as a strong hit. Then, amount, and take +2 momentum on a hit.
BATTERED Withstand Damage (-2).
5 4 3 2 1 0 CURSED
3 2 1 0
MODULE MODULE MODULE
GRAPPLER HEAVY INTERNAL
CANNONS REFIT
[ Your grappler can disrupt systems and [ When you aim your cannons and use [ You have customized the cabins, common
snare machines and vehicles with a magnetic them to Strike, choose one. spaces, and environment of the vehicle
tether. When you take a minute or so to ready ✴ Strafe: Add +1 and take +1 momentum on to your needs. When you Undertake an
the grappler, roll +integrity or +wits. On a a hit. Expedition (dangerous or greater), reroll any
strong hit, the grappler is charged and may ✴ Focus fire: Mark progress on a hit, but dice for the first leg of your journey. On a hit,
be fired. On a weak hit, charging requires Lose Momentum (-1). you and your allies may envision how you
extra time or focus; Lose Momentum (-1). On a make yourself at home; if you do, take +2
] Once per fight, when you Clash by
miss, charging fails and you must Withstand committing to an all-or-nothing exchange of momentum or +1 spirit.
Damage (-2). If you make a move to attack fire, add +1, count a weak hit as a strong hit, ] Your vehicle is stocked with reserves. When
a foe or overcome an obstacle by firing the and mark progress on a hit. On a miss, you you Sacrifice Resources and your supply is
grappler, take an automatic strong hit. must suffer a dire outcome. reduced to 0, first roll +integrity instead of
] If you score a strong hit when readying the ] When you Compel, Enter the Fray, or Gain marking unprepared. On a strong hit, take +1
grappler, you may Sacrifice Resources (-1) Ground by bringing your cannons to bear and supply. Otherwise, mark unprepared.
to overcharge the module. When you fire an sending a promise of violence to your foe ] When you Enter the Fray to oppose an
overcharged grappler, take +2 momentum; if over communication channels, add +1 and invader within your vehicle, reroll any dice.
in a fight, also mark progress. take +1 momentum on a hit. On a strong hit On a strong hit, take +momentum equal to
] When you Take Decisive Action by firing the with a match, take another +1 momentum. integrity. On a strong hit with a match, also
grappler, you may reroll one challenge die. mark progress.
MODULE MODULE MODULE
MEDBAY MISSILE OVERSEER
ARRAY NAME
[ When you use your medbay to Heal [ Your missile array is armed with 5 ammo. [ Your AI module keeps watch over the
yourself or another patient, you may reroll When you Strike or Clash with a missile vehicle’s systems and sensor data. When
your action die if its value is less than your attack, suffer -1 ammo and mark progress you Secure an Advantage or Gain Ground by
vehicle’s integrity. on a hit. If you Resupply in a place where talking through a situation with the overseer,
] When you or an ally mark the permanently your missiles can be replenished, you may you may roll +integrity. If you do, take +1
harmed impact and are brought to the exchange any earned +supply for +ammo. momentum on a hit.
medbay without delay (less than an hour or ] When you have at least 1 ammo and Gain ] When you Withstand Damage and roll on the
so), you have a shot at making things right. Ground by locking a missile on target, add +1 miss table, the overseer will do what it can
If you Heal and score a strong hit, clear the and take +1 momentum on a hit. to help. Roll twice on the table and choose
impact (in addition to the other benefits of ] When you have at least 3 ammo and Take either result.
the move). Then, envision the scar that now Decisive Action by unleashing all of your
serves as a reminder of the incident. ] The overseer can pilot the vehicle
missiles, roll an action die before making independently. When you Face Danger
] When you Face Danger by performing a the progress roll. If your action die is equal by handing over control to the AI in an
risky medical procedure, or if you Gather to or less than ammo, you may reroll any emergency, or to summon the vehicle
Information through an autopsy or medical challenge dice. Then, set ammo to 0. remotely within a hazardous situation,
examination, reroll any dice and take +1 you may roll +integrity. If you do, take +1
momentum on a hit. momentum on a hit.
5 4 3 2 1 0
MODULE MODULE MODULE
REINFORCED RESEARCH SENSOR
HULL LAB ARRAY
[ Your vehicle is clad in iron. When you [ When you use your lab to Secure an [ Your advanced sensors scan the paths
Withstand Damage, add +1. On a strong hit, Advantage or Gather Information through ahead to help spot dangers. When you
take +1 momentum. careful analysis or experimentation, add +1 Undertake an Expedition (+wits), you may
] Your reinforced hull is given a fierce and and take +1 momentum on a hit. reroll one challenge die.
distinctive color or design. When you arrive ] When you Face Danger to isolate or secure ] When you Secure an Advantage or Gather
at a place where your reputation is a factor, a hazardous specimen, reroll any dice. Information by scanning your vehicle’s
take +1 momentum. When you Enter the Fray ] When you Swear an Iron Vow to undertake surroundings or analyzing a nearby object,
against a foe who knows your reputation, a long-term research project (extreme or choose one and take +1 momentum on a hit.
take +momentum equal to your vehicle’s greater), reroll any dice. When you obtain ✴ Manual scan: Add +1
integrity on a strong hit. crucial samples, equipment, or data, ✴ Automated scan: Instead of rolling the
] When you React Under Fire by letting your mark progress on the quest and take +2 action die, make it the value of your
reinforced hull take the hit, add +1 and take momentum. When you devote extended vehicle’s integrity
+1 momentum on a hit. On a strong hit with time to the project in your lab, Face Danger ] When you Enter the Fray against an ambush,
a match, take another +1 momentum as you and add +1. On a hit, mark progress. On or Face Danger to detect a hidden threat,
surge through the chaos and put yourself in a strong hit with a match, mark progress you may roll +integrity. If you do, reroll any
perfect position. On a miss, Pay the Price by twice. When you Fulfill Your Vow and score dice and take +1 momentum on a hit.
marking this module as broken. a hit, also mark one box on your discoveries
legacy track.
MODULE MODULE MODULE
SHIELDS STEALTH VEHICLE
TECH BAY
[ When you raise your shields, roll +your [ Your vehicle is rigged for silent running. [ You may purchase or upgrade a support
vehicle’s integrity or +wits. On a strong hit, When you make a move against a specific vehicle for 1 less experience. When you
set your shields to 4. On a weak hit, make foe or threat to avoid detection, add +1. Repair a battered support vehicle, spend 1
them 3. On a miss, make them 2 but Lose If you Enter the Fray by ambushing an repair point (instead of 2).
Momentum (-1). Then, if you Withstand unaware foe, add +1 and mark progress on ] When a support vehicle is destroyed, and
Damage, ignore damage up to the value of a strong hit. you are able to retrieve its wreckage, you
your shields and suffer -1 shields. Raised ] When you travel stealthily as you Undertake may Ask the Oracle using the yes/no table if
shields last for a few minutes. If reduced to 0, an Expedition (+shadow), you may reroll something can be salvaged from the mess.
they cannot be raised again for an hour or so. your action die. Make it 50/50. On a yes, spend 1 experience
] You may React Under Fire by letting your ] When you are poised to Strike from hiding, to restore the support vehicle asset with all
shields take the blow. If you do, roll +shields you may roll +shadow. If you do, choose one previously marked abilities. Until you Repair
and take +2 momentum on a hit. (before rolling). and bring it back to full working order, the
] When you Enter the Fray and score a strong ✴ Strike true: Reroll any dice. vehicle is battered with 0 integrity.
hit, you may raise your shields to 3 without ✴ Strike hard: Mark progress on a hit. ] When you make a move to launch from or
rolling. If you do, take +1 momentum. On a strong hit with a match, you also land on your command vehicle in a perilous
remain totally undetected; take +2 situation or environment, reroll any dice and
momentum and add +1 on your next Strike. take +1 momentum on a hit.
4 3 2 1 0
MODULE SUPPORT VEHICLE SUPPORT VEHICLE
WORKSHOP EXOSUIT HOVERBIKE
NAME NAME
[ When you Repair in the field, add +1. [ Your lumbering rig houses one pilot, is [ Your unarmed hoverbike provides speedy
] When you make a move in your workshop sealed against hostile environments, and is planetside ground transport, and is
to craft, modify, deactivate, or disassemble armed with fixed or held weapons. When equipped to carry up to two people and their
a device or machine, you may reroll your you make a forceful, damaging, or resistant gear. When you Undertake an Expedition
action die if its value is less than your move, you may (after rolling) replace the (+edge), take +1 momentum on a hit. On
vehicle’s integrity. value of your action die with the rig’s a strong hit with a match, you also surge
] When you Swear an Iron Vow to undertake integrity; if you do, Lose Momentum (-1). ahead or find a new path; mark progress.
a long-term engineering project (extreme or ] Your exosuit is equipped with thrusters. You ] When you fire the bike’s afterburner and
greater), reroll any dice. When you obtain a can maneuver in zero-g, make thrust-assisted make a move to perform a risky maneuver,
crucial part or resource, mark progress on leaps, and drop to a surface from altitude. you may add +integrity and take +2
the quest and take +2 momentum. When When you burn fuel to overcome a critical momentum on a strong hit. If you do, count
you devote extended time to the project in obstacle (decide after rolling), you may reroll a weak hit as a miss.
your workshop, Face Danger and add +1. On any dice. If you do, Sacrifice Resources (-1). ] When you make a move while maneuvering
a hit, mark progress. On a strong hit with a your bike and burn momentum to improve
match, mark progress twice. When you Fulfill ] When you Withstand Damage, you may your result, roll your action die. On a 5 or 6,
reroll one challenge die
Your Vow and score a hit, mark one extra do not reset momentum.
box on your quests legacy track.
6 5 4 3 2 1 0 BATTERED 3 2 1 0 BATTERED
SUPPORT VEHICLE SUPPORT VEHICLE SUPPORT VEHICLE
ROVER SERVICE POD SHUTTLE
NAME NAME NAME
[ Your unarmed rover provides protected [ Your unarmed utility vehicle houses one pilot [ Your unarmed shuttle provides short-range
planetside transport. When you Undertake for short-range, low gravity operations. When transport for several people and equipment
an Expedition or Set a Course, add +1. When you make a move using the pod’s manipulator through space or atmosphere. When you
you Finish an Expedition in your rover, you arms to perform a delicate or forceful task, travel to a location (not your command
may reroll one challenge die. add +1 and take +1 momentum on a hit. vehicle), you and your allies may take +1
] You may equip your rover with one module ] When you Face Danger, Gain Ground, or momentum when you arrive
asset at no extra cost. When you Withstand React Under Fire by maneuvering your pod ] When you Face Danger or React Under Fire
Damage, the module can be broken or through a hazardous or obstructed area, to navigate through hazardous skies, avoid
destroyed as with a command vehicle. If you choose an approach and roll +integrity. obstacles, or evade an attack, add +1 and
reconfigure your rover, spend 1 experience, ✴ Careful: Add +2 and Lose Momentum (-1) take +1 momentum on a hit.
discard the module, and equip another with ✴ Reckless: Take +1 momentum on a hit
the same number of marked abilities.
] Your shuttle is sealed against high pressure
] When you make a move while controlling environments, can travel underwater, and
] When you Face Danger or React Under Fire the pod and push its capabilities to the limit, is more resistant to damage; when you
by taking a hit or crashing through an you may take an automatic strong hit. If you Withstand Damage, add +1.
obstacle, you may roll +integrity. If you do, do, Withstand Damage (-2).
take +1 momentum on a hit.
5 4 3 2 1 0 BATTERED 4 3 2 1 0 BATTERED 4 3 2 1 0 BATTERED
SUPPORT VEHICLE SUPPORT VEHICLE PATH
SKIFF SNUB FIGHTER ACE
NAME NAME
[ Your unarmed flatbed hover-vehicle carries [ Your armed snub fighter carries a single [ When you Face Danger or React Under Fire
several people, gear, and cargo over land or pilot for space or atmospheric flight and by guiding your vehicle through a hazard
water. When you Undertake an Expedition combat. When you Enter the Fray, you may or out of harm’s way, add +1 and take +1
or Set a Course, you may rely on the skiff’s roll +integrity; if you do, take +2 momentum momentum on a hit.
simple durability and roll +integrity. If you on a hit. ] When you Gain Ground by maneuvering
do, take +1 momentum on a hit. ] When you Strike or Clash, add +1. On a your vehicle against a foe, add +1. If you
] Your skiff is armed with a turreted cannon. strong hit with a match, mark progress. score a strong hit with a 4, 5, or 6 on the
When you Strike or Clash by firing action die, you may put yourself in firing
] When you personally defeat a notable foe in position. If you do, set aside the action die
the cannon, roll +integrity and take +1 your snub fighter, envision the victory mark
momentum on a hit. On a strong hit with a you make on the or note its value. If you or an ally Strike
match, your shots cause extra destruction or fuselage. Tally your using the vehicle’s weapons, preset your
create havoc; mark progress. victories in this box. action die with that value. This persists until
you fail to score a strong hit on that move,
] Your skiff is fully stocked. When you Check For every five, mark
or until you make another move which
Your Gear, add +1 and take +1 momentum 2 ticks on your
on a hit. quests legacy track. changes your vehicle’s position.
] When you must Endure Stress while piloting
a vehicle, you may roll +integrity. If you do,
4 3 2 1 0 BATTERED 4 3 2 1 0 BATTERED
take +1 momentum on a strong hit.
PATH PATH PATH
ARCHER ARMORED ARTIST
If you wield a power bow… If you wear your finely crafted set
of personal armor…
[ You carry 6 ammo. When you Strike or Clash, [ When you make a move to craft an artistic
you may add +1 or +2 and suffer that amount [ When you Face Danger, React Under Fire, work, present an artistic gift or performance,
as -ammo. To replenish your ammo by crafting or Clash against physical attacks or impact, or leave your artistic mark on an item or
projectiles, roll +wits. On a strong hit, take you may put trust in your armor’s strength. location, you may reroll your action die if its
up to +6 ammo. On a weak hit, take up to +4 If you do, preset your action die to 4. On a value is less than your spirit. On a strong hit,
ammo and Sacrifice Resources (-1). On a miss, strong hit with a match, take +2 momentum take +1 momentum or +1 spirit.
take +1 ammo and Sacrifice Resources (-1). as you build confidence, make an impression
on your foes, or improve your position. ] When you Gather Information or Secure an
] You may Enter the Fray by unleashing a Advantage by studying the aesthetics of a
volley of bow shots. If you do, roll +ammo ] You add an important new piece to your set being or culture, add +2.
and suffer -1 ammo. On a hit, mark progress. of armor, or upgrade its materials. As above,
but preset your action die to 5 instead of 4. ] When you create or perform a significant
] When you load a specialized projectile such artistic work as a public memorial or tribute,
as a zip line, explosive, or electromagnetic ] When you must Endure Harm, you may roll +the stat which best represents the
disrupter, suffer -1 ammo. If you then take instead let your armor take the hit. If you do, work’s nature. On a strong hit, the work will
your shot by making a move, you may preset roll your action die. On a 4 or greater, ignore stand the test of time; mark 2 ticks on your
your action die to 5. On a hit, envision the the harm. On a 1-3, ignore the harm but bonds legacy track. On a weak hit, its impact
effects and take +1 momentum. your armor is now broken; you must Repair is short-lived; mark 1 tick instead of 2. On a
and spend 5 repair points to bring it back to miss, the work is ignored, misunderstood, or
6 5 4 3 2 1 0 working condition. co-opted, and you must Pay the Price.
PATH PATH PATH
AUGMENTED BANNERSWORN BLADEMASTER
ONE
IDEOLOGY If you wield a bladed weapon...
TWO
[ You are bound to a clan, faction, or creed. [ When you Clash or Strike in close quarters,
[ You are equipped with an advanced When you Swear an Iron Vow in service to add +1. On a strong hit with a match, you are
prosthetic, implant, or mechanical unstoppable; mark progress.
enhancement. When you make a move this ideology, reroll any dice. On a hit, mark 1
directly aided by the augment, envision tick on your bonds legacy track. ] When you Gain Ground by moving into close
how it gives you exceptional capabilities ] When you or an ally Sojourn and score a quarters against a foe, choose one.
and add +1. On a strong hit with a match, strong hit with a match, you may envision ✴ Charge: Roll +heart, and mark progress
your augment exceeds expectations; take meeting someone of the same ideology. If on a hit.
+2 momentum. On a miss with a match, the you Make a Connection with them and score ✴ Evade: Roll +edge, and take +1 momentum
augment is broken; you must Repair and a hit, mark 1 tick on your bonds legacy track. on a hit.
spend 3 repair points to bring it back to When you Forge a Bond with anyone of your ] You wield an iconic blade. Give it a name.
working condition. ideology, make the legacy reward one rank When you Swear an Iron Vow by binding
higher (1 extra box if already epic). your promise to this blade, add +1. On a
] You are equipped with a second augment.
It functions as above, but the benefits of the ] When you make a progress move in direct hit, fill the box below. If you make a move
two augments do not stack. service to your ideology, you may reroll one (including a progress move) using your
challenge die. If you score a strong hit with a oathbound blade and score a miss, you may
] When you must Endure Harm or Face Death, match, your reputation grows among those clear the box to reroll any dice.
you may instead mark an augment as
broken. Repair it as detailed above. who share your ideology; mark 1 tick on your
NAME
bonds legacy track.
PATH PATH PATH
BOUNTY BRAWLER COURIER
HUNTER If you fight unarmed or with a
close quarters weapon…
[ When you take a bounty contract and [ When you Swear an Iron Vow to transport
Swear an Iron Vow to see it done, add +1. On [ When you Gain Ground by attempting to and protect something precious, set its safety
a strong hit, you’ve got a solid lead and may disarm, trip, shove, grapple, or stun your to 5. When you Undertake an Expedition or
mark progress on the quest. When you Fulfill foe, add +1 and take +1 momentum on a hit. Set a Course and score a weak hit or miss,
Your Vow on a hunt, make the legacy reward ] When you Clash in close quarters, you may you may suffer -1 safety as the cost. On a miss
one rank higher (1 extra box if already epic). draw on your momentum to gain advantage. with a match, you must suffer -2 safety as the
If you do, Lose Momentum (-2) and choose cost. When safety falls to 0, envision a major
] When you Gather Information related to a one (before rolling).
bounty, add +1. On a match, you reveal a complication related to this mission. If you
surprising or sinister aspect of the contract; ✴ Aggressive: Count a weak hit as a overcome the threat, mark progress twice on
envision what you discover, and choose one. strong hit. this quest. Then, set safety to 3.
✴ Defensive: Count a miss as a weak hit.
✴ Forge ahead: Mark progress on the quest. ] When you Fulfill Your Vow to an unbonded
If you scored a strong hit with a match, ] When you Enter the Fray already positioned connection by completing a courier mission,
also take +2 momentum. in close quarters against your foe, mark mark progress twice on the relationship.
✴ Change loyalties: Forsake Your Vow and progress on a hit. On a strong hit with a ] When you Sojourn during a courier mission,
mark 2 ticks on your bonds legacy track. match, your initial assault leaves them you may roll +safety. On a strong hit, take +1
stunned; also take +2 momentum. safety or +1 momentum.
] When you Take Decisive Action in a fight
against a bounty target or their agents, you
may reroll one challenge die. 5 4 3 2 1 0
PATH PATH PATH
DEMOLITIONIST DEVOTANT DIPLOMAT
NAME
LINKED STAT
[ When you make a move to attack, destroy, [ When you Swear an Iron Vow to resolve a
or sabotage by deploying or triggering an [ You worship a god, power, or entity. Name dispute, negotiate an agreement, or gather
explosive device, choose the value of your it and choose one of your stats to represent support, add +1. On a strong hit, mark
charge before rolling: normal=1, high=2, or its nature. When you Secure an Advantage progress on the quest. When you Fulfill Your
overcharged=3. If either challenge die is equal or Gain Ground by calling on it for guidance Vow on a diplomatic mission (formidable or
to or less than the charge, count a weak hit as or aid, roll +linked stat. On a hit, take +1 greater) and score a hit, also mark 2 ticks on
a strong hit. If not, and your action die is equal momentum or +1 spirit. On a strong hit with your bonds legacy track.
to or less than the charge, you are caught up a match, a miracle or sign manifests; take
another +1 momentum or +1 spirit. ] When you make a move to defuse, reason, or
in the destruction or set off an unintended negotiate, add +1. On a miss, you may take
effect; count a weak hit as a miss. ] When you Swear an Iron Vow in service a different tack. Envision this new approach,
to your faith, roll +linked stat and take
] When you make a move to craft, modify, or +2 momentum or +2 spirit on a hit. When
reroll all dice, and add +2. If you score a miss
disarm an explosive device, or if you threaten yet again, face a dire complication or blow to
you Fulfill Your Vow on a divine quest
or provoke by arming an explosive device, your reputation as you Pay the Price.
(formidable or greater) and score a hit, also
add +1 and take +1 momentum on a hit. ] When you Make a Connection or Sojourn, add
mark 2 ticks on your bonds legacy track.
] When your momentum is at its max, you may ] When you Hearten through contemplation
+1. If you Sojourn and score a strong hit with
reset momentum (before rolling) to trigger a match, you are shown great kindness or
or sharing of your faith, you may roll +linked
an explosive device as you Take Decisive respect; take +2 momentum or make an extra
stat. If you do, take +1 spirit or +1 momentum
Action. If you do, reroll any challenge dice. recover move with an automatic strong hit.
on a strong hit.
PATH PATH PATH
EMPATH EXPLORER FATED
[ When you read the intent, emotions, or [ When you Explore a Waypoint, take [ When you fill a box on your background
memories of a nearby being, roll +heart. On +1 momentum on a hit. When you Finish an vow progress track, also mark 1 tick on your
a strong hit, you glimpse a helpful aspect of Expedition and score a hit, mark 1 extra tick quests legacy track. When you Fulfill Your
their inner self. Envision what you learn, take on your discoveries legacy track. Vow on the background vow, your fate is
+2 momentum, and add +1 when you make ] When you come across a wondrous sight at hand; take an automatic strong hit and
moves to interact with them in this scene. or phenomenon, such as an extraordinary envision the final sacrifice that brings your
On a weak hit, the visions are murky; take +1 planet, majestic creature, or dazzling stellar story to an end.
momentum. On a miss, you reveal a troubling object, choose one: ] When you Face Death or Face Desolation
motive or secret; Pay the Price. ✴ Find inspiration: Take +1 momentum while your background vow is unfulfilled, it
] As above, and if you score a hit as you read ✴ Soak it all in: Hearten; add +1, and take +1 is not yet your time. Instead of rolling, you
them, you may subtly influence their attitude momentum on a hit. may take an automatic strong hit. If you do,
or actions, such as making a hostile being When you Secure an Advantage by studying this asset counts as an impact (and you no
hesitate. Take another +1 momentum. If in a
] longer have this protection) until you next
a newfound place from a safe position,
fight, mark progress. add +1 and take +1 momentum on a hit. On Reach a Milestone on the background vow.
] When you Face Danger to soothe a being’s a strong hit with a match, take another +1 ] When you make any progress move directly
distress by creating an empathic bond, roll momentum and envision an unusual aspect related to your background vow, and roll a
+spirit and take +1 momentum on a hit. If they of the site. 10 on either challenge die, you may reroll
are an ally, also give them +2 spirit on a hit. that die. On a strong hit, take +2 momentum.
PATH PATH PATH
FIREBRAND FUGITIVE GEARHEAD
[ You wield fiery energy. When you rest and [ You are hunted by a power or authority. [ When you make a move to craft, repair,
meditate to gather this energy, roll +spirit. On When you make a move, you may repurpose, or modify equipment or
a strong hit, take up to +3 fire. On a weak hit, improve the result to a strong hit. technology, add +1 and take +1 momentum
take +2. On a miss, take +2 fire but Endure If you do, fill one segment of a on a hit.
Harm (-2). Your max fire is +5. When you four-segment clock to represent ] When you Gather Information by studying
make moves aided by this energy to attack or hunters closing in. When the clock is filled, a or disassembling a machine or device,
overcome obstacles, add +2 and suffer -1 fire. notable foe or force has tracked you down. If reroll any dice. On a match, you reveal an
] When you Endure Harm and score a strong you overcome them or escape, reset the clock unexpected function, capability, or danger;
hit with a match, you may instead ignore the and mark 1 tick on your quests legacy track. mark 1 tick on your discoveries legacy track.
harm and take +fire equal to the amount of ] When you make a move by hiding, concealing ] With sufficient time (a couple of hours
harm faced (+1, +2, or +3). your identity, or fleeing from a pursuer, add +1 or more), you may Secure an Advantage
] When you have at least +3 fire, you may and take +1 momentum on a hit. to assemble or enhance a device for a
Gain Ground or Strike by unleashing hell. ] When you Fulfill Your Vow (extreme or powerful but limited role. On a hit, the
If you do, take an automatic strong hit and greater) by clearing your name or defeating device is ready for use. One time only, when
mark progress. Then, set your fire to 0. the power or authority who marked you as a you or an ally make a move aided by the
fugitive, gain this ability at no cost. You may device, take an automatic strong hit. If you
then exchange this asset for another with are in a fight, also mark progress.
5 4 3 2 1 0 the same number of marked abilities.
PATH PATH PATH
GUNSLINGER GUNNER HAUNTED
If you wield a pistol... If you wield a heavy ranged
personal weapon…
[ When you Enter the Fray by facing off [ You are haunted by the spirit of someone
against your foe (+heart), or by preparing [ When you Strike, choose one (before rolling). whose death you caused or mourn (or both).
to act without tipping them off (+shadow), ✴ Pin them down: Add +1 and take +1 When you make a move to call upon their
add +1 and take +1 momentum on a hit. momentum on a hit. insight, add +1. On a weak hit, also Endure
On a strong hit with a match, you may ✴ Make them hurt: Mark progress on a hit. Stress (-1). On a strong hit with a match,
immediately take a shot (without making a ] When you Take Decisive Action by emptying mark 1 tick on your bonds legacy track.
move) and mark progress twice. your gun (decide before rolling), you may
Sacrifice Resources (-1) and reroll one
] When you Face Death guided by the spirit,
] When you Gain Ground or React Under Fire challenge die. If the fight continues or you
add +1. On a strong hit, envision what you
by moving into cover, add +1. On a strong learn from them or about them, and mark 2
hit, this cover gives you leverage; add +1 are caught up another fight, Check Your Gear ticks on your bonds legacy track.
when you make a move to attack or defend to see if you have more ammo on-hand.
] One time only, when you Fulfill Your Vow
at range. If you then score a miss, the cover ] Give your favorite gun a name. When you (extreme or greater) in service to the spirit,
is lost or compromised. Clash with it, add +1. When you Enter the Fray take this ability at no cost and choose one.
or Endure Stress while wielding it, add +1 and
] When you Compel or Gain Ground with the take +1 momentum on a hit.
✴ Let them go: Mark 2 ticks on your bonds
threat of violence by holding someone legacy track for each marked ability, and
at gunpoint, add +1 and take +1 momentum NAME discard this asset.
on a hit. ✴ Bolster your link: When you use a HAUNTED
ability, take +1 momentum on a hit.
PATH PATH PATH
HEALER INFILTRATOR KINETIC
[ When you give medical care to Heal [ When you make a move to break into a [ You wield kinetic powers. By focusing, you
yourself or another character, add +1. If you secure site, infiltrate a protected area, or may remotely push, pull, lift, or constrict
are treating someone other than yourself, hack or manipulate a secure system, add objects and beings that are about your size
take +1 spirit or +1 momentum on a hit. +1 and take +1 momentum on a hit. On a or smaller. When you are in a risky situation
] When you Gather Information by studying strong hit with a match, access is easier than and draw on your powers to make a move,
medical evidence or biological remains, add expected; take another +1 momentum. add +2 and Lose Momentum (-2).
+1 and take +1 momentum on a hit. On a ] When you Face Danger or Secure an ] As above, but you may instead draw on
strong hit with a match, you also reveal an Advantage to establish a false identity, add your powers in a desperate effort to change
unexpected medical anomaly; mark 1 tick on +1. On a hit, you may add +1 when using that the outcome of an action. If you do, add +2
your discoveries legacy track. identity to deceive or influence others. If you (after you roll) and Lose Momentum (-3).
] Once every day or so, when you are in a score a miss with a match when using that ] When your momentum is at its max, you
safe place with plenty of time on your hands, identity, your deception is completely and may attempt great kinetic feats, such as
you may Sacrifice Resources (-1) and provide dramatically undone. manipulating large objects and creating
basic medical care for yourself, companions, ] When you Check Your Gear for a device destructive bursts of concussive force. To
or allies without risk. If you do, roll only your with a specific function to aid in infiltration, do so, reset momentum. Then, as you make
action die. On a 1-4, automatically give +1 espionage, or sabotage, add +1. On a hit, a single move fueled by your powers, take
health to everyone whose health is greater reroll any dice the first time you make a an automatic strong hit. If you are in a fight,
than 0. On a 5-6, make it +2. move aided by the device. mark progress.
PATH PATH PATH
LEADER LOOPER LORE HUNTER
[ When you Aid Your Ally through leadership, [ When you score a miss on a suffer move (not [ When you Swear an Iron Vow (formidable or
coordination, or planning, add +1. On a Endure Stress), you may loop back a second or greater) to recover valuable knowledge or
strong hit, any allies who are present take +1 two. If you do, Lose Momentum (-2), reroll any an extraordinary relic, reroll any dice. When
momentum. dice, and take +1 momentum on a strong hit. you Reach a Milestone in the pursuit of that
] When you Enter the Fray (+heart) by ] When you create a link to the current point in quest, take +2 momentum. When you Fulfill
coordinating with your team as they wade time, note the value of condition meters for you Your Vow and score a hit, also mark 2 ticks
into the fight, make your move before your and your allies. You can retain only one active on your discoveries legacy track.
allies act. On a strong hit, all allies may link. If you later loop back to this moment, ] When you make a move to conduct extended
take an automatic strong hit. On a strong roll +the gap in time: +4 if minutes, +3 if hours, research or study, reroll any challenge
hit with a match, also mark progress on any or +2 if days. You may not burn momentum on dice. On a match, you piece together an
objectives in this fight. this roll. On a strong hit, return to the linked extraordinary or harrowing new theory;
] When you make a move to influence point, retain any progress, and set condition envision the nature of this revelation and
someone (not an ally) through leadership, meters (except for spirit) to their original values. mark 1 tick on your discoveries legacy track.
add +1 and take +1 momentum on a hit. On On a weak hit, as above, but Endure Stress (-2). ] When you recall esoteric knowledge to
a strong hit with a match, your command On a miss, as with a strong hit, but you find Secure an Advantage or Gain Ground, add
galvanizes them into unexpected action. the timeline corrupted; Pay the Price. +1. On a hit, envision the obscure but helpful
Take another +1 momentum, and mark 1 tick ] When you make a reroll granted by any fact, theory, or technique you put to use, and
on your bonds legacy track. asset ability on an action roll, also add +1. take +1 momentum.
PATH PATH PATH
LOYALIST MERCENARY NATURALIST
[ When you Aid Your Ally, add +1 and take +1 [ When you agree to wage war or defend [ When you Secure an Advantage or
momentum on a hit. This is in addition to others from war in exchange for payment Gather Information using your knowledge
the benefits taken by your ally. On a strong or promises, you may Swear an Iron Vow to of lifeforms or planetside ecosystems, add
hit with a match, envision how this moment see the mission done. If you do, reroll any +1 and take +1 momentum on a hit. On a
marks a breakthrough or milestone in your dice. When you Fulfill Your Vow, make the strong hit with a match, you also confirm
relationship; both of you may mark 1 tick on legacy reward one rank higher (1 extra box an obscure theory or reveal a surprising
your bonds legacy track. if already epic). aspect of the encounter; mark 1 tick on your
] You may burn momentum on behalf of an ] When you Make a Connection by searching discoveries legacy track.
ally to improve their result on a move. If you out or making contact with someone in ] When you make a move by taking a risky
do, your ally takes +1 momentum. need of your services, add +1 and take +1 action to pacify, avoid, or outwit a creature
] When you stand with your ally as they make momentum on a hit. On a strong hit with (decide before rolling), you may reroll any
a progress move, envision how you support a match, this mission pits you against an dice, but must Lose Momentum (-2).
them. Then, roll one challenge die. On a 1–9, unresolved aspect of your past or a hated ] You are skilled at planetside survival. When
your ally may replace one of their challenge foe; mark 2 ticks on your quests legacy track. you Resupply to scavenge resources in a
dice with yours. On a 10, envision how you ] When you Check Your Gear in the midst of life-bearing natural environment, take +1
inadvertently undermine their action; your a fight, or Resupply by looting the field of supply on a hit. When you Face Danger
ally must replace their lowest challenge die battle in the aftermath of a fight, add +2. against an environmental threat, add +1 and
with yours. take +1 momentum on a hit.
PATH PATH PATH
NAVIGATOR OUTCAST SCAVENGER
[ When you Set a Course, choose one. [ When you Hearten in isolation, you may [ When you Gather Information or Resupply
✴ Follow the fastest path: Take +2 attempt to find solace in fond memories by scavenging a wreck, ruin, or abandoned
momentum on a strong hit. or a hopeful wish. If you do (decide before site, add +1 and take +1 momentum on a hit.
✴ Follow the safest path: Add +1 rolling), reroll any dice but count a strong hit On a strong hit with a match, you also find
On a strong hit with a match, you charted a as a weak hit. something of unique value, significance,
new path during the journey; mark 1 tick on ] When you Sacrifice Resources and your or function; envision the nature of this
your discoveries legacy track. supply is reduced to 0, roll +wits. On a discovery, take +2 momentum, and mark 2
strong hit, you manage to scrape by and ticks on your discoveries legacy track.
] When you Secure an Advantage by charting
the way forward, Face Danger to find a path take +1 supply. On a weak hit, you may Lose ] When you Secure an Advantage to cobble
around a hazard, or Gather Information Momentum (-1) in exchange for +1 supply. together an ad hoc tool, device, or weapon,
about a location by studying your charts, On a miss, your supply remains at 0 and you envision what you intend to create. On a hit,
add +1 and take +1 momentum on a hit. Lose Momentum (-1). you may add +1 when making a move aided
] When you or an ally Sojourn and score a by the item. If you roll a 1 on your action
] Once per expedition, when you or an ally strong hit with a match, you may envision die while using the item, it is permanently
Undertake an Expedition and score a weak
encountering someone who knows or broken, lost, or depleted.
hit or miss, you may ignore that result, plot
an alternate path, and make it an automatic understands you. If you Make a Connection ] When you Check Your Gear, roll +wits or
strong hit. with them, take an automatic strong hit and +supply (whichever is highest) and take +1
mark 2 ticks on your bonds legacy track. momentum on a hit.
PATH PATH PATH
SCOUNDREL SEER SHADE
[ When you make a move by lying, bluffing, [ When you envision experiencing a prophetic [ Drawing on esoteric energies, you may
stealing, or cheating, add +2. On a strong dream, you may Ask the Oracle for details instantly cloak your form in the shadowy veil
hit with a match, your deception creates an using an interpretive oracle such as Action/ of the void. When you are veiled and make
unexpected opportunity; take the value of Theme or Descriptor/Focus. If you record the a move to ambush, hide, or sneak, you may
your shadow as +momentum. answer, and later face a situation which gives preset your action die to 5. In darkness,
] When you Make a Connection to search out truth to the vision, take an automatic strong make it 6. On a miss, in addition to any other
a new contact, you may roll +shadow. If you hit (one time only) when making a move to act cost, you are revealed and can’t veil yourself
do, reroll any dice on a miss and envision on your foresight. Then, clear the prophecy. again until the current situation is resolved.
how your reputation or underworld contacts Only one prophecy can be active at a time. ] When you expand your veil to immerse your
lead you to a disreputable connection. ] When you focus or meditate to Gather surroundings in darkness, roll +shadow.
] When you make a quick escape or con your Information about a place, being, or On a strong hit, the darkness extends to all
way out of a situation and burn momentum situation (in person or remotely), roll +spirit adjacent spaces. On a weak hit, only your
to gain a strong hit, take +1 momentum and take +1 momentum on a hit. immediate surroundings are made dark. On
after you reset. If you envision how this ] When you or an ally roll a match as you a miss, you fail and draw unwanted attention.
momentary success leaves you fated for Sojourn in a community or Undertake an ] When you intentionally drop your veil to
future trouble, mark 2 ticks on your quests Expedition within a site, you may envision reveal yourself for dramatic or surprising
legacy track. gaining sudden and unbidden insight about effect, foregoing its further use in this
the location. If you do, take +2 momentum. situation, take +2 momentum.
PATH PATH PATH
SLAYER SLEUTH SNIPER
If you wield a rifle…
[ When you make a move to investigate, [ When you Swear an Iron Vow to solve a [ When you target a minor foe from a distance
track, or stalk an inhuman foe, add +1 and murder, disappearance, theft, or other (outside of a fight), roll +wits. On a strong hit,
take +1 momentum on a hit. mystery, make the rank of the quest no greater they are out of action. If other foes remain
] When you Swear an Iron Vow (formidable or than formidable. Then, when you Gather and you Enter the Fray against them, mark
greater) to slay a inhuman foe in service to a Information in the course of the investigation, progress. On a weak hit, as above, but you
community, reroll any dice. When you Fulfill roll three challenge dice and choose two. If sacrifice time or position; Lose Momentum (-1).
Your Vow and score a hit, also mark 2 ticks any challenge dice match, you must use those On a miss, you draw attention or face a
on your bonds legacy track. values. On a miss with a match, envision reprisal; Pay the Price.
what you learn of a deepening conspiracy ] When you Strike from a distance with time
] When you Enter the Fray with an objective or betrayal, make the rank of your quest one
to slay an inhuman foe, take +2 momentum. enough to line up your shot, you may roll
If you choose to face your quarry on its own higher (no greater than epic), and use the new +wits. If you do, mark progress on a strong hit.
rank when marking future progress.
terms as you begin the fight, envision the ] When you Secure an Advantage by studying
crucial weapon, protection, or aid you set ] When you make a move to avoid detection as a distant situation through your rifle scope,
aside, and set the objective one rank higher. you put a person or place under surveillance, or Gain Ground by taking careful aim, you
If you Take Decisive Action after making add +1 and take +1 momentum on a hit. may sacrifice time for greater certainty. If you
this sacrifice and score a strong hit, take a ] When you Make a Connection with a potential do (decide before rolling), Lose Momentum
trophy of your victory and mark 2 ticks on informant, you may (instead of rolling) take (-1, -2, or -3) and add that amount. Then, take
your quests legacy track. an automatic weak hit. +1 momentum on a strong hit.
PATH PATH PATH
TECH TRADER VESTIGE
LAST OF
[ When you make a move to configure, [ When you Sojourn or Compel, you may [ You are all that remains of a people, culture,
optimize, hack, or disrupt an electronic roll +supply. If you do, Sacrifice Resources (-1). or tradition. When you Face Death or Face
system, add +1. On a weak hit, you can ] When you Make a Connection with a Desolation, visions of your heritage give you
choose to press your luck. If you do, reroll merchant or supplier, add +1. When you the strength to carry on. Envision how this
all dice and add +2 (instead of +1). Resupply by bartering with them, reroll manifests, and reroll any dice. On a strong hit
] When you Withstand Damage and score a your action die if its value is less than your with a match, a surprising new aspect of your
miss, you may attempt to reroute power or supply. On a strong hit, take +1 momentum heritage is revealed; take +2 momentum and
reboot critical systems. If you do, first Lose or +1 supply. mark 2 ticks on your bonds legacy track.
Momentum (-2). Then, reroll all dice, add ] When you or an ally Sojourn and score a ] When you Secure an Advantage or Compel
+wits instead of +integrity, and count a weak strong hit with a match, you have a chance through a tale, performance, or ceremony,
hit as a miss. to secure a unique item or valuable payload. envision what you reveal of your heritage.
] When you Face Danger or Secure an Envision the nature of the opportunity and Then, add +1 and take +1 momentum on a hit.
Advantage by creating a computer program the obstacle you must overcome to acquire ] You carry a physical relic of your heritage.
to perform a specific, complex function, add it. If you are successful, mark 2 ticks on Envision its powers or nature. When you
+2 and take +1 momentum on a hit. One time your quests legacy track. One time only, make a move directly aided by the relic and
only, when you trigger the program to fulfill you may use this acquisition to gain an score a miss, you may reroll your action die.
its purpose, reroll any dice. automatic strong hit on any move where
RELIC
your resources are a factor.
PATH PATH PATH
VETERAN VOIDBORN WEAPON
MASTER
[ When you are in a fight, increase your [ You are most suited to life in the [ You are a walking armory, with a weapon
momentum reset by 1. Then, if you burn limitless void. When you are in space (or for every occasion. When you Enter the
momentum to improve your result, add +1 a spacebound vehicle or station), increase Fray in personal combat, add +1 and take +1
on your next move. your momentum reset by 1. When you enter momentum on a hit. Once per fight, when
] When you Make a Connection, add +1. a planetside or high gravity environment, you Gain Ground by switching weapons or
If you roll a match, you have a history. Lose Momentum (-1). changing tactics, take an automatic strong hit.
✴ On a strong hit with a match, you once ] When you Sojourn or Make a Connection ] When you Strike using a personal weapon
fought beside them, and they owe you a within a spacebound community, add +1. If which has limited ammo or a single-use
favor. Mark 1 tick on your bonds legacy you Hearten there and score a strong hit, mode, add +1 and mark progress on a hit.
track, and Develop Your Relationship now. take +1 spirit or +1 momentum. Then, Sacrifice Resources (-1). If you score
✴ On a miss with a match, you once fought ] When you make a move to perform an a strong hit on this attack and immediately
against them, and they hold a grudge. agile physical maneuver (such as leaping or Take Decisive Action, you may retain the
evading) in a low gravity environment, add value of one challenge die from your Strike
] When you Secure an Advantage or
Gain Ground by recounting or recalling +1 and take +1 momentum on a hit. On a action instead of rolling that die.
a hard-won lesson from your battlefield strong hit with a match, you build speed or ] When you Secure an Advantage by suiting
experiences, envision the memory and add put yourself in perfect position; take another up and gathering your gear for a perilous
+1. On a hit, take +1 momentum. +1 momentum. encounter or mission, you may roll +supply.
If you do, take +2 momentum on a hit.
COMPANION COMPANION COMPANION
BANSHEE COMBAT BOT GLOWCAT
NAME NAME NAME
[ Your banshee companion accompanies you [ Your combat bot companion fights at your [ Your glowcat companion perceives the
on planetside missions, using its echolocation side. When you Strike aided by the bot, add inner emotions and intentions of people
to help guide the way. When you ride your +1; if you Clash, take +1 momentum on a hit. and creatures in its vicinity, and embodies
banshee as you Undertake an Expedition or ] When you use the threat of violence to those impressions through the colors and
Set a Course, you may roll +its health. Compel or Gain Ground while the bot intensity of its luminescent fur. When you
] When you make a move astride the banshee brings its weapons to bear, you may roll Secure an Advantage by studying the
to detect a threat or avoid a fight, add +1 and +its health. If you do, take +1 momentum glowcat’s reactions in a charged interaction,
take +1 momentum on a hit. On a strong hit on a hit. On a strong hit with a match, the add +its health.
with a match, you’re gone in a flash; take bot’s display is especially persuasive; take ] When you Compel, the glowcat’s reactions
another +1 momentum. another +1 momentum. will help guide your approach; you may
] When you make a combat move and roll a ] Once per fight, when you React Under Fire reroll your action die if its value is less than
1 on your action die, the banshee senses by using the bot to draw fire or create a the glowcat’s health.
the danger and emits a powerful scream to diversion, roll +its health. On a strong hit, ] When you Endure Stress in the company of
alert you or distract your foes. You may reroll mark progress. On a weak hit, face the cost the glowcat, add +1. On a strong hit with a
that die. as normal, but then you are in control. match, take +momentum equal to their health.
4 3 2 1 0 OUT OF ACTION 5 4 3 2 1 0 OUT OF ACTION 3 2 1 0 OUT OF ACTION
COMPANION COMPANION COMPANION
PROTOCOL BOT ROCKHORN SIDEKICK
NAME
NAME NAME
EXPERTISE
[ Your protocol bot companion is [ Your rockhorn companion uses its resilient, [ Your sidekick has a helpful expertise.
programmed with knowledge of cultures, stone-like hide and brute strength to When you make a move outside of a fight
languages, and customs. When you are overcome threats. When you make a move directly aided by their expertise, you may
aided by the bot as you make a move in a by sending the rockhorn to directly attack a reroll your action die if its value is less than
formal social interaction, add +1. On a strong foe or smash an obstacle, roll +its health. your sidekick’s health. If you then score a
hit with a match, you learn something which ] When you make the Companion Takes a Hit strong hit with a match, mark 1 tick on your
builds understanding or empathy; also mark move for the rockhorn, count a weak hit as bonds legacy track.
1 tick on your bonds legacy track. a strong hit. On a strong hit with a match, its
] When you Enter the Fray with the support of
] When you first visit or interact with a new rapid healing makes it unstoppable; give it your sidekick, take +2 momentum on a hit.
community or culture, you may ask for the another +1 health or take +1 momentum. When you Clash together, add +1.
bot’s insight. If you do, envision what you
learn and take +1 momentum.
] The rockhorn will come to your aid in your ] When your sidekick acts to get you out of a
most vulnerable moments. When you Endure tough spot, you may Face Danger or React
] If you make a move in a charged interaction Harm or Endure Stress and score a miss, you Under Fire and roll +their health (instead of
and the value of your action die is less than may reroll your action die if its value is less your own stat). On a hit, take +1 momentum.
the bot’s health, you may reroll it as the bot than the rockhorn’s health.
interjects with their commentary or advice.
3 2 1 0 OUT OF ACTION 5 4 3 2 1 0 OUT OF ACTION 4 3 2 1 0 OUT OF ACTION
COMPANION COMPANION COMPANION
SPRITE SURVEY BOT SYMBIOTE
NAME NAME NAME
[ Your sprite companion alters its delicate, [ Your survey bot companion scans the path [ You are physically bound to a being with 2
crystalline form to fly, swim, or scurry, and ahead. When you Undertake an Expedition health. When you make aggressive moves
can covertly navigate even the harshest of (+wits) overland or within a site, add +1. while giving yourself to the symbiote’s
environments. When you make a move by ] Once per expedition, when you Secure power, add +its health. If you face physical
sending it to perform trickery (such as creating an Advantage by sending the bot to scout harm, choose either the Endure Harm or
a distraction, sneaking into a protected ahead, roll +its health. On a hit, also mark Companion Takes a Hit move. To restore the
location, or stealing an object) add +its health. progress on the expedition. On a strong symbiote’s health, you must Endure Stress
] You are attuned to the resonance of the hit with a match, the bot uncovers an and give the symbiote +health equal to the
sprite’s crystalline structure, and can unexpected feature or location; envision -spirit you face. If you make a move aided by
communicate with it at a distance and what it reveals and mark 1 tick on your the symbiote and roll a 1 on your action die,
perceive through its senses. When you discoveries legacy track. your fragile bond is broken for several hours.
Secure an Advantage by observing a ] When you make a move and heed the
situation from its perspective, or remotely
] When you Explore a Waypoint aided by
the bot’s sensors, or Face Danger to symbiote’s guidance (decide after rolling), you
Gather Information, add +its health. detect a threat, roll +its health and take +1 may reroll any dice. Then, Endure Stress (-2).
] With a moment’s rest, the sprite can mend its momentum on a hit. ] The symbiote gains power and has 3 health.
form and return automatically to max health.
2 1 0 OUT OF ACTION 3 2 1 0 OUT OF ACTION 3 2 1 0 OUT OF ACTION
COMPANION COMPANION DEED
UTILITY BOT VOIDGLIDER BONDED
NAME NAME BOND-MATE
[ Your utility bot companion has helpful tools [ Your voidglider companion cruises in your One time only, once you Forge a Bond
at-hand. When you make a move by directing starship’s energy wake and can help guide with a special individual...
it to access a system, cut through an obstacle, the way on spaceborne journeys. When you [ This person is your bond-mate. When you
analyze a mechanical issue, or assemble or Undertake an Expedition, add +1. Sojourn at their home, Hearten in their
disassemble a device, roll +its health and take ] The voidglider is harnessed and trained as presence, or Test Your Relationship or
+1 momentum on a hit. On a strong hit with a a mount, and can be ridden for short-range Develop Your Relationship with them, reroll
match, it reveals an unexpected advantage or spacebound transport. When you are riding any dice. On a strong hit, take +1 momentum.
insight; take another +1 momentum. the voidglider and make a move to detect or ] When you Set a Course back to your bond-
] When you Repair aided by the bot, add +1. evade a threat by relying on its instincts, roll mate’s location, add +heart. On a strong hit
On a miss, it reveals an alternative approach +its health. with a match, envision a special reunion and
which will take extra time; you may reroll ] When you make a move by signaling the mark 2 ticks on your bonds legacy track.
any dice, but first Lose Momentum (-2). voidglider to distract or attack a spaceborne ] When you make a move in a crucial moment
] When you Check Your Gear to see if the bot foe, roll +its health and take +1 momentum and score a miss, you may cling to thoughts
has a specific tool or technique available, roll on a hit. of your bond-mate for support. If you do,
+its health and take +1 momentum on a hit. reroll any dice. On another miss, in addition
to the outcome of the move, you must mark
shaken or traumatized. If both debilities are
4 3 2 1 0 OUT OF ACTION 4 3 2 1 0 OUT OF ACTION
already marked, Face Desolation.
DEED DEED DEED
HOMESTEADER MARKED OATHBREAKER
NAME IDENTIFIER Once you Forsake Your Vow…
Once you fill 4 boxes on your bonds Once you fill 5 boxes on your quests [ This asset counts as an impact. One time
legacy track... legacy track... only, when you Swear an Iron Vow (extreme
or greater) to redeem yourself, give that vow
[ You have chosen or established a community [ Envision the title, sigil, uniform, or tattoo you a special mark. When you Reach a Milestone
as your home. When you Swear an Iron Vow bear in recognition of your achievements.
(formidable or greater) in service to your When you Compel or Make a Connection on the marked vow, take +2 momentum. If
home, reroll any dice. On a hit, mark 1 tick among those who would know your you Forsake Your Vow on the quest, discard
on your bonds legacy track. When you Fulfill reputation, add +1. On a strong hit with a this asset and retain the impact.
Your Vow and score a hit, also mark 2 ticks match, your notoriety grows; mark 2 ticks on ] When you Secure an Advantage or Compel
on your bonds legacy track. your bonds legacy track. by reaffirming your commitment to your
marked vow, add +1 and take +1 momentum
] When you Sojourn in your home, choose one. ] When you risk your reputation to on a hit.
✴ Don’t linger: Take an automatic weak hit overcome a miss, reroll any dice.
✴ Stay a bit: Add +1 and take +1 momentum If you score a miss again, fill one ] When you Fulfill Your Vow on the marked
on a hit segment of a six-segment clock to quest and score a hit, you find redemption
represent the stain on your reputation. and automatically gain this ability at no cost.
] When you Set a Course for home, you may When the clock is filled, discard this asset. You may then improve one of your stats by
reroll your action die if its value is less than
+1 and discard this asset. Once the asset is
your spirit. ] Once per fight, when you Gain Ground discarded, you may not take it again.
through intimidation or command, reroll any
dice and mark progress on a hit.
DEED DEED DEED
REVENANT SURVIVOR VANGUARD
Once you mark traumatized or Once you fill 6 boxes on your
Once you Face Death…
permanently harmed… discoveries legacy track...
[ When you are at 0 health, and Endure [ When you are haunted by past experiences [ When you seek a safe location in a remote
Harm or Face Death, add +1. You may then and must Endure Stress, you may Lose environment, make a progress roll against
reroll your action die if its value is less than Momentum (-1) before rolling as you attempt your discoveries legacy track. On a strong
your spirit. to find focus or calm. If you do, reroll any hit, you establish a haven; add +2 whenever
] When you Take Decisive Action by bringing dice. On a strong hit, take +1 momentum. you make a recovery move at that location.
death to a foe, you may burn momentum to On a weak hit, as above, but add +1 when
zero out one (not both) of the challenge dice ] When you make a move where a lasting
effect (traumatized or permanently harmed) making a recovery move. On a miss, you are
if your momentum is greater than the value has a narrative impact on the scene or your drawn into a bad situation and must Pay the
of that die. If you do, Endure Stress (-2). approach, and burn momentum to improve Price. If you establish a haven but score a
] When you Gather Information by studying your result, you may envision what sustains or miss on a recovery move, that location is no
a place where death left its mark, you may motivates you in this moment. If you do, mark longer safe.
roll +heart. If you do, take +1 momentum 1 tick on your quests or bonds legacy track. ] When you make a move +wits and score
on a hit. On a strong hit with a match, you On a strong hit with a match, mark 2 ticks. a strong hit with a match, your hard-won
experience a detailed vision or insightful experience lends insight; take +1 momentum.
revelation of what occurred here; take +1 ] You are learning to live with this impact.
The lasting effect (traumatized or ] When you Endure Stress, you may roll +wits.
momentum more. permanently harmed, but not both) remains If you do, take +1 momentum on a hit.
marked, but no longer reduces your max
momentum or reset.