DOKK Library

Ironsworn: Starforged - PLAYKIT

Authors Shawn Tomkin

License CC-BY-4.0

Plaintext
                     PLAYKIT
                This file includes print-and-play materials for the
               Ironsworn: Starforged tabletop roleplaying game.
                  For more downloads, visit ironswornrpg.com.



                  MOVE REFERENCE SHEETS
Printable reference sheets for Starforged moves. Keep this handy while you play.


                        CHARACTER SHEET
            Track your character's status, condition, and experience.


                      SECTOR WORKSHEET
           Create sector maps and make note of important locations.


                CONNECTIONS WORKSHEET
        Track your connections as you establish and build relationships.


              PROGRESS TRACK WORKSHEET
    Track your progress in quests, expeditions, fights, and other challenges.


                     ORACLES WORKSHEET
                    Develop your own custom oracle tables.


                      CLOCKS WORKSHEET
        Track dangers, deadlines, and faction projects in your campaign.


            SCENE CHALLENGES WORKSHEET
               Track your progress against an urgent challenge.




  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
                    MOVE CATEGORIES                                                          SESSION MOVES
Category               Page         Category                 Page
Session Moves            1          Suffer Moves               6
                                                                    BEGIN A SESSION
                                                                    When you begin a significant session or chapter of play, do all of the following.
Adventure Moves         2           Threshold Moves            7
Quest Moves              3          Recover Moves              7
                                                                     ✴ Identify or adjust flagged content and Set a Flag.
                                                                     ✴ Review or recap what happened last session.
Connection Moves         3          Legacy Moves               8
                                                                     ✴ Set the scene by envisioning your character’s current situation and intent.
Exploration Moves        4          Fate Moves                 8
Combat Moves            5
                                                                    In addition, you may spotlight a new danger, opportunity, or insight. This can
                                                                    include a scene hidden from your character’s perspective. If you do, envision a brief
                                                                    vignette (you may roll or choose on the table below for inspiration). Then, all players
                            MOVES A–Z                               take +1 momentum as you return to play from the viewpoint of your characters.
Move                          Category                Page
                                                                       1–10   Flashback reveals an aspect of your background or nature
Advance                       Legacy                   8
                                                                      11–20   Flashback reveals an aspect of another character, place, or faction
Aid Your Ally                 Adventure                2
                                                                     21–30    Influential character or faction is introduced or given new detail
Ask the Oracle                Fate                     8
                                                                     31–40    Seemingly unrelated situations are shown to be connected
Battle                        Combat                   5
Begin a Session               Session                   1            41–50    External factors create new danger, urgency, or importance for a quest
Change Your Fate              Session                   1            51–60    Important character is put in danger or suffers a misadventure
Check Your Gear               Adventure                2             61–70    Key location is made unsafe or becomes mired in conflict
Clash                         Combat                   5             71–80    Unexpected return of an enemy or threat
Companion Takes a Hit         Suffer                   6             81–90    Peril lies ahead or lurks just out of view
Compel                        Adventure                2             91–100   Unforeseen aid is on the way or within reach
Confront Chaos                Exploration              4
Continue a Legacy             Legacy                   8
Develop Your Relationship     Connection               3
                                                                    SET A FLAG
Earn Experience               Legacy                   8
                                                                    When you identify situations or topics you don’t want to include, don’t want
End a Session                 Session                   1
                                                                    to envision in detail, or otherwise may need mindfulness when approaching,
Endure Harm                   Suffer                   6            that content is now flagged.
Endure Stress                 Suffer                   6
                                                                    When you encounter content flagged as something to approach mindfully, pause
Enter the Fray                Combat                   5
                                                                    to consider or discuss its role in your story. When you come across flagged content
Explore a Waypoint            Exploration              4
                                                                    that you would rather adjust or omit, Change Your Fate.
Face Danger                   Adventure                2
Face Death                    Threshold                 7
Face Defeat                   Combat                   5            CHANGE YOUR FATE
Face Desolation               Threshold                 7           When you encounter flagged content, reject an oracle, resist a consequence,
Finish an Expedition          Exploration              4            or otherwise need to shift your circumstances within the game for your
Forge a Bond                  Connection               3            comfort or enjoyment, pause and identify what needs to be changed. Choose as
Forsake Your Vow              Quest                    3            many options as appropriate.
Fulfill Your Vow              Quest                    3              ✴ Reframe: This didn’t happen the way you first thought. Envision the moment
Gain Ground                   Combat                   5                from another perspective in a way that diminishes or changes the content.
Gather Information            Adventure                2              ✴ Refocus: This is not the most important thing happening right now. Envision
Heal                          Recover                   7               how the spotlight shifts to change the focus.
Hearten                       Recover                   7             ✴ Replace: This happens but with a small adjustment. Switch out an element
Lose Momentum                 Suffer                   6                and envision how this new detail changes the scenario.
Make a Connection             Connection               3              ✴ Redirect: Adjust the trajectory to involve a helping hand. Envision how another
Make a Discovery              Exploration              4                person or party becomes involved.
Overcome Destruction          Threshold                 7             ✴ Reshape: The situation changes completely. Envision what happened instead.
Pay the Price                 Fate                     8
Reach a Milestone             Quest                    3
React Under Fire              Combat                   5            TAKE A BREAK
Repair                        Recover                   7           When you resolve a progress move or complete an intense scenario, take a
Resupply                      Recover                   7           few deep breaths and take some time to attend to the needs of your body. Reflect
Sacrifice Resources           Suffer                   6            on what just happened and how it made you feel. Then, choose one.
Secure an Advantage           Adventure                2              ✴ Move on: Continue the session. You or an ally may add +1 on the next move (not
Set a Course                  Exploration              4                a progress move), bolstered by your reflection and past experiences.
Set a Flag                    Session                   1             ✴ Stop for now: End a Session.
Sojourn                       Recover                   7
Strike                        Combat                   5
Swear an Iron Vow             Quest                    3            END A SESSION
Take a Break                  Session                   1           When you end a significant session or chapter of play, reflect on the events of
Take Decisive Action          Combat                   5            the game and identify any missed opportunities to mark progress.
Test Your Relationship        Connection               3              ✴ If you strengthened your ties to a connection, Develop Your Relationship.
Undertake an Expedition       Exploration              4              ✴ If you moved forward on a quest, Reach a Milestone.
Withstand Damage              Suffer                   6            If there is a quest, connection, or other situation you would like to give focus in your
                                                                    next session, make note of it and take +1 momentum.
                                                                                                                                                     1
                    .ADVENTURE                  MOVES                                  CHECK YOUR GEAR
                                                                                       When you check to see if you have a specific helpful item or resource, roll
                                                                                       +supply.
FACE DANGER
When you attempt something risky or react to an imminent threat, envision              On a strong hit, you have it, and are ready to act. Take +1 momentum.
your action and roll. If you act…                                                      On a weak hit, you have it, but must choose one.
  ✴ With speed, mobility, or agility: Roll +edge                                         ✴ Your supply is diminished: Sacrifice Resources (-1)
  ✴ With resolve, command, or sociability: Roll +heart                                   ✴ It’s not quite right, and causes a complication or delay: Lose Momentum (-2)
  ✴ With strength, endurance, or aggression: Roll +iron                                On a miss, you don’t have it and the situation grows more perilous. Pay the Price.
  ✴ With deception, stealth, or trickery: Roll +shadow
  ✴ With expertise, focus, or observation: Roll +wits
                                                                                                                    COMMON TERMS
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but not without a cost. Make a suffer move (-1).               “WHEN YOU…”
On a miss, you fail, or a momentary success is undermined by a dire turn of events.        This is a move trigger. When you do this thing, or encounter this situation,
Pay the Price.                                                                             make the move.

                                                                                           “ROLL +[STAT/METER/OTHER]”
SECURE AN ADVANTAGE                                                                        This is the basic action roll. Most action rolls are made by adding the value
When you assess a situation, make preparations, or attempt to gain                         of a stat to your action die. Moves may indicate a stat you should use, such
leverage, envision your action and roll. If you act…                                       as “roll +iron.” If it doesn’t, or gives you a choice, use the stat that best fits
  ✴ With speed, mobility, or agility: Roll +edge                                           the situation and your approach.
  ✴ With resolve, command, or sociability: Roll +heart                                     Some moves and asset abilities will prompt you to use a condition meter or
  ✴ With strength, endurance, or aggression: Roll +iron                                    other value instead of a stat.
  ✴ With deception, stealth, or trickery: Roll +shadow
  ✴ With expertise, focus, or observation: Roll +wits                                      “ADD +X”
On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.              Add this value to your action die. For most action rolls, your action die + stat
  ✴ Take +2 momentum                                                                       + adds is your final action score. If you gain multiple prompts to “add +x” for
                                                                                           a single action, those bonuses stack.
  ✴ Add +1 on your next move (not a progress move)
On a miss, you fail or your assumptions betray you. Pay the Price.                         “TAKE +X”
                                                                                           Add this number to the indicated meter. For example, “take +2 momentum”
                                                                                           tells you to add 2 to your current momentum meter.
GATHER INFORMATION
When you search for clues, conduct an investigation, analyze evidence, or                  Your assets may offer additional bonuses for a move. Unless stated
do research, roll +wits.                                                                   otherwise, this bonus is added to anything else you gain as a result of the
                                                                                           action. If you take +2 momentum as part of a move, and you are aided by
On a strong hit, you discover something helpful and specific. The path you must
                                                                                           an asset that tells you to “take +1 momentum” on the same move, you gain
follow or action you must take to make progress is made clear. Envision what you
                                                                                           a total of +3 momentum.
learn. Then, take +2 momentum.
On a weak hit, the information provides new insight, but also complicates your             “MARK PROGRESS”
quest. Envision what you discover. Then, take +1 momentum.
                                                                                           When a move or asset ability prompts you to mark progress, check the rank
On a miss, your investigation unearths a dire threat or reveals an unwelcome truth         of the challenge and fill in the appropriate number of boxes or ticks in your
that undermines your quest. Pay the Price.                                                 progress track.
                                                                                           If a move prompts you to mark progress, and you have an asset ability that
COMPEL                                                                                     also instructs you to mark progress for that action, you may mark progress
When you try to persuade someone or make them an offer, envision your                      again. In other words, “mark progress” stacks. Every instance of progress
approach. If you…                                                                          earned within the same action allows you to mark the appropriate number
                                                                                           of boxes or ticks per the rank of the challenge.
  ✴ Charm, pacify, encourage, or barter: Roll +heart
  ✴ Threaten or incite: Roll +iron                                                         “MARK PROGRESS TWICE”
  ✴ Lie or swindle: Roll +shadow
                                                                                           If a move or asset ability prompts you to “mark progress twice,” mark
On a strong hit, they’ll do what you want or agree to your conditions. Take +1             double the number of ticks or boxes per the rank of the challenge. For
momentum.                                                                                  example, marking progress twice on a troublesome challenge would mean
On a weak hit, as above, but their agreement comes with a demand or complication.          marking 6 boxes (instead of 3). Any additional instances of “mark progress”
Envision their counteroffer.                                                               in the same action stack on top of this reward.
On a miss, they refuse or make a demand that costs you greatly. Pay the Price.
                                                                                           “PROGRESS MOVE”
                                                                                           This is a special type of move to resolve the outcome of a goal or challenge.
AID YOUR ALLY                                                                              When you make a progress move, tally the number of filled boxes on your
When you act in direct support of an ally, envision how you aid them. Then,                progress track as your progress score. Only add fully filled boxes (those
Secure an Advantage or Gain Ground to take action. If you score a hit, they (instead       with four ticks). Then, roll your challenge dice, compare to your progress
of you) take the benefits of the move.                                                     score, and resolve a strong hit, weak hit, or miss as normal.
If you Gain Ground and score a strong hit, you are both in control. On a weak hit,         You may not burn momentum on this roll, and you are not affected by
your ally is in control but you are in a bad spot.                                         negative momentum. In addition, assets abilities do not affect progress
                                                                                           rolls unless they define a specific benefit for a progress move.



                                                                                                                                                                          2
                           QUEST MOVES                                                                       CONNECTION MOVES
SWEAR AN IRON VOW                                                                         MAKE A CONNECTION
When you swear upon iron to complete a quest, write your vow and give it a                When you search out a new relationship or give focus to an existing
rank. Then, roll +heart. If you swear this vow to a connection, add +1; if you share      relationship (not an ally or companion), roll +heart.
a bond, add +2.                                                                           On a strong hit, you create a connection. Give them a role and rank. Whenever
On a strong hit, you are emboldened and it is clear what you must do next. Take           your connection aids you on a move closely associated with their role, add +1 and
+2 momentum.                                                                              take +1 momentum on a hit.
On a weak hit, you are determined but begin your quest with more questions than           On a weak hit, as above, but this connection comes with a complication or cost.
answers. Take +1 momentum, and envision what you do to find a path forward.               Envision what they reveal or demand.
On a miss, you must overcome a significant obstacle before you begin your quest.          On a miss, you don’t make a connection and the situation worsens. Pay the Price.
Envision what stands in your way.

                                                                                          DEVELOP YOUR RELATIONSHIP
REACH A MILESTONE                                                                         When you reinforce your relationship with a connection by doing any of the
When you make headway in your quest by doing any of the following…                        following…
 ✴ overcoming a critical obstacle                                                            ✴ swearing a vow to undertake a perilous quest in their service
 ✴ gaining meaningful insight                                                                ✴ completing a quest to their benefit
 ✴ completing a perilous expedition                                                          ✴ leveraging their help in desperate circumstances
 ✴ acquiring a crucial item or resource                                                      ✴ giving them something of worth
 ✴ earning vital support                                                                     ✴ sharing a profound moment
 ✴ defeating a notable foe                                                                   ✴ standing with them against hardship
…you may mark progress per the rank of the vow.                                              ✴ overcoming a test of your relationship
                                                                                          …you may mark progress per the rank of the connection.
                                                                                          If you already share a bond with the connection, do not mark progress. Instead,
FULFILL YOUR VOW                                                                          roll +their rank to learn the impact on your legacy: troublesome=+1; dangerous=+2;
Progress Move                                                                             formidable=+3; extreme=+4; epic=+5. On a strong hit, mark 2 ticks on your bonds
When you reach the end of your quest, roll the challenge dice and compare to              legacy track. On a strong hit with a match, you may also envision how recent
your progress.                                                                            events bolstered your connection’s standing and raise their rank by one (if not
On a strong hit, your vow is fulfilled. Mark a reward on your quests legacy track         already epic). On a weak hit, take +2 momentum. On a miss, take no lasting benefit.
per the vow’s rank: troublesome=1 tick; dangerous=2 ticks; formidable=1 box;
extreme=2 boxes; epic=3 boxes. Any allies who shared this vow also mark the
reward.                                                                                   TEST YOUR RELATIONSHIP
On a weak hit, as above, but there is more to be done or you realize the truth of         When your relationship with a connection is tested through conflict,
your quest. If you Swear an Iron Vow to set things right, take your full legacy reward.   betrayal, or circumstance, roll +heart. If you share a bond, add +1.
Otherwise, make the legacy reward one rank lower (none for a troublesome quest).          On a strong hit, Develop Your Relationship.
On a miss, your vow is undone through an unexpected complication or realization.          On a weak hit, Develop Your Relationship, but also envision a demand or
Envision what happens and choose one.                                                     complication as a fallout of this test.
  ✴ Give up on the quest: Forsake Your Vow.                                               On a miss, or if you have no interest in maintaining this relationship, choose one.
  ✴ Recommit to the quest: Roll both challenge dice, take the lowest value, and             ✴ Lose the connection: Envision how this impacts you and Pay the Price.
     clear that number of progress boxes. Then, raise the vow’s rank by one (if not         ✴ Prove your loyalty: Envision what you offer or what they demand, and Swear
     already epic).                                                                           an Iron Vow (formidable or greater) to see it done. Until you complete the
                                                                                              quest, take no benefit for the connection. If you refuse or fail, the connection
                                                                                              is permanently undone
FORSAKE YOUR VOW
When you renounce your quest, betray your promise, or the goal is lost to
you, clear the vow.                                                                       FORGE A BOND
Then, envision the impact of this failure and choose one or more as appropriate           Progress Move
to the nature of the vow. Any allies who shared this vow may also envision a cost.        When your relationship with a connection is ready to evolve, roll the challenge
   ✴ You are demoralized or dispirited: Endure Stress                                     dice and compare to your progress.
   ✴ A connection loses faith: Test Your Relationship when you next interact.             On a strong hit, you now share a bond. Mark a reward on your bonds legacy track
   ✴ You must abandon a path or resource: Discard an asset.                               per the connection’s rank: troublesome=1 tick; dangerous=2 ticks; formidable=1
   ✴ Someone else pays a price: Envision how a person, being, or community bears          box; extreme=2 boxes; epic=3 boxes. Any allies who share this connection also
     the cost of the failure.                                                             mark the reward. Then, choose one.
   ✴ Someone else takes advantage: Envision how an enemy gains power.                        ✴ Bolster their influence: When they aid you on a move closely associated with
   ✴ Your reputation suffers: Envision how this failure marks you.                             their role, add +2 instead of +1.
                                                                                             ✴ Expand their influence: Give them a second role. When they aid you on a move
                                                                                               closely associated with either role, add +1 and take +1 momentum on a hit.
                                                                                          On a weak hit, as above, but they ask something more of you first. To gain the bond
                                                                                          and the legacy reward, envision the nature of the request, and do it (or Swear an
                                                                                          Iron Vow to see it done).
                                                                                          On a miss, they reveal a motivation or background that puts you at odds. If you
                                                                                          recommit to this relationship, roll both challenge dice, take the lowest value, and
                                                                                          clear that number of progress boxes. Then, raise the connection’s rank by one
                                                                                          (if not already epic).
                                                                                                                                                                       3
                  EXPLORATION MOVES                                                    CONFRONT CHAOS
                                                                                       When your exploration of a waypoint uncovers something dreadful, decide
                                                                                       the number of aspects: one, two, or three. Roll that number of times or choose that
UNDERTAKE AN EXPEDITION                                                                number of aspects on the table below. Then, envision how the encounter begins.
When you trailblaze a route through perilous space, journey over hazardous
terrain, or survey a mysterious site, give the expedition a name and rank.             For each result, when you first confront that aspect within the scope of the
                                                                                       encounter, you and your allies may mark one tick on your discoveries legacy track.
Then, for each segment of the expedition, envision your approach. If you…
  ✴ Move at speed: Roll +edge                                                             1–4    Baneful weapon of mass destruction
  ✴ Keep under the radar: Roll +shadow                                                    5–9    Cataclysmic environmental effects
  ✴ Stay vigilant: Roll +wits                                                            10–12   Dead given unnatural life
On a strong hit, you reach a waypoint. Envision the location and mark progress per       13–17   Destructive lifeform of monstrous proportion
the rank of the expedition.                                                             18–20    Dread hallucinations or illusions
On a weak hit, as above, but this progress costs you. Choose one.                        21–24   Harbingers of an imminent invasion
  ✴ Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).           25–27    Horde of insatiable hunger or fury
  ✴ Face a peril at the waypoint: Envision what you encounter.                          28–32    Horrific lifeforms of inscrutable purpose
On a miss, you are waylaid by a crisis, or arrive at a waypoint to confront an          33–36    Impostors in human form
immediate hardship or threat. Do not mark progress, and Pay the Price.                   37–41   Machines made enemy
                                                                                        42–45    Malignant contagion or parasite
EXPLORE A WAYPOINT                                                                      46–50    Messenger or signal with a dire warning
When you divert from an expedition to examine a notable location, roll +wits.           51–53    Passage to a grim alternate reality
On a strong hit, choose one. On a strong hit with a match, you may instead              54–58    People corrupted by chaos
Make a Discovery.                                                                       59–63    Powerful distortions of time or space
  ✴ Find an opportunity: Envision a favorable insight, situation, resource, or          64–68    Signs of an impending catastrophe
    encounter. Then, take +2 momentum.                                                  69–72    Site of a baffling disappearance
  ✴ Gain progress: Mark progress on your expedition, per its rank.                       73–77   Site of a horrible disaster
On a weak hit, you uncover something interesting, but it is bound up in a peril or      78–82    Site of terrible carnage
reveals an ominous aspect of this place. Envision what you encounter. Then, take        83–87    Technology nullified or made unstable
+1 momentum.
                                                                                        88–92    Technology warped for dark purpose
On a miss you encounter an immediate hardship or threat, and must Pay the Price.
                                                                                        93–96    Vault of dread technology or power
On a miss with a match, you may instead Confront Chaos.
                                                                                        97–100   Worshipers of great and malevolent powers

MAKE A DISCOVERY
When your exploration of a waypoint uncovers something wondrous, roll on               FINISH AN EXPEDITION
the table below or choose one. Then, envision the nature of the discovery and how      Progress Move
it is revealed. When you first experience or engage with the discovery, you and your   When your expedition comes to an end, roll the challenge dice and compare to
allies may mark two ticks on your discoveries legacy track.                            your progress.
                                                                                       On a strong hit, you reach your destination or complete your survey. Mark a
   1–4    Advanced technology waiting to be harnessed or salvaged                      reward on your discoveries legacy track per expedition’s rank: troublesome=1 tick;
   5–9    Ancient archive or message                                                   dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3 boxes. Any allies
  10–12   Artificial consciousness evolved to a higher state                           who shared this expedition also mark the reward.
  13–17   Clues to a crucial resource or uncharted domain                              On a weak hit, as above, but you face an unforeseen complication at the end of
 18–20    Envoy from another time or reality                                           your expedition. Make the legacy reward one rank lower (none for a troublesome
  21–24   Extraordinary natural phenomenon                                             expedition), and envision what you encounter.
 25–27    First contact with intelligent life                                          On a miss, your destination is lost to you, or you come to understand the true
                                                                                       nature or cost of the expedition. Envision what happens and choose one.
 28–32    Gateway to another time or alternate reality
                                                                                         ✴ Abandon the expedition: Envision the cost of this setback and Pay the Price.
 33–36    Key to unlocking a language or method of communication
                                                                                         ✴ Return to the expedition: Roll both challenge dice, take the lowest value, and
  37–41   Lost or hidden people
                                                                                           clear that number of progress boxes. Then, raise the expedition’s rank by one
 42–45    Majestic or unusual lifeforms                                                    (if not already epic).
 46–50    Marvel of ancient engineering
 51–53    Miraculously preserved artifact or specimen
 54–58    Monumental architecture or artistry of an ancient civilization               SET A COURSE
 59–63    Mysterious device or artifact of potential value                             When you follow a known route through perilous space, across hazardous
                                                                                       terrain, or within a mysterious site, roll +supply.
 64–68    New understanding of an enduring mystery
                                                                                       On a strong hit, you reach your destination and the situation there favors you. Take
 69–72    Pathway or means of travel to a distant location
                                                                                       +1 momentum.
  73–77   Person or lifeform with phenomenal abilities
                                                                                       On a weak hit, you arrive, but face a cost or complication. Choose one.
 78–82    Place of awe-inspiring beauty
                                                                                          ✴ Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).
 83–87    Rare and valuable resource
                                                                                          ✴ Face a complication at the destination: Envision what you encounter.
 88–92    Safeguarded or idyllic location
                                                                                       On a miss, you are waylaid by a significant threat, and must Pay the Price. If you
 93–96    Visions or prophesies of the future
                                                                                       overcome this obstacle, you may push on safely to your destination.
 97–100   Roll twice


                                                                                                                                                                    4
                         COMBAT MOVES                                                    STRIKE
                                                                                         When you are in control and assault a foe at close quarters, roll +iron; when
ENTER THE FRAY                                                                           you attack at a distance, roll +edge.
When you initiate combat or are forced into a fight, envision your objective             On a strong hit, mark progress twice. You dominate your foe and stay in control.
and give it a rank. If the combat includes discrete challenges or phases, set an         On a weak hit, mark progress twice, but you expose yourself to danger. You are
objective with a rank for each.                                                          in a bad spot.
Then, roll to see if you are in control. If you are…                                     On a miss, the fight turns against you. You are in a bad spot and must Pay the Price.
  ✴ On the move: Roll +edge
  ✴ Facing off against your foe: Roll +heart
  ✴ In the thick of it at close quarters: Roll +iron                                     CLASH
  ✴ Preparing to act against an unaware foe: Roll +shadow                                When you are in a bad spot and fight back against a foe at close quarters,
                                                                                         roll +iron; when you exchange fire at a distance, roll +edge.
  ✴ Caught in a trap or sizing up the situation: Roll +wits
                                                                                         On a strong hit, mark progress twice. You overwhelm your foe and are in control.
On a strong hit, take both. On a weak hit, choose one.
                                                                                         On a weak hit, mark progress, but you are dealt a counterblow or setback. You stay
  ✴ Take +2 momentum
                                                                                         in a bad spot and must Pay the Price.
  ✴ You are in control
                                                                                         On a miss, your foe dominates this exchange. You stay in a bad spot and must Pay
On a miss, the fight begins with you in a bad spot.                                      the Price.


GAIN GROUND                                                                              TAKE DECISIVE ACTION
When you are in control and take action in a fight to reinforce your position            Progress Move
or move toward an objective, envision your approach and roll. If you are…                When you seize an objective in a fight, envision how you take decisive action.
  ✴ In pursuit, fleeing, or maneuvering: Roll +edge                                      Then, roll the challenge dice and compare to your progress.
  ✴ Charging boldly into action, coming to the aid of others, negotiating, or            If you are in control, check the result as normal. If you are in a bad spot, count a
    commanding: Roll +heart                                                              strong hit without a match as a weak hit, and a weak hit as a miss.
  ✴ Gaining leverage with force, powering through, or making a threat: Roll +iron
                                                                                         On a strong hit, you prevail. Take +1 momentum. If any objectives remain and the
  ✴ Hiding, preparing an ambush, or misdirecting: Roll +shadow                           fight continues, you are in control.
  ✴ Coordinating a plan, studying a situation, or cleverly gaining leverage: Roll
                                                                                         On a weak hit, you achieve your objective, but not without cost. Roll on the table
    +wits
                                                                                         below or choose one. If the fight continues, you are in a bad spot.
On a hit, you stay in control. On a strong hit, choose two. On a weak hit, choose one.
  ✴ Mark progress                                                                           1–40   It’s worse than you thought: Make a suffer move (-2)
  ✴ Take +2 momentum                                                                       41–52   Victory is short-lived: A new peril or foe appears
  ✴ Add +1 on your next move (not a progress move)                                        53–64    You face collateral damage: Something is lost, damaged, or broken
On a miss, your foe gains the upper hand, the fight moves to a new location, or you       65–76    Others pay the price: Someone else suffers the cost
encounter a new peril. You are in a bad spot and must Pay the Price.                       77–88   Others won’t forget: You are marked for vengeance
                                                                                          89–100   It gets complicated: The true nature of a foe or objective is revealed
REACT UNDER FIRE                                                                         On a miss, you are defeated or your objective is lost. Pay the Price.
When you are in a bad spot and take action in a fight to avoid danger or
overcome an obstacle, envision your approach and roll. If you are…
  ✴ In pursuit, fleeing, dodging, getting back into position, or taking cover:
                                                                                         FACE DEFEAT
    Roll +edge                                                                           When you abandon or are deprived of an objective, envision the consequence
                                                                                         of this failure, clear the objective, and Pay the Price.
  ✴ Remaining stalwart against fear or temptation: Roll +heart
  ✴ Blocking or diverting with force, or taking the hit: Roll +iron                      If the fight continues, you may create a new objective and give it a rank to represent
  ✴ Moving into hiding or creating a distraction: Roll +shadow                           the changing situation. If any objectives remain, the fight continues and you are in
                                                                                         a bad spot.
  ✴ Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll
    +wits
On a strong hit, you succeed and are in control. Take +1 momentum.                       BATTLE
On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not       When you fight a battle and it happens in a blur, envision your objective and
without a cost. Make a suffer move (-1). You stay in a bad spot.                         roll. If you primarily…
On a miss, the situation worsens. You stay in a bad spot and must Pay the Price.            ✴ Fight at range, or using your speed and the environment to your advantage:
                                                                                               Roll +edge.
                 IN CONTROL / IN A BAD SPOT                                                 ✴ Fight depending on your courage, leadership, or companions: Roll +heart.
                                                                                            ✴ Fight in close to overpower your foe: Roll +iron.
    In a fight, your character is in one of two positions: in control or in a bad           ✴ Fight using trickery to befuddle your foe: Roll +shadow.
    spot. If you are in control, you can make proactive moves such as Gain                  ✴ Fight using careful tactics to outsmart your foe: Roll +wits.
    Ground and Strike. When in a bad spot, you must make reactive moves
    such as React Under Fire and Clash. The outcome of a combat move will                On a strong hit, you achieve your objective unconditionally. You and any allies who
    describe your current position.                                                      joined the battle may take +2 momentum.
                                                                                         On a weak hit, you achieve your objective, but not without cost. Pay the Price.
    When you make a move that doesn’t define your position (such as a suffer
                                                                                         On a miss, you are defeated or the objective is lost. Pay the Price.
    move), follow these guidelines: On a strong hit, you are in control; on a
    weak hit or miss, you are in a bad spot.




                                                                                                                                                                        5
                          SUFFER MOVES                                                    COMPANION TAKES A HIT
                                                                                          When your companion faces physical hardship, they suffer -1 health for minor
LOSE MOMENTUM                                                                             harm, -2 for serious harm, or -3 for major harm. If your companion’s health is 0, Lose
                                                                                          Momentum equal to any remaining harm.
When you are delayed or disadvantaged, suffer -1 momentum for a minor
setback, -2 for a serious setback, or -3 for a major setback.                             Then, if their health is 0 or you choose to test their resilience, roll +your companion’s
                                                                                          health.
When your momentum is at its minimum (-6) and you must suffer -momentum,
choose one.                                                                               On a strong hit, your companion rallies. Give them +1 health.
  ✴ Envision how the price is paid and apply the cost to a different suffer move.         On a weak hit, if your companion’s health is not 0, you may Lose Momentum (-1)
  ✴ Envision how this undermines your progress on a vow, expedition,                      and give them +1 health. Otherwise, they press on.
    connection, or combat. Then, clear 1 unit of progress on that track per its rank:     On a miss, it’s worse than you thought. They suffer an additional -1 health or you
    troublesome=3 boxes; dangerous=2 boxes; formidable=1 box; extreme=2 ticks;            Lose Momentum (-2). If your companion’s health is 0, they are out of action until
    epic=1 tick.                                                                          given aid. If their health is 0 and you rolled a miss with a match on this move, they
                                                                                          are dead or destroyed; discard the asset.

ENDURE HARM
When you face physical injury, fatigue, or illness, suffer -1 health for minor            SACRIFICE RESOURCES
harm, -2 for serious harm, or -3 for major harm. If your health is 0, Lose Momentum       When you lose or consume resources, suffer -1 supply for a minor loss, -2 for a
equal to any remaining harm.                                                              serious loss, or -3 for a major loss.
Then, if your health is 0 or you choose to resist the harm, roll +health or +iron,        If your supply is exhausted (reduced to 0), mark unprepared. When you suffer a
whichever is higher.                                                                      loss of resources while unprepared, envision how this causes you hardship and
                                                                                          apply the cost to a different suffer move.
On a strong hit, choose one.
  ✴ Shake it off: If you are not wounded, take +1 health
  ✴ Embrace the pain: Take +1 momentum                                                    WITHSTAND DAMAGE
On a weak hit, if you are not wounded, you may Lose Momentum (-1) in exchange             When your vehicle faces a damaging situation or environment, suffer -1
for +1 health. Otherwise, press on.                                                       integrity for minor damage, -2 for serious damage, or -3 for major damage. If your
On a miss, it’s worse than you thought. Suffer an additional -1 health or Lose            integrity is 0, Lose Momentum equal to any remaining damage.
Momentum (-2). If your health is 0, you must also mark wounded or permanently             Then, if your integrity is 0 or you choose to resist the damage, roll +integrity.
harmed, or roll on the table below.                                                       On a strong hit, choose one.
   1–10 You suffer mortal harm. Face Death.                                                  ✴ Bypass: If your vehicle is not battered, take +1 integrity
                                                                                             ✴ Ride it out: Take +1 momentum
  11–20 You are dying. Within an hour or two, you must Heal and raise your
        health above 0, or Face Death.                                                    On a weak hit, if your vehicle is not battered, you may Lose Momentum (-1) in
 21–35 You are unconscious and out of action. If left alone, you come back to             exchange for +1 integrity. Otherwise, press on.
        your senses in an hour or two. If you are vulnerable to ongoing harm,             On a miss, it’s worse than you thought. Suffer an additional -1 integrity or Lose
        Face Death.                                                                       Momentum (-2). If your integrity is 0, also suffer a cost according to the vehicle type.
 36–50 You are reeling. If you engage in any vigorous activity before taking a              ✴ Command vehicle: Mark the vehicle as battered or cursed, mark a module
        breather, roll on this table again (before resolving the other move).                 as broken, destroy a broken module by discarding it, or roll on the table below.
 51–100 You are still standing.                                                               If the command vehicle is destroyed, Overcome Destruction.
                                                                                            ✴ Support vehicle: Mark the vehicle as battered or roll on the table below. If
                                                                                              the vehicle is destroyed, discard the asset.
ENDURE STRESS                                                                               ✴ Incidental vehicle: Roll on the table below.
When you face mental strain, shock, or despair, suffer -1 spirit for minor stress,
                                                                                             1–10 Immediate catastrophic destruction. All aboard must Endure Harm or
-2 for serious stress, or -3 for major stress. If your spirit is 0, Lose Momentum equal
                                                                                                  Face Death, as appropriate.
to any remaining stress
                                                                                            11–25 Destruction is imminent and unavoidable. If you do not have the means
Then, if your spirit is 0 or you choose to resist the stress, roll +spirit or +heart,
                                                                                                  or intention to get clear, Endure Harm or Face Death, as appropriate.
whichever is higher.
                                                                                           26–40 Destruction is imminent, but can be averted if you Repair your vehicle
On a strong hit, choose one.                                                                      and raise its integrity above 0. If you fail, see 11–25.
   ✴ Shake it off: If you are not shaken, take +1 spirit                                    41–55 You cannot Repair this vehicle until you Resupply and obtain a crucial
   ✴ Embrace the darkness: Take +1 momentum                                                       replacement part. If you roll this result again prior to that, see 11–25.
On a weak hit, if you are not shaken, you may Lose Momentum (-1) in exchange for           56–70 The vehicle is crippled or out of your control. To get it back in action,
+1 spirit. Otherwise, press on.                                                                   you must Repair and raise its integrity above 0.
On a miss, it’s worse than you thought. Suffer an additional -1 spirit or Lose              71–85 It’s a rough ride. All aboard must make the Endure Harm, Endure Stress,
Momentum (-2). If your spirit is 0, you must also mark shaken or traumatized, or                  or Companion Takes a Hit move, suffering a serious (-2) cost.
roll on the table below.                                                                   86–95 You’ve lost fuel, energy, or cargo. Sacrifice Resources (-2).
                                                                                           96–100 Against all odds, the vehicle holds together.
   1–10   You are overwhelmed. Face Desolation.
  11–25   You give up. Forsake Your Vow.
 26–50    You give in to fear or compulsion, and act against your better instincts.
 51–100   You persevere.




                                                                                                                                                                           6
                     THRESHOLD MOVES                                                     HEAL
                                                                                         When you receive medical care or provide treatment, envision the situation
                                                                                         and roll. If you…
FACE DEATH
When you encounter a situation where death is an immediate and                             ✴ Receive treatment from someone (not an ally): Roll +iron
unavoidable outcome, you are dead. When you are instead brought to the                     ✴ Mend your own wounds: Roll +iron or +wits, whichever is lower
brink of death with a chance for recovery or redemption, roll +heart.                      ✴ Obtain treatment for a companion: Roll +heart
On a strong hit, you are cast back into the mortal world.                                  ✴ Provide care: Roll +wits
On a weak hit, choose one.                                                               On a strong hit, the care is helpful. If you (or the ally under your care) are wounded,
                                                                                         clear the impact and take or give +2 health. Otherwise, take or give +3 health.
  ✴ You die, but not before making a noble sacrifice. Envision your final moments.
  ✴ There is more to be done. Envision what is revealed or asked of you at death’s       On a weak hit, as above, but the recovery costs extra time or resources. Choose
    door, and Swear an Iron Vow to complete an extreme quest. You return to the          one: Lose Momentum (-2) or Sacrifice Resources (-2).
    mortal world and must mark doomed. When you complete the death-bound                 On a miss, the aid is ineffective and the situation worsens. Pay the Price.
    quest, clear the impact.
On a miss, you are dead.
                                                                                         HEARTEN
                                                                                         When you socialize, share intimacy, or find a moment of peace, roll +heart.
FACE DESOLATION                                                                          On a strong hit, you find companionship or comfort and your spirit is strengthened.
When you are brought to the brink of desolation, roll +heart.                            If you are shaken, clear the impact and take +1 spirit. Otherwise, take +2 spirit. If you
On a strong hit, you resist and press on.                                                make this move as you Sojourn, take +1 more.
On a weak hit, choose one.                                                               On a weak hit, as above, but this indulgence is fleeting. Envision an interruption,
                                                                                         complication, or inner conflict. Then, Lose Momentum (-1).
  ✴ Your spirit breaks, but not before you make a noble sacrifice. Envision your
                                                                                         On a miss, you take no comfort and the situation worsens. Pay the Price.
    final moments.
  ✴ You see a vision of a dreaded event coming to pass. Envision that dark future,
    and Swear an Iron Vow to prevent it through an extreme quest. You return to
    your senses and must mark tormented. When you complete the soul-bound
                                                                                         RESUPPLY
    quest, clear the impact.                                                             When you attempt to bolster your readiness, envision the opportunity and your
                                                                                         approach. If you…
On a miss, you succumb to despair or horror and are lost.
                                                                                           ✴ Barter or make an appeal: Roll +heart
                                                                                           ✴ Threaten or seize: Roll +iron
OVERCOME DESTRUCTION                                                                       ✴ Steal or swindle: Roll +shadow
Progress Move                                                                              ✴ Scavenge or craft: Roll +wits
When your command vehicle is destroyed or irrevocably lost, you must                     On a strong hit, choose one.
discard the asset, along with any modules and docked support vehicles.                     ✴ If you are unprepared, clear the impact and take +1 supply. Otherwise, take
If you survive, you may use your connections to replace some of what was lost. To            +2 supply.
learn the cost, roll the challenge dice and compare to the progress on your bonds          ✴ If you are in need of a specific item or resource that can reasonably be
legacy track.                                                                                obtained, you acquire it. Take +1 momentum.
On a strong hit, you may call in a favor. This comes without conditions.                 On a weak hit, as above, but you must first deal with a cost, complication, or
On a weak hit, you owe someone. You must mark indebted and Swear an Iron                 demand. Envision the nature of this obstacle.
Vow to complete an extreme quest in their service. When you complete the duty-           On a miss, you encounter an unexpected peril. Pay the Price.
bound quest, clear the impact.
On a miss, as with the weak hit result, but this quest is against your nature, forces
you to Forsake Your Vow on another quest, or is in the service of an enemy.              REPAIR
If you accept the cost, take 1 experience for every marked ability on the discarded      When you make repairs to your vehicles, modules, mechanical companions,
assets (minimum 3 experience). Spend this experience only on a new command               or other devices, envision the situation and roll. If you…
vehicle, modules, and support vehicles.                                                    ✴ Make your own repairs, or direct a companion to make repairs: Roll +wits
                                                                                           ✴ Obtain repairs from someone (not an ally): Roll +supply
                                                                                         On a hit, you gain repair points as appropriate to the situation, per the table below.
                        RECOVER MOVES                                                    Additionally, you may Sacrifice Resources and exchange each -1 of supply for 1 extra
                                                                                         repair point (up to 3 points).
SOJOURN
When you spend time recovering within a community, roll +heart.                           Situation                   Strong Hit                    Weak Hit
On a strong hit, this is a safe refuge. You and your allies may each choose two           At a facility               5 points                      3 points
recover moves: Heal, Hearten, Repair, or Resupply. Instead of rolling, assume an          In the field                3 points                      1 points
automatic strong hit for each. An individual move can be taken more than once.            Under fire                  2 points                      0 points
On a weak hit, as above, but time is short or resources are strained. You and your
allies each make one recover move instead of two, with no more than three moves          Spend repair points as follows. Unused points are discarded.
total among the group.                                                                     ✴ Clear the battered impact on a vehicle: 2 points
On a miss, choose one.                                                                     ✴ Fix one broken module: 2 points
                                                                                           ✴ Take +1 integrity on a vehicle: 1 point
   ✴ The community needs your help, or makes a costly demand in exchange for
                                                                                           ✴ Take +1 health for a mechanical companion: 1 point
     safe harbor. Envision what they ask of you. If you do it, or Swear an Iron Vow to
     see it done, resolve this move as a strong hit.                                       ✴ Repair any other device: 3 points
   ✴ You find no relief, and the situation grows worse. Pay the Price.                     ✴ Repair any other device, but with a complication or malfunction: 2 points
                                                                                         On a miss, the repairs are not made and the situation worsens. Pay the Price.


                                                                                                                                                                           7
                         LEGACY MOVES                                                                                 FATE MOVES
EARN EXPERIENCE                                                                         ASK THE ORACLE
When you fill a box (four ticks) on any legacy track, take 2 experience. This           When you seek to resolve questions, reveal details, discover locations,
experience may be spent when you Advance.                                               determine how other characters respond, or trigger encounters or events,
Once you completely fill the tenth box on any legacy track, clear that track. You       you may…
may start again marking progress on the cleared track, but earn experience at a           ✴ Draw a conclusion: Decide the answer based on the most interesting and
reduced rate of 1 experience (instead of 2) for each filled progress box. If you make       obvious result.
a progress roll against this track, resolve the outcome as if at 10 progress.             ✴ Spark an idea: Use an oracle table or other random prompt.
                                                                                          ✴ Ask a yes/no question: Decide the odds of a yes, and roll on the table below
                                                                                            to check the answer.
ADVANCE                                                                                   ✴ Pick two: Envision two options. Rate one as likely, and roll on the table below
When you develop your abilities, improve your resources, gain a reward,                     to see if it is true. If not, it is the other.
or boost your influence, you may spend 3 experience to add a new asset, or
2 experience to upgrade an asset. Choose from the following categories as                Odds                        The answer is yes if you roll…
appropriate to your focus and opportunities.                                             Small Chance                10 or less
  ✴ Module: Upgrade your command vehicle                                                 Unlikely                    25 or less
  ✴ Support Vehicle: Acquire or improve a secondary vehicle                              50/50                       50 or less
  ✴ Path: Bolster your personal capabilities or follow a new calling                     Likely                      75 or less
  ✴ Companion: Gain or improve a trusted helper                                          Almost Certain              90 or less
  ✴ Deed: Learn from your experiences or build a legacy
                                                                                        On a match, envision an extreme result or twist.

CONTINUE A LEGACY
Progress Move                                                                           PAY THE PRICE
                                                                                        When you suffer the outcome of an action, choose one.
When you retire from your life as Ironsworn, or succumb to death or
desolation, you may create a new character in your established setting. If you do,       ✴ Make the most obvious negative outcome happen.
roll the challenge dice and compare to each of the former character’s legacy tracks:     ✴ Ask the Oracle for inspiration. Interpret the answer as a hardship or
quests, bonds, and discoveries (one roll per track).                                       complication appropriate to the situation.
For each strong hit, choose one from below, or one from the weak hit or miss             ✴ Roll on the table below. If the result doesn’t fit the situation, roll again.
options.
                                                                                            1–2    A trusted individual or community acts against you
   ✴ Follow their path: Take one path or companion asset from the former character
      (at no cost), including any marked abilities.                                         3–4    An individual or community you care about is exposed to danger
   ✴ Share a connection: Take one connection from the former character, including           5–7    You encounter signs of a looming threat
      any accrued progress or bond benefits.                                               8–10    You create an opportunity for an enemy
   ✴ Accept an inheritance: Take the former character’s command vehicle and one            11–14   You face a tough choice
      module or support vehicle (at no cost), including any marked abilities.             15–18    You face the consequences of an earlier choice
For each weak hit, choose one from below, or one from the miss options.                   19–22    A surprising development complicates your quest
  ✴ See it through: Choose one of the former character’s unfinished quests, and          23–26     You are separated from something or someone
     Swear an Iron Vow (with an automatic strong hit) to see it done. You may            27–32     Your action causes collateral damage or has an unintended effect
     immediately mark up to half their earned progress (round down) on this quest.
                                                                                         33–38     Something of value is lost or destroyed
  ✴ Rebuild a connection: Name one of the former character’s connections, and
     envision how time or circumstances have changed them in a dramatic way.             39–44     The environment or terrain introduces a new hazard
     When you Make a Connection with them, take an automatic strong hit and              45–50     A new enemy is revealed
     mark two ticks on your bonds legacy track.                                           51–56    A friend, companion, or ally is in harm’s way (or you are, if alone)
  ✴ Explore familiar ground: Name a location that was meaningful to the former           57–62     Your equipment or vehicle malfunctions
     character. When you first visit that place, envision how it has changed or is       63–68     Your vehicle suffers damage
     endangered. Then, mark two ticks on your discoveries legacy track.
                                                                                         69–74     You waste resources
For each miss, choose one.
                                                                                          75–81    You are harmed
  ✴ Deal with the aftermath: Envision how one of your former character’s foes has
                                                                                         82–88     You are stressed
     gained power or influence.
                                                                                         89–95     You are delayed or put at a disadvantage
  ✴ Switch loyalties: Envision how you begin in opposition to your former
     character’s beliefs, goals, or allegiances.                                         96–100    Roll twice
  ✴ Open Pandora’s Box: Envision how an advancement or discovery has unleashed
     unexpectedly dire consequences.




                                                                                                                                                                          8
NAME                                         Characteristics


PRONOUNS


CALLSIGN




MOMENTUM                                                                                                      HEALTH


 +10                                                                                                            5
                EDGE              HEART                  IRON           SHADOW                 WITS

  +9                                                 LEGACIES                                                   4
           QUESTS                                                                                        10

  +8                                                                                                            3

  +7                                                                                                            2
           BONDS                                                                                         10

  +6                                                                                                            1

  +5                                                                                                           0
           DISCOVERIES                                                                                   10

  +4                                                                                                          SPIRIT


                                                                                                                5
  +3
                                              BACKGROUND VOW                                                    4
  +2
                                                                                                                3
  +1
                                                                                                                2
   0
                                                       IMPACTS                                                  1
  -1
                MISFORTUNES            LASTING EFFECTS            BURDENS              CURRENT VEHICLE
                                                                                                               0
  -2               WOUNDED               PERMANENTLY
                                         HARMED
                                                                  DOOMED                   BATTERED
                   SHAKEN                                         TORMENTED                CURSED
                                         TRAUMATIZED                                                          SUPPLY
                   UNPREPARED                                     INDEBTED
  -3
              OTHER IMPACTS
                                                                                                                5
  -4
                       MAX MOMENTUM: STARTS AT +10 / REDUCE BY 1 FOR EACH IMPACT                                4
                      MOMENTUM RESET: 0 IMPACTS = +2 / 1 IMPACT = +1 / 2 OR MORE IMPACTS = 0
  -5
                                                                                                                3
  -6
                                                                                                                2
  MAX

                                                                                                                1
 RESET
                                                                                                               0
 SECTOR                                   REGION                FACTION/CONTROL


                                                   SECTOR MAP




                                                   LOCATIONS




SECTOR WORKSHEET / IRONSWORN STARFORGED
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  NAME

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  NAME

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  NAME

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  NAME

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CONNECTIONS WORKSHEET / IRONSWORN STARFORGED
 TROUBLESOME     DANGEROUS     FORMIDABLE   EXTREME   EPIC   TROUBLESOME   DANGEROUS   FORMIDABLE   EXTREME   EPIC




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PROGRESS TRACKS WORKSHEET / IRONSWORN STARFORGED
 1–10                                      1–10
 11–20                                     11–20
 21–30                                     21–30
 31–40                                     31–40
 41–50                                     41–50
 51–60                                     51–60
 61–70                                     61–70
 71–80                                     71–80
 81–90                                     81–90
 91–100                                    91–100




 1–10                                      1–10
 11–20                                     11–20
 21–30                                     21–30
 31–40                                     31–40
 41–50                                     41–50
 51–60                                     51–60
 61–70                                     61–70
 71–80                                     71–80
 81–90                                     81–90
 91–100                                    91–100




 1–5                                       1–5
 6–10                                      6–10
 11–15                                     11–15
 16–20                                     16–20
 21–25                                     21–25
 26–30                                     26–30
 31–35                                     31–35
 36–40                                     36–40
 41–45                                     41–45
 46–50                                     46–50
 51–55                                     51–55
 56–60                                     56–60
 61–65                                     61–65
 66–70                                     66–70
 71–75                                     71–75
 76–80                                     76–80
 81–85                                     81–85
 86–90                                     86–90
 91–95                                     91–95
 96–100                                    96–100
Oracles WORKSHEET / IRONSWORN STARFORGED
  4              6               8        10   4   6   8   10




  4              6               8        10   4   6   8   10




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  4              6               8        10   4   6   8   10




CLOCKS WORKSHEET / IRONSWORN STARFORGED
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SCENE CHALLENGES WORKSHEET / IRONSWORN STARFORGED         See pages 239-241 of the Starforged
                                                          rulebook for details on scene challenges.