0% found this document useful (0 votes)
24 views128 pages

Ironsworn SRD PDF

The System Reference Document for Ironsworn outlines the mechanics and gameplay of the Ironsworn tabletop roleplaying game, where players take on the roles of heroes in a dark fantasy setting. It includes information on character creation, gameplay modes, and various moves that dictate actions and outcomes during play. The document is licensed under Creative Commons, allowing others to use its content with proper attribution.

Uploaded by

4wtvqf5dwz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views128 pages

Ironsworn SRD PDF

The System Reference Document for Ironsworn outlines the mechanics and gameplay of the Ironsworn tabletop roleplaying game, where players take on the roles of heroes in a dark fantasy setting. It includes information on character creation, gameplay modes, and various moves that dictate actions and outcomes during play. The document is licensed under Creative Commons, allowing others to use its content with proper attribution.

Uploaded by

4wtvqf5dwz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 128

System Reference Document

Version .09 | Updated 01/14/23


Copyright ©2018 Shawn Tomkin.

Acknowledgements
Ironsworn leverages mechanics and creative inspiration from several amazing games.
Thank you to their authors.

Apocalypse World, by D. Vincent Baker.

City of Judas, by Davide Pignedoli.

Dungeon World, by Sage LaTorra and Adam Koebel.

Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al.

Mythic, by Tana Pigeon.

What is This?
This document incorporates selected content from the Ironsworn roleplaying game. If
you’d like to use this text or mechanics in your own game, you may do so under the
license detailed on the next page.

About Ironsworn
In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake
perilous quests in the dark fantasy setting of the Ironlands.

Others live out their lives hardly venturing beyond the walls of their village or
steading, but you are different. You will explore untracked wilds, fight desperate
battles, forge bonds with isolated communities, and reveal the secrets of this harsh
land.

Are you ready to swear iron vows and see them fulfilled—no matter the cost?

To learn more about the Ironsworn tabletop roleplaying game, visit


ironswornrpg.com.

Ironsworn SRD | 1
License
This work is licensed under a Creative Commons Attribution 4.0 International License.

License Requirements

● You must include an attribution referencing Ironsworn (see "How to Provide


Credit").
● This license applies only to the material (text and images) within this SRD.
● You cannot state or imply that your work is an official Ironsworn product.

Helping Build a Positive Community

Although the CC license does not allow additional binding conditions, I would expect
and ask that your work not include content that is bigoted, racist, homophobic,
transphobic, or otherwise discriminatory. Please help support a positive, inclusive
ethos.

Image Source Files


The vector source files (Adobe Illustrator format) for the illustrations and icons in this
document are available for download here:

https://drive.google.com/open?id=17wvH_EY2MfX9rToRFyONp1uNFnkHawZ1

How to Provide Credit


Wherever you put copyright information in your work, include the following text:

This work is based on Ironsworn (found at www.ironswornrpg.com), created by


Shawn Tomkin, and licensed for our use under the Creative Commons
Attribution 4.0 International License
(https://creativecommons.org/licenses/by/4.0/).

Note: If you are publishing digitally, you may embed the links and omit the URL's.

Ironsworn SRD | 2
Table of Contents

PART ONE:
THE BASICS 11

Playing Ironsworn 11

What You Need 12

Mechanics and the Fiction 12

Iron Vows 12

Your Character 13

Moves 13

The Action Roll 15

Matches 17

GM’s and the Dice 17

Momentum 18

Gaining Momentum 18

Losing Momentum 18

Burning Momentum 19

Resetting Momentum 20

Suffering Negative Momentum 20

Minimum Momentum 20

Max Momentum 21

Progress Tracks 21

Challenge Ranks 22

Marking Progress 22

Marking Progress for Bonds 23

Progress Moves 23

Progress Rolls 23

Ironsworn SRD | 3
Momentum and Progress Rolls 24

Sharing Progress Tracks with Allies 24

Harm 25

Inflicting Harm 25

Enduring Harm 25

Stress 26

Assets 27

Oracles 27

Rolling Oracle Dice 27

Seeking Answers 28

More Randomness 28

Trust Your Instincts 28

Bonds 29

Other Characters 29

Allies and Companions 29

Equipment 30

The Flow of Play 31

PART TWO:
YOUR CHARACTER 32

You are Ironsworn 32

Envision Your Character 32

Be Awesome 32

Be Who You Want 32

Character Basics 33

Name 33

Stats 33

Health 33

Spirit 34

Ironsworn SRD | 4
Supply 34

Momentum 35

Vows 35

Bonds 36

Debilities 37

Conditions 37

Banes 38

Burdens 39

Assets 39

Asset Types 40

Companions 40

Paths 40

Combat Talents 40

Rituals 41

Acquiring Assets 41

Upgrading Assets 41

Asset Abilities 42

Ability Requirements 42

Using Companion Abilities 43

Inflicting Harm on Companions 43

Slain Companions 43

Failing an Asset Move 43

Failed Rituals 43

Experience 44

Equipment 45

Character Creation Summary 46

PART THREE:
MOVES 47

Ironsworn SRD | 5
Making Moves 47

Move Outcomes 47

Best Practices for Moves 48

Fiction first, then move 48

Not everything is a move 48

Make Moves Matter 49

Making Group Moves 49

Making Progress Moves 50

Equipment and Moves 50

Weapons and Armor 50

Initiative 51

Initiative and Allies 52

Move Glossary 52

“Add +X” 52

“Allies / Ally” 52

“Ask the Oracle” 52

“Companion” 52

“Choose” 53

“Endure Harm (X Harm)” 53

“Endure Stress (X Stress)” 53

“In Exchange for” 53

“Inflict your Harm” 53

“Inflict +X Harm” 53

“On a Hit” / “If You Score a Hit” 54

“On a Weak Hit” / “If You Score a Weak Hit” 54

“On a Strong Hit” / “If You Score a Strong Hit” 54

“On a Miss” / “If You Score a Miss” 54

Ironsworn SRD | 6
“Pay the Price” 54

“Progress Move” 54

“Reroll Any Dice” 54

“Roll +[Stat]” 55

“Suffer -X” 55

“Take +X” 55

“When You…” 56

Adventure Moves 57

Face Danger 57

Secure an Advantage 58

Gather Information 59

Heal 60

Resupply 62

Make Camp 62

Undertake a Journey 64

Along for the Ride? 65

Allies and Journeys 65

Waypoints 65

Marking Progress 66

Travel Time 66

Mounts and Transport 66

Managing Resources 66

On a Miss... 67

Reach Your Destination 68

Relationship Moves 70

Compel 70

Sojourn 72

Ironsworn SRD | 7
Draw the Circle 74

Forge a Bond 75

Bonds and the Fiction 76

Bonds And Allies 76

Test Your Bond 77

Aid Your Ally 78

Write Your Epilogue 79

Combat Moves 80

Enter the Fray 80

Strike 81

Clash 82

Turn the Tide 83

End the Fight 84

Battle 86

Battling Alongside Allies 87

Other Moves in Combat 87

Face Danger 87

Secure an Advantage 88

Compel 89

Aid Your Ally 89

Suffer Moves 90

Pay the Price 90

Ask the Oracle 90

Suffer Moves 91

Endure Harm 92

Face Death 94

Companion Endure Harm 95

Ironsworn SRD | 8
Endure Stress 97

Face Desolation 99

Out of Supply 100

Face a Setback 100

Quest Moves 101

Swear an Iron Vow 101

Reach a Milestone 103

Fulfill Your Vow 104

Forsake Your Vow 105

Advance 106

Fate Moves 107

Pay the Price 108

Rolling Matches 110

Ask the Oracle 111

Draw a Conclusion 111

Ask a Yes/NO question 112

Pick Two 112

Spark an Idea 112

Questions Upon Questions 113

Rolling A Match 113

Oracles and Guided Play 113

PART FOUR:
FOES AND ENCOUNTERS 115

Components of an NPC 115

Rank 115

Features 116

Drives 117

Tactics 117

Ironsworn SRD | 9
NPC Packs 117

Joining Forces with NPCs 118

Creating NPCs 119

Sample NPC 120

PART FIVE:
ORACLES 121

Using the Oracles 121

Oracles In Solo and Co-Op Play 121

Oracles In Guided Play 122

How to Use an Oracle 122

When Answers lead to more questions 122

Oracle Tables and Matches 123

Acti0n Oracle 124

Theme Oracle 125

Combat Action Oracle 126

Major Plot Twist Oracle 127

Challenge Rank Oracle 128

Ironsworn SRD | 10
PART ONE:
THE BASICS

Playing Ironsworn
To play Ironsworn, you create your character, make some decisions about the world
you inhabit, and set the story in motion. When you encounter something dangerous or
uncertain, your choices and the dice determine the outcome.

Ironsworn supports three modes of play.

● Guided: One or more players take the role of their characters, the protagonists
in your story, while a gamemaster (GM) moderates the session. The GM helps
bring the world to life, portrays the people and creatures you encounter, and
makes decisions about the outcome of your actions.
● Cooperative (Co-Op): You and one or more friends play together to overcome
challenges and complete quests. A GM is not required. The Ironsworn game
system will help you explore the dramatic stories of your characters and their
fateful vows.
● Solo: As with cooperative play, no GM is necessary. You portray a lone heroic
character in a dangerous world. Good luck!

Ironsworn is primarily intended for solo and small group play. One to four
players (plus a GM in guided mode) is ideal. The characters portrayed by other
players are referred to in these rules as your allies.

Ironsworn SRD | 11
What You Need
If you’re playing solo, just grab some materials and get started. A session can be as
long as you like, from a few minutes to a few hours.

If you’re playing with one or more friends—either guided or co-op—you probably


want to dedicate enough time to make some progress in your quests. Plan on a couple
of hours or more.

Make sure you have:

● Two ten-sided dice (d10) for each player. These are your challenge dice.
● One six-sided die (d6) for each player. This is your action die.
● Optionally, another pair of ten-sided dice to use as your oracle dice.
● A printed character sheet for each player and printed asset cards.
● Some counters for marking status tracks on your character sheet. You can use
paper clips, beads, dice, coins, tokens from other games, or whatever is
convenient.

Mechanics and the Fiction


Ironsworn uses various mechanics, such as rolling dice and managing the stats and
resources on your character sheet. As a player, you will often make decisions based on
a desired mechanical outcome. For example, you might choose a particular action to
get a bonus on your die roll. The basic mechanics of Ironsworn are introduced in this
chapter.

Ironsworn is also heavily reliant on the fiction, which is the imagined characters,
situations, and places within your game. You will play from the perspective of your
character. You will interpret actions and events in a way that is consistent with the
dramatic, fictional reality you have forged for your story and your world.

Iron Vows
Vows are the core of playing Ironsworn. It is your vows that drive you. These goals
create the context for your adventures and challenges. As you complete vows, you gain
experience and new abilities.

Ironsworn SRD | 12
When you create your character, you start with a background vow. When you setup
your campaign, you envision or encounter an inciting incident which triggers a new
vow. There are several prompts for vows associated with the details of the world in
chapter 4, and with foes and encounters in chapter 5. You can select something which
fits your vision for the world and your character’s goals, or just come up with
something yourself. If you are playing in co-op mode, you and your fellow players
may have shared vows and personal vows.

Your Character
You use your character sheet to track your stats, overall condition, and progress in
your quests. You also have assets, which are abilities you choose when you create your
character and when you gain experience. These components help you determine the
outcome when things get dangerous or uncertain.

However, your character is more than these mechanical bits. You are the protagonist
in a rich story. You have hopes and fears, virtues and failings. You have a history. You
are, or were, part of a community. This is the fiction of your character. Consider a few
of these details as you create your character, but don’t sweat it. You’ll evolve it
through play. At the start of your game, put your character on stage to see what
happens. Fill in the blanks—for your character and your world—as you go.

Moves
Moves are self-contained systems to resolve a specific action, scene or question.
There is a move for most common situations you encounter in Ironsworn. They have
specific triggers, phrased as “When you [blank].” When your character does that
thing, or you encounter that situation, refer to the move to see what happens.

Moves are organized by activities.

● Adventure moves cover a variety of dangers, conducting investigations,


traveling, making camp, and healing.
● Relationship moves involve persuading others to do something, building bonds
with people and communities, resting and recuperating within a community,
aiding your allies, and initiating duels.
● Combat moves are used when fighting (but not exclusively; other moves may
come into play as well).

Ironsworn SRD | 13
● Suffer moves occur when you endure hardship, such as suffering physical harm
or facing a dispiriting challenge.
● Quest moves encompass iron vows, making progress in a sworn quest, and
improving your character.
● Fate moves help you decide what happens in solo and co-op play, or support
the GM’s decisions and brainstorming in guided play.

When a move’s name is referenced within these rules or by another move, you’ll see it
as italicized text.

Most moves are based on risky actions you are taking. You are attacking with your
sword, making a dangerous climb, or healing an ally. These moves use dice to
determine the outcome. This is called an action roll.

Some moves measure your headway against an extended challenge, such as a journey
or fight, using a progress track. When you are ready to resolve the challenge, you make
a progress roll.

Other moves utilize a different kind of dice roll, called an oracle roll. These moves help
determine the outcome of uncertain events out of your character’s control. If you’re
playing solo or co-op, you can use the Ask the Oracle move to answer questions about
the world, resolve how other characters respond, or determine what happens next.

Some moves don’t require a roll. They might support or reference a separate move, or
simply help you resolve a mechanical or narrative situation. Don’t roll dice unless a
move tells you to.

Ironsworn SRD | 14
The Action Roll
When you make a move representing a risky or uncertain action, you roll three dice at
once.

● Challenge dice: Two ten-sided dice (D10)


● Action die: A six-sided die (D6)

Add your relevant stat to your action die. The move will tell you which stat to add, or
may give you a choice. Some moves will tell you to use one of your tracks, such as
health or supply, in place of a stat. Based on the move or your character’s assets, you
may also have an opportunity to apply one or more bonuses called adds. The total of
your action die, your stat, and any adds is your action score. Your action score is never
greater than 10—anything over that is ignored.

Ironsworn SRD | 15
To determine the outcome of your move, compare the action score to each of the
challenge dice. You want it to be greater than the individual value of those dice.

There are three possible results for a move.

Strong Hit: Your action Weak Hit: Your action Miss: Your action score
score is greater than score is greater than isn’t greater than either
both the challenge dice. only one of the of the challenge dice.
You succeed at what you challenge dice. You You failed, or need to
are trying to do. probably succeeded, but make some serious
with a lesser effect or concessions.
cost.

The move will tell you how to interpret the outcome of your action, or offer a choice.
The result may include mechanical changes to your character’s status and narrative
changes to the current situation.

When you score a miss on a move, you’ll usually see a prompt to Pay the Price. This is a
special move that lets you pick a likely negative outcome or roll to see what happens. If
you’re playing with a GM, they may consult with this move, or just tell you the price.

The main thing to remember on a miss: Something always happens. The situation gets
more complex, dramatic, or dangerous.

Ironsworn SRD | 16
Ties always go to the challenge dice. Your action score needs to exceed—not
equal—the challenge dice to count as a hit.

Matches
When you roll for a move, you should
be on the lookout for a match on the
challenge dice. In cooperative and solo
play, this is your trigger to add a twist,
create a new complication, or
otherwise mix things up. Something
interesting, unexpected, or unusual
happens. If you’re unsure, you Ask the Oracle, which is a move you use to ask questions
or check for inspiration. If you’re playing with a GM, a match on the challenge dice can
be her prompt to introduce a surprising turn of events.

The outcome of a match should be evaluated based on the result of your move.

● Strong hit: The match should represent a twist in the narrative, something
interesting, or a new opportunity.
● Miss: The match should represent a heightened negative outcome, a
complication, or new danger. Things get worse for you in an unexpected way.

You can also let the intensity of your success or failure frame how you interpret a
match. Rolling matched 10’s on your challenge dice should prompt you to introduce a
harrowing turn of events or a dire failure. It’s as bad as things get.

GM’s and the Dice


If you are playing as a GM, you can focus on guiding the game and responding to your
player’s questions and actions. Since NPCs don’t make moves, you won’t need to make
action rolls. However, you might want to have a pair of D10’s available for oracle rolls.

Ironsworn SRD | 17
Momentum
Momentum is a special mechanic which is central to playing Ironsworn. Your
momentum value ranges from a -6 to +10 and represents how you are faring in your
quests. Move results may tell you to increase or decrease momentum.

The momentum track is on the left side of your character sheet. You can use a paper
clip or token to mark the current value.

When you have positive momentum, things are going your way. You have the
advantage. You are in control. Your path is clear. You are properly positioned for
success.

When you have negative momentum, the tide has turned against you. You face tough
odds. You are outmatched. Your next steps are uncertain.

Momentum persists through scenes and between gaming sessions. When you
finish a session, write down your current momentum value. Then, pick up
where you left off when you return to the game.

Gaining Momentum
You gain momentum as an outcome or option when making moves. This represents
securing advantages, acquiring new insight, and making progress in your quests. If a
move tells you to add momentum (phrased as “take +X momentum”), increase your
momentum track by the value indicated. The choices you make in a move, or the
assets you use to support the move, may modify the amount rewarded.

In general, taking +1 momentum represents a minor advantage. Taking +2


momentum (or more) represents a major advantage.

Losing Momentum
You can lose momentum as a choice when making moves, or as an outcome of a
move—particularly on a weak hit or miss. If a move tells you to suffer a specific loss of
momentum (phrased as “suffer -X momentum”), you reduce your momentum track

Ironsworn SRD | 18
by the value indicated. The options you choose in a move, or the assets you leverage,
may alter this penalty.

If you lose momentum as a result of a narrative outcome without a defined value, such
as when you make the Pay the Price move, you should suffer a reduction appropriate to
the narrative circumstances.

● For a minor disadvantage or complication, suffer -1 momentum.


● For a major disadvantage or complication, suffer -2 momentum.

Some moves and assets give you the option to suffer a loss of momentum in exchange
for temporary advantages. If you take this option, adjust your momentum track by the
amount indicated.

Burning Momentum
Burning momentum is a powerful option to build on your success and deliver a
decisive result or avoid dire failure. When you have positive momentum, after you roll
your move, you may cancel any challenge dice that are less than your current
momentum value. This gives you an automatic hit.

If both challenge dice are less than your momentum value, you may cancel them both
for a strong hit. If you burn momentum when only one of the challenge dice is less
than your momentum value, the result of the other die stands—giving you a weak hit.

For example, your momentum track is at +6 and your action score is 4. You roll a 5 and
an 8 on your challenge dice. You may burn momentum to cancel the 5, but not the 8.
This shifts your result from a miss to a weak hit.

Ironsworn SRD | 19
Burning momentum is never required. Even if you score a miss on a move and have
enough momentum to cancel the challenge dice, you can choose to suffer the failure
and save your momentum for a more crucial moment.

After you burn momentum, you must reset your momentum.

Resetting Momentum
After you burn momentum, you must adjust your momentum track to your
momentum reset value. The default reset is +2. This value may be lowered when your
character suffers from a debility. Debilities are conditions such as wounded, shaken,
or unprepared. They are marked on your character sheet as a result of a move or a
narrative event.

● If you have one debility marked, your momentum reset is +1.


● If you have more than one debility marked, your momentum reset is 0.

There is a box below the momentum track where you can record your current
momentum reset.

Suffering Negative Momentum


When your momentum
is less than 0, and it
matches the value of
your action die, you
must cancel your action
die. You still check the
success of your move by
comparing your stat
plus your adds to the
challenge dice, but you
won’t have your action
die to help you.

Minimum Momentum
Your momentum cannot drop lower than -6. This is your minimum momentum. If a
move tells you to lower your momentum, and your momentum is already at its

Ironsworn SRD | 20
minimum, you will instead make the Face a Setback move. As a result of this move, you
reduce your health, spirit, or supply (or some combination thereof) by that amount, or
undermine your progress in a current quest, journey, or fight.

Make moves such as Secure an Advantageto increase your momentum.

Max Momentum
Your max momentum starts at +10, and is reduced by 1 for every marked debility.
There’s a spot on your character sheet to record this value. You can’t increase
momentum over your max. If you are at your max and a move gives you an option to
increase your momentum, you can’t take that benefit.

Progress Tracks
A progress track is used to measure your pace and determine the outcome of a goal or
challenge in specific situations.

● When you Swear an Iron Vow, a progress track represents the challenges you
overcome on your way to achieving your ultimate goal.
● When you Undertake a Journey, a progress track represents how far you’ve gone
and how favorable the travel has been.
● When you Enter the Fray, a progress track represents your advantage as you
weaken or wound your foes in combat.
● When you establish a new relationship with a character in your world and Forge
a Bond, you mark your bond on a progress track.

Progress tracks are drawn as a row of ten boxes which you fill in—or mark—as you
make headway toward a goal. When you initiate a challenge, these boxes are empty.

Since making progress on your quests may stretch over many sessions, your character
sheet includes progress tracks for vows. Your character sheet also includes a progress
track for your bonds. For journeys and fights, you can sketch out your progress tracks
on whatever is convenient.

Ironsworn SRD | 21
Challenge Ranks
When you engage in a fight, initiate a journey, or swear a vow, you give your challenge
a rank. In increasing order of difficulty, the ranks are troublesome, dangerous,
formidable, extreme, and epic. You (or the GM) will choose a rank appropriate to the
situation and how quickly or easily it should be resolved. Troublesome is used for
simple challenges. A typical challenge is dangerous or formidable. Epic and extreme
challenges require great effort and luck to overcome.

Marking Progress
You will perform specific moves to advance toward your goal. For example, as you
travel across perilous lands, you Undertake a Journey and mark progress as you
successfully reach waypoints in your travel.

Similarly, when you fight, you Strike or Clash to inflict harm on your foe. To move
forward in your quest, you use the Reach a Milestone move. These incremental moves
let you amass advantages to have the best chance of success when you are ready to
resolve your challenge.

Whenever you successfully move toward your goal, you partially or fully fill in a box
on your progress track. You fill progress boxes with lines—called ticks. A full progress
box consists of four ticks in a star-shaped pattern. When a move tells you to mark
progress, fill in the appropriate number of ticks or progress boxes based on the rank of
your challenge.

Troublesome: Mark 3 Dangerous: Mark 2 Formidable: Mark 1


progress progress progress

Extreme: Mark 2 ticks Epic: Mark 1 tick

Ironsworn SRD | 22
Marking Progress for Bonds
If you are marking progress on your bonds progress track, you always mark 1 tick
unless a move tells you otherwise. Bonds are not given a challenge rank.

Progress Moves
There are four moves, called progress moves, which utilize progress tracks to resolve
the outcome of a goal or challenge.

● To resolve a quest, Fulfill Your Vow.


● To end your journey, Reach Your Destination.
● To decide the outcome of combat, End the Fight.
● When you retire from your life as Ironsworn, Write Your Epilogue.

Progress Rolls
You don’t make an action roll when you make a progress move. Instead, you tally the
number of fully filled progress boxes (those with four ticks). This is your progress
score. Then, roll your challenge dice and compare your progress score to the value of
the dice.

As with an action roll, if your progress score is greater than both challenge dice, it’s a
strong hit. If you beat one of the challenge dice, it’s a weak hit. If you fail to beat either
die, it’s a miss. The progress move will tell you how to resolve the challenge based on
the outcome of your roll. Also, keep an eye out for a match, which represents a
surprising twist or unusual complication.

In the example below, you would compare your +6 progress score to your challenge
dice when making your progress move. The seventh progress box is only partially
filled in, and won’t count toward the progress score.

Ironsworn SRD | 23
When deciding whether to make your progress move, you need to weigh your chance
of success against the risk of continuing to make preparatory moves. One thing to
remember: It’s not necessary to fill your progress track before making your progress
move. In fact, a weak hit or miss on a progress roll can lead to exciting new story
possibilities.

Momentum and Progress Rolls


Momentum is ignored when you make a progress move. You cannot burn momentum
on a progress roll, and you do not suffer from negative momentum.

Sharing Progress Tracks with Allies


When you and your allies are working together to resolve a challenge—a quest, a
journey, or a fight—you share a progress track and mark progress together. When you
make a progress move, only one of you rolls the dice. The result will stand for the
group.

Ironsworn SRD | 24
Harm
Harm represents physical damage and fatigue. You inflict harm on your foes in
combat, and you Endure Harm when you are attacked or fail to overcome a physical
hazard or ordeal.

Inflicting Harm
When you successfully attack a foe using the Strike or Clash moves, you inflict harm. If
you are armed with a deadly weapon (such as a sword, axe, spear, or bow), you inflict 2
harm. If you are unarmed or using an improvised or simple weapon (such as a shield,
stick, club, staff, or rock), you inflict 1 harm. You may have an option to inflict
additional harm through the choices you make in a move.

Each point of harm you inflict is marked as progress on your foe’s progress track, as
appropriate to their rank. For example, each point of harm equals 2 ticks when
fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous
enemy.

Enduring Harm
When you face physical injury or hardship, make the Endure Harm move. As part of
that move, you reduce your health track by the amount of harm suffered. There are
five ranks of harm.

● Troublesome (1 harm): An attack by a minor foe, a painful injury, or a tiring


effort.
● Dangerous (2 harm): An attack by a skilled foe or deadly creature, a nasty
injury, or a demanding effort.
● Formidable (3 harm): An attack by an exceptional foe or mighty creature, a
serious injury, or an exhausting effort.
● Extreme (4 harm): An overwhelming attack by a monster or beast, a grievous
injury, or a debilitating effort.
● Epic (5 harm): An attack by a legendary foe of mythic power, a horrific injury,
or a consuming effort.

Ironsworn SRD | 25
When you are fighting a foe, they inflict harm based on their rank. Sample foes are in
chapter 5.

If you are at 0 health, a miss on the Endure Harm move puts you at risk of suffering a
debility or dying. You can recover health through rest and recuperation, using moves
such as Heal, Make Camp, and Sojourn.

Stress
Stress represents mental burdens and trauma. When you face mental shock or despair,
make the Endure Stress move. As part of that move, you reduce your spirit track by the
amount of stress suffered. There are five ranks of stress.

● Troublesome (1 stress): An unsettling incident or frustrating failure.


● Dangerous (2 stress): A distressing incident or upsetting failure.
● Formidable (3 stress): A horrifying incident or demoralizing failure.
● Extreme (4 stress): A heart-rending incident or traumatic failure.
● Epic (5 stress): A soul-shattering incident or the loss of all hope.

When you are opposing a foe, they can inflict stress (such as a terrifying visage or
demoralizing taunt) based on their rank. Sample foes are in chapter 5.

When you Endure Stress, you reduce your spirit track by the amount of stress suffered.
If you are at 0

spirit, you are in danger of suffering a debility or falling into desolation.

You can recover spirit by relaxing when you Make Camp, finding fellowship when you
Sojourn, or when you Forge a Bond.

Unlike harm, you do not inflict stress on others—at least not mechanically. If you
attempt to frighten or demoralize another character, make an appropriate move to see
what happens.

Ironsworn SRD | 26
Assets
Assets are a key component of your character. They give you additional options and
bonuses when making a move, and may include their own special moves. When you
create your character, you select your starting assets. When you Fulfill Your Vow and
gain experience, you can Advance to spend your experience on new assets or upgrade
current assets.

You can mix-and-match assets however you like. There are no designated
assets based on character classes or roles. However, you should avoid picking
the same asset as another player.

Oracles
Some moves may prompt you to roll on a table to generate a result between 1 and 100.
There are also a set of creative prompts in chapter 6, which you can use to reveal
details, trigger events, and guide the actions of other characters in your world. These
oracles help answer questions in solo or co-op games, or provide inspiration for the
GM in guided play.

Rolling Oracle Dice


Whenever you are prompted by a move or an oracle table to generate a result between
1 and 100, roll two ten-sided dice.

One of your oracle dice may include tens digits on


its faces. You’d read this result as 83.

Ironsworn SRD | 27
You can also use two D10s of different colors, and
decide before rolling which represents the tens
digit and which is the units. You’d read this result
as 36.

Seeking Answers
If you are playing solo or co-op, you can Ask the Oracle to help guide your game session
and trigger ideas when you need to know what happens next. Its most basic function is
to answer a “yes” or “no” question. Combined with your own instincts and creativity,
this move—and other random prompts—can push your story in surprising and
exciting directions.

If you are playing with a GM, they are the oracle. When you see a prompt to Ask the
Oracle, turn to your GM. The GM is free to leverage random tools and creative prompts
to come up with the answers.

Keep in mind that—even when playing with a GM—Ironsworn is about shared


storytelling. Offer suggestions. Talk it out. The GM is the final arbiter of what happens
next, but everyone at the table should participate in building the world and creating
the narrative of your game.

More Randomness
You’ll find a set of random tables in chapter 6. These provide inspirational prompts
and random results for common situations. You can also use whatever random
generators you prefer, including those drawn from another game, online generators,
or visual tools such as tarot cards.

Trust Your Instincts


These random generators will never replace your own imagination and intuition. If
it’s interesting, dramatic, and pushes the story forward, make it happen. Too much
reliance on random generators to answer questions about “what happens next” can
kill the momentum of your game or make it feel disconnected and incoherent.

Ironsworn SRD | 28
Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re not
sure, Ask the Oracle. Then, play.

Bonds
As you explore your world and complete quests, you create bonds with people and
communities by making the Forge a Bond move. Bonds give you advantages for
specific moves when interacting with those you have bonded with. For example, if you
attempt to Compel someone, and you share a bond with them, you add +1 to your roll.
The moves tell you when having a bond provides this advantage.

Bonds also help determine your fate when you retire from your life as an adventurer.
The more bonds you create, the more connections you have with people and
communities, the better your chance to live out your days peacefully in the company
of others.

Your character sheet has a special progress track for bonds. When you successfully
Forge a Bond, mark 1 tick on this progress track. When your adventures are complete
and you Write Your Epilogue, tally your bonds and make a progress roll to wrap up your
character’s story.

Other Characters
The mechanics of Ironsworn are almost entirely character-facing—meaning they
reference the capabilities and actions of your character. Other non-player characters
and creatures (NPCs) don’t have mechanical detail. In fact, they may only have a
single stat—their rank—for tracking progress against them in a combat scene.
Further, NPCs do not make moves. You won’t roll dice for them to determine the
outcome of their actions. When you attempt to influence them, oppose them, resist
them, or aid them, make moves as your character. If you have questions about an
NPC’s motivations or what they do next, Ask the Oracle.

Allies and Companions


If you are playing a co-op or guided game with other players, their characters are
referred to in these rules and in moves as your allies.

Ironsworn SRD | 29
A companion is a special type of asset. Unlike normal NPCs, they can provide
mechanical benefits through their abilities, and they have a health track to record
harm. If the text of a move refers to a companion, it means a companion asset.

Equipment
In Ironsworn, you won’t worry too much about equipment. Your supply track is an
abstract representation of your general readiness, clothes, ammo, food, water, and
mundane gear.

You are armed and armored as appropriate to your vision for your character. If you
wield a weapon, you can inflict harm with it. If you are armed with a deadly weapon
(such as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using
an improvised or simple weapon (such as a shield, stick, club, staff, or rock), you
inflict 1 harm.

Other equipment provides narrative benefit. It enables you to make moves where that
gear is important, or perhaps allows you to avoid a move altogether.

For example, you need to make your way down a steep rock face. Without
assistance, you’d make a Face Danger move to see what happens. If you had
rope, the climb is not particularly risky or uncertain. In that case, you might
skip the move and just narrate the result.

Specific assets can make equipment more important and relevant to your character.
For example, combat talent assets represent your expertise in a particular weapon or
fighting style. When you wield an appropriate weapon, you gain the benefit of the
asset.

Apart from assets, you can make note of equipment at whatever level of detail you
like, but don’t fuss over it. If you’re wondering whether you have a particular
mundane item, you can Ask the Oracle.

Ironsworn SRD | 30
The Flow of Play
Like most roleplaying games, you play primarily from the perspective of your
character. What are you doing? What are you trying to achieve? What opposition and
challenges do you face? Your quests, and the characters and situations you encounter,
will guide the fiction and the choices you make.

When you have questions about what you find, how other characters in your world
respond, or what happens next, you can go with what feels right (if you’re playing solo
or co-op), or ask your GM. When you are seeking inspiration or want to put it in the
hands of fate, you make the Ask the Oracle move. Use the yes/no questions and random
prompts to generate interesting twists and new complications you might not have
thought of on your own. Above all, if it’s interesting, dramatic and fits the fiction,
make it happen.

If you are doing something covered by a move, refer to the move to resolve your
action. If it tells you to roll dice, do it.

Scoring a strong hit on a move means you are in control. You’re driving the narrative.
What do you do next?

A weak hit or a miss means you don’t have control of the situation. Instead of acting,
you react. What happens next? If you’re playing with a GM, they’ll determine how the
world responds. Otherwise, you rely on your intuition and occasional oracle rolls to
drive the narrative.

Ironsworn SRD | 31
PART TWO:
YOUR CHARACTER

You are Ironsworn


Others live out their lives hardly venturing beyond the walls of their village or
steading, but you are different. Your sworn vows will lead to a life of danger, heroism,
and sacrifice at the edge of the known world.

Envision Your Character


Before you jump into the mechanics of your character, consider her motivations,
interests, skills, personality, and weaknesses. It’s fine to start with one or two ideas
about your background and goals. You can flesh out your character as you play.

Be Awesome
Your character is highly competent. You’re smart, brave, and driven. You can hold
your own in a fight. When you Swear an Iron Vow, you mean it.

You are not without your limitations. You’ll face hardship. You’ll make bad decisions.
You will fail. Overcoming those failures, pushing on, is what makes you heroic.

Be Who You Want


You can envision your character however you like—unbound by geography, lineage,
sexual orientation, and gender. Your character can be inspired directly by a real-world
or historical culture, or you might weave a blend of cultural influences into your
concept.

The default setting is human-centric, and these rules do not include specific options
to play fantasy races. However, you can adjust to your liking. The mechanics of your

Ironsworn SRD | 32
character are relatively light and can be themed to support several types of fantasy or
historical fiction.

Character Basics
Name
You have a name. Perhaps others will honor it someday in stories and songs.

Give your character a name.

Stats
There are five stats. Each is given a value from 1 to 3. When you make a move and roll
dice, you usually add one of your stats to your action die. The move will tell you which
stat to add, or give you a choice.

● Edge: Quickness, agility, and prowess in ranged combat.


● Heart: Courage, willpower, empathy, sociability, and loyalty.
● Iron: Physical strength, endurance, aggressiveness, and prowess in close
combat.
● Shadow: Sneakiness, deceptiveness, and cunning.
● Wits: Expertise, knowledge, and observation.

To start, arrange these bonuses across your five stats in any order:
3, 2, 2, 1, 1.

Health
Health represents your current physical condition and stamina, ranked from 0 to +5.
Health is reduced when you Endure Harm, and increased when you rest or receive care
through moves such as Heal or Sojourn.

Ironsworn SRD | 33
If you are at 0 health, scoring a miss when you Endure Harm puts you at risk of
suffering a debility or dying.

To start, set your health track to +5.

Spirit
Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced when you
Endure Stress. It is increased when you find comfort in companionship, success, or
relaxed moments through moves such as Make Camp or Forge a Bond.

If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of
suffering a debility or falling into desolation.

To start, set your spirit track to +5.

Supply
Supply is an abstract representation of your preparedness, including ammo, food,
water, and general upkeep. It is ranked from 0 to +5. Instead of keeping track of a
detailed inventory, you can consider most of your mundane gear as covered under
supply.

Supply is decreased when you make the Undertake a Journey move. You might also
reduce supply as a narrative cost when you face hardships as an outcome of other
moves. For example, if you make the Face Danger move to ford a wild river, you might
lose some gear as a result of a weak hit or miss. Supply is increased when you gather
provisions through moves such as Resupply.

The supply track represents the shared assets among your party. You and your allies
use the same supply value while you travel together. If any of you make a move to
increase supply, or suffer the result of a move that reduces your supply, each of you
adjust your supply track accordingly.

Ironsworn SRD | 34
When your supply falls to 0, all characters make the Out of Supply move. If you are at 0
supply and suffer additional -supply, you each need to reduce your health, spirit, or
momentum tracks by that amount.

To start, set your supply track to +5. You and your allies share the same supply
value while you adventure together. When one of you makes a move that raises
or lowers the supply track, each of you should make the adjustment on your
character sheet.

Momentum
Momentum represents how you are faring in your quests. It is gained and lost through
moves. If you have positive momentum, you are building on your successes and ready
to make decisive moves. If you have negative momentum, you have suffered setbacks
and your quest is in jeopardy.

Use the momentum track on the left side of your character sheet to record your
current momentum. Your character sheet also includes boxes to mark your max
momentum and momentum reset.

● Your max momentum starts at +10, and is reduced by one for every marked
debility.
● Your momentum reset starts at +2. If you have a one debility marked, your reset
is +1. If you have more than one debility marked, your reset is 0.

To start, set your current momentum to +2, your max momentum to +10, and
your momentum reset to +2.

Vows
When you Swear an Iron Vow, you give it a rank (troublesome, dangerous, formidable,
extreme, or epic), and mark it on your character sheet. You then use a vow progress
track to mark when you Reach a Milestone.

Ironsworn SRD | 35
You should start your first session with two vows: A long term goal (your
background vow) and an immediate situation which must be dealt with (your
inciting incident).

Bonds
As you build relationships and undertake and complete quests in the service of others,
you create bonds by making the Forge a Bond move.

Bonds provide narrative texture to your world by fleshing out other characters and
communities. They give you places to return to, and people to reconnect with, when
your life as Ironsworn has taken its toll. Bonds also provide mechanical benefits when
you act within a community or interact with someone with whom you share a bond.
For example, the Sojourn move gives you a bonus to your action roll if you have a bond
with that community.

The bonds progress track on your character sheet represents the connections you have
made. When you successfully Forge a Bond, you mark progress (one tick). When your
time as Ironsworn is done, you Write Your Epilogue. When you make that move, you
tally the number of filled boxes on your bonds progress track as your progress score.
See to learn more about progress tracks and progress moves.

You should start your first session with up to three background bonds. Make a
note of the people or communities you share bonds with, and mark up to three
ticks on your bond progress track.

Ironsworn SRD | 36
Debilities
As you suffer hardships and setbacks in your quests, you may need to mark debilities
as a result of moves or narrative events. Moves will tell you which debility to mark, or
give you a choice. Debilities represent temporary, long-term, and permanent
disadvantages. Some can be easily cleared through an appropriate move. Others will
forever become a part of your character.

Debilities should have a narrative impact on how you envision your character’s
actions and how others react to you. They also have a mechanical impact by reducing
your momentum track.

● Each marked debility reduces your max momentum by 1.


● If you have one marked debility, your momentum reset is +1 instead of +2.
● If you have more than one marked debility, your momentum reset is 0.

Conditions
● Wounded may be marked when you are at 0 health and fail to Endure Harm. You
are severely injured and need treatment to recover.
● Shaken may be marked when you are at 0 spirit and fail to Endure Stress. You are
despairing or distraught, and need comfort to recover.
● Unprepared is marked when you are at 0 supply and are Out of Supply. You and
your allies share the same supply value, and will mark unprepared together.
● Encumbered is marked as appropriate to the circumstances when you are
carrying excessive or cumbersome weight.

As with all debilities, conditions impact your max momentum and momentum reset.
In addition, if you are wounded, shaken, or unprepared, you cannot increase the
associated track.

● If you are wounded, you cannot increase health.


● If you are shaken, you cannot increase spirit.
● If you are unprepared, you cannot increase supply.

Ironsworn SRD | 37
If a move gives you an opportunity to raise your health, spirit, or supply while the
associated condition is marked, you can’t take that option. You must clear the
condition before improving the related status track.

Wounded, shaken, and unprepared can be cleared when you succeed on appropriate
moves. For example, scoring a hit on the Heal move can clear the wounded condition.
The shaken and unprepared conditions can generally only be cleared as you find
fellowship and gather provisions in a community through the Sojourn move. Once you
clear a condition, you restore your max momentum and momentum reset, and you
can once again increase the associated track through moves.

Unlike other conditions, encumbered is not specifically triggered or resolved by a


move. Instead, it should be marked when appropriate to the circumstances. For
example, you would mark encumbered if you are carrying an unconscious ally to
safety in a perilous situation. Encumbered can also be triggered by the Ironclad asset,
which allows you to gain an advantage for heavy armor in exchange for marking the
condition. Encumbered is cleared when you lighten your load.

Banes
● Maimed may be marked when you are at 0 health and fail to Endure Harm. You
have suffered a wound which causes you ongoing physical challenges, such as
the loss of an eye or hand. Or, you bear horrific scars which serve as a constant
reminder of your failures.
● Corrupted may be marked when you are at 0 spirit and fail to Endure Stress. Your
experiences have left you emotionally scarred. You are at the threshold of
losing yourself to darkness.

Banes are permanent. They forever impact your character through the momentum
penalty and—more importantly—through the narrative impact of being maimed or
corrupted. You should factor this debility into how you perform moves and how you
interact with the world. You may have physical or emotional limitations you must
cope with. Your outlook may change. Your goals and methods may change. How others
behave toward you may change.

If you are maimed, envision the injury and make note of it. Consider how this impacts
your approach when facing physical challenges, and weave it into your roleplaying
and the narrative of your moves.

Ironsworn SRD | 38
When you are corrupted, envision how this impacts your personality and motivations.
You might struggle with a new compulsion, quirk, or fear. You might even bear a
physical, supernatural sign of the corruption. If so, what is it?

Burdens
● Cursed is marked when you Face Death and return with a soul-bound quest.
This burden can only be cleared by completing the quest.
● Tormented is marked when you Face Desolation and undertake a quest to
prevent a dire future.

Burdens are a result of life-changing experiences that leave you bound to quests.
Clearing a burden can only be accomplished by resolving the quest.

When you are cursed or tormented, you should consider the physical or emotional
manifestations of these conditions. You have walked the lands beyond death or
suffered visions of your greatest fears. What signs do you bear? How do these
experiences affect your relationships?

When you create your character, all debilities should be unmarked.

Assets
Assets represent your background, skills, and traits. They give you additional options
and bonuses when making a move—or sometimes act as their own self-contained
moves.

Assets provide both mechanical and narrative benefits. For example, if you are an
Herbalist, you gain bonuses to your moves when treating injuries or sicknesses. You
can envision your character identifying plants, diagnosing rare illnesses, and
summoning up obscure facts about herbal remedies. Even when you aren’t making
moves, your role colors the interests and manner of your character. Also, your
expertise might offer story possibilities and new quests as you interact with others in
need of your services.

Ironsworn SRD | 39
Ironsworn assets are formatted as printable cards. Put them alongside your character
sheet for easy reference. Each asset card includes three abilities.

Asset Types
There are four types of assets: Companions, paths, combat talents, and rituals. You
can mix-and-match assets as you like—whatever fits your vision for your character
and their experiences and goals.

Companions
Companions are your NPC helpers. When you acquire a companion, give them a name
and envision their appearance and personality. If they don’t have a starting ability,
choose one. Upgrading a companion enables additional abilities.

Companions utilize a health track and may suffer harm as a result of one of your
moves. When your companion takes damage, make the Companion Endure Harm move
to determine the outcome. See to learn more.

Paths
Paths represent your background, interests, training, and skills. They provide
mechanical and narrative advantages, but also reflect who you are and how you
interact with the world. For example, a Ritualist would likely have a different outlook
than a Veteran. Choosing both those paths can reflect an evolution of your character or
an interesting background.

Combat Talents
Ironsworn characters are assumed to be skilled fighters. Even without a combat
talent, you can wield weapons and perform combat moves. A combat talent reflects a
particular area of expertise, and gives you additional options and bonuses.

Combat talent assets typically require you to wield a specific weapon, as noted in the
asset text. For example, if you are a Shield-Bearer and don’t have a shield at the ready,
you can’t use the asset’s abilities.

Ironsworn SRD | 40
Rituals
Magic in Ironsworn is cast through rituals which help support your actions or act as
unique moves. Like all assets, rituals can be selected as you gain experience and can be
upgraded over time to make them more flexible or powerful.

All rituals utilize a move as their default marked ability. You must make this move and
the associated action roll to trigger the effect. Any secondary abilities you gain by
upgrading the asset are dependent on performing the ritual described as the default
ability.

Acquiring Assets
You may select three assets when you create your character. Additional assets can be
acquired with experience points when you Advance.

Some assets can only be obtained after you have fulfilled narrative or mechanical
requirements. The text of the asset will outline the requirement, typically using the
phrase “Once you...”

For example:

● Banner-Sworn requires that you have marked a bond with a leader or faction. If
you have an appropriate background bond, or have made the Forge a Bond move
with a leader or faction, you may add the asset.
● Battle-Scarred requires that you are maimed. If you have marked the debility,
you may add the asset.
● Ritualist requires that you Fulfill Your Vow in service to an elder mystic, and
Forge a Bond to train with them. Once you’ve done that, you may add the asset.

For assets without a requirement, you should consider the narrative justification
when you add it to your character. What have you done to gain these abilities? How
have your goals changed to support this new focus? Make your selection meaningful
in the context of your story.

Upgrading Assets
When you spend experience to upgrade an asset, you fill in the dot on your asset card
to show you’ve acquired the ability. All assets include three abilities. The first will

Ironsworn SRD | 41
probably be filled in when you purchase the asset. If not, you get to choose one of the
three abilities to start.

Upgrading an asset costs 2 experience. Abilities may be selected in any order. You
don’t have to activate the second ability to upgrade the third one.

Asset Abilities
Assets provide one or more functions.

● They provide bonuses (adds) for specific moves.


● They allow you to alter the outcome of a move by rerolling dice.
● They provide improved outcomes for successful moves, such as taking +1
momentum on a hit.
● They give you an option to exchange one resource for another, such as trading
momentum for inflicting additional harm.
● They allow you to use moves in unusual circumstances, such as using the
Scrying ritual to Gather Information remotely.
● They allow you to use a different stat instead of the one normally required by a
move.
● They provide unique self-contained moves.
● They add narrative detail and create situations where you can reveal more
about your character or your world.

Follow the directions on the asset to apply its abilities to your current situation.

Ability Requirements
Narrative circumstances and the outcome of failed moves may force you into
situations where you can’t leverage a key asset, making your adventure more
challenging and dramatic.

For example, if you don’t have a animal pelt, you can’t perform the Bind ritual. If you
Undertake a Journey without your Horse companion, you won’t gain the bonus. If you
are an Archer who’s run out of arrows, you’ll have to try something else. Before you
make a move using an asset, take a moment to ensure you are properly positioned and
equipped to use those abilities.

Ironsworn SRD | 42
Using Companion Abilities
If you have a companion, leveraging their abilities is an option, not a requirement.
Through the fiction, you can interact with your companion and have them perform
tasks or assist you without using one of the asset abilities. For example, a Horse
companion can put you in position to travel at speed or get away from danger.

When you leverage a companion’s ability, you are inherently putting them at risk. If
you roll a 1 on your action die when aided by a companion, any negative outcome of
the move should involve your companion. Depending on the circumstances, they
might suffer harm, be put in danger, become separated from you, or refuse your
commands.

Inflicting Harm on Companions


When a companion suffers physical damage, you make the Companion Endure Harm
move. When their health is at 0, they are in danger of being killed. Some moves, such
as Sojourn and Make Camp, offer options for your companion to recover health.

Slain Companions
If your companion is killed, give yourself 1 experience point for each marked ability.
Then, remove the asset. If you acquire the same type of companion through the
narrative of your quest and journeys, you can rebuy the asset at the normal cost.

Failing an Asset Move


For the sake of brevity, moves within an asset do not usually describe the result of a
miss. If an asset offers a self-contained move, and doesn’t provide a specific
consequence for a miss, you can leverage the miss result of the Face Danger move :
“On a miss, you fail, or your progress is undermined by a dramatic and costly turn of
events. Pay the Price.” In short, make something negative happen as appropriate to the
circumstances.

Failed Rituals
Dabbling in the mystic arts is dangerous, and the results can be unpredictable. If the
ritual goes wrong, envision what sort of backlash might be possible, or Ask the Oracle.

Ironsworn SRD | 43
Failing a ritual might also lead to an entirely mundane result. Perhaps you were
ambushed in the midst of the ritual. Or, you waste time (suffer -momentum) or
resources (suffer -supply). You might choose to save any overt supernatural backlash
for special circumstances, such as when you roll a match.

To start, select three assets. Since this is a key aspect of your character, feel
free to choose assets as the first step in character creation. You can let your
assets guide your concept, or vice versa.

Experience
When you Fulfill Your Vow, you gain experience. The amount of experience is based on
the rank of the quest, and ranges from 1 to 5 points. Mark an ‘X’ on your character
sheet for each point you’ve earned.

When you Advance, you spend experience to purchase assets or upgrade an asset.
Replace the ‘X’ for each point spent with a filled-in dot.

Ironsworn SRD | 44
Per the Advance move, you may:

● Add a new asset by spending 3 experience.


● Upgrade an asset by spending 2 experience.

To start, your experience is unmarked.

Equipment
Make note of any important equipment or items you start with. These are things that
might impact the narrative and the moves you make, or provide texture to your
character’s background. They don’t offer mechanical bonuses unless they are
represented by an asset, such as a weapon used in a combat talent.

You can assume you are equipped for travel and adventure as represented by your
supply track. Don’t worry about managing rations or ammo or other mundane
necessities.

To start, make note of any items which have a narrative impact and equipment
which relates to your assets. Keep it simple.

Ironsworn SRD | 45
Character Creation Summary
Work through the following steps in whatever order you prefer.

● Envision your character.


● Choose a name.
● Set your stats by arranging these bonuses across edge, heart, iron, shadow, and
wits in any order: 3, 2, 2, 1, 1.
● Set your health, spirit, and supply to +5.
● Set your momentum to +2, your max momentum to +10, and your momentum
reset to +2.
● Mark up to three background bonds.
● Pick three assets.
● Make note of any important equipment or items.
● Set a background vow, and give it a rank of extreme or epic. Then, envision your
inciting incident and Swear an Iron Vow.

Ironsworn SRD | 46
PART THREE:
MOVES

Making Moves
Moves help you decide what happens when you do something risky or uncertain, and
they resolve various fictional and mechanical situations. There is a move for most
common actions and scenes you will portray in Ironsworn. When you do something or
encounter a situation within the scope of a move, refer to the move and follow its
instructions to see what happens.

When a move is referenced within this rulebook or within another move, the move’s
name will be italicized. When you see italicized text, it’s your prompt to make that
move.

Move Outcomes
Most moves use an action roll to resolve the outcome. Roll your action die and
challenge dice, add the relevant stat to your action die along with any adds provided
by the move or your assets, and check the result.

● Strong hit: When your action score is greater than both of the challenge dice,
you succeed at what you are trying to do. Take any benefits as defined by the
move. You are in control. Envision what you do next.
● Weak hit: When your action score is greater than only one of the challenge dice,
it’s a mixed result. You’ve probably succeeded, but with a lesser effect or a cost.
The move will describe the outcome or choice you need to make. Control of the
situation is slipping away. What happens next?
● Miss: When your action score isn’t greater than either of the challenge dice, you
failed. Things get worse, or you need to make some serious concessions. The
move will give you a specific result, or tell you to Pay the Price. You’ve lost
control of the situation. What happens next?

Ironsworn SRD | 47
A progress roll is variation of the action roll used to resolve an extended challenge.
When you make a progress move, you won’t roll your action die. Instead, roll the
challenge dice and compare to your progress track. Then, check the result for a strong
hit, weak hit, or miss.

Other moves leverage an oracle roll to help guide the fiction. You’ll roll two ten-sided
dice to generate a number between 1 and 100, and check your result against a table.

Some moves don’t use dice at all; don’t roll unless the move tells you to.

Best Practices for Moves

Fiction first, then move


What are you trying to do? How are you doing it? What complications might you face?
Envision it. If you’re playing co-op or guided, talk it out. If—after thinking through
the fiction—you decide you are doing something or encountering a situation that falls
under a move, make the move.

Depending on the scale of the current action, you might be visualizing a montage of
days (a journey, for example) or the passing of a mere second (an intense fight).
Always think from the standpoint of the fiction—even if it’s obvious what move you’ll
make. Then, translate the fiction into the mechanics of a move, and back to the fiction
again as you play out the result.

Not everything is a move


Don’t let your session jump from move to move without any roleplay, worldbuilding,
or storytelling. If you’re doing something safe and certain, it’s probably not a move. If
you’d rather gloss over something, do it.

Many moves offer a potential benefit and cost, and it’s ultimately your decision
whether to risk the move to gain the reward. If you happen across a community in
your travels, and decide to roleplay some low-key interactions with the locals, that’s
not necessarily a move. However, if you are wounded and low on supplies, Sojourn
gives you an opportunity to recover.

Moves are also used as a pacing mechanism. Moves leading immediately to other
moves make the situation feel more intense and dangerous.

Ironsworn SRD | 48
Make Moves Matter
Let your moves flow organically out of the narrative. Don’t make moves purely for a
mechanical benefit without some support in the fiction. Don’t repeat a move trying to
get your desired outcome. A move, hit or miss, should always result in a change to the
current situation.

For example, you are trying to Compel a clan leader to agree to an alliance. You
roleplay how you attempt to reason with him. Then, you make the roll, and fail. They
refused. Why? What else do you learn or what do they do to make your situation more
complex or dangerous? Whatever happens, something happens. You shouldn’t try to
Compel him again unless you bring a new approach or leverage to bear.

However, there will be times when you make a move multiple times in sequence. In
combat, you’ll often Strike or Clash with consecutive rolls. When you Undertake a
Journey, you may make the roll several times to gain progress. That’s fine as long as
the rolls don’t get too mechanical. Break up the flow of play with other actions,
narrative beats, and events that cause you to rethink your approach. When in doubt,
follow this guideline: If you’ve made the same move three times in a row, switch
things up. Make something happen.

Making Group Moves


When you are adventuring with allies (other player characters), you will often make
moves to resolve a challenge for the group. This represents your character taking the
lead in a particular scene. You might serve as the spokesperson as you Compel an
enemy to negotiate a surrender. Or, you might guide your party through a dense wood
as you Undertake a Journey. Unless a move specifically offers benefits for your allies,
any mechanical bonus you gain from a hit is applied only to the character making the
move. For example, if you represent your group as you Swear an Iron Vow and score a
strong hit, you take the mechanical reward (per the move, “take +2 momentum”).
Everyone else benefits from the narrative success.

The exception are moves such as Make Camp and Sojourn, which provide specific
options for your allies to improve their status tracks or clear debilities. Also, your
supply track is shared when you travel together, and any change (positive or negative)
affects everyone in the group.

Ironsworn SRD | 49
Allies can contribute to your action by making the Aid Your Ally move. On a hit, you
gain a bonus you can leverage to improve your chance of success. If more than one ally
makes this move, bonuses can be stacked.

When you make a move for your group and face a negative outcome, you should apply
mechanical and narrative costs as appropriate to the current situation.

Making Progress Moves


There are four progress moves: Reach Your Destination, End the Fight, Fulfill Your Vow
and Write Your Epilogue. These moves represent your attempt to act decisively and
resolve a challenge or complete a narrative arc. When you make these moves, you
won’t roll your action die and add a stat. Instead, you tally your progress score by
adding +1 for each fully filled progress box. Then, roll your challenge dice, compare to
your progress score, and resolve the move as directed. You cannot burn momentum
when making a progress move, and you are not affected by negative momentum.

Equipment and Moves


Equipment and items can contribute to the fiction of how you make or avoid a move.
What you wear or the items you carry might also affect how you envision your
character. Otherwise, equipment is not especially important.

Weapons and Armor


In combat, the weapons you wield and armor you wear mainly provide narrative detail
for the scene. When you envision how you fight, take your equipment into account.

Weapons have implied characteristics. Light axes, knives, or spears can be thrown. A
bow can be fired. A sword is a fine weapon balanced for attack and defense. When you
wield a spear, you leverage its reach to hold your opponent at bay or attack with speed
and precision. When you fight with a knife, you move inside your opponent’s guard
and slash and cut. When you hold a shield, you deflect blows, bash or shove your foe,
or even block arrows at range.

Similarly, you can envision yourself relying on armor as you like. Do you wear crudely
stitched hides for protection? Perhaps a fine shirt of mail handed down from your kin?
Do you hide your face within a visored iron helm? How does your armor affect your
combat stance and tactics?

Ironsworn SRD | 50
You can lose a weapon, run out of ammo, or see your armor damaged as a result of a
failed move. This can be represented mechanically through a loss of momentum. Or,
you might Endure Stress if an item of sentimental value is destroyed. Losing access to a
weapon also limits your ability to inflict harm (1 harm instead of 2). Always start with
the fiction. What moves does this item allow you to make or avoid? What happens
when you no longer have it?

If you have a combat talent asset, your weapon and armor may provide additional
benefit through abilities. As long as you carry the item, you may use those abilities.

Initiative
Initiative is a special mechanic in combat. It reflects who is in control. When you have
initiative, you make proactive moves and have more options. When your foe has
initiative against you, they are forcing you to react. Initiative shifts between you and
your foes depending on the result of your moves. Some moves are inherently proactive
or offensive and can only be made when you have initiative. Others are reactive or
defensive and are made when your foe has initiative.

Combat moves usually specify when you make the move (with or without initiative)
and whether you take or lose initiative as part of the outcome. However, you will make
moves which aren’t specifically combat moves to take action or avoid dangers in a
fight. To determine whether you have initiative, follow these guidelines (unless a
move tells you otherwise):

● When you score a strong hit, you take or retain initiative.


● When you score a weak hit or miss, you lose initiative.

The ability to take initiative on a strong hit applies even to suffer moves. For example,
if you score a miss when you Clash and your foe inflicts harm, you can still take back
initiative with a strong hit on Endure Harm. This is your character shrugging off the hit
and roaring back into the fight.

NPCs do not make moves. When an NPC has initiative, they take actions in the fiction
of the scene which force you to react. When you have initiative, you are in control and
taking proactive actions to achieve your objectives.

Ironsworn SRD | 51
Initiative and Allies
When you are playing with allies (other player characters), you each track your own
initiative based on the outcome of your moves. You can shift the focus between
characters and make moves as appropriate to the situation. A character with initiative
makes proactive moves to inflict harm or setup an advantage. A character without
initiative defends against attacks or tries to get back into the fight.

Keep in mind that initiative doesn’t represent who goes next. Talk out what happens
as if moving a virtual camera around your imagined scene. Bring the chaos of a melee
to life. Use a dramatic moment to jump to a different character and leave everyone in
suspense. Keep things moving to give everyone a chance in the spotlight.

Move Glossary
There are several common phrases, terms, and prompts you’ll see as part of moves
and assets. They are summarized here (in alphabetical order).

“Add +X”
Add this number to your action die. This is in addition to any other bonuses you
otherwise receive, such as your stat. Your action die + your stat + adds is your final
action score.

“Allies / Ally”
An ally is a character controlled by another player.

“Ask the Oracle”


When you seek inspiration to decide the outcome of a move, resolve what happens
next, or get details about your world, you can Ask the Oracle. This move lets you ask
questions to get a yes/no result or use random prompts for brainstorming. When you
are playing with a GM, they are the oracle. Ask them what happens, or talk it out.

“Companion”
A companion is an NPC asset.

Ironsworn SRD | 52
“Choose”
The move will provide a list of options and the number you may select. You may not
select a single option more than once.

“Endure Harm (X Harm)”


Make the Endure Harm move reducing your health track by the indicated amount of
harm.

“Endure Stress (X Stress)”


Make the Endure Stress move, reducing your spirit track by the indicated amount of
stress.

“In Exchange for”


Adjust the appropriate tracks by the amount indicated in the move. Typically, you will
trade +1 in one track for -1 in another.

“Inflict your Harm”


When you inflict your harm, you mark progress against your foe. If you are armed with
a deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you are
unarmed or using an improvised or simple weapon (such as a shield, stick, club, staff,
or rock), you inflict 1 harm.

Each point of harm you inflict is marked as progress on your foe’s progress track, as
appropriate to their rank. For example, each point of harm equals 2 ticks when
fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous
enemy.

“Inflict +X Harm”
“Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets increase
your harm in particular circumstances, or a move might give you an option to increase
your harm. You must inflict harm as a result of your move to gain the bonus. Always
add your harm and any bonus harm together, then apply it to your foe’s progress
track.

Ironsworn SRD | 53
“On a Hit” / “If You Score a Hit”
Act on these instructions if you score a weak or strong hit on a move (your move score
beats one or both of the challenge dice).

“On a Weak Hit” / “If You Score a Weak Hit”


Act on these instructions if your move score is greater than one challenge die, but less
than or equal to the other.

“On a Strong Hit” / “If You Score a Strong Hit”


Act on these instructions if your move score is greater than both challenge dice.

“On a Miss” / “If You Score a Miss”


Act on these instructions if your move score does not beat either of the challenge dice.

“Pay the Price”


When you roll a miss on a move, you’ll usually see a prompt to Pay the Price. This move
helps you resolve the outcome of failure. If you’re playing without a GM, you make the
most obvious or interesting bad outcome happen based on the current circumstances,
roll on the Pay the Price table to see what happens, or Ask the Oracle. If you’re playing
with a GM, they can decide what happens, ask you to roll on the table, or talk it with
the group.

“Progress Move”
This is a special type of move to resolve the outcome of a goal or challenge. When you
make a progress move, tally the number of filled boxes on your bonds progress track
as your progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit, weak
hit, or miss as normal. You may not burn momentum on this roll, and you are not
affected by negative momentum.

“Reroll Any Dice”


After you roll your move, you may pick up and reroll your choice of any dice, including
either or both of the challenge dice and your action die. Set aside the dice you intend to

Ironsworn SRD | 54
keep. You may only reroll once, using a single throw for all dice you choose to reroll.
Choose carefully, because the new result for all dice must stand.

“Roll +[Stat]”
Add the value of the indicated stat to your action die. This is the basic action roll. Most
moves indicate the stat you should use, such as “roll +iron”. If it doesn’t, or gives you
a choice, use the most appropriate stat.

“Suffer -X”
Subtract this number from the indicated track. For example, “Suffer -1 supply” tells
you to subtract 1 from your supply track. If a specific amount is open to interpretation,
reduce the track as appropriate to the challenge faced.

Rank Amount

Troublesome -1

Dangerous -2

Formidable -3

Extreme -4

Epic -5

When you are fighting a foe, they inflict harm and stress based on their rank. For
example, a formidable foe inflicts 3 harm or stress.

When in doubt about the amount you suffer, just assume it is a dangerous result and
adjust the associated track by -2.

“Take +X”
Add this number to the indicated track. For example, “Take +2 momentum” tells you
to add 2 to your current momentum track.

Some assets may offer additional bonuses. Unless stated otherwise, this bonus is
added to anything else you gain as a result of your move. If you take +2 momentum as
part of a move, and you are using an asset which gives you +1 momentum on the same
move, you take +3 momentum total.

Ironsworn SRD | 55
“When You…”
This is the move trigger. When you do this thing, or encounter this situation, make the
move. Only you, the character, makes moves. You or the GM don’t use moves for
non-player characters or creatures. If you’re just checking to see if something
happens or how someone acts, you can Ask the Oracle.

Ironsworn SRD | 56
Adventure Moves
Adventure moves are used as you travel across perilous, investigate situations, and
deal with threats.

Face Danger
When you attempt something risky or react to an imminent threat, envision
your action and roll. If you act...

● With speed, agility, or precision: Roll +edge.


● With charm, loyalty, or courage: Roll +heart.
● With aggressive action, forceful defense, strength, or endurance: Roll
+iron.
● With deception, stealth, or trickery: Roll +shadow.
● With expertise, insight, or observation: Roll +wits.

On a strong hit, you are successful. Take +1 momentum.

On a weak hit, you succeed, but face a troublesome cost. Choose one.

● You are delayed, lose advantage, or face a new danger: Suffer -1


momentum.
● You are tired or hurt: Endure Harm (1 harm).
● You are dispirited or afraid: Endure Stress (1 stress).
● You sacrifice resources: Suffer -1 supply.

On a miss, you fail, or your progress is undermined by a dramatic and costly


turn of events. Pay the Price.

The Face Danger move is a catch-all for risky, dramatic, or complex actions not
covered by another move. If you’re trying to overcome an obstacle or resist a threat,
make this move to see what happens. You select which stat to roll based on how you
address the challenge.

Ironsworn SRD | 57
A strong hit means you succeed. You are in control. What do you do next?

A weak hit means you overcome the obstacle or avoid the threat, but not without cost.
Choose an option and envision what happens next. You don’t have complete control.
Consider how the situation might escalate, perhaps forcing you to react with another
move.

A miss means you are thwarted in your action, fail to oppose the threat, or make some
progress but at great cost. You must Pay the Price.

Secure an Advantage
When you assess a situation, make preparations, or attempt to gain leverage,
envision your action and roll. If you act...

● With speed, agility, or precision: Roll +edge.


● With charm, loyalty, or courage: Roll +heart.
● With aggressive action, forceful defense, strength, or endurance: Roll
+iron.
● With deception, stealth, or trickery: Roll +shadow.
● With expertise, insight, or observation: Roll +wits.

On a strong hit, you gain advantage. Choose one.

● Take control: Make another move now (not a progress move); when you
do, add +1.
● Prepare to act: Take +2 momentum.

On a weak hit, your advantage is short-lived. Take +1 momentum.

On a miss, you fail or your assumptions betray you. Pay the Price.

The structure of Secure an Advantage is similar to Face Danger. You envision your
action and roll + your most relevant stat. This move, however, is proactive rather than
reactive. You’re evaluating the situation or strengthening your position.

This move gives you an opportunity to build your momentum or improve your chance
of success on a subsequent move. It’s a good move to make if you want to take a

Ironsworn SRD | 58
moment to size up the situation, or if you’re acting to gain control. It will often
encompass a moment in time—such as shoving your foe with your shield to setup an
attack. Or, it can represent preparation or evaluation spanning minutes, hours, or
even days, depending on the narrative circumstances.

A strong hit means you’ve identified an opportunity or gained the upper hand. You
knocked your enemy down. You moved into position for an arrow shot. You built your
trap. You scouted the best path through the mountains. Now it’s time to build on your
success.

A weak hit means your action has helped, but your advantage is fleeting or a new
danger or complication is revealed. You pushed, and the world pushes back. What
happens next?

A miss means your attempt to gain advantage has backfired. You acted too slowly,
presumed too much, or were outwitted or outmatched. Pay the Price.

Gather Information
When you search an area, ask questions, conduct an investigation, or follow a
track, roll +wits. If you act within a community or ask questions of a person
with whom you share a bond, add +1.

On a strong hit, you discover something helpful and specific. The path you
must follow or action you must take to make progress is made clear. Envision
what you learn (Ask the Oracle if unsure), and take +2 momentum.

On a weak hit, the information complicates your quest or introduces a new


danger. Envision what you discover (Ask the Oracle if unsure), and take +1
momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome


truth that undermines your quest. Pay the Price.

Use this move when you’re not sure of your next steps, when the trail has gone cold,
when you make a careful search, or when you do fact-finding.

Ironsworn SRD | 59
There’s some overlap with other moves using +wits and involving knowledge, but
each has their purpose. When you’re forced to react with awareness or insight to deal
with an immediate threat, that’s Face Danger. When you size up your options or
leverage your expertise and prepare to make a move, that’s Secure an Advantage. When
you’re spending time searching, investigating, asking questions—especially related
to a quest—that’s when you Gather Information. Use whichever move is most
appropriate to the circumstances and your intent.

A strong hit means you gain valuable new information. You know what you need to do
next. Envision what you learn, or Ask the Oracle.

A weak hit means what you learned is unsettling or ambiguous. To move forward, you
need to overcome new obstacles and see where the clues leads.

On a miss, some event or person acts against you, a dangerous new threat is revealed,
or you learn of something which contradicts previous information or severely
complicates your quest.

Heal
When you treat an injury or ailment, roll +wits. If you are mending your own
wounds, roll +wits or +iron, whichever is lower.

On a strong hit, your care is helpful. If you (or the ally under your care) have the
wounded condition, you may clear it. Then, take or give up to +2 health.

On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your
choice).

On a miss, your aid is ineffective. Pay the Price.

When you tend to physical damage or sickness—for yourself, an ally, or an


NPC—make this move. Healing might be represented by staunching bleeding, binding
wounds, applying salves, or using herbs to brew a tonic.

Healing takes time. A few minutes for a quick treatment to get someone on their feet.
Hours or perhaps days for more severe injuries. Use what seems appropriate to the

Ironsworn SRD | 60
circumstances, and consider how this downtime affects your quests and other things
going on in your world.

A miss can mean you’ve caused harm rather than helping, or some perilous event
interrupts your care.

NPCs who are not companions do not have a health track. When you attempt to Heal
them, make this move and apply the result through the fiction. They will improve, or
not, as appropriate to the move’s outcome.

Ironsworn SRD | 61
Resupply
When you hunt, forage, or scavenge, roll +wits.

On a strong hit, you bolster your resources. Take +2 supply.

On a weak hit, take up to +2 supply, but suffer -1 momentum for each.

On a miss, you find nothing helpful. Pay the Price.

When you’re in the field and need to bolster your supply track, make this move.
Fictionally, this represents hunting and gathering. You might also search an area
where supplies might be found, such as an abandoned camp or field of battle.

If you’re adventuring with allies, you share the same supply value. When one of you
makes this move, each of you adjust your supply track.

If you have the unprepared condition marked, you can’t resupply. Instead, you need to
find help in a community when you Sojourn.

Make Camp
When you rest and recover for several hours in the wild, roll +supply.

On a strong hit, you and your allies may each choose two. On a weak hit, choose
one.

● Recuperate: Take +1 health for you and any companions.


● Partake: Suffer -1 supply and take +1 health for you and any companions.
● Relax: Take +1 spirit.
● Focus: Take +1 momentum.
● Prepare: When you break camp, add +1 if you Undertake a Journey.

On a miss, you take no comfort. Pay the Price.

Ironsworn SRD | 62
Making camp can be a purely narrative activity and can be abstracted or roleplayed as
you like. However, if you need to recover from the struggle of your adventures while
traveling through the wilds, make this move.

Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This represents
your access to provisions and gear. Huddling in your cloak on the cold ground is a
different experience than a warm fire, good food, and a dry tent.

On a strong hit, choose two from the list. You may not select a single option more than
once. On a weak hit, choose one. If you recuperate or partake, you can also apply those
benefits to your companions (NPC assets).

If you are traveling with allies, only one of you makes this roll for the group. Each of
you may then choose your own benefits on a strong or weak hit.

On a miss, you gain no benefits of your downtime. Perhaps you suffered troubling
dreams (Endure Stress). Poor weather may have left you weary and cold (Endure Harm).
Or, you were attacked. If in doubt, roll on the Pay the Price table or Ask the Oracle for
inspiration. Depending on what you envision, you can play to see what happens, or
jump to the next day as you continue on your journey the worse for wear.

Ironsworn SRD | 63
Undertake a Journey
When you travel across hazardous or unfamiliar lands, first set the rank of
your journey.

● Troublesome journey: 3 progress per waypoint.


● Dangerous journey: 2 progress per waypoint.
● Formidable journey: 1 progress per waypoint.
● Extreme journey: 2 ticks per waypoint.
● Epic journey: 1 tick per waypoint.

Then, for each segment of your journey, roll +wits. If you are setting off from a
community with which you share a bond, add +1 to your initial roll.

On a strong hit, you reach a waypoint. If the waypoint is unknown to you,


envision it (Ask the Oracle if unsure). Then, choose one.

● You make good use of your resources: Mark progress.


● You move at speed: Mark progress and take +1 momentum, but suffer -1
supply.

On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply.

On a miss, you are waylaid by a perilous event. Pay the Price.

This is Ironsworn’s travel move. When you set off or push on toward a destination,
make this move.

First, give your journey a rank. Decide how far—and how hazardous—it is based on
the established fiction. If you’re unsure, Ask the Oracle. Most of your journeys should
be troublesome or dangerous. Formidable or extreme journeys might require weeks
within your narrative, with appropriate stops, side quests, and adventures along the
way. An epic journey is one of months, or even years. It is the journey of a lifetime.

Ironsworn SRD | 64
If the journey is mundane—a relatively short distance through safe territory, —don’t
make this move. Just narrate the trip and jump to what happens or what you do when
you arrive.

Along for the Ride?


If you are part of a caravan or party of NPCs, and aren’t an active participant in the
planning or execution of the journey, you won’t make this move or track progress. The
journey will be resolved in the fiction. You can Ask the Oracle to determine what
happens en route or when you arrive.

Allies and Journeys


If you are traveling with allies, one of you makes the Undertake a Journey roll for each
segment, and you share a progress track. The responsibility for leading the journey
can switch from segment to segment as you like.

Your fellow travelers can assist by making the Aid Your Ally move. Perhaps they are
scouting ahead or sustaining you with a lively song. They can also Resupply to
represent foraging or hunting for supplies en route. Everyone should offer narrative
color for what they do and see on the journey, even if they are not making moves.

Only the character making the move takes the momentum bonus on a strong hit. But,
because your supply track is shared, each of you mark -1 supply when the acting
character makes that choice on a strong hit or when they suffer a weak hit.

Waypoints
If you score a strong or weak hit on this move, you reach a waypoint. A waypoint is a
feature of the landscape, a settlement, or a point-of-interest. Depending on the
information you have or whether you have traveled this area before, a specific
waypoint may be known to you. If it isn’t, envision what you find. If you need
inspiration, Ask the Oracle.

Depending on the pace of your story and your current situation, you may choose to
focus on this waypoint. A settlement can offer roleplay opportunities or provide a
chance to recuperate and provision via the Sojourn move. In the wilds, you might
make moves such as Make Camp, Resupply, or Secure an Advantage. Or, you can play
out a scene not involving moves as you interact with your allies or the world. Mix it up.
Some waypoints will pass as a cinematic montage (doubtlessly depicted in a soaring

Ironsworn SRD | 65
helicopter shot as you trudge over jagged hills). Other waypoints offer opportunities
to zoom in, enriching your story and your world.

When you roll a match, take the opportunity to introduce something unexpected. This
could be an encounter, a surprising or dramatic feature of the landscape, or a turn of
events in your current quest.

Marking Progress
When you score a hit and reach a waypoint, you mark progress per the rank of the
journey. For example, on a dangerous journey you mark 2 progress (filling two boxes
on your progress track) for each waypoint. When you feel you have accumulated
enough progress and are ready to make a final push towards your destination, make
the Reach Your Destination move.

Travel Time
Travel time can largely be abstracted. The time between waypoints might be hours or
days, depending on the terrain and the distance. If it’s important, make a judgment
call based on what you know of your journey, or Ask the Oracle.

Mounts and Transport


Horses, mules, and transport (such as boats) influence the fiction of your
journey—the logistics of travel and how long it takes. They do not provide a
mechanical benefit unless you have an asset which gives you a bonus (such as a Horse
companion).

Managing Resources
You can intersperse Resupply or Make Camp moves during your journey to manage
your health, spirit and supply, or to create new scenes as diversions. Don’t be
concerned with using the Make Camp move as an automatic capstone to a day of travel.
You can be assumed to rest and camp as appropriate without making the move, and
you can roleplay out those scenes or gloss over them as you like. When you want the
mechanical benefit of the Make Camp move, or you’re interested in playing the move
out through the fiction, then do it.

Ironsworn SRD | 66
On a Miss...
You do not mark progress on a miss. Instead, you encounter a new danger. You might
face hazards through the weather, the terrain, encounters with creatures or people,
attacks from your enemies, strange discoveries, or supernatural events. Decide what
happens based on your current circumstances and surroundings, roll on the Pay the
Price table, or Ask the Oracle for inspiration. Depending on your desired narrative pace,
you can then play out the event to see what happens, or summarize and apply the
consequences immediately.

For example, you roll a miss and decide you encounter a broad, wild river which must
be crossed to continue on your journey. If you want to focus on how you deal with the
situation, play to see what happens by making moves. You might Secure an Advantage
by exploring upriver for a ford and then Face Danger to cross. Or, if want to quickly
push the story forward, you could fast-forward to a perilous outcome such as losing
some provisions during the crossing (suffer -supply). Mix things up, especially on
long journeys.

Ironsworn SRD | 67
Reach Your Destination
Progress Move

When your journey comes to an end, roll the challenge dice and compare to
your progress. Momentum is ignored on this roll.

On a strong hit, the situation at your destination favors you. Choose one.

● Make another move now (not a progress move), and add +1.
● Take +1 momentum.

On a weak hit, you arrive but face an unforeseen hazard or complication.


Envision what you find (Ask the Oracle if unsure).

On a miss, you have gone hopelessly astray, your objective is lost to you, or you
were misled about your destination. If your journey continues, clear all but one
filled progress, and raise the journey’s rank by one (if not already epic).

When you have made progress on your journey progress track and are ready to
complete your expedition, make this move. Since this is a progress move, you tally the
number of filled boxes on your progress track. This is your progress score. Only add
fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to
your progress score, and resolve a strong hit, weak hit, or miss as normal. You may
not burn momentum on this roll, and you are not affected by negative momentum.

When you score a strong hit, you arrive at your destination and are well-positioned
for success. This should be reflected in the mechanical benefit offered by the move,
but also in how you envision your arrival. If this has been a long, arduous journey,
make this moment feel rewarding.

On a weak hit, something complicates your arrival or your next steps. Things are not
what you expected, or a new danger reveals itself. Perhaps the village is occupied by a
raiding party, or the mystic whose council you sought is initially hostile to you.
Envision what you find and play to see what happens.

Ironsworn SRD | 68
On a miss, something has gone horribly wrong. You realize you are off-course, you
had bad information about your destination, or you face a turn of events undermining
your purpose here. Depending on the circumstances, this might mean your journey
ends in failure, or that you must push on while clearing all but one of your filled
progress and raising the journey’s rank.

If you are traveling with allies, one of you makes this move. Each of you benefit (or
suffer) from the narrative outcome of the roll. Only the character making the move
gets the mechanical benefit of a strong hit.

Ironsworn SRD | 69
Relationship Moves
Relationship moves are made as you interact with others in the world, fight duels,
form bonds, support your allies, and determine the ultimate fate of your character.

Compel
When you attempt to persuade someone to do something, envision your
approach and roll. If you...

● Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a


bond).
● Threaten or incite: Roll +iron.
● Lie or swindle: Roll +shadow.

On a strong hit, they’ll do what you want or share what they know. Take +1
momentum. If you use this exchange to Gather Information, make that move
now and add +1.

On a weak hit, as above, but they ask something of you in return. Envision what
they want (Ask the Oracle if unsure).

On a miss, they refuse or make a demand which costs you greatly. Pay the Price..

When you act to persuade someone to do as you ask, or give you something, make this
move. It might be through bargaining, or intimidation, charm, diplomacy, or trickery.
Use the appropriate stat based on your approach, and roll to see what happens.

This move doesn’t give you free rein to control the actions of other characters in your
world. Remember: Fiction first. Consider their motivations. What is your leverage over
them? What do they stand to gain or avoid? Do you have an existing relationship? If
your argument has no merit, or your threat or promise carries no weight, you can’t
make this move. You can’t intimidate your way out of a situation where you are at a
clear disadvantage. You can’t barter when you have nothing of value to offer. If you are

Ironsworn SRD | 70
unsure, Ask the Oracle, “Would they consider this?” If the answer is yes, make the
move.

On the other hand, if their positive response is all but guaranteed—you are acting
obviously in their best interest or offering a trade of fair value—don’t make this move.
Just make it happen. Save the move for times when the situation is uncertain and
dramatic.

On a weak hit, success is hinged on their counter-proposal. Again, look to the fiction.
What would they want? What would satisfy their concerns or motivate them to
comply? If you accept their offer, you gain ground. If not, you’ve encountered an
obstacle in your quest and need to find another path forward.

If you promise them something as part of this move, but then fail to do as you
promised, they should respond accordingly. Perhaps it means a rude welcome when
next you return to this community. If they are powerful, they may even act against
you. If you share a bond, you would most certainly Test Your Bond. Your actions, good
or bad, should have ramifications for your story beyond the scope of the move.

On a miss, they are insulted, angered, inflexible, see through your lies, or demand
something of you which costs you dearly. Their response should introduce new
dangers or complications.

Compel may also be used to bring combat to a non-violent conclusion. Your approach
dictates the stat you use—typically +iron when you threaten with further violence,
+heart when you attempt to surrender or reason with them, and +shadow when you
use trickery. Your foe must have a reason to be open to your approach. If unsure, Ask
the Oracle.

Ironsworn SRD | 71
Sojourn
When you spend time in a community seeking assistance, roll +heart. If you
share a bond, add +1.

On strong hit, you and your allies may each choose two from within the
categories below. On a weak hit, choose one. If you share a bond, choose one
more.

On a hit, you and your allies may each focus on one of your chosen recover
actions and roll +heart again. If you share a bond, add +1. On a strong hit, take
+2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly
and you lose all benefits for that action.

Clear a Condition

● Mend: Clear a wounded debility and take +1 health.


● Hearten: Clear a shaken debility and take +1 spirit.
● Equip: Clear an unprepared debility and take +1 supply.

Recover

● Recuperate: Take +2 health for yourself and any companions.


● Consort: Take +2 spirit.
● Provision: Take +2 supply.
● Plan: Take +2 momentum.

Provide Aid

● Take a quest: Envision what this community needs, or what trouble it is


facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow
and add +1.

On a miss, you find no help here. Pay the Price.

When you rest, replenish, and share fellowship within a community, make this move.
Depending on your level of success, you can choose one or more debilities to clear or

Ironsworn SRD | 72
tracks to increase. If you share a bond with this community and score a hit, you may
select one more.

You may select an option only once. If you recuperate, you can also apply those
benefits to your companions (NPC assets). If you Sojourn with allies, only one of you
makes this move, but all of you can make your own choices on a strong or weak hit.

Make this move once when visiting a community. Your Sojourn should require several
hours or several days, depending on your current circumstances and level of aid and
recovery required.

On a hit, this move also includes an option to roll again for one of your selected
recover actions. The second roll either provides a bonus to that activity (on a hit), or
causes you to lose all benefits for your recovery. For example, if you are suffering from
low spirit, you might choose to focus on the consort action, representing time in the
mead hall or intimacy with a lover. Roll +heart again, and take the bonus if you score a
hit.

You should envision what makes this community and its people unique. Give every
community at least one memorable characteristic. If you need inspiration, Ask the
Oracle. You will find creative prompts, along with generators for community names
and troubles in chapter 6.

Narratively, you can imagine much of the time in this community passing as a
montage. If you choose to focus on a recovery action, zoom into that scene and
envision what happens. You might be in the healer’s house, at the market, dancing at a
festival, or speaking with the clan leader and making plans. Envision how this scene
begins, make your roll, and then narrate the conclusion of the scene—good or
bad—based on the result of your focus roll.

You can also perform additional moves while in the community. If you need to Gather
Information, Compel someone, or Draw the Circle to resolve a feud, zoom into those
scenes and play to see what happens. Sojourn is an overarching move that sets the
tone for your stay and defines the mechanics of your recovery. It is not the only move
you can make.

On a miss, something goes wrong. You are not welcomed. The citizens are hostile to
you. Your dark mood alienates you. A perilous event threatens you all. Envision what
happens based on your current circumstances, or Ask the Oracle.

Ironsworn SRD | 73
Draw the Circle
When you challenge someone to a formal duel, or accept a challenge, roll
+heart. If you share a bond with this community, add +1.

On a strong hit, take +1 momentum. You may also choose up to three boasts and
take +1 momentum for each.

On a weak hit, you may choose one boast in exchange for +1 momentum.

● Grant first strike: Your foe has initiative.


● Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
● Hold no iron: Take no benefit of weapons; your harm is 1.
● Bloody yourself: Endure Harm (1 harm).
● To the death: One way or another, this fight must end with death.

On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the
Price.

Then, make moves to resolve the fight. If you are the victor, you may make a
lawful demand, and your opponent must comply or forfeit their honor and
standing. If you refuse the challenge, surrender, or are defeated, they make a
demand of you.

When you challenge someone or accept a challenge, you each trace one-half of the
outline of a circle into the ground with the point of an iron blade. Then, you face each
other in the center of the circle and fight.

You setup your foe’s progress track per the Enter the Fray move, but use this move
instead of Enter the Fray to begin the fight. You have initiative at the start of combat
unless you score a miss or choose the option to grant first strike.

Duels are usually stopped when one of the duelists surrenders or is clearly defeated.
The victor may then make a demand which the loser must abide by. Not complying
with this demand means ostracism and shame. If you lose a duel, envision what your
opponent demands of you. If you’re unsure, Ask the Oracle. Then, do it or face the
narrative cost of your dishonor.

Ironsworn SRD | 74
Duels may also be to the death. If one of the combatants declares their intent to fight
to the death, the other must agree or forfeit.

Forge a Bond
When you spend significant time with a person or community, stand together
to face hardships, or make sacrifices for their cause, you can attempt to create
a bond. When you do, roll +heart. If you make this move after you successfully
Fulfill Your Vow to their benefit, you may reroll any dice.

On a strong hit, make note of the bond, mark a tick on your bond progress
track, and choose one.

● Take +1 spirit.
● Take +2 momentum.

On a weak hit, they ask something more of you first. Envision what it is (Ask the
Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline
or fail, Pay the Price.

On a miss, you are refused. Pay the Price.

Bonds provide a story benefit by enriching your interactions and creating connections
with a recurring cast of characters and familiar places. They also provide mechanical
benefits by giving you adds when you make moves such as Sojourn or Compel. And,
perhaps most importantly, your bonds help determine your ultimate fate when you
retire from adventuring and Write Your Epilogue.

Bonds can be created through narrative circumstances or through sworn vows. If


you’ve established a strong relationship with a person or community, you may Forge a
Bond to give it significance. If you make this move after you successfully Fulfill Your
Vow in service to them, you have proven yourself worthy and may reroll any dice.

When you Forge a Bond and score a strong hit, mark a tick on your bond progress track
and make note of your bond.

Ironsworn SRD | 75
On a weak hit, they ask more of you. It might be a task, an item, a concession, or even a
vow. Envision what they need, or Ask the Oracle. If you do it, or Swear an Iron Vow, you
can mark the bond.

On a miss, they have refused you. Why? The answer should introduce new
complications or dangers.

Bonds and the Fiction


In the fiction of your world, bonds can be ceremonial. If your bond is with a person,
perhaps you trade gifts. When you form a bond with a community, they may honor
you in their own way. Envision what these ceremonies look like to add color and
texture to the setting.

Also, respect the narrative weight of a bond. Don’t declare a bond with everyone in
sight to add more ticks to your bond progress track. Your bonds represent true, deep
connections.

Bonds And Allies


If you and your allies act together to Forge a Bond with an NPC or community, only one
of you makes the move. Others can Aid Your Ally to provide support. If you are
successful, each of you may mark a tick on your bond progress track. Only the
character making the move takes the mechanical benefits of a strong hit (+1 spirit or
+2 momentum).

Bonds can also be made between allies. One of you makes the move, and both of you
may mark the bond on a hit. If you score a weak hit, your ally may decide what they
ask of you. On a miss, something still stands between you. What is it? What must you
do to form a deeper connection?

Ironsworn SRD | 76
Test Your Bond
When your bond is tested through conflict, betrayal, or circumstance, roll
+heart.

On a strong hit, this test has strengthened your bond. Choose one.

● Take +1 spirit.
● Take +2 momentum.

On a weak hit, your bond is fragile and you must prove your loyalty. Envision
what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow).
If you decline or fail, clear the bond and Pay the Price.

On a miss, or if you have no interest in maintaining this relationship, clear the


bond and Pay the Price.

Bonds are not necessarily everlasting. Events in your story may cause your bond to be
tested. How strong is your commitment? If you seek to maintain this bond, at what
cost? When you are forced to act against a community or person you share a bond
with, fail in a crucial task for them, or they break faith with you, make this move.

You should Test Your Bond within the community or in the company of the person with
whom you share the bond. If an incident forces this test, but you aren’t in a position to
resolve it, make a note. Then, make this move when you next come in contact. If
extended time passes without making the test (days, weeks, or months, depending on
the circumstance), clear the bond and be done with it.

If you and your allies share a bond with an NPC or community, and you act together to
Test Your Bond, only one of you makes this move.

Ironsworn SRD | 77
Aid Your Ally
When you Secure an Advantage in direct support of an ally, and score a hit, they
(instead of you) can take the benefits of the move. If you are in combat and
score a strong hit, you and your ally have initiative.

When you take an action to aid an ally (another player’s character) through the Secure
an Advantage move, you can hand over the benefits of that move to your ally. This
represents setting your ally up for success through a supporting action. You might be
distracting a foe in combat, scouting ahead on a journey, or giving them
encouragement as you stand against a dire threat.

If you score a strong hit when you Secure an Advantage, your ally makes the choice
between +2 momentum or making an immediate move with a +1 add. If you have an
asset which gives you any additional benefits on the outcome of a Secure an Advantage
move, your ally also takes those benefits (instead of you).

In combat, this is a proactive move, made when you have initiative. If you score a
strong hit, you and your ally both take or retain initiative.

On a weak hit when you Secure an Advantage, your ally takes +1 momentum. But, this
advantage is fleeting or your situation becomes more complicated or dangerous. If you
are in combat, you both lose initiative.

On a miss, one or both of you should Pay the Price as appropriate to the circumstances
and your intent when making the move. If in doubt, Ask the Oracle. As with a weak hit,
you both lose initiative when in combat.

If multiple characters make this move to contribute to an ally action, all Secure an
Advantage bonuses will stack. As long as someone scores a strong hit, the target
character can take or retain initiative.

Don’t ping pong this move back and forth between two characters in an attempt to
build momentum. Envision what you are doing to Aid Your Ally, make the Secure an
Advantage move, resolve it, and hand the reins over to your ally as they leverage the
advantage. Keep it moving. Make things happen

Ironsworn SRD | 78
Write Your Epilogue
Progress Move

When you retire from your life as Ironsworn, envision two things: What you
hope for, and what you fear. Then, roll the challenge dice and compare to your
bonds. Momentum is ignored on this roll.

On a strong hit, things come to pass as you hoped.

On a weak hit, your life takes an unexpected turn, but not necessarily for the
worse. You find yourself spending your days with someone or in a place you did
not foresee. Envision it (Ask the Oracle if unsure).

On a miss, your fears are realized.

You make this move only once—when all your vows are fulfilled or forsaken and you
choose to end your character’s adventuring life. For better or worse, the bonds you’ve
made will echo through your days. How have you left your mark? Where are you
welcomed and where are you shunned? What remains of you when your quests are at
an end?

This is a progress move. Tally the number of filled boxes on your bonds progress track
as your progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit, weak
hit, or miss as normal. You may not burn momentum on this roll, and you are not
affected by negative momentum.

Based on the result of this move, envision how you spend the remainder of your days.

Ironsworn SRD | 79
Combat Moves
When there are no other options, when the sword slips free of its sheath, when the
arrow is nocked, when the shield is brought to bear, make these moves.

Enter the Fray


When you enter into combat, first set the rank of each of your foes.

● Troublesome foe: 3 progress per harm; inflicts 1 harm.


● Dangerous foe: 2 progress per harm; inflicts 2 harm.
● Formidable foe: 1 progress per harm; inflicts 3 harm.
● Extreme foe: 2 ticks per harm; inflicts 4 harm.
● Epic foe: 1 tick per harm; inflicts 5 harm.

Then, roll to determine who is in control. If you are…

● Facing off against your foe: Roll +heart.


● Moving into position against an unaware foe, or striking without
warning: Roll +shadow.
● Ambushed: Roll +wits.

On a strong hit, take +2 momentum. You have initiative.

On a weak hit, choose one.

● Bolster your position: Take +2 momentum.


● Prepare to act: Take initiative.

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has
initiative.

Make this move when combat is joined. Set up your progress tracks for your foes and
roll to see who is initially in control. Then, play to see what happens.

If you are fighting with allies, each of you make your own move to Enter the Fray. The
outcome determines your initial positioning and readiness. You and the other players
then envision the scene and make moves as appropriate. If you have initiative, you are

Ironsworn SRD | 80
positioned to make proactive moves. If not, you make moves to defend against attacks
or get into position. If you and your allies are fighting against common enemies, you
share progress tracks and mark the harm you each inflict.

If you are fighting a group of troublesome or dangerous foes, you can combine them
into a single progress track. This is called a pack. Managing your progress against a
pack is easier than tracking them as individuals, and will make combat go a bit faster.
For a small pack (about 3 to 5), increase the rank by one. For a large pack (about 6 to
10) increase the rank by two. If you are facing more than 10 troublesome or dangerous
foes, group them into smaller packs and associated progress tracks as appropriate.

Strike
When you have initiative and attack in close quarters, roll +iron When you
have initiative and attack at range, roll +edge.

On a strong hit, inflict +1 harm. You retain initiative.

On a weak hit, inflict your harm and lose initiative.

On a miss, your attack fails and you must Pay the Price. Your foe has initiative.

Make this move when you have initiative and act to inflict harm on your foe.
Narratively, this move might represent a focused moment in time—a single sweep of
your axe or the flight of an arrow. Or, it can depict a flurry of attacks as you put your
opponent on the defensive.

On a strong hit, you strike true. By default you inflict 2 harm if you are armed with a
deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not. A strong hit on
this move gives you an additional +1 harm (so, 3 harm with a deadly weapon). You may
also have additional bonuses provided by assets.

Each point of harm you inflict is marked as progress on your foe’s progress track, as
appropriate to their rank. For example, each point of harm equals 2 ticks when
fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous
enemy.

Ironsworn SRD | 81
Narratively, a strong hit represents wounding your enemy or wearing them down. You
have initiative and can make your next move. If this attack was intended as a decisive
blow, you can attempt to End the Fight.

On a weak hit, you’ve done some damage but have overextended or your foe counters.
You mark your harm, and your foe has initiative. What do they do next?

On a miss, you must Pay the Price. Your opponent strikes back and you Endure Harm.
You lose position or advantage and suffer -momentum. You face a new or intensified
danger. A companion or ally is put in harm’s way. Your weapon is dropped or broken.
Let the outcome flow out of the fiction, or roll on the Pay the Price table to see what
happens.

Clash
When your foe has initiative and you fight with them in close quarters, roll
+iron. When you exchange a volley at range, or shoot at an advancing foe, roll
+edge.

On a strong hit, inflict your harm and choose one. You have the initiative.

● You bolster your position: Take +1 momentum.


● You find an opening: Inflict +1 harm.

On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

On a miss, you are outmatched and must Pay the Price. Your foe has initiative.

When your foe has initiative and attacks, and you choose to fight back, make this
move.

First, envision your action and the fiction of the exchange. Is this a focused, dramatic
moment where you each seek an opening? Or is it a flurry of attacks and parries,
advances and retreats? The outcome of the Clash determines if your foe presses their
advantage, or if you take control of the fight.

On a strong hit, you inflict your harm and steal back initiative. On a weak hit, you
manage to inflict harm, but your foe retains initiative and you must Pay the Price. The

Ironsworn SRD | 82
price might be that you Endure Harm as your foe counters. Or, you may face some
other dramatic outcome as appropriate to the current situation and your foe’s intent.

On a miss, you fail to inflict harm and must Pay the Price. This fight is turning against
you.

As with the Strike move, each point of harm you inflict is marked on your foe’s
progress track, as appropriate to their rank.

If you aren’t actively fighting back—you’re just trying to avoid the attack or seeking
cover—you should Face Danger instead of Clash. Using that move gives you more
flexibility to bring a favored stat into play, and you suffer a relatively minor cost on a
weak hit. Unfortunately, you also give up the opportunity to inflict harm on your foe.

If you ever respond to an attack by just taking the hit, that’s not a move. The outcome
isn’t in much doubt. Pay the Price.

Turn the Tide


Once per fight, when you risk it all, you may steal initiative from your foe to
make a move (not a progress move). When you do, add +1 and take +1
momentum on a hit.

If you fail to score a hit on that move, you must suffer a dire outcome. Pay the
Price.

This move represents a last ditch effort to recover control of the fight. It is that
moment when all seems lost, but the hero somehow rallies.

Turn the Tide lets you take initiative and make a move. The move can be whatever is
appropriate under the circumstance—likely Strike or Secure an Advantage. Roll the
move (add +1), and act on the results. If you’ve scored a hit, you may take an
additional +1 momentum. Then, play to see what happens. Hopefully this bold action
is a turning point for the fight.

Here’s the catch: If you score a miss when you make your move, you should add extra
severity to the consequences. You might face additional harm. Your weapon is broken.

Ironsworn SRD | 83
Your companion is grievously wounded. Consider the result of your failure and give it
teeth. If in doubt, Ask the Oracle.

Narratively, this is a dramatic moment. Focus on it. Envision your character’s action.
You struggle to your feet and raise your sword, your eyes hardening with
determination. You spur your mount into a desperate charge. You grab your
opponent’s blade in your bare hand. You pull the dagger from your boot and lunge. Or,
perhaps you state your name, lament the killing of your father, and tell your foe to
prepare for death.

End the Fight


Progress Move

When you make a move to take decisive action, and score a strong hit, you may
resolve the outcome of this fight. If you do, roll the challenge dice and compare
to your progress. Momentum is ignored on this roll.

On a strong hit, this foe is no longer in the fight. They are killed, out of action,
flee, or surrender as appropriate to the situation and your intent (Ask the Oracle
if unsure).

On a weak hit, as above, but you must also choose one.

● It’s worse than you thought: Endure Harm.


● You are overcome: Endure Stress.
● Your victory is short-lived: A new danger or foe appears, or an existing
danger worsens.
● You suffer collateral damage: Something of value is lost or broken, or
someone important must pay the cost.
● You’ll pay for it: An objective falls out of reach.
● Others won’t forget: You are marked for vengeance.

On a miss, you have lost this fight. Pay the Price.

End the Fight fulfills your previous moves and the progress you have made in this
scene. This is the all-or-nothing moment where the fight is decided. Is your foe

Ironsworn SRD | 84
defeated? Is your victory a pyrrhic one, and tastes of ash? Does your foe suddenly turn
your assumed advantage against you?

Since this is a progress move, you add the number of filled boxes on your progress
track for this foe, whether it’s a single enemy or a pack. This is your progress score.
Only add fully filled boxes (those with four ticks). Then, roll your challenge dice,
compare to your progress score, and resolve a strong hit, weak hit, or miss as normal.
You may not burn momentum on this roll, and you are not affected by negative
momentum.

You can End the Fight only after you score a strong hit on a preceding move. Your setup
move can be any action, but should be framed as a decisive maneuver or response,
intended to bring the fight to a close.

If you find yourself struggling against a tide of weak hits and misses, unable to make
this move, consider building and then burning momentum to get back control. Use
your favored stats and assets to improve your chances. However, keep in mind that
End the Fight is not the only way to resolve a combat scene. You can flee. You can give
up. You can negotiate or force a surrender. End the Fight represents the conclusion of a
bloody, desperate combat, with both sides committed to see it through.

On a strong hit, envision how this foe is defeated. If you still face other foes (using
separate progress tracks), you have initiative and the fight continues.

If you score a weak hit, your victory comes at a cost. Choose a listed outcome as
appropriate to the circumstances. Then, consider the narrative implications of your
choice and how it impacts what happens next.

On a miss, you should face a dramatic and dire consequence. Are you captured?
Mortally wounded and left for dead? Is someone under your protection killed? Is an
important objective or vow now lost to you? Make a choice as appropriate to the
situation and the intent of your foe, or roll on the Pay the Price table and interpret the
result as severe. Make it hurt.

When you and your allies are fighting against a common foe, you share a progress
track. Any of you may attempt to End the Fight. If you then score a weak hit or miss,
consider how your choice impacts the group and who suffers the cost as appropriate to
the situation.

Ironsworn SRD | 85
Battle
When you fight a battle, and it happens in a blur, envision your objective and
roll. If you primarily…

● Fight at range, or using your speed and the terrain to your advantage:
Roll +edge.
● Fight depending on your courage, allies, or companions: Roll +heart.
● Fight in close to overpower your opponents: Roll +iron.
● Fight using trickery to befuddle your opponents: Roll +shadow.
● Fight using careful tactics to outsmart your opponents: Roll +wits.

On a strong hit, you achieve your objective unconditionally. Take +2


momentum.

On a weak hit, you achieve your objective, but not without cost. Pay the Price.

On a miss, you are defeated and the objective is lost to you. Pay the Price.

This move is used as an alternative to a detailed combat scene. When you want to
zoom out and resolve a fight in a single roll, make this move.

First, consider your objective. Are you trying to defeat your foes? Hold them off until
reinforcements arrive? Defend a person or place? Reach a position? Envision the
situation, your strategy, and what you intend to gain or avoid.

Then, roll and envision the outcome. A strong hit is unconditional success. Your foes
are defeated, surrender, flee, or give up their objectives as appropriate to the situation
and your goals for the fight.

A weak hit means you’ve achieved your overall objective, but at some cost. Since this is
the resolution of an extended scene, the price you pay should be dramatic and
meaningful. This can include suffering a significant amount of harm, failing to
achieve a secondary goal, or encountering a new danger or complication. If in doubt,
roll on the Pay the Price table, or you may pick from the weak hit options in the End the
Fight move.

A miss on the Battle move should have dire ramifications on your character and your
quest. This objective is lost to you. What does that mean? Are you captured? Gravely

Ironsworn SRD | 86
wounded? Have you failed to save a loved one? Is the settlement overrun by raiders?
Must you Forsake Your Vow? Consider the situation and the intent of your foe, and Pay
the Price. Make it hurt.

Use the Battle move as you like. If your story doesn’t emphasize fighting, or you’d
rather generally abstract combat encounters, you can use this move exclusively. You
can also drop it into some portion of a larger scene. Perhaps you Battle to quickly deal
with lesser foes, then handle the fight against their leader with standard combat
moves. The mix of Battle moves and more detailed fight scenes can help you pace your
gaming sessions and let you focus on what is interesting or important.

Battling Alongside Allies


When you and your allies fight together, only one of you makes the move. Others can
make the Aid Your Ally move, using stats as detailed in Battle. Resolve those moves
first, and then Battle.

On a strong hit, all of you benefit from the narrative success, but only the character
making the move gains the momentum bonus. On a weak hit or miss, all of you suffer
an outcome as appropriate to the situation. When in doubt, Ask the Oracle.

Other Moves in Combat


You won’t rely solely on combat moves in a fight. Make other moves as appropriate to
the situation, your intent, and the actions of your foes.

Face Danger
Make this move when you seek to avoid or overcome an obstacle in combat, or when
you choose to focus on defense.

● You leap over a gully as you ride into battle. Face Danger +edge.
● The massive elder bear roars, spittle flying. Will you muster your courage
against this terrifying beast? Face Danger +heart.
● You bring up your shield as the raider presses her attack, standing your ground
against the withering axe blows. Face Danger +iron.

If this is a proactive move—you are overcoming an obstacle—make it when you have


initiative. If this is a reactive move—you are trying to avoid an immediate
threat—your foe likely has the initiative.

Ironsworn SRD | 87
When would you Face Danger instead of Clash against an attack? If you are fighting
back, that’s probably Clash. If you focusing on defense, getting out of the way, ducking
behind your shield, or taking cover, that’s Face Danger. It’s less risky, since you can
leverage a favored stat and the penalty on a weak hit is relatively mild. Unlike Clash,
you won’t have an opportunity to inflict immediate harm on a hit, but a strong hit
with Face Danger can put you in good position for a follow-up move.

You’ll also likely Face Danger if your foe is trying to gain advantage through an action
other than a direct attack. They move to the trees to get a shot at you from cover. Or
they taunt you, trying to provoke you into a reckless response. Perhaps they shove at
you, putting you off-balance for a follow-up attack. What do you do? Envision it, then
make the move. If you fail to score a hit, you likely suffer a loss of momentum to
represent this setback. Your foe has initiative and will try to press their advantage.

Face Danger might also be used to flee combat altogether. If you have a path and
means to escape, make this move to see if you get away.

Finally, in cases where an enemy represents a minor obstacle, Face Danger can be used
to avoid combat or as a means of resolving your action against a mundane foe. For
example, you can Face Danger to sneak past an enemy or run away from a potential
fight. If you are dealing with a minor foe from a position of clear advantage, such as
firing an arrow from hiding, you can Face Danger to see what happens. In either case, a
miss on this move might force you to Enter the Fray.

Secure an Advantage
This move is made in combat when you try to gain some leverage, improve your
position, or setup another move. For example:

● You take careful aim before shooting. Secure an Advantage +wits.


● You perform a sly feint, trying to put your opponent off balance and create an
opening. Secure an Advantage +shadow.
● You attempt to dishearten your foe with an intimidating roar as you charge.
Secure an Advantage +iron.

Secure an Advantage can be used whenever you have initiative, or as a means of


establishing a favorable position prior to the fight. Mechanically, it’s a powerful move
for building your momentum track toward a decisive action. Narratively, it’s a great
way to bring cinematic action into the scene.

Ironsworn SRD | 88
When you want to Secure an Advantage, picture the situation. Consider the terrain,
your weapons, your position, and your fighting style and approach. Consider your
enemy, and their tactics and readiness. Where is there an opportunity? Envision your
action, then make the move.

Compel
Compel can be used as a shortcut to ending a combat. You don’t have to make the End
the Fight move to surrender or negotiate a truce. End the Fight is the outcome of a
desperate, probably bloody, skirmish. If you or your foe have other objectives, give
Compel a try.

● You attempt to force your foe to surrender. Compel +iron.


● You try to surrender, reason or negotiate. Compel +heart.
● You trick your foe into giving up the fight. Compel +shadow.

Compel needs to be supported by the fiction. What is your foe’s intent? How do they
feel about you? Are you a hated enemy? A potential meal? What are they willing to risk
to end you? Has the fight gone in their favor or against them? What leverage do you
have? If there’s no upside for them, you can’t make this move. If you aren’t sure, Ask
the Oracle before you Compel.

Compel might be used proactively (when you have initiative) or reactively (when your
foe has it) depending on the circumstances. Offering to surrender is a reactive
response, and can be done when you don’t have initiative. Attempting to Compel your
foe to give up the fight is a proactive move made when you are in control.

Aid Your Ally


This move is an obvious choice when you want to bolster your ally’s actions. Envision
what you do to help them, make the Secure an Advantage move, and let them take the
benefits of the outcome.

You should have initiative before you attempt to Aid Your Ally. On a strong hit, both of
you then take or retain initiative. This is a huge advantage for your ally if they were
having a difficult time making progress against their foe. On a weak hit or miss, you
both lose initiative.

Ironsworn SRD | 89
Suffer Moves
Make Suffer moves as appropriate when you face the outcome of your actions within a
combat scene.

If you make a suffer move and score a strong hit, you may take or retain
initiative—even if you scored a weak hit or miss on the preceding move. However, this
opportunity does not overrule the fiction of the moment. If you are out of action and
Face Death, you aren’t likely to come springing back into the fight. If you do score a
strong hit on a suffer move, consider what happens next and the moves you may make
in the context of the situation.

Pay the Price


Being forced to make the Endure Harm move is the obvious result when you must Pay
the Price in a fight, but there’s much more that can happen in a dynamic combat
situation. You lose your footing. You drop your weapon. Your shield is shattered. A
goal is lost to you. A companion or ally is injured. You are put in a perilous position. A
new threat reveals itself.

Mix it up. Make combat exciting and cinematic. Whatever happens, make the outcome
one you wish you had avoided. If in doubt, roll on the Pay the Price table or Ask the
Oracle.

Ask the Oracle


In solo and co-op play, you can Ask the Oracle about your foe’s objectives, tactics, and
specific actions. The oracle can also help determine the outcome of events or
introduce new twists.

Use this move sparingly. For the most part, trust your instincts. Your actions trigger
reactions. Who are you fighting? What do they want? What do they do next? Your first
impulse is often the right one.

Chapter 6 includes the Combat Action oracle which you can use to prompt an NPC
action or response in a fight. You can also leverage the description of your foe’s tactics
in chapter 5 to guide their behavior.

Ironsworn SRD | 90
Be mindful of your surroundings and other characters. Ask questions. “Can I take
cover here?”, “Is the river shallow enough to cross?”, “Do the villagers flee?”
Consider your foe’s actions and your opportunities in the context of the environment.

In guided play, the GM is your oracle. When you have questions about what happens
next, look to them, or talk it out at the table. Your GM is free to use the Ask the Oracle
move to answer questions.

Suffer Moves
These moves are made as a result of a perilous event or bad outcome on other moves.
They represent what happens to you, and how you hold up against the trauma.

● When you face physical damage, make the Endure Harm move.
● When you score a miss on the Endure Harm move, and your health is at 0, you
may need to Face Death.
● When your companion is exposed to harm, make the Companion Endure Harm
move.
● When you are demoralized, afraid, or acting against your best intentions, make
the Endure Stress move.
● When you score a miss on the Endure Stress move, and your spirit is at 0, you
may need to Face Desolation.
● When your supply falls to 0, all characters make the Out of Supply move. If you
are at 0 supply and suffer additional -supply, you each need to reduce your
health, spirit, or momentum tracks by that amount.
● When your momentum track is at its minimum (-6), and you suffer additional
-momentum, make the Face a Setback move.

Making a suffer move is not, however, the only possible outcome of a failure. You
might face story complications or new dangers. You might lose an item. Your
relationship with another character might be tested. Keep it fresh and interesting.
When in doubt, Ask the Oracle.

Ironsworn SRD | 91
Endure Harm
When you face physical damage, suffer -health equal to your foe’s rank or as
appropriate to the situation. If your health is 0, suffer -momentum equal to any
remaining -health.

Then, roll +health or +iron, whichever is higher.

On a strong hit, choose one.

● Shake it off: If your health is greater than 0, suffer -1 momentum in


exchange for +1 health.
● Embrace the pain: Take +1 momentum.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 health, you must mark
wounded or maimed (if currently unmarked) or roll on the following table.

Roll Result

1-10 The harm is mortal. Face Death.

11-20 You are dying. You need to Heal within an hour or two, or Face
Death.

21-35 You are unconscious and out of action. If left alone, you come
back to your senses in an hour or two. If you are vulnerable to a
foe not inclined to show mercy, Face Death.

36-50 You are reeling and fighting to stay conscious. If you engage in
any vigorous activity (such as running or fighting) before taking
a breather for a few minutes, roll on this table again (before
resolving the other move).

51-00 You are battered but still standing.

If you fail to defend against an attack, suffer an injury, are stricken with disease or
sickness, or bear the brunt of an arduous action, make this move.

Ironsworn SRD | 92
When you are forced to Pay the Price, you should Endure Harm if physical damage is an
obvious and dramatic outcome of the current situation. Also, some moves and assets
will direct you to Endure Harm as a cost or concession, and may indicate a specific
amount of harm to suffer.

If you face an attack by an NPC foe, you use their rank to determine the amount of
harm dealt. If the amount of harm is not indicated or obvious, use the following
guidelines.

● Troublesome (1 harm): An attack by a minor foe, a painful injury, or a tiring


effort.
● Dangerous (2 harm): An attack by a skilled foe or deadly creature, a nasty
injury, or a demanding effort.
● Formidable (3 harm): An attack by an exceptional foe or mighty creature, a
serious injury, or an exhausting effort.
● Extreme (4 harm): An overwhelming attack by a monster or beast, a grievous
injury, or a debilitating effort.
● Epic (5 harm): An attack by a legendary foe of mythic power, a horrific injury,
or a consuming effort.

If in doubt, make it dangerous (2 harm).

Next, reduce your health track by the amount suffered. If your health is at 0, apply any
remaining -health to your momentum track. Then, roll.

On a strong hit, you are undaunted. You can regain 1 health or take +1 momentum. On
a weak hit, you are battered but manage to persevere.

When you score a miss, you need to make an important decision. Do you risk the
potential for death by rolling on the oracle table, or mark a debility? The wounded
debility is temporary and can be dealt with through the Heal or Sojourn moves, but
becoming maimed is a permanent, life-altering event.

If you score a miss and your debilities are already marked, you have no choice. Roll the
dice and hope for the best.

Ironsworn SRD | 93
Face Death
When you are brought to the brink of death, and glimpse the world beyond, roll
+heart.

On a strong hit, death rejects you. You are cast back into the mortal world.

On a weak hit, choose one.

● You die, but not before making a noble sacrifice. Envision your final
moments.
● Death desires something of you in exchange for your life. Envision what
it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or
extreme) to complete that quest. If you fail to score a hit when you Swear
an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to
the mortal world and are now cursed. You may only clear the cursed
debility by completing the quest.

On a miss, you are dead.

You make this move when forced to Face Death as a result of a miss on the Endure Harm
move, or when you face a physical trauma so horrific that death is the only reasonable
outcome. This move is (hopefully) rarely made and a chance for storytelling and for
enriching your world and its myths. Make it dramatic and personal.

When you first make this move, you should envision how the afterlife is represented
in your setting, or specifically to your character. What do you see and experience? Is it
only blackness and void? Do you see iron gates parting before you? Does a ferryman
guide you across a blood-red river? Do you hear the songs of your kin calling you to
the feast hall? On a strong hit, you might only catch glimpses of what lay beyond. Does
your experience support your beliefs or call them into question? If in doubt, Ask the
Oracle.

There is also the personage of death to consider. Does death take form, or is it
nameless and unknowable? Is it beautiful and welcoming? Sly and full of guile? As
grim as the coldest night? On a weak hit, you may decide what death asks of you,
which leads to a new quest and the cursed debility as you return to the mortal world.

Ironsworn SRD | 94
On a miss, you are dead. Envision what awaits you. You may begin again with a new
character, or explore your current world and storyline from a new perspective.
Perhaps your kin will avenge you?

Companion Endure Harm


When your companion faces physical damage, they suffer -health equal to the
amount of harm inflicted. If your companion’s health is 0, exchange any
leftover -health for -momentum.

Then, roll +heart or +your companion’s health, whichever is higher.

On a strong hit, your companion rallies. Give them +1 health.

On a weak hit, your companion is battered. If their health is 0, they cannot


assist you until they gain at least +1 health.

On a miss, also suffer -1 momentum. If your companion’s health is 0, they are


gravely wounded and out of action. Without aid, they die in an hour or two.

If you roll a miss with a 1 on your action die, and your companion’s health is 0,
they are now dead. Take 1 experience for each marked ability on your
companion asset, and remove it.

A companion is an NPC asset which complements your abilities and can help support
your actions. When you leverage a companion on a move, you are inherently putting
them at risk. If you roll a 1 on your action die when using a companion ability, you
should make the companion the focus of any negative outcome for that move.
Depending on the fiction of the current situation, this might include harm.

Inflicting harm on your companion might also happen as a reasonable outcome of any
move, or through a roll on the Pay the Price table.

Your companion asset has a health track which functions the same as your own. If
they face physical damage, reduce the health track as appropriate to the
circumstances or the rank of your foe, and take any leftover as -momentum. Then,
roll this move.

Ironsworn SRD | 95
When your companion’s health is at 0 and you score a weak hit or miss, you cannot
use their abilities until they gain at least +1 health. To aid your companion, make an
appropriate move, such as Heal, Make Camp, or Sojourn.

If your companion is killed, give yourself 1 experience point for each marked ability.
Then, remove the asset. If you acquire the same type of companion through the
narrative of your quest and journeys, you are free to rebuy the asset at the normal
cost.

You should also Endure Stress and suffer -spirit as appropriate to the fiction when your
companion is wounded or dies.

Ironsworn SRD | 96
Endure Stress
When you face mental shock or despair, suffer -spirit equal to your foe’s rank
or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to
any remaining -spirit.

Then, roll +heart or +spirit, whichever is higher.

On a strong hit, choose one.

● Shake it off: If your spirit is greater than 0, suffer -1 momentum in


exchange for +1 spirit
● Embrace the darkness: Take +1 momentum

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark
shaken or corrupted (if currently unmarked) or roll on the following table.

Roll Result

1-10 You are overwhelmed. Face Desolation.

11-25 You give up. Forsake Your Vow (if possible, one relevant to your
current crisis).

26-50 You are unconscious and out of action. If left alone, you come
back to your senses in an hour or two. If you are vulnerable to a
foe not inclined to show mercy, Face Death.

51-00 You give in to a fear or compulsion, and act against your better
instincts.

51-00 You persevere.

Make this move when your courage fails you, when you are unnerved or disheartened,
or when you act against your best intentions.

When you are forced to Pay the Price, you should Endure Stress if mental hardship is an
obvious and dramatic outcome of the current situation. Also, some moves and assets

Ironsworn SRD | 97
will direct you to Endure Stress as a cost or concession, and may indicate a specific
amount of stress to suffer.

If you are demoralized or frightened by an NPC foe, you can use their rank to
determine amount of stress you must suffer. If the amount of stress is not provided or
obvious, use the following guidelines.

● Troublesome (1 stress): An unsettling incident or a frustrating failure.


● Dangerous (2 stress): A distressing incident or an upsetting failure.
● Formidable (3 stress): A horrifying incident or a demoralizing failure.
● Extreme (4 stress): A heart-rending incident or traumatic failure.
● Epic (5 stress): A soul-shattering incident or the loss of all hope.

If in doubt, make it dangerous (2 stress).

Next, reduce your spirit track by the amount suffered. If your spirit is at 0, apply any
remaining -spirit to your momentum track. Then, roll.

On a strong hit, you are unfazed. You can suffer 1 less spirit or take +1 momentum. On
a weak hit, you are rattled but carry on.

As with the Endure Harm move, when you score a miss you need to make an important
decision. Do you risk the potential for desolation by rolling on the oracle table, or
mark a debility? The shaken debility is temporary and can be dealt with through the
Heal or Sojourn moves, but becoming corrupted is a permanent, life-altering event.

If you’ve scored a miss and your debilities are both marked, you must roll on the table
to determine your fate.

Ironsworn SRD | 98
Face Desolation
When you are brought to the brink of desolation, roll +heart.

On a strong hit, you resist and press on.

On a weak hit, choose one.

● Your spirit or sanity breaks, but not before you make a noble sacrifice.
Envision your final moments.
● You see a vision of a dreaded event coming to pass. Envision that dark
future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or
extreme) to prevent it. If you fail to score a hit when you Swear an Iron
Vow, or refuse the quest, you are lost. Otherwise, you return to your
senses and are now tormented. You may only clear the tormented
debility by completing the quest.

On a miss, you succumb to despair or horror and are lost.

You make this move when forced to Face Desolation as a result of a miss on the Endure
Stress move. This represents the potential breaking point for your character. Do you
push on in spite of all you have seen, all you have done, or do you fall into darkness?

Choosing the option to become tormented on a weak hit creates interesting story
possibilities. What is your greatest fear? Preventing that dire outcome can steer your
story in a compelling new direction.

On a miss, you are broken. There is no recovery possible. This is the end of your
character’s story.

Ironsworn SRD | 99
Out of Supply
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer
additional -supply while unprepared, you must exchange each additional
-supply for any combination of -health, -spirit or -momentum as appropriate
to the circumstances.

When you and your allies reduce your supply to 0 (through a choice or result of
another move), you each mark unprepared. The unprepared debility can be cleared
when you score a hit on the Sojourn move and choose the equip option.

While you are unprepared, you cannot increase your supply track. If you suffer
additional -supply while unprepared, you and your allies must exchange each -supply
for some combination of -momentum, -health, or -spirit. Select an option
appropriate to the situation. A lack of provisions can have an obvious impact on your
fitness, morale, and readiness for challenges.

Face a Setback
When your momentum is at its minimum (-6), and you suffer additional
-momentum, choose one.

● Exchange each additional -momentum for any combination of -health,


-spirit, or -supply as appropriate to the circumstances.
● Envision an event or discovery (Ask the Oracle if unsure) which
undermines your progress in a current quest, journey, or fight. Then, for
each additional -momentum, clear 1 unit of progress on that track per its
rank (troublesome=clear 3 progress; dangerous=clear 2 progress;
formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).

When you suffer -momentum while your momentum track is already at its lowest
possible point (-6), the leftover -momentum must be traded for an equal value in
-health, -spirit or -supply, or it must be accounted for as lost progress in a relevant

Ironsworn SRD | 100


progress track. Make a choice appropriate to your character’s status and the current
situation. Don’t just shift points around. Envision how your choice is reflected in the
fiction.

If your health, spirit, and supply are all at 0, you have no choice. You must clear
progress on a related progress track. You should use the quest, journey, or fight which
is most relevant to the current situation.

Quest Moves
Making and fulfilling vows is central to your character’s motivations. These oaths
drive your story and give you the means to gain experience and acquire new abilities.
When you embark upon a quest, manage your progress on a quest, seek to complete a
quest, or gain the rewards of a quest, make these moves.

Swear an Iron Vow


When you swear upon iron to complete a quest, write your vow and give the
quest a rank. Then, roll +heart. If you make this vow to a person or community
with whom you share a bond, add +1.

On a strong hit, you are emboldened and it is clear what you must do next (Ask
the Oracle if unsure). Take +2 momentum.

On a weak hit, you are determined but begin your quest with more questions
than answers. Take +1 momentum, and envision what you do to find a path
forward.

On a miss, you face a significant obstacle before you can begin your quest.
Envision what stands in your way (Ask the Oracle if unsure), and choose one.

● You press on: Suffer -2 momentum, and do what you must to overcome
this obstacle.
● You give up: Forsake Your Vow.

Ironsworn SRD | 101


When you encounter a wrong that must be made right, seek to fulfill a personal
ambition, or give your word to serve someone, make this move.

Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak your vow.
Don’t just make the move. Envision how your character enacts the ceremony. What do
you do? What do you say? Is this a moment of grudging acceptance or one of fiery
determination?

Set the rank of your quest based on what you know of the challenges you will face, or
Ask the Oracle. Higher ranked quests require more effort (both in your narrative and
through session-time and focus), but offer greater experience rewards. An epic quest
could be the endeavor of a lifetime, while a troublesome quest might be resolved in a
few scenes.

It is not necessary to resolve one vow before swearing another. In fact, the intent of
these rules is for your character to run afoul of new situations and get side-tracked
with new vows even while attempting to complete a separate quest. This is the life of
the Ironsworn.

Based on the results of this move, your path may be clear (a strong hit), or more
investigation may be required to identify your next steps (a weak hit).

On a miss, you face a serious obstacle at the very start which prevents you from
undertaking this quest. It might be a sudden event, someone working against you or
refusing your aid, or a personal conviction which must be overcome. When in doubt
about what happens, Ask the Oracle. It should be significant and not easily dealt with.
Also, when you resolve this obstacle, you won’t Reach a Milestone for your quest. You
aren’t actually able to make progress on the vow until you overcome this initial
challenge.

You also have the option, on a miss, to come to the realization that your vow was made
impulsively or without support, and you may simply give up. If you do, Forsake Your
Vow.

When allies join together to Swear an Iron Vow, one of you speaks for the group and
makes the move. The others can commit to the cause with the Aid Your Ally move. If
you score a hit and take +momentum, or score a miss and choose to suffer
-momentum, only the character making the move adjusts their momentum track.
Once your quest is underway, you share a progress track and mark progress together.

Ironsworn SRD | 102


Reach a Milestone
When you make significant progress in your quest by overcoming a critical
obstacle, completing a perilous journey, solving a complex mystery, defeating a
powerful threat, gaining vital support, or acquiring a crucial item, you may
mark progress.

● Troublesome quest: Mark 3 progress.


● Dangerous quest: Mark 2 progress.
● Formidable quest: Mark 1 progress.
● Extreme quest: Mark 2 ticks.
● Epic quest: Mark 1 tick.

You will face obstacles as you strive to complete quests. Some of these obstacles arise
naturally out of the fiction of the situation. Overcoming one challenge leads naturally
to the next. Others represent narrative twists introduced when you interpret the result
of a move, or when you Ask the Oracle for inspiration. When you overcome one of these
obstacles, and it was a notable challenge, make this move and mark progress on your
quest.

Not every step on this path is worthy of a milestone. Did it put you in great danger?
Did it cost you something significant? Did you unravel a complex web of clues and
motivations? Was it dramatic and narratively interesting? Most importantly, was it
directly related to your quest, and not a random or unconnected event?

How you define milestones determines the pace of your game. You need to overcome
challenges to Reach a Milestone and mark progress. You can’t (with confidence) Fulfill
Your Vow unless you’ve marked progress. You don’t gain experience unless you Fulfill
Your Vow. You can’t add new assets to your character unless you gain experience.
That’s the broad flow of how quests drive gameplay and character improvement, the
tempo of which is determined by you and others at your table. If you come up against
relatively simple obstacles and call them milestones, you’ll mark progress and move
quickly toward completing the quest. But, if you do, you’ll miss out on storytelling

Ironsworn SRD | 103


opportunities and the satisfaction earned when you prevail against a worthy
challenge.

Not sure if something is worthy as a milestone? If you’re playing co-op or guided, talk
it out at the table. If you’re playing solo, trust your instincts and the type of play
experience you want to create. In the end, it’s your game.

Fulfill Your Vow


Progress Move

When you achieve what you believe to be the fulfillment of your vow, roll the
challenge dice and compare to your progress. Momentum is ignored on this
roll.

On a strong hit, your quest is complete. Mark experience (troublesome=1;


dangerous=2; formidable=3; extreme=4; epic=5).

On a weak hit, there is more to be done or you realize the truth of your quest.
Envision what you discover (Ask the Oracle if unsure). Then, mark experience
(troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may
Swear an Iron Vow to set things right. If you do, add +1.

On a miss, your quest is undone. Envision what happens (Ask the Oracle if
unsure), and choose one.

● You recommit: Clear all but one filled progress, and raise the quest’s
rank by one (if not already epic).
● You give up: Forsake Your Vow

Your path leads here. Your foe is defeated. The relic is found. Your training is complete.
The village is saved. The beast is killed. The murder is avenged. Your family’s honor is
restored. You are triumphant.

Or are you? Make this move to find out.

Since this is a progress move, you tally the number of filled boxes on your progress
track for this quest. This is your progress score. Only add fully filled boxes (those with

Ironsworn SRD | 104


four ticks). Then, roll your challenge dice, compare to your progress score, and resolve
a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll,
and you are not affected by negative momentum.

When you and your allies are working to fulfill a common vow, you share a progress
track. When it is time to see the vow done, one of you represents the group and make
the Fulfill a Vow move. The outcome affects everyone involved.

On a strong hit, your vow is fulfilled. Mark your experience, clear the vow, and decide
what you do next. Do other quests call you into the wilds? Or, do you Write Your
Epilogue, never again to return to your life as Ironsworn?

On a weak hit, you discover or realize something which leaves your quest unfinished
or undermines your success. Envision what you learn (or Ask the Oracle), make your
choice, and play to see what happens. Whether you leave this behind or take on a new
quest should be driven by the fiction and your choices as the character. Have you
defeated your foe in a bloody fight, but they use their dying breath to say your true
enemy still lives? You might Swear an Iron Vow to hunt them down. Have you helped
return the clan chief to power, only to learn his promises were lies? You can Swear an
Iron Vow to usurp this deceiver, or simply leave this place, promising never to return.

On a miss, a turn of events finds you defeated or your true goal is suddenly beyond
reach. The band of raiders were a diversion, and a more dangerous force has stolen
away with the winter stores. The crown of kings is found, but it is a forgery. You’ve
hunted and defeated the wyvern, but discover it was only one of a large flock of beasts.
If you choose to press on, the nature of your quest remains the same—protect the
village, find the crown, stop the ravages of the wyverns—but most of your progress is
undone through this dramatic realization.

Forsake Your Vow


When you renounce your quest, betray your promise, or the goal is lost to you,
clear the vow and Endure Stress. You suffer -spirit equal to the rank of your
quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

Ironsworn SRD | 105


Make this move when you decide to abandon a quest, or if circumstances leave your
goal seemingly unobtainable.

For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and
disheartening decision. Tradition says the item upon which you swore your
vow—your sword, your armor, the iron coin—is discarded. Some clans even believe
you must cast away all of your weapons and armor and bear no iron until you redeem
yourself.

Mechanically, you Endure Stress, reducing your spirit track by an amount equal to the
rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
Narratively, you should consider how your failure affects your story and what you do
to put yourself back on the proper path. Did you swear this vow in service to others?
How does this impact your relationship with them? If your vow was a personal quest,
how does this failure force you to rethink the path your life has taken? Where do you
go from here?

If you have abandoned a quest which is central to your character’s motivations, you
may decide your life as an Ironsworn is done. If so, Write Your Epilogue to determine
your fate.

Advance
When you focus on your skills, receive training, find inspiration, earn a
reward, or gain a companion, you may spend 3 experience to add a new asset,
or 2 experience to upgrade an asset.

Make this move when you spend experience to add an asset or upgrade an existing
asset.

Narratively, you should consider how your recent experiences and fulfilled vows have
led to these new abilities. Was your horse a reward from the thankful chief of a
highland clan? Did you train under a powerful mystic? Has your time spent trekking
across the wilds made you adept at woodcraft or navigation? Let your choice of assets
flow naturally from the fiction.

Ironsworn SRD | 106


Fate Moves
In solo and co-op play, the fate moves mediate the result of other moves or serve as
inspirational prompts for your story. When you face the outcome of a move, want to
know what happens next, or have a question about people, places and events external
to your character, the fate moves help you discover an answer.

In guided mode, your GM represents the whims of fate. They can reference these
moves as they like, but they can also decide the outcome or direct the question back to
you.

There are three key aspects of using the fate moves:

● Instinct: If an answer to a question or the result of a situation is obvious,


interesting and dramatic, make it happen.
● Randomness: You can roll on random tables to generate a result or answer a
question.
● Inspiration: You can use creative prompts, such as those included in the oracles
chapter to guide your story.

Ironsworn SRD | 107


Pay the Price
When you suffer the outcome of a move, choose one.

● Make the most obvious negative outcome happen.


● Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle
using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise,
make it the other.
● Roll on the following table. If you have difficulty interpreting the result
to fit the current situation, roll again.

Roll Result

1-2 Roll again and apply that result but make it worse. If you roll
this result yet again, think of something dreadful that changes
the course of your quest (Ask the Oracle if unsure) and make it
happen.

3-5 A person or community you trusted loses faith in you, or acts


against you.

6-9 A person or community you care about is exposed to danger.

10-16 You are separated from something or someone.

17-23 Your action has an unintended effect.

24-32 Something of value is lost or destroyed.

33-41 The current situation worsens.

42-50 A new danger or foe is revealed.

51-59 It causes a delay or puts you at a disadvantage.

60-68 It is harmful.

69-77 It is stressful.

78-85 A surprising development complicates your quest.

86-90 It wastes resources.

91-94 It forces you to act against your best intentions.

Ironsworn SRD | 108


95-98 A friend, companion, or ally is put in harm’s way (or you are, if
alone).

99-00 Roll twice more on this table. Both results occur. If they are the
same result, make it worse.

This is one of the most common moves in Ironsworn. Make this move when directed
to by the outcome of another move, or when the current situation naturally leads to a
cost through your choices or actions.

First, choose an option as described in the move. You may determine the outcome
yourself, Ask the Oracle to decide between two options, or roll on the table. In guided
play, you look to your GM for a ruling. Whatever choice you make, always follow the
fiction. If a dramatic outcome springs to mind immediately, go with it.

Next, envision the outcome. What happens? How does it impact the current situation
and your character? Apply the outcome to the fiction of your scene before you
determine any mechanical impact. Focusing on the narrative cost leads to deeper,
more dramatic stories.

Finally, apply any appropriate mechanical penalty:

● If you face a physical hardship or injury, Endure Harm and suffer -health.
● If you are disheartened or frightened, Endure Stress and suffer -spirit.
● If you lose equipment or exhaust resources, suffer -supply.
● If you waste precious moments or are put in an unfavorable position, suffer
-momentum.
● If an ally or companion is put in harm’s way, apply the cost to them.

When in doubt, suffer -2 from the appropriate track.

Most situations can impact both the narrative situation and your mechanical status.
But, a result might also be purely narrative without an immediate mechanical cost. An
initial failure might introduce a complication or force a reactive move (such as Face
Danger). A failure on a subsequent move can then introduce a mechanical penalty. In
this way, failures build on each other, and the situation gets riskier and more intense.

Ironsworn SRD | 109


The narrative and mechanical costs you endure should be appropriate to the
circumstances and the move you are making. Scoring a miss on End the Fight implies a
greater cost than if you fail to Clash within that scene. For dramatic moments and
decisive moves, up the stakes.

Once you’ve resolved the outcome, envision what happens next and how you react.
You are not in control. The situation is more complex and dangerous. You may need to
respond with another move to restore your advantage and avoid further cost.

Rolling Matches
If you rolled a match on a move, and the outcome of that move tells you to Pay the
Price, you can consider rolling on the table instead of just choosing an outcome. This
fulfills the promise of the match by introducing a result you might otherwise not have
considered. When in doubt about what a result on the table might represent (for
example, “a new danger or foe is revealed”), you can Ask the Oracle. However, rolling a
match on the Pay the Price table itself doesn’t have any special significance.

Ironsworn SRD | 110


Ask the Oracle
When you seek to resolve questions, discover details in the world, determine
how other characters respond, or trigger encounters or events, you may…

● Draw a conclusion: Decide the answer based on the most interesting and
obvious result.
● Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table
below to check the answer.
● Pick two: Envision two options. Rate one as ‘likely’, and roll on the table
below to see if it is true. If not, it is the other.
● Spark an idea: Brainstorm or use a random prompt.

Odds The answer is ‘yes’ if you roll...

Almost Certain 11 or greater

Likely 26 or greater

50/50 51 or greater

Unlikely 76 or greater

Small Chance 91 or greater

On a match, an extreme result or twist has occurred.

In solo or co-op play, use this move when you have a question or want to reveal details
about your world. In guided play, the GM may use this move to answer their own
questions or inspire the story of your game session.

Draw a Conclusion
The most basic use of this move is to simply decide the answer. Think it over for a
moment (or talk it out with others at your table), and go with what seems most
appropriate to the current situation and introduces the most potential for drama and
excitement.

Ironsworn SRD | 111


Your first instinct is often the right one. If it leapt to mind, it’s probably a good fit for
the current situation. But, if your initial impulse doesn’t really excite or interest you,
give it more thought. Wait for an “aha” moment.

If you’re still not sure of the answer, or want to put things in the hand of fate, you
have some other options...

Ask a Yes/NO question


● You can ask a binary yes/no question and leave the answer open to fate.
● “Is this steading inhabited?”
● “Do I drop my sword?”
● “Is there somewhere I can hide?”
● “Do I know the way?”
● “Would they consider this trade?”

Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the result. For
example, if you rate the chance of a ‘yes’ as ‘unlikely’, you must roll 76-100 for a yes.
Otherwise, the answer is no.

Pick Two
The next option is to ask a question and pick two viable results.

● “Do I drop my sword or my shield?”


● “Is it in the forest or the hills?”
● “Does the elder bear try to pin me down, or does it bite?”
● “Am I attacked by a horror, or a beast?”
● “Is this a formidable foe, or a dangerous one?”

You rate one of those as ‘likely’, and roll on the table. If it’s a ‘yes’, the answer is your
likely pick. If not, it’s the other. Use this approach when the answer is more
open-ended, but you have a couple of options in mind.

Spark an Idea
The final option is to seek inspiration through an open-ended question.

● “What happens next?”


● “What do they want?”
● “What’s this place look like?”

Ironsworn SRD | 112


● “What do I find?”
● “Who or what attacks?”

If you’re in a game with other players, you can talk it out. Brainstorming together will
lead you to interesting answers you might not have thought of on your own.

You can also use random generators to help inspire an answer. See chapter 6 for
creative prompts and random results. Or, use your preferred tools, such as an online
generator for interesting names, or a set of tarot cards or rune stones for visual
inspiration. When asking an open-ended question, use tools which offer a spark of
inspiration instead of a definitive response. Your creative mind will lead you naturally
from an abstract concept to a relevant answer, adding exciting and surprising
dimension to your story.

Questions Upon Questions


You can come back to the yes/no table and ask a follow-up question to clarify or affirm
a result. However, you should avoid leaning too heavily on asking questions (or this
move in general). Don’t let one question snowball into a series of more specific
questions. Even when playing solo, oracles should be the spice of your game, not the
main course. Ask a question or two, decide what it means, and move on. When in
doubt, follow your gut. Your first instinct is probably the right one. Go with it.

Rolling A Match
A match on your oracle dice when rolling on the yes/no table should trigger an
extreme result or narrative twist. This can mean an all-caps “HELL YES!” or “HELL
NO!”, or a yes or no but with an interesting or dramatic complication.

When you’re unsure what a match might mean, you can roll on another oracle table
for inspiration. If you’re still left scratching your head, just move on. Resolving a
match is not a requirement. It’s just a way to introduce narrative turning points that
lead you along unexpected paths. Head down the rabbit hole, but don’t get stuck in it.

Oracles and Guided Play


In guided play, your GM is the oracle. You won’t make this move unless you are talking
things out and need a random result or a bit of inspiration. Your GM can use this move
(or ask you to make it) to help guide the story.

Ironsworn SRD | 113


PART FOUR:
FOES AND ENCOUNTERS
An NPC (non-player character/creature) is anyone who inhabits your setting other
than your character and those portrayed by your fellow players. They can be a person,
being or creature. You will roleplay your interactions with NPCs, and make moves
when you attempt to influence them, aid them, gain their help, or act against them.

Components of an NPC
Because gameplay in Ironsworn is centered on the abilities and actions of your
character, NPCs are primarily represented through your fiction rather than
mechanics. They don’t have stats, assets, or tracks. Instead, the sample NPCs in this
chapter include some broad details to help guide their actions and the threat they pose
in combat.

When you interact with an NPC, envision their personality and motivations. A brutish
character leverages their strength, or attempts to bully and intimidate. A sly character
acts through manipulation or trickery. A noble character behaves according to her
sense of honor. An animal, depending on its disposition, may attack when threatened
or may run away. A supernatural being may act with mindless malice and hate for the
living, or may have more complex needs. When you are unsure of an NPC’s traits or
next action, Ask the Oracle. Then, envision what they do and make moves to aid or
oppose them as appropriate.

Rank
NPCs have a single mechanical attribute, their rank. From this, their ability to resist
and inflict harm in combat is derived, as follows:

Ironsworn SRD | 114


Rank Type Progress Harm

Troublesome Common enemies 3 progress per Inflicts 1


harm harm

Dangerous Capable fighters and 2 progress per Inflicts 2


deadly creatures harm harm

Formidable Exceptional fighters and 1 progress per Inflicts 3


mighty creatures harm harm

Extreme Foes of overwhelming skill or 2 ticks per harm Inflicts 4


power harm

Epic Legendary foes of 1 tick per harm Inflicts 5


mythic power harm

When you engage a foe in combat, give them a standard progress track (10 boxes).
When you Strike or Clash and inflict harm, mark progress for each point of harm based
on the foe’s rank. For example, you mark 2 ticks for each point of harm inflicted on an
extreme foe, and 2 progress (2 full boxes) for each point of harm against a dangerous
foe.

When you fail to defend against a foe’s attack and face physical harm, you make the
Endure Harm move. As part of that move, you reduce your health track by the amount
of harm your foe inflicts, per their rank.

If appropriate to the NPC, they can also inflict stress equal to their rank when you fail
to resist an action which frightens, demoralizes, or rattles you.

Use the End the Fight move, adding your progress against this foe, when you attempt
to resolve the combat.

The ranks for the sample NPCs represent a typical individual of that type. For
unusually powerful NPCs, increase their rank by one (to a maximum of epic).
For less powerful foes, decrease their rank by one (to a minimum of
troublesome). You can also adjust the rank of a foe when circumstances give
you significant narrative disadvantage or advantage before the fight.

Ironsworn SRD | 115


Features
These are the typical characteristics of appearance and personality for an NPC. They
are not universally true, especially within diverse societies, but can provide some
common impressions as a starting point.

Drives
Drives reflect the motivations and instincts of an NPC. For creatures, these are
relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are the
typical goals and beliefs of their society, but do not represent the complex range of
motivations you will encounter. Drives are a starting place, giving you the rough
outline of a typical NPC to be fleshed out (or contradicted) appropriate to their role in
the fiction.

NPCs who are prominent in your campaign will have more detail. Depending on their
role in your story, their drives may support—or conflict with—your own goals. As you
discover details about an important NPC, make note of it. Look for opportunities to
introduce interesting and surprising backstories and motivations for these characters.

Tactics
Tactics provide a reference for how an NPC might act in combat. These give you a
sense of typical maneuvers, but do not represent the possibilities of a complex and
dramatic combat scene. You should let NPC actions flow out of the fiction. What is the
situation? What is their goal? What will add to the excitement and danger of this
moment? Make it happen. When in doubt, Ask the Oracle.

Your foes should do more than simply try to inflict harm. A fearsome roar or
demoralizing boast might cause you to Endure Stress. Tactical maneuvers reduce your
momentum. Fictional complications—the appearance of new foes, putting
companions or allies at risk, or a realization that undermines your quest—will
heighten the drama of the scene.

Ironsworn SRD | 116


NPC Packs
When you fight a group of troublesome or dangerous foes, you may combine them
into a single progress track. This is called a pack. It’s more convenient than tracking
progress for each individual foe, and the scene will move faster.

When you group foes into a pack, increase their rank to represent their combined
ability to inflict and resist harm. For a small pack (about 3 to 5), increase the rank by
one. For a large pack (about 6 to 10) increase the rank by two. For example, a pack of 4
troublesome foes are treated as a single dangerous foe. If you are facing more than 10
troublesome or dangerous foes, you can group them into smaller packs and associated
progress tracks.

When you inflict harm on the pack, you can envision it as appropriate to the fiction.
You might wound them, put one or more of them out of action, or drive some back.
When you successfully End the Fight, you have defeated the last of them, or broken
their fighting spirit.

Formidable, extreme, and epic foes may not be grouped into a pack. Each must
have its own progress track.

Joining Forces with NPCs


If your story leads you to cooperating with helper NPCs to overcome challenges, you
need to consider how they impact the fiction and your moves. NPCs—unless they are a
companion asset—won’t give you mechanical bonuses on your moves. They also
won’t make moves of their own. They are simply a part of your story, perhaps
impacting the moves you make, the results of those moves, and the rank of your
challenges. Gaining the aid of an important NPC might also allow you to Reach a
Milestone.

For example:

● If you are charged with protecting NPCs, they might be placed in danger or
suffer losses as a result of your failures on moves.

Ironsworn SRD | 117


● If you are fighting alongside NPCs, you can reduce the rank of your foes. For
example, battling alone against a large pack of raiders might be an extreme
challenge. If you are aided by a stalwart band of villagers, you could shift the
enemies’ rank to formidable.
● If you are being led by an experienced scout, you might choose to skip the
Undertake a Journey move, or reduce the rank of the journey.
● If an NPC leader agrees to support your quest by allowing passage through
contested lands, you might Reach a Milestone and mark progress.

As with any NPC, you can Ask the Oracle to see how a helper NPC responds, how they
fare in a challenge, or what they do next. You can make moves to influence them, such
as Compel. If you develop a strong relationship through your story, or if you Fulfill Your
Vow in their service, you can choose to Forge a Bond.

In short, make them characters, not numbers. Give them personalities. Give them
quirks and motivations. Let them impact your story and your quests, for better or
worse, but always keep the focus on your character and your allies.

Creating NPCs
You should create NPCs that fit your version of the setting, enhance your story, and
enrich your character’s adventures. Because NPCs don’t have mechanical detail, it’s
easy to bring them to life without advance preparation.

If you face an NPC in combat, give them a rank. If you like, you can also make note of
their drives and tactics. Otherwise, their motivations, abilities, and actions are
entirely part of your fiction. They may ignore you, aid you, or oppose you. Make moves
to resolve your intentions with them as appropriate. Springboard off those moves with
new details and complications to flesh out these characters.

For reoccurring NPCs, make note of what you learn of them over time. If you share a
bond, mark it down.

Ironsworn SRD | 118


Sample NPC
Wyvern

Rank Extreme (2 ticks per harm; inflicts 4 harm)

Features ● Huge, bat-like wings


● Rows of knife-sized teeth
● Thick hide with a metallic sheen
● Long tail

Drives ● Watch for prey from high above


● Feed

Tactics ● Swoop down


● Snap up prey
● Fearsome roar
● Bash with tail

Ironsworn SRD | 119


PART FIVE:
ORACLES
In Ironsworn, an oracle is anything which generates random results to help determine
the outcome of a move, a detail in your world, an NPC action, or a narrative event.

Among the choices provided in the Ask the Oracle move is “spark an idea”. You can use
this option (instead of or in addition to the yes/no table) to answer open-ended
questions or inspire new situations.

Rolling a match on a move can also trigger opportunities to introduce narrative


complications and surprises through random prompts.

This chapter includes a series of random prompts in the form of tables. You can use
these oracle tables to answer questions about your world, drive the narrative, and
inspire dramatic events and revelations. Some oracles are for specific, mundane
questions to streamline play (“What is the healer’s name?”). Others provide more
abstract results which you interpret based on the current situation (“What happens
next?”).

Using the Oracles


Oracles In Solo and Co-Op Play
Ironsworn oracles don’t function as a GM simulator. Instead, they leverage the power
of your creative interpretation. Ask your question, roll on a table, and consider the
answer in the context of your current situation and story. What comes to mind first?
Did you think of something which reinforces a dramatic narrative or takes things in an
interesting and surprising direction? Does it feel right? If so, make it happen.

If you follow your instincts while staying open to twists and turns, you will find your
game offering many of the same narrative rewards as if you were playing with a GM.
In fact, you’ll be surprised how often a seemingly random result seems to feed directly

Ironsworn SRD | 120


into your character’s story and the world you’ve established through play. This is the
power of creative interpretation at work.

Oracles In Guided Play


GM’s can use oracles for support during play and to supplement their narrative
decision-making. Mundane oracles, such as names, are helpful to quickly flesh out
details. Interpretative oracles, such as the Action and Theme tables, can be used to
spark new ideas.

You can also use oracles as a prompt for sharing control of the narrative with your
players. Not sure what happens next? Not sure how to answer a character’s question?
Roll on an appropriate table, or have a player make the roll, and talk it out with
everyone at the table.

How to Use an Oracle


1. Roll your oracle dice to generate a number from 1-100.
2. Check your roll against the table. The oracle will reveal its answer.
3. Consider the answer in the context of your question and the current situation.
Is the result a good fit? Does it trigger a spark of inspiration?
4. If the answer is difficult to interpret for your situation, you can check up or
down one row from your original answer, or reverse the digits (37=73).
5. If you’ve got your answer, you’re all set! Play to see what happens. If you want
further detail, you can talk it out with other players or roll on another oracle
table.
6. If you’re having trouble, you can roll again, try a different table, or just fall back
to your instincts and decide what happens next.

When Answers lead to more questions


You aren’t limited to a single roll on a single oracle table when asking a question. If
you like, you can let the result from one table inform your interpretation of the result
on another. You can even refer back to the Ask the Oracle table to clarify an answer with
a yes/no question.

However, use caution with this technique. Too many questions and too many rolls
makes your session feel like an exercise in randomness. Lead with your instincts.
Leverage the oracles to fill in the gaps. Keep it moving.

Ironsworn SRD | 121


Oracle Tables and Matches
Matches don’t have special significance when rolling on these oracle tables. They can
be ignored.

Ironsworn SRD | 122


Action Oracle
Use this table to inspire a discovery, event, character goal, or situation. A roll on this
table can be combined with a Theme (see below) to provide an action and a subject.
Then, interpret the result based on the context of the question and your current
situation.

1 Scheme 26 Withdraw 51 Persevere 76 Betray


2 Clash 27 Abandon 52 Serve 77 Secure
3 Weaken 28 Investigate 53 Begin 78 Arrive
4 Initiate 29 Hold 54 Move 79 Affect
5 Create 30 Focus 55 Coordinate 80 Change
6 Swear 31 Uncover 56 Resist 81 Defend
7 Avenge 32 Breach 57 Await 82 Debate
8 Guard 33 Aid 58 Impress 83 Support
9 Defeat 34 Uphold 59 Take 84 Follow
10 Control 35 Falter 60 Oppose 85 Construct
11 Break 36 Suppress 61 Capture 86 Locate
12 Risk 37 Hunt 62 Overwhelm 87 Endure
13 Surrender 38 Share 63 Challenge 88 Release
14 Inspect 39 Destroy 64 Acquire 89 Lose
15 Raid 40 Avoid 65 Protect 90 Reduce
16 Evade 41 Reject 66 Finish 91 Escalate
17 Assault 42 Demand 67 Strengthen 92 Distract
18 Deflect 43 Explore 68 Restore 93 Journey
19 Threaten 44 Bolster 69 Advance 94 Escort
20 Attack 45 Seize 70 Command 95 Learn
21 Leave 46 Mourn 71 Refuse 96 Communicate
22 Preserve 47 Reveal 72 Find 97 Depart
23 Manipulate 48 Gather 73 Deliver 98 Search
24 Remove 49 Defy 74 Hide 99 Charge
25 Eliminate 50 Transform 75 Fortify 00 Summon

Ironsworn SRD | 123


Theme Oracle
As with the Action oracle, this is an interpretative table which you can use to answer
questions or generate new situations. Combined, the Action and Theme tables provide
creative prompts suitable for most situations and questions.

1 Risk 26 Barrier 51 Stranger 76 Rival


2 Ability 27 Creation 52 Passage 77 Problem
3 Price 28 Decay 53 Land 78 Idea
4 Ally 29 Trade 54 Creature 79 Revenge
5 Battle 30 Bond 55 Disease 80 Health
6 Safety 31 Hope 56 Advantage 81 Fellowship
7 Survival 32 Superstition 57 Blood 82 Enemy
8 Weapon 33 Peace 58 Language 83 Religion
9 Wound 34 Deception 59 Rumor 84 Spirit
10 Shelter 35 History 60 Weakness 85 Fame
11 Leader 36 World 61 Greed 86 Desolation
12 Fear 37 Vow 62 Family 87 Strength
13 Time 38 Protection 63 Resource 88 Knowledge
14 Duty 39 Nature 64 Structure 89 Truth
15 Secret 40 Opinion 65 Dream 90 Quest
16 Innocence 41 Burden 66 Community 91 Pride
17 Renown 42 Vengeance 67 War 92 Loss
18 Direction 43 Opportunity 68 Portent 93 Law
19 Death 44 Faction 69 Prize 94 Path
20 Honor 45 Danger 70 Destiny 95 Warning
21 Labor 46 Corruption 71 Momentum 96 Relationship
22 Solution 47 Freedom 72 Power 97 Wealth
23 Tool 48 Debt 73 Memory 98 Home
24 Balance 49 Hate 74 Ruin 99 Strategy
25 Love 50 Possession 75 Mysticism 00 Supply

Ironsworn SRD | 124


Combat Action Oracle
Use this oracle to help inspire an action for an NPC in combat. When you’re not sure
what your foe does next, particularly when they have initiative, roll on this table and
interpret the result as appropriate to your foe and the situation.

1-3 Compel a surrender.

4-6 Coordinate with allies.

7-9 Gather reinforcements.

10-13 Seize something or someone.

14-17 Provoke a reckless response.

18-21 Intimidate or frighten.

22-25 Reveal a surprising truth.

26-29 Shift focus to someone or something else.

30-33 Destroy something, or render it useless.

34-39 Take a decisive action.

40-45 Reinforce defenses.

46-52 Ready an action.

53-60 Use the terrain to gain advantage.

61-68 Leverage the advantage of a weapon or ability.

69-78 Create an opportunity.

79-89 Attack with precision.

90-99 Attack with power.

00 Take a completely unexpected action.

Ironsworn SRD | 125


Major Plot Twist Oracle
Use this oracle to introduce a narrative surprise or revelation. Most of these results
have a negative implication, and can be used to resolve a match at a crucial moment in
your story. In particular, this is an effective tool to leverage when you make a move
with matched 10’s on the challenge dice.

1-5 It was all a diversion.

6-10 A dark secret is revealed.

11-15 A trap is sprung.

16-20 An assumption is revealed to be false.

21-25 A secret alliance is revealed.

26-30 Your actions benefit an enemy.

31-35 Someone returns unexpectedly.

36-40 A more dangerous foe is revealed.

41-45 You and an enemy share a common goal.

46-50 A true identity is revealed.

51-55 You are betrayed by someone who was trusted.

56-60 You are too late.

61-65 The true enemy is revealed.

66-70 The enemy gains new allies.

71-75 A new danger appears.

76-80 Someone or something goes missing.

81-85 The truth of a relationship is revealed.

86-90 Two seemingly unrelated situations are shown to be connected.

91-95 Unexpected powers or abilities are revealed.

96-00 Roll twice more on this table. Both results occur. If they are the same
result, make it more dramatic.

Ironsworn SRD | 126


Challenge Rank Oracle
Use this oracle when you want to randomly determine the challenge rank of a quest,
journey, or fight.

1-20 Troublesome

21-55 Dangerous

56-80 Formidable

81-93 Extreme

94-00 Epic

Ironsworn SRD | 127

You might also like