Ironsworn Delve - Moves Reference.pdf

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IRONSWORN
DELVE
MOVES
Copyright ©2020 Shawn Tomkin
The text of this work is licensed under the Creative Commons Attribution-
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Ironsworn
System Reference Document, visit ironswornrpg.com.
You may print any portion of this document for personal use.
DELVE MOVES
DISCOVER A SITE
(page 19)
When
you resolve to enter a perilous site in pursuit of an objective,
choose the theme and domain which best represent its nature (Ask
the
Oracle
if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice,
take the lowest value, and clear that number of progress boxes.
Then,
Delve the Depths
to explore this place.
REVEAL A DANGER
(page 34)
When
you encounter a risky situation within a site,
envision the danger
or roll on the following table.
Roll
1-30
31-45
46-57
58-68
69-76
77-79
80-82
83-85
86-88
89-91
92-94
95-00
Result
Check the theme card.
Check the domain card.
You encounter a hostile denizen.
You face an environmental or architectural hazard.
A discovery undermines or complicates your quest.
You confront a harrowing situation or sensation.
You face the consequences of an earlier choice or approach.
Your way is blocked or trapped.
A resource is diminished, broken, or lost.
You face a perplexing mystery or tough choice.
You lose your way or are delayed.
Roll twice more on this table. Both results occur. If they are the
same result, make it worse.
DELVE THE DEPTHS
(page 21)
When
you traverse an area within a perilous site,
envision your
surroundings (Ask
the Oracle
if unsure). Then, consider your approach. If
you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
On a
strong hit,
you delve deeper. Mark progress and
Find an Opportunity.
On a
weak hit,
roll on the following table according to your stat.
On a
miss,
Reveal a Danger.
Edge
1-45
46-65
66-75
76-80
81-00
Shadow Wits
1-30
31-65
66-90
91-99
00
1-40
41-55
56-80
81-99
00
Weak Hit Result
Mark progress and
Reveal a Danger.
Mark progress.
Choose one: Mark progress or
Find an
Opportunity.
Take both: Mark progress and
Find an
Opportunity.
Mark progress twice and
Reveal a Danger.
CHECK YOUR GEAR
(page 38)
When
you check to see if you have a specific helpful item,
and you have
at least +1 supply, roll +supply.
On a
strong hit,
you have it. Take +1 momentum.
On a
weak hit,
you have it, but your resources are diminished. Take +1
momentum and suffer -1 supply.
On a
miss,
you don’t have it and the situation grows more perilous.
Pay
the Price.
LOCATE YOUR OBJECTIVE
(page 40)
Progress Move
When
your exploration of a site comes to an end,
roll the challenge dice
and compare to your progress. Momentum is ignored on this roll.
On a
strong hit,
you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a
weak hit,
you locate your objective but face an unforeseen hazard or
complication. Envision what you find (Ask
the Oracle
if unsure).
On a
miss,
your objective falls out of reach, you have been misled
about the nature of your objective, or you discover that this site holds
unexpected depths. If you continue your exploration, clear all but one
filled progress and raise the site’s rank by one (if not already epic).
See next page for
Escape the Depths.
FIND AN OPPORTUNITY
(page 30)
When
you encounter a helpful situation or feature within a site,
roll on
the following table. If you are making this move as a result of a strong hit
on
Delve the Depths,
you may pick or envision an opportunity instead of
rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a
progress move) which directly leverages the opportunity. When you
do, add +1 and take +1 momentum on a hit.
Roll
1-25
26-45
46-57
58-68
69-78
79-86
87-90
91-94
95-98
99-00
Result
The terrain favors you, or you find a hidden path.
An aspect of the history or nature of this place is revealed.
You locate a secure area.
A clue offers insight or direction.
You get the drop on a denizen.
This area provides an opportunity to scavenge, forage, or hunt.
You locate an interesting or helpful object.
You are alerted to a potential threat.
You encounter a denizen who might support you.
You encounter a denizen in need of help.
DELVE MOVES
(CONTINUED)
ESCAPE THE DEPTHS
(page 42)
When
you flee or withdraw from a site,
consider the situation and your
approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Retrace your steps or locate an alternate path: Roll +wits.
• Keep out of sight: Roll +shadow.
On a
strong hit,
you make your way safely out of the site. Take +1
momentum.
On a
weak hit,
you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded:
Endure Harm.
• The experience leaves you shaken:
Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge.
On a
miss,
a dire threat or imposing obstacle stands in your way.
Reveal a
Danger.
If you survive, you may make your escape.
FAILURE MOVES
MARK YOUR FAILURE
(page 58)
When you
make a move and score a miss,
mark a tick on your failure
track. If
you score a miss when making a progress move,
mark two ticks.
LEARN FROM YOUR FAILURES
(page 59)
Progress Move
When
you spend time reflecting on your hardships and missteps,
and
your failure track is +6 or greater, roll your challenge dice and compare to
your progress. Momentum is ignored on this roll.
On a
strong hit,
you commit to making a dramatic change. Take 3
experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience
for each marked ability.
• Make an oath:
Swear an Iron Vow,
and reroll any dice.
• Ready your next steps: Take +3 momentum.
On a
weak hit,
you learn from your mistakes. Take 2 experience and clear
all progress.
On a
miss,
you’ve learned the wrong lessons. Take 1 experience and clear
all progress. Then, envision how you set off on an ill-fated path.
ALTERNATE DELVE MOVES
REVEAL A DANGER
(alternate version - page 68)
When
you encounter a risky situation within a site,
envision the danger
or roll on the following table.
Roll
1-22
23-42
43-58
59-64
65-70
71-76
77-82
83-88
89-94
95-00
Result
You encounter a hostile denizen.
You face an environmental or architectural hazard.
A discovery undermines or complicates your quest.
You confront a harrowing situation or sensation.
You face the consequences of an earlier choice or approach.
The path is blocked or trapped.
A resource is diminished, broken, or lost.
You face a perplexing mystery or tough choice.
You lose your way or are delayed.
Roll twice more on this table. Both results occur. If they are
the same result, make it worse.
THREAT MOVES
ADVANCE A THREAT
(page 155)
When
you give ground to a threat through inaction, failure, or delay,
roll on the table below and envision how the change manifests in your
world (Ask
the Oracle
if unsure).
Roll
1-30
Result
The threat readies its next step, or a new danger looms.
If you are in a position to prevent this development, you
may attempt to do so. If you succeed,
Reach a Milestone.
Otherwise, mark menace.
The threat works subtly to advance toward its goal, or the
danger escalates. Mark menace.
The threat makes a dramatic and immediate move, or a major
event reveals new complications. Mark menace twice.
31-70
71-00
On a match, this development also exposes a surprising aspect of the
threat’s plan or nature.
If
you mark the last box on the threat’s menace track,
the threat achieves
its goal, or the final dire outcome occurs. You must
Forsake Your Vow.
RARITY MOVES
WIELD A RARITY
(page 176)
When
you make a move aided by an augmented asset,
roll your rarity
die in place of your action die.
On
any result
with 6 showing on the rarity die, the power of the rarity
manifests in a dramatic and obvious way. You score an automatic strong
hit and take +1 momentum.
On a
hit
with 5 showing on the rarity die, the power of the rarity
manifests in a subtle way. Take +1 momentum.
On a
miss
with 1 showing on the rarity die, the rarity’s power fails or
works against you.
TAKE A HIATUS
(page 158)
When
you spend an extended time recovering in a safe place while a
threat is active,
do any of the following.
• Clear any marked conditions.
• Set your health, spirit, supply, and companion health to their
maximum values.
• Set your momentum to its reset value.
Then, for each active threat,
Advance a Threat.
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