Ironsworn - Rules Reference.pdf
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IRONSWORN
RULES SUMMARY
MOVES
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’s name is referenced within the rules or by another move,
you’ll see it as
italicized text.
ORACLES
Ask the Oracle
when you have questions in solo or co-op games, or to
provide inspiration for the GM in guided play.
When you are prompted by a move or an oracle table to generate a result
between 1 and 100, roll two ten-sided dice.
MOMENTUM
BURNING MOMENTUM
You may cancel any challenge dice which are less than your momentum
value. After you burn momentum, you must reset.
THE ACTION ROLL
Roll your action die (d6) and challenge dice (2d10). 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.
STAT
ADDS
RESETTING MOMENTUM
• The default reset is +2.
• One debility marked = your momentum reset is +1.
• More than one debility marked = your momentum reset is 0.
2
ACTION DIE
+ 2 + 1 =
5
ACTION
SCORE
4
7
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.
When you suffer -momentum, and your momentum is already at -6, you
will instead make the
Face a Setback
move.
CHALLENGE DICE
•
Strong hit
= Action score is greater than both of the challenge dice
•
Weak Hit
= Action score is greater than one of the challenge dice
•
Miss
= Action score is not greater than either of the challenge dice
SUFFERING HARM
AND STRESS
When you face mental shock or
despair, make the
Endure Stress
move. When you face physical
injury or hardship, make the
Endure Harm
move.
Rank
Troublesome
Dangerous
Formidable
Extreme
Epic
Harm / Stress
-1
-2
-3
-4
-5
PROGRESS TRACKS
Troublesome:
mark 3 progress
Formidable:
mark 1 progress
Extreme:
mark 2 ticks
Dangerous:
mark 2
progress
Epic:
mark 1 tick
INFLICTING HARM
• When you wield a deadly weapon (such as a sword, axe, spear, or
bow), you inflict 2 harm.
• When you are unarmed, or wield an improvised or simple weapon
(such as a shield, stick, club, staff, or rock), you inflict 1 harm.
• When a move tells you to mark progress, fill in the appropriate
number of ticks or progress boxes per the rank of your challenge.
• When you inflict harm on your foe in combat, each point of harm is
marked as progress on your foe’s progress track per their rank.
• When you successfully
Forge a Bond,
mark 1 tick on your bond
progress track.
FOES
Rank
Troublesome
Dangerous
Type
Common enemies
Capable fighters
and deadly
creatures
Exceptional
fighters and mighty
creatures
Foes of
overwhelming skill
or power
Legendary foes of
mythic power
Progress
3 progress per
harm
2 progress per
harm
1 progress per
harm
2 ticks per
harm
1 tick per harm
Harm
Inflicts 1
harm
Inflicts 2
harm
Inflicts 3
harm
Inflicts 4
harm
Inflicts 5
harm
PROGRESS MOVES
Your progress score = +1 for every filled progress box (4 ticks). Roll
your challenge dice (2d10) and compare to your progress score. Ignore
momentum when making a progress move.
PROGRESS SCORE
6
Formidable
Extreme
CHALLENGE DICE
4
6
Epic
MATCHES
When you roll a match on your challenge dice...
•
Strong hit:
The match represents
a twist in the narrative, something
interesting, or a new opportunity.
•
Miss:
The match represents a
heightened negative outcome, a
complication, or a new danger.
If you’re unsure what happens,
Ask the Oracle.
SUPPLY
You and your allies share the same supply value. When your supply falls
to 0, all characters make the
Out of Supply
move.
5
=
5
COMPANIONS
If you roll a 1 on your action die when using a companion ability, any
negative outcome of the move should involve your companion.
When a companion suffers physical damage, make the
Companion
Endure Harm
move.
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