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IRONSWORN

ASSETS
MASTER SET

Copyright ©2020 Shawn Tomkin.


Designed for use with the Ironsworn tabletop RPG, available at ironswornrpg.com.
The text of this work is licensed under the Creative Commons Attribution-NonCommercial-
ShareAlike 4.0 International license. For details on licenses and the Ironsworn System Reference
Document, visit ironswornrpg.com.
Updated February 12, 2020

WRITING AND DESIGN ACKNOWLEDGEMENTS


Shawn Tomkin Thank you to Alice Southey, Bill Andel,
Bodhi Hunt, HolyRoller, Jeff Lopez,
EDITING Jeremiah Wenneker, Joel Briton, Justin
Matt Click Gordon, Krzysztof Czopek, Liam Moher,
M. Quintanilla, Matt Click, Robin Avery,
IMAGE CREDITS Samuel Rondón Acevedo, and other
Selected icons from game-icons.net by members of the Ironsworn community for
Lorc and Delapouite under CC BY 3.0. feedback and inspiration.

You may print these assets for personal use. They are sized for use with standard 3.5x2.5in
(88x63mm) card protectors. A printed deck of assets is also available for purchase at
ironswornrpg.com.

A NOTE ABOUT ASSETS AND PROGRESS MOVES


Some assets include abilities which might be applied to a variety of moves. This is usually
phrased as “when you make a move to [blank].” However, unless an asset specifically defines
a benefit for a progress move, you may not leverage an asset ability when making one of those
moves. To learn more about progress moves, see page 17 of the Ironsworn rulebook.
UPDATE NOTES - FEBRUARY 2020

BATTLE-SCARRED ARCHER
• 2nd ability: Changed from “reduce • 2nd ability: Added “decide before rolling”
your maximum health or spirit” to
“reduce your maximum health.” Added BERSERKER
momemtum reward when you Endure
• 2nd ability: Changed to work on Strike
Stress +heart.
or Clash, instead of just Strike. Added
• 3rd ability: Reworked ability to allow for “decide before rolling”
rolling +wits or +heart on Endure Harm,
with a +1 momentum reward on a hit.
BRAWLER
• 2nd ability: Rework of this ability. Now
BLADE-BOUND supports Strike only, includes an “add +2”
• 1st ability: Added “add +1” bonus. bonus, and carries a cost of -1 momentum
• 2nd ability: Updated to allow for a Gather on a weak hit or miss.
Information move without first scoring • 3rd ability: Added “take +1 momentum
a miss. Added “add +1 and take +2 on a hit.”
momentum on a hit” bonus.
• 3rd ability: Updated with “decide before LONG-ARM
rolling.” • 1st ability: Reworked ability to reward
using the staff as a simple (non-deadly)
DEVOTANT weapon. Added “add +1” bonus.
• 1st ability: Changed momentum bonus to
+2 (instead of +1). SKIRMISHER
• 2nd ability: Updated for Strike only
FORTUNE HUNTER (instead of Strike or Clash). Added “decide
• 1st ability: Minor wording changes. before rolling”. Added “add +1” bonus.
• 3rd ability: Updated to reduce the supply
reward (+2 instead of +1) when also SWORDMASTER
taking +wealth. • 1st ability: Added “add +1 on your next
move”.
HONORBOUND
• 3rd ability: Changed ability. Updated to THUNDER-BRINGER
allow for rerolling one challenge die if you • 2nd ability: Reworked ability to reduce
FulFill Your Vow and score a miss, but harm in exchange for a momentum
at the risk of reducing maxium spirit on reward. Added an “add +1 on your next
another miss. move” bonus.
• 3rd ability: increased harm reward from
VETERAN +1 to +2.
• 1st ability: Added “add +1 when you
make your next move” to benefits. TOTEM
Limited taking initiative to once per fight. • 1st ability: Changed “animal companion”
to “animal or beast companion.”
WAYFINDER
• 1st ability: Added “take +1 momentum
on a strong hit.” Reduced momentum
reward when burning momentum from
+2 to +1.
COMPANION COMPANION COMPANION

CAVE LION GIANT SPIDER HAWK


Name: Name: Name:
Your cat takes down its prey. Your spider uncovers secrets. Your hawk can aid you while it is aloft.
 Eager: When your cat chases down big  Discreet: When you Secure an Advantage  Far-seeing: When you Undertake
game, you may Resupply with +edge by sending your spider to scout a place, a Journey, or when you Resupply by
(instead of +wits). If you do, take +1 add +1 and take +1 momentum on a hit. hunting for small game, add +1.
supply or +1 momentum on a strong hit.  Soul-Piercing: You may Face Danger  Fierce: When you Secure an Advantage
 Inescapable: When you Enter the +shadow by sending your spider to secretly +edge using your hawk to harass and
Fray or Strike by sending your cat to study someone. On a hit, the spider returns distract your foes, add +1 and take +1
attack, roll +edge. On a hit, take +2 to reveal the target’s deepest fears through momentum on a hit.
momentum. a reflection in its glassy eyes. Use this to  Vigilant: When you Face Danger
 Protective: When you Make Camp, Gather Information and reroll any dice. +wits to detect an approaching threat,
your cat is alert to trouble. If you or an  Ensnaring: When your spider sets a trap, or when you Enter the Fray +wits
ally choose to relax, take +1 spirit. If add +1 as you Enter the Fray +shadow. against an ambush, add +2.
you focus, take +1 momentum. On a strong hit, also inflict 2 harm.

0 +1 +2 +3 +4 0 +1 +2 +3 +4 0 +1 +2 +3

COMPANION COMPANION COMPANION

HORSE HOUND KINDRED


Name: Name: Name:
You and your horse ride as one. Your hound is your steadfast companion. Your friend stands by you.
 Swift: When you Face Danger +edge  Sharp: When you Gather Information  Skilled: When you make a move outside
using your horse’s speed and grace, or using your hound’s keen senses to of combat aided by your companion’s
when you Undertake a Journey, add +1. track your quarry or investigate a expertise, add +1.
 Fearless: When you Enter the Fray scene, add +1 and take +1 momentum Expertise:
or Secure an Advantage +heart by on a hit.
charging into combat, add +1 and take  Ferocious: When you Strike or Clash  Shield-Kin: When you Clash or Battle
+1 momentum on a hit. alongside your hound and score a hit, alongside your companion, or when
inflict +1 harm or take +1 momentum. you Face Danger against an attack by
 Mighty: When you Strike or Clash at
standing together, add +1.
close range while mounted, add +1  Loyal: When you Endure Stress in the
and inflict +1 harm on a hit. company of your hound, add +1.  Bonded: Once you mark a bond with
your companion, add +1 when you
Face Desolation in their presence.

0 +1 +2 +3 +4 +5 0 +1 +2 +3 +4 0 +1 +2 +3 +4

COMPANION COMPANION COMPANION

MAMMOTH OWL RAVEN


Name: Name: Name:
Your mammoth walks a resolute path. Your owl soars through the darkness. Your raven heeds your call.
 Lumbering: When your mammoth  Nocturnal: If you Resupply at night  Sly: When you Secure an Advantage or
travels with you as you Undertake a by sending your owl to hunt, take +2 Face Danger +shadow using your raven
Journey, you may add +2 but suffer -1 momentum on a hit. When you Enter the to perform trickery (such as creating a
momentum (decide before rolling). Fray +wits against an ambush in darkness, distraction or stealing a small object)
 Beast of burden: When you make add +1 and take +1 momentum on a hit. add +1 and take +1 momentum on a hit.
a move which requires you to roll  Sage: When you leverage your owl’s  Knowing: When you Face Death,
+supply, you may instead roll +your secret knowledge to perform a ritual, add +2 and take +1 momentum on a hit.
mammoth’s health. add +1 or take +1 momentum on a hit  Diligent: When your raven carries
 Overpowering: When you Strike (decide before rolling). messages for you, you may Secure an
or Clash by riding your mammoth  Embodying: When you Face Death, take Advantage, Gather Information, or
against a pack of foes, add +1 and your owl’s health as +momentum before Compel from a distance.
inflict +1 harm on a hit. you roll.

0 +1 +2 +3 +4 +5 0 +1 +2 +3 0 +1 +2
COMPANION COMPANION COMPANION

COMPANION COMPANION COMPANION

COMPANION COMPANION COMPANION


COMPANION PATH PATH

YOUNG WYVERN ALCHEMIST ANIMAL KIN


Name:  When you create an elixir, choose an  When you make a move to pacify, calm,
effect: Deftness (edge), audacity (heart), control, aid, or fend off an animal (or
Your wyvern won’t devour you. For now. vigor (iron), slyness (shadow), or clarity an animal or beast companion), add +1
 Insatiable: When you Undertake a (wits). Then, suffer -1 supply and roll and take +1 momentum on a hit.
Journey and score a hit, you may suffer -1 +wits. On a strong hit, you create a single  You may add or upgrade an animal
supply in exchange for +2 momentum. dose. The character who consumes the or beast companion asset for 1 fewer
 Indomitable: When you make the elixir must Face Danger +iron and score experience. Once you mark all their
Companion Endure Harm move for your a hit, after which they add +1 when abilities, you may Forge a Bond with
wyvern, add +2 and take +1 momentum making moves with the related stat until them and take an automatic strong hit.
on a hit. their health, spirit, or momentum fall When you do, mark a bond twice and
 Savage: When you Strike by below +1. On a weak hit, as above, but take 1 experience.
commanding your wyvern to attack, suffer an additional -1 supply to create it.  Once per fight, when you leverage your
roll +heart. Your wyvern inflicts 3 harm  As above, and you may choose two animal or beast companion to make a
on a hit. effects for a single dose, or create two move, reroll any dice. On a hit, take +1
doses of the same effect. momentum.
 When you prepare an elixir, add +1
0 +1 +2 +3 +4 +5
and take +1 momentum on a hit.

PATH PATH PATH

BANNER-SWORN BATTLE-SCARRED BLADE-BOUND


Name: Once you become maimed... Name:
Once you mark a bond with a leader or  You focus your energies: Reduce your Once you mark a bond with a kin-blade, a
faction... edge or iron by 1 and add +2 to wits sentient weapon imbued with the spirit of
or heart, or +1 to each (to a maximum
 When you Swear an Iron Vow to serve your ancestor...
of +4).
your leader or faction on a mission,  When you Enter the Fray or Draw the
 You overcome your limitations:
you may reroll any dice. When you Circle while wielding your kin-blade,
Reduce your maximum health by 1.
Fulfill Your Vow and mark experience, add +1 and take +1 momentum on
Maimed no longer counts as a debility,
take +1 experience. a hit.
and does not reduce your maximum
 When you Sojourn or Make Camp in momentum or reset value. When  When you Gather Information by
the company of your banner-kin, add you Endure Stress +heart, take +1 listening to the whispers of your kin-
+1 and take +1 momentum on a hit. momentum on a strong hit. blade, add +1 and take +2 momentum
 When you Enter the Fray bearing your on a hit. Then, Endure Stress (2 stress).
 You have stared down death before:
banner, add +1 and take +1 momentum When you are at 0 health and Endure  When you Strike with your kin-blade
on a hit. When you burn momentum Harm, you may roll +wits or +heart to inflict savage harm (decide before
while carrying your banner in combat, (instead of +health or +iron). If you rolling), add +1 and inflict +2 harm on
take +1 momentum after you reset. do, take +1 momentum on a hit. a hit. Then, Endure Stress (2 stress).

PATH PATH PATH

BONDED DANCER DEVOTANT


 When you make a move which gives  When you Secure an Advantage +edge God’s Name:
you an add for sharing a bond, add by dancing for an audience, add +1
+1 more. and take +2 momentum on a hit. On a Stat:
 When you completely fill a box on strong hit, also add +2 (one time only)  When you say your daily prayers, you
your bonds progress track, envision if you make a move to interact with may Secure an Advantage by asking
what your relationships have taught someone in the audience. your god to grant a blessing. If you
you. Then, take 1 experience and +2  When you Face Danger +edge in a fight do, roll +your god’s stat. On a hit,
momentum. by nimbly avoiding your foe’s attacks, take +2 momentum.
 When you make a move in a crucial add +1 and take +1 momentum on a hit.  When you Swear an Iron Vow to serve
moment and score a miss, you may  When you or an ally make a progress your god on a divine quest, you may
cling to thoughts of your bond-kin for move and score a hit, you may perform a roll +your god’s stat and reroll any
courage or encouragement. If you do, dance to commemorate the event. If you dice. When you Fulfill Your Vow and
reroll any dice. On another miss, in do, roll +edge. On a strong hit, you and mark experience, take +1 experience.
addition to the outcome of the move, each of your allies take +2 momentum  When you Sojourn by sharing the
you must mark shaken or corrupted. If and +1 spirit. On a weak hit, you take +1 word of your god, you may roll
both debilities are already marked, Face momentum or +1 spirit, but your allies +your god’s stat. If you do, take +1
Desolation. are unmoved. momentum on a hit.
PATH PATH COMPANION

PATH PATH PATH

PATH PATH PATH


PATH PATH PATH

EMPOWERED FORTUNE HUNTER HERBALIST


Title/Lineage:  When you Swear an Iron Vow to  When you attempt to Heal using
someone under the promise of payment, herbal remedies, and you have at least
 When you Sojourn and score a weak add +1 and give the quest a special mark. +1 supply, choose one (decide before
hit or miss, you may claim the rights When you successfully Fulfill Your Vow rolling).
of hospitality warranted by your title to them, take +wealth equal to the rank • Add +2.
or lineage. If you do, roll all dice of the quest. If you leverage wealth when • On a hit, take or give an additional
again and add +1. On a miss, you are making a move where resources are a +1 health.
refused, and your presumption causes factor, add +wealth and suffer -1 wealth.
significant new trouble.  When you Heal a companion, ally, or
 When in a community or trading, you other character, and score a hit, take
 When you exert your title or lineage may suffer -1 wealth and take +2 supply. +1 spirit or +1 momentum.
to Compel, add +1 and take +1  When you Resupply by scavenging or
momentum on a hit.  When you Make Camp and choose
looting, and score a strong hit with the option to partake, you can create
 When you forgo your title or lineage a match, you may envision finding a restorative meal. If you do, you and
and Forge a Bond as an equal, or an object of value. If you do, take +1
your companions take +1 health. Any
when you Swear an Iron Vow to serve supply (instead of +2) and +1 wealth.
allies who choose to partake also take
someone of a lower station, add +1 and
+1 health, and do not suffer -supply.
take +1 momentum or +1 spirit on a hit. 0 +1 +2 +3 +4 +5

PATH PATH PATH

HONORBOUND IMPROVISER INFILTRATOR


 When you Turn the Tide, envision how  When you Check your Gear, you may  When you make a move to breach,
your vows give you strength in this roll +wits (instead of +supply). If traverse, or hide within an area held
moment. Then, when you make your you do, envision how you make do by an enemy, add +1 and take +1
move, add +2 (instead of +1) and take with a clever solution, and take +1 momentum on a hit.
+1 momentum on a hit. momentum on a hit.  When you Gather Information within
 When you Secure an Advantage or  When you Secure an Advantage or an enemy area to discover their
Compel by telling a hard truth, add Face Danger by cobbling together an positions, plans, or methods, or when
+1 and take +1 momentum on a hit. ad hoc tool or apparatus, add +1 and you Secure an Advantage within that
On a weak hit or miss, envision how take +1 momentum on a hit. After area through observation, you may roll
this truth complicates your current rolling, you may also suffer -1 supply +shadow (instead of +wits). If you do,
situation. and add +1 more. take +1 momentum on a hit.
 When you Fulfill Your Vow and score a  When you throw caution to the wind  When you Resupply within an enemy
miss, you may reroll one challenge die. and make an impulsive move in a risky area by scavenging or looting, you may
If you score a miss again, reduce your situation, you may add +2. If you do, roll +shadow (instead of +wits). If you
maximum spirit by 1. You may recover take +1 momentum on a strong hit, do, take +1 momentum or +1 supply
this lost spirit when you next Fulfill but count a weak hit as a miss. on a hit.
Your Vow and score a strong hit.

PATH PATH PATH

LOYALIST MASKED OATHBREAKER


 When you Aid Your Ally, add +1 and Once you mark a bond with elves, and are Once you Forsake Your Vow...
take +1 momentum on a hit. This is gifted a mask of precious elderwood...  This asset counts as a debility. One
in addition to the benefits taken by  Choose your mask’s material. time only, when you Swear an Iron
your ally.  Thunderwood: Edge / Health Vow to redeem yourself (extreme or
 When an ally makes the Endure Stress  Bloodwood: Iron / Health greater), give that vow a special mark.
move in your company, they add +1  Ghostwood: Shadow / Spirit When you Reach a Milestone on the
and you take +1 momentum on a hit.  Whisperwood: Wits / Spirit marked vow, take +2 momentum.
 When you stand with your ally as When you wear the mask and make a  When you Secure an Advantage
they make a progress move, envision move which uses its stat, add +1. If you or Compel by reaffirming your
how you support them. Then, roll one roll a 1 on your action die, suffer -1 to commitment to your marked vow, add
challenge die. On a 1-9, your ally may the associated track (in addition to any +1 and take +1 momentum on a hit.
replace one of their challenge dice other outcome of the move).  When you Fulfill Your Vow on your
with yours. On a 10, envision how you  As above, and you may instead add +2 marked quest and score a hit, you find
inadvertently undermine their action; and suffer -2 (decide before rolling). redemption and automatically activate
your ally must replace their lowest  When you Face Death or Face this ability at no cost. You may then
challenge die with yours. Desolation while wearing the mask, you improve one of your stats by +1 and
may roll +its stat (instead of +heart). discard this asset.
PATH PATH PATH

PATH PATH PATH

PATH PATH PATH


PATH PATH PATH

OUTCAST PRETENDER REVENANT


 When your supply is reduced to 0, suffer  When you establish a false identity, roll Once you Face Death and return to the
any remaining -supply as -momentum. +shadow. On a strong hit, you may add world of the living...
Then, roll +wits. On a strong hit, +2 when you make moves using this  When you are at 0 health, and Endure
you manage to scrape by and take +1 identity to deceive or influence others. Harm or Face Death, add +1. If you
supply. On a weak hit, you may suffer If you roll a 1 on your action die when then burn momentum to improve
-2 momentum in exchange for +1 using your false identity, someone your result, envision what bond or vow
supply. On a miss, you are Out of Supply. doubts you. Make appropriate moves binds you to this world, and take +2
 When you Sojourn, you may reroll to reassure them or prevent them from momentum after you reset.
any dice. If you do (decide before your revealing the truth. On a weak hit, as  When you make a move to investigate,
first roll), your needs are few, but your above, but add +1 (instead of +2). oppose, or interact with a horror, spirit,
isolation sets you apart from others. A  As above, and you may roll +shadow or other undead being, add +1.
strong hit counts as a weak hit. (instead of +heart) when you Sojourn  When you bring death to your foe
 When you Reach Your Destination under your false identity. If you do, to End the Fight, you may burn
and score a strong hit, you recall or take +1 momentum on a hit. momentum to cancel one (not both) of
recognize something helpful about  When you Secure an Advantage by the challenge dice if your momentum is
this place. Envision what it is, and take revealing your true identity in a greater than the value of that die. If you
+2 momentum. dramatic moment, reroll any dice. do, Endure Stress (2 stress).

PATH PATH PATH

RIDER RITUALIST SHADOW-KIN


If you are with your horse companion... Once you Fulfill Your Vow (formidable or Once you become corrupted...
 When you Heal your horse, or when you greater) in service to an elder mystic, and  You harden your heart: Reduce your
Face Danger to calm or encourage it, Forge a Bond to train with them... heart stat by 1 and add up to +2 to
add +1 and take +1 momentum on a hit.  When you Secure an Advantage to shadow (to a maximum of +4).
 When you Undertake a Journey, you may ready yourself for a ritual, envision  You are attuned to the realms of
push your horse harder and add +1 (after how you prepare. Then, add +1 and shadow: When you perform a ritual,
rolling). If you do, make the Companion take +1 momentum on a hit. add +1.
Endure Harm move (1 harm).  When you perform a ritual, you may  You know the sly ways of death: When
 When you Secure an Advantage +wits suffer -1 supply and add +1 (decide you Face Death, you may roll +shadow
by sizing up a perilous situation from before rolling). (instead of +heart). On a weak hit, if
the saddle, you are one with your  When you tattoo the essence of a you choose to undertake a deathbound
horse’s instincts. Add +1 and take +1 new ritual onto your skin, envision quest, you may roll +shadow (instead
momentum on a hit. the mark you create. You may then of +heart) and reroll any dice as you
purchase and upgrade that ritual asset Swear an Iron Vow. When you Fulfill
for 1 fewer experience. Your Vow on that quest and and mark
experience, take +2 experience.

PATH PATH PATH

SIGHTED SLAYER SPIRIT-BOUND


 When you Face Danger or Gather  When you Gather Information by  You are haunted by someone whose
Information to identify or detect tracking a beast or horror, or when death you caused through your actions
mystic forces, add +1 and take +1 you Secure an Advantage by readying or failures. When you consult with
momentum on a hit. yourself for a fight against them, add their spirit to Secure an Advantage or
 When you Compel, Forge a Bond, or +1 and take +1 momentum on a hit. Gather Information, add +1 and take
Test Your Bond with a fellow mystic  When you Swear an Iron Vow to slay +2 momentum on a hit. On a weak hit,
or mystical being, add +1 and take +1 a beast or horror, you may reroll any also Endure Stress (1 stress).
momentum on a hit. dice. When you Fulfill Your Vow and  When you Face Death guided by the
 When you Secure an Advantage by mark experience, take +1 experience. spirit, add +1. On a strong hit, envision
studying someone or something in a  When you slay a beast or horror (at what you learn and take 1 experience.
charged situation, add +1 and take +1 least formidable), you may take a  One time only, when you successfully
momentum on a hit. When you also trophy and choose one. Fulfill Your Vow (formidable or greater)
pierce the veil to explore deeper truths • Power a ritual: When you or an ally in service to the spirit, choose one.
(decide before rolling), you may reroll make a ritual move, reroll any dice • Let them go: Take 2 experience for each
any dice. If you do, count a weak hit as (one time only). marked ability and discard this asset.
a miss. • Prove your worth: When you Sojourn, • Deepen your connection: Add +1
reroll any dice (one time only). more when you leverage this asset.
PATH PATH PATH

PATH PATH PATH

PATH PATH PATH


PATH PATH PATH

STORYWEAVER TRICKSTER VETERAN


 When you Secure an Advantage,  When you Face Danger, Secure an  When you burn momentum to
Compel, or Forge a Bond by sharing an Advantage, or Compel by lying, improve your result in combat, envision
inspiring or enlightening song, poem, bluffing, stealing, or cheating, add +1. how your hard-won fighting experience
or tale, envision the story you tell.  When you Gather Information by gives you the upper hand. Then, take
Then, add +1 and take +1 momentum investigating a devious scheme, you +1 momentum after you reset, and add
on a hit. may roll +shadow (instead of +wits). If +1 when you make your next move.
 When you Make Camp and choose the you do, take +2 momentum on a hit. Once per fight, you also take initaitive
option to relax, you may share a story  When you Forge a Bond for a when burning momentum to improve a
with your allies or compose a new relationship founded on a lie, choose miss to a weak hit.
story if alone. If you do, envision the one.  When you Swear an Iron Vow to
story you tell and take +1 spirit or +1 • Keep your secret: Roll +shadow someone who fought beside you, or
momentum. Any allies who choose to (instead of +heart). Forge a Bond with them, add +2 and
relax in your company may also take take +2 momentum on a hit.
• Reveal the truth: Roll +heart. On a
+1 spirit or +1 momentum.  When you Resupply by looting the
strong hit, mark a bond twice and
 When you Sojourn within a take 1 experience. A weak hit counts dead on a field of battle, add +1 and
community with which you share a as a miss. take +1 momentum on a hit.
bond, add +2 (instead of +1).

PATH PATH PATH

WATERBORN WAYFINDER WEAPONMASTER


 When you Face Danger, Gather  When you Undertake a Journey, take Once you Fulfill Your Vow (formidable or
Information, or Secure an Advantage +1 momentum on a strong hit. If you greater) in service to a seasoned warrior,
related to your knowledge of burn momentum to improve your and Forge a Bond to train with them...
watercraft, water travel, or aquatic result, also take +1 momentum after  When you Secure an Advantage by
environments or creatures, add +1 and you reset. sizing up your foe in a fight, or in a
take +1 momentum on a hit.  When you Secure an Advantage charged situation which may lead to a
 When you Undertake a Journey by or Gather Information by carefully fight, add +1 and take +1 momentum
boat or ship, add +1. On a strong hit, surveying the landscape or scouting on a hit.
also choose one. ahead, add +1 and take +1 momentum  When you study or train in a new
• The wind is at your back: Mark on a hit. weapon or technique, you may obtain
progress twice.  When you Swear an Iron Vow to safely and upgrade that combat talent for 1
• Find safe anchor: Make Camp now guide someone on a perilous journey, fewer experience.
and reroll any dice. you may reroll any dice. When you  When you Turn the Tide with a sudden
• Reap the bounty: Resupply now and Fulfill Your Vow and mark experience, change of weapon or technique, and
reroll any dice. take +1 experience. your next move is a Strike, add +1 and
 When you Enter the Fray aboard a inflict +2 harm on a strong hit.
boat or ship, reroll any dice.

PATH PATH COMBAT TALENT

WILDBLOOD WRIGHT ARCHER


 When you Face Danger, Secure an Specialty: If you wield a bow....
Advantage, or Gather Information  When you Secure an Advantage by
using your knowledge of tracking,  When you Secure an Advantage by
crafting a useful item using your taking a moment to aim, choose your
woodcraft, or woodland creatures, approach and add +1.
add +1. specialty, or when you Face Danger
to create or repair an item in a • Trust your instincts: Roll +wits, and
 When you Face Danger or Secure an take +2 momentum on a strong hit.
perilous situation, add +1 and take +1
Advantage by hiding or sneaking in • Line up your shot: Roll +edge, and
momentum on a hit.
the woodlands, add +1 and take +1 take +1 momentum on a hit.
 As above, and you may suffer -1 supply
momentum on a hit.  Once per fight, when you Strike
(after rolling) to add an additional +1.
 When you Make Camp in the or Clash, you may take extra shots
 When you give the item you create as
woodlands, you may roll +wits and suffer -1 supply (decide before
a gift to commemorate an important
(instead of +supply). If you do, you rolling). When you do, reroll any dice.
event or relationship, you may (one
and your allies each choose 1 more On a hit, inflict +2 harm and take +1
time only) reroll any dice when you
option on a hit. momentum.
Compel, Forge a Bond, or Test Your
Bond.  When you Resupply by hunting, add
+1 and take +1 momentum on a hit.
PATH PATH PATH

PATH PATH PATH

COMBAT PATH PATH


TALENT
COMBAT TALENT COMBAT TALENT COMBAT TALENT

BERSERKER BRAWLER CUTTHROAT


If you are clad only in animal pelts… If you are unarmed or fighting with a If you wield a dagger or knife...
 When you Secure an Advantage or non-deadly weapon...  When you are in position to Strike
Compel by embodying your wild nature,  When you Secure an Advantage +iron at an unsuspecting foe, choose one
add +1 and take +1 momentum on a hit. by engaging in close-quarters brawling (before rolling).
 When you Strike or Clash by unleashing (such as punching, tripping, or • Add +2 and take +1 momentum
your rage (decide before rolling), inflict grappling), add +1. If you score a hit, on a hit.
+1 harm on a hit. Then, choose one. you may also inflict 1 harm. • Inflict +2 harm on a hit.
• Push yourself: Endure Harm (1 harm).  When you use an unarmed attack or  When you Compel someone at the
• Lose yourself: Endure Stress (1 stress). simple weapon to Strike with deadly point of your blade, or when you rely
 When you Endure Harm in a fight, intent, add +2 and inflict 2 harm on on your blade to Face Danger, add +1.
and your health is above 0, you may let a hit (instead of 1). On a weak hit or  Once per fight, when you Secure an
the pain inflame your wildness (decide miss, suffer -1 momentum (in addition Advantage +shadow by performing a
before rolling). If you then score a to any other outcome of the move). feint or misdirection, reroll any dice
strong hit and choose to embrace the  When you Face Danger or Clash and take +1 momentum on a hit.
pain, take +momentum equal to your against a brawling attack, add +1 and
remaining health. A weak hit counts take +1 momentum on a hit.
as a miss.

COMBAT TALENT COMBAT TALENT COMBAT TALENT

DUELIST FLETCHER IRONCLAD


If you wield a bladed weapon in each  When you Secure an Advantage If you wear armor...
hand... by crafting arrows of fine quality,  When you equip or adjust your armor,
 When you Strike or Clash, you may add +1. Then, take +1 supply or +1 choose one.
add +2. If you do (decide before momentum on a hit. • Lightly armored: When you Endure
rolling), inflict +1 harm on a strong  When you Resupply by recovering or Harm in a fight, add +1 and take +1
hit and count a weak hit as a miss. gathering arrows after a battle, add +2. momentum on a hit.
 Once per fight, when you Secure an  When you craft a single arrow • Geared for war: Mark encumbered.
Advantage +edge by making a bold designated for a specific foe, envision When you Endure Harm in a fight,
display of your combat prowess, you the process and materials, and roll add +2 and take +1 momentum on
may reroll any dice. +wits. On a strong hit, take both. On a a hit.
 When you Draw the Circle, choose one weak hit, choose one.  When you Clash while you are geared
(before rolling). • Seeker: When a shooter uses the for war, add +1.
• Add +2. arrow to Strike or Clash against this  When you Compel in a situation where
• Take +2 momentum on a hit. foe, reroll any dice (one time only). strength of arms is a factor, add +2.
• Ravager: When a shooter uses the
arrow to inflict harm against this foe, LIGHTLY GEARED
ARMORED FOR WAR
inflict +1d6 harm (one time only).

COMBAT TALENT COMBAT TALENT COMBAT TALENT

LONG-ARM SHIELD-BEARER SKIRMISHER


If you wield a staff... If you wield a shield... If you wield a spear...
 In your hands, a humble staff is a  When you Face Danger using your  When you Face Danger by holding a foe
deadly weapon (2 harm). When you shield as cover, add +1. When you at bay using your spear’s reach, roll +iron
instead use it as a simple weapon (1 Clash in close quarters, take +1 or +edge. If you score a hit, you may...
harm), you may Strike or Clash +edge momentum on a strong hit. • Iron: Strike (if you have initiative) or
(instead of iron). If you do, add +1 and  When you paint your shield with a Clash now, and add +1.
take +1 momentum on a hit. meaningful symbol, envision what you • Edge: Take +1 momentum.
 When you Secure an Advantage +edge create. Then, if you Endure Stress as  When you Strike in close combat, you
using your staff to disarm, trip, shove, you face off against a fearsome foe, add may attempt to drive your spear home
or stun your foe, add +1 and take +1 +1 and take +1 momentum on a hit. (decide before rolling). If you do, add
momentum on a hit.  When forced to Endure Harm in a +1 and inflict +2 harm on a hit. If you
 When you Undertake a Journey and fight, you may instead sacrifice your score a hit and the fight continues, Face
score a strong hit, or if you accompany shield and ignore all harm. If you Danger +iron to recover your spear.
an ally who scores a strong hit on that do, the shield is destroyed. Once per  When you Secure an Advantage by
move, your staff provides support fight, you also take initiative when you bracing your spear against a charging
and comfort in your travels; take +1 sacrifice your shield to avoid harm. foe, add +1 and take +1 momentum
momentum. on a hit.
COMBAT COMBAT COMBAT
TALENT TALENT TALENT

COMBAT COMBAT COMBAT


TALENT TALENT TALENT

COMBAT COMBAT COMBAT


TALENT TALENT TALENT
COMBAT TALENT COMBAT TALENT COMBAT TALENT

SLINGER SUNDERER SWORDMASTER


If you wield a sling... If you wield an axe... If you wield a sword...
 When launched from a sling, a simple  When you Strike or Clash in  When you Strike or Clash and burn
stone inflicts deadly harm (2 harm). close quarters, you may suffer -1 momentum to improve your result,
When you Enter the Fray by barraging momentum and inflict +1 harm on a inflict +2 harm. If the fight continues,
your foe with sling-bullets, inflict hit (decide before rolling). add +1 on your next move.
harm on a strong hit.  When you have your axe in hand, and  When you Clash and score a strong
 When you Strike by launching stones at use the promise of violence to Compel hit, add +1 if you immediately follow
an advancing foe, you may choose one or Secure an Advantage, add +1 and with a Strike.
(before rolling). take +1 momentum on a hit.  When you Swear an Iron Vow by
• Hold them back: Retain initiative on  When you make a tribute to a fallen kneeling and grasping your sword’s
a weak hit, but inflict only 1 harm. foe (formidable or greater) by carving blade, add +1 and take +1 momentum
• Hit them hard: Inflict +1 harm on a a rune in the haft of your axe, roll on a hit. If you let the edge draw blood
hit, but suffer -1 momentum. +heart. On a strong hit, inflict +1d6 from your hands, Endure Harm (1
 When you Secure an Advantage by harm (one time only) when you Strike harm) in exchange for an additional
preparing stones of a special quality or Clash. On a weak hit, as above, but +1 momentum on a hit.
or material, add +1. Then, take +1 this death weighs on you; Endure Stress
momentum or +1 supply on a hit. (2 stress).

COMBAT TALENT RITUAL RITUAL

THUNDER-BRINGER AUGUR AWAKENING


If you wield a mighty hammer...  When you summon a flock of crows  When you create a simulacrum, roll
 When you Face Danger, Secure an and ask a single question, roll +wits. +heart. On a strong hit, your creation is
Advantage, or Compel by hitting or On a strong hit, you interpret their given unnatural life. If it aids you as you
breaking an inanimate object, add +1 calls as a helpful omen. Envision the make a move to assault or overcome an
and take +1 momentum on a hit. response (Ask the Oracle if unsure) obstacle through strength, add +2. It has
 When you Strike a foe to knock them and take +2 momentum. On a weak 3 health and suffers harm as appropriate,
back, stun them, or put them off hit, the crows ignore your question and but is not a companion and may not be
balance, inflict 1 harm (instead of 2) offer a clue to an unrelated problem or healed. At 0 health, it is dead. On a weak
opportunity in this area. Envision what hit, as above, but if you roll a 1 on your
and take +2 momentum on a hit. On a
you learn (Ask the Oracle if unsure), action die when aided by your creation,
strong hit, you also create an opening
and take +1 momentum. you must Face Danger +heart to keep it
and add +1 on your next move.
 As above, and the crows will also help from turning on you (as a formidable foe).
 When you Turn the Tide, you may
guide you on the proper path. On a  Your simulacrum has 6 health.
Strike with all the fury and power you
can muster. If you do (decide before hit, add +1 on the next segment when  When you perform this ritual, add +1
rolling), you may reroll any dice and you Undertake a Journey. and take +1 momentum on a hit.
inflict +2 harm on a strong hit, but  When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6
count a weak hit as a miss. and take +1 momentum on a hit.

RITUAL RITUAL RITUAL

BIND COMMUNION DIVINATION


 When you wear an animal pelt and  When you surround the remains  When you take a drop of blood from a
dance in moonlight, roll +wits. On a of a recently deceased intelligent willing subject (not yourself) and cast
strong hit, you or an ally may wear the creature with lit candles, and summon the rune-carved stones, roll +heart. On
pelt and add +1 when making moves its spirit, roll +heart. Add +1 if you a strong hit, you may read the runes to
with the related stat (wolf-edge; bear- share a bond. On a strong hit, the gain insight about the subject and people
iron; deer-heart; fox-shadow; boar- spirit appears and you may converse close to them, including information
wits). If the wearer rolls a 1 on their for a few minutes. Make moves as you and the subject have no knowledge
action die while making a move using appropriate (add +1). On a weak hit, of. If you use the reading to Gather
the pelt, the magic is spent. On a weak as above, but the spirit also delivers Information, Compel, or Forge a Bond,
hit, as above, but the wilds call as you troubling news unrelated to your add +1. On a weak hit, as above, but the
dance; Endure Stress (2 stress). purpose. Envision what it tells you runes reveal their secrets only with extra
 As above, and you may instead (Ask the Oracle if unsure) and Endure time and focus; suffer -2 momentum.
perform this ritual wearing the pelt of Stress (1 stress).  As above, and your divination can
a beast. If you do, name the related stat  As above, and you may also commune also reveal information about the
and add +2 (instead of +1). with the long-dead. subject’s future.
 When you perform this ritual, add +1  When you perform this ritual, add +1  When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit. and take +1 momentum on a hit.
COMBAT COMBAT COMBAT
TALENT TALENT TALENT

RITUAL RITUAL COMBAT


TALENT

RITUAL RITUAL RITUAL


RITUAL RITUAL RITUAL

INVOKE KEEN LEECH


 When you consume the mystical essence  When you hold a weapon and sing a  When you mark your hands or weapon
of your surroundings, roll +wits. On keen for those it has killed, roll +heart. with an intricate blood rune, roll +iron.
a strong hit, add the value of your On a strong hit, the wielder inflicts On a strong hit, the rune thirsts for
action die to your essence track (max +1 harm when they Strike or Clash. fresh blood. One time only, when you
6). You may then Secure an Advantage If they roll a 1 on their action die make a move to inflict harm, reroll
or Face Danger +essence to create when making a move to inflict harm, any dice and inflict +2 harm on a hit.
minor mystical effects or illusions. If the magic is spent. On a weak hit, as Then, for each point of harm inflicted,
you do, suffer -1 essence and take +1 above, but the voices of those who take +1 and allocate it as +health or
momentum on a hit. On a weak hit, as were slain join in your song; Endure +momentum. On a weak hit, as above,
above, but capturing these energies is Stress (2 stress). but this asset counts as a debility until
harrowing; Endure Stress (2 stress).  As above, and the wielder may also the rune’s thirst is quenched.
 You may Compel +essence (and suffer (one time only) add +1 and take +2  As above, and you may also touch an
-1 essence) through a show of power. momentum on a hit when they Draw ally or companion and let them take
 When you perform this ritual, add +1 the Circle, Enter the Fray, or Battle. any remaining points as +health or
and take +1 essence on a hit.  When you perform this ritual, add +1 +momentum.
and take +1 momentum on a hit.  When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6
and take +1 momentum on a hit.

RITUAL RITUAL RITUAL

LIGHTBEARER SCRY SHAD0W-WALK


 When you focus on a source of light  When you look into flames to study  When you cloak yourself with the
and capture its essence, roll +wits. On a a remote person or location, roll gossamer veil of the shadow realms,
strong hit, set your light track to +6. On +shadow. You or someone with you roll +shadow. On a strong hit, take +1
a weak hit, make it +3. Then, when you must have knowledge of the target. momentum. Then, reroll any dice (one
make a move to overcome or navigate On a strong hit, you may Gather time only) when you make a move by
darkness, you may add +2 and suffer Information through observation using ambushing, hiding, or sneaking. On a
-1 light. +shadow or +wits. On a weak hit, weak hit, as above, but the shadows try
 You may use your light to Strike or Clash as above, but the flames are hungry; to lead you astray. You must first Face
against a dark-dwelling foe. Choose choose one to sacrifice. Danger to find your way.
the amount of light to unleash, and roll • Your blood: Endure Harm (2 harm).  As above, and you may also travel
+light (instead of +iron or +edge). Suffer • Something precious: Endure Stress along the hidden paths of the shadow
-light equal to that amount. On a hit, (2 stress). realms to Undertake a Journey using
your harm is 1+your unleashed light. • Provisions: Suffer -2 supply. +shadow (instead of +wits). If you
 When you perform this ritual, add +1  As above, and you may instead study a do, Endure Stress (1 stress) and mark
and take +1 momentum on a hit. past event. progress twice on a strong hit.
 When you perform this ritual, add +1  When you perform this ritual, add +1
0 +1 +2 +3 +4 +5 +6 and take +1 momentum on a hit. and take +1 momentum on a hit.

RITUAL RITUAL RITUAL

SWAY TALISMAN TETHER


 When you speak a person’s name three  When you fashion a charm, envision  When you commune with the spirits of a
times to the wind, roll +wits. On a it and name the specific person or place, roll +heart. If you share a bond with
strong hit, the wind whispers of this creature it protects against. Then roll someone there, add +1. On a strong hit,
person’s need. Envision what you hear +wits. On a strong hit, when the wearer you are tethered. When you Undertake
(Ask the Oracle if unsure). If you use opposes the target through a move, a Journey to return, you may roll +spirit
this information or fulfill this need add +2. If a 1 is rolled on the action die or +heart (instead of +wits), and take +1
when you Compel them, you may while making a move using the charm, momentum on a hit. When you Reach
reroll any dice (one time only). On a the magic is spent. On a weak hit, as Your Destination, take +2 momentum
weak hit, as above, but this person’s above, but the wearer adds +1 when on a strong hit. The tether is lost if you
need creates a troubling dilemma or making a move (instead of +2). perform this ritual elsewhere, or when
complication; Endure Stress (1 stress).  As above, and you may instead fashion you Face Desolation. On a weak hit, as
 As above, and if you score a strong hit a charm which aids the wearer against above, but the spirits reveal a disturbing
when you Compel, you may also reroll all supernatural threats, such as mystic aspect of the place; Endure Stress (2 stress).
any dice (one time only) when you rituals or horrors.  As above, and you may also reroll any dice
Gather Information from this person.  When you perform this ritual, add +1 when you Sojourn in the tethered place.
 When you perform this ritual, add +1 and take +1 momentum on a hit.  When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit.
RITUAL RITUAL RITUAL

RITUAL RITUAL RITUAL

RITUAL RITUAL RITUAL


RITUAL RITUAL RITUAL

TOTEM VISAGE WARD


 When you hold a totem of your animal  When you paint yourself in blood and  When you walk a wide circle,
or beast companion and focus on it, ash, roll +wits. On a strong hit, you may sprinkling the ground with salt, roll
roll +heart. On a strong hit, you are add +2 and take +1 momentum on a +wits. On a strong hit, choose two. On
bound together. Add +1 and take hit when you Secure an Advantage or a weak hit, chose one.
+1 momentum on a hit when you Compel using fear or intimidation. If • When a foe first crosses the
use a companion ability. If you roll you roll a 1 on your action die when boundary, take +1 momentum.
a 1 on your action die when using a making a move aided by your visage, • When you first inflict harm against
companion ability, the magic is spent. the magic is spent. On a weak hit, as a foe within the boundary, inflict +1
On a weak hit, as above, but creating above, but the blood must be your harm.
this connection is unsettling; Endure own; Endure Harm (2 harm). • Your ward is ‘likely’ (Ask the Oracle)
Stress (1 stress).  As above, and you may also add +1 to trap a foe within the boundary.
 As above, and you may also perceive when you Strike, Clash, or Battle.  As above, and improve the effect of
the world through your companion’s  When you perform this ritual, add +1 your ward (+2 momentum, +2 harm,
senses while you make moves aided by and take +1 momentum on a hit. and ‘almost certain’).
them (even when you are apart).  When you perform this ritual, add +1
 When you perform this ritual, add +1 and take +1 momentum on a hit.
and take +1 momentum on a hit.
RITUAL RITUAL RITUAL

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