Overview

What is Fableforged?

Fableforged is a hack that aims to adapt Ironsworn: Starforged to have a lighter, more heroic tone with a JRPG vibe. The project came about from the desire to be able to play Fabula Ultima using the robust and effective solo/coop systems of Starforged. As a result many of the concepts and mechanics found in Fabula Ultima have served as the main inspiration for the content found here but influences from other games such as FATE are also present.

Attributes

The standard Starforged stats are replaced with new stats to adjust the focus to be more general fantasy based:

  • Might (MIG)
    • Strength, power, aggression
    • Generally used as the primary attribute when making a move that requires physical prowess or is confrontational in nature.
  • Finesse (FIN)
    • Speed, reflexes, precision, dexterity
    • Generally used as the primary attribute when making a move that requires a careful or agile approach.
  • Resolve (RES)
    • Determination, discipline, courage, willpower
    • Generally used as the primary attribute when making a move that requires a test of endurance or mental fortitude.
  • Insight (INS)
    • Observation, reasoning, perception, knowledge
    • Generally used as the primary attribute when making a move that requires recalling of information, focus or intelligence.
  • Presence (PRE)
    • Charisma, influence, subtlety, aura
    • Generally used as the primary attribute when making a move that requires diverting attention, dealing with emotions, composure or deception.

If you needed to map the original Starforged stats to the new attributes for any reason you would do so as follows:

  • Iron > Might
  • Edge > Finesse
  • Heart > Resolve or Presence
  • Wits > Insight
  • Shadow > Finesse or Presence

Rolling and Dice

Fableforged uses a dual attribute roll similar, inspired by Fabula Ultima, and adds it to the action roll system found in Starforged. Whenever you perform a move it will dictate which of your primary attributes (P‑Attribute) you will roll. Then, based on the context of the move or as outlined in a relevant asset, you will choose a secondary attribute (S‑Attribute) to also roll.

Attribute Dice

Your action dice are determined by the rank of the related attribute much like Fabula Ultima. The different ranks, their associated die and the equivalent Starforged values are:

Rank Die Value
Poor 1d4 +0
Average 1d6 +1
Skilled 1d8 +2
Adept 1d10 +3
Master 1d12 +4 and above

If you are ever required to roll a stat; Health, Spirit or Supply, you roll a single die based on the current value of the resource as shown above as the primary die. Unless explicitly specifies, the secondary die in a stats roll is always a D6.
E.g. At +3 Supply you would roll 1d10 + 1d6. At 5 Health you would roll 1d12 + 1d6.

The Action Roll

Roll your chosen primary (P‑Attribute) and secondary (S‑Attribute) attribute dice (see above), based on the move you are performing. Combine the value of both attribute die, this is your attribute score. Fableforged has a static weak score of 8 and a strong score of 11

Compare the attribute score to the challenge score;

  • < 8 is a miss
  • >= 8 but <= 11 is a weak hit
  • > 11 is a strong hit

If both of your attribute dice show the same value this is considered a match.

Optional
You can use the attribute die results to narratively influence the outcome. Depending on the move being performed this might not always make sense but it can be a fun narrative hook in the right situation.

Example

  • You roll Might and Finesse to evade an incoming attack. If your Might die is highest and you score a hit perhaps you block the attack with a forceful clash and parry of blades. If your Finesse die is highest then you deftly dodge your opponents weapon and ready yourself to counter.
  • You can also use the lowest die to help narrate a bad outcome as well. You roll Presence and Insight to try and wittily upstage a troublesome bard who is slandering your party. You roll a miss and your Presence die is lowest which leads to you not even gaining the attention of the gathering crowd in the first place. On a low Insight die you manage to get the crowds attention but your retort fails to be the cutting remark you were hoping it would be.
New Nomenclature

P‑X : This is your primary attribute or meter for a move.

  • E.g. P‑Might, P‑Finesse or P‑Supply

S‑X : This is your secondary attribute or meter for a move.

  • E.g. S‑Resolve, S‑Insight or S‑Health

+Dx : This indicates that a dice size is increased by x (max D12)

  • E.g. D6 +D1 would become a D8. D6 +D2 would become a D10.

-Dx : This indicates that a dice size is reduced by x (min D4)

  • E.g. D8 -D1 would become a D6. D8 -D2 would become a D4.

The Progress Roll

When making a roll against progress this is done as in Ironsworn. You roll progress dice (2d10) and compare the result to the value of the progress;

  • Neither beat the progress value is a miss.
  • One die beats the progress value is a weak hit.
  • Both dice beat the progress value is a strong hit.

Fable Die - ToDo

A heroic version of the curse die found in Sundered Isles. When rolled above a given value it can be used to reference special oracles.

Assets

Fableforged uses the Starforged asset system but has some different categories:

  • Classes
    • Functionally very similar to paths but taking inspiration from classes found across other fantasy based games. Focused around reinforcing the narrative identity of various archetypes.
  • Quirks
    • Traits of a character that are used to provide an extra dimension to a character by giving them special characteristics that can lead to interesting situations, both beneficial and complicating.
  • Connections
    • Inspired by the bonds found in Fabula Ultima and adapted into full assets. Connections can tie characters to people, places or ideals and help provide motivations around them.
  • Companions
    • These are mostly unchanged from the Starforged implementation and help provide additional characters to play alongside and the nuance that comes with interacting with them.
  • Haven
    • An optional form of shared asset for the party that unites them and provides party wide progression and motivations.

Equipment

The standard Starforged rules for equipment are still used in Fableforged except it's actively encouraged to explicitly describe gear used by a character. JRPGs rely on characters all having very distinct looks even if they're mechanically similar and here is no exception, looks are important!

Vows Become Destiny

Ironsworn games base core character motivations around Iron Vows. These are integral parts of their worlds but don't necessarily translate to the settings Fableforged is intended for. With this in mind Fableforged instead adapts the concept of Vows in turns it into Destiny and re-contextualises Vow based moves to be more focused around prophecy and fate.

Truths

We will build the Truths of our world using the system found in Starforged but referencing themes found across different genres of fantasy:

  • Origins
    • How did the world come to be?
  • Ancient History
    • What echoes of the past are still present?
  • Dangers
    • Who and what presents a threat to the people of the world?
  • Mysteries
    • What stories and legends have been passed down?
  • Communities
    • How do the peoples of the world interact?
  • Faith
    • What greater powers do the people look to?
  • Magic
    • What shape does the arcane take?
  • Technology
    • How does science affect the world today?
  • Travel
    • How are communities connected?
  • Monsters
    • What beasts and fauna exist in the world?
  • Heroes
    • Who are the ones that answer the call to adventure?