<rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Fableforged]]></title><description><![CDATA[Obsidian digital garden]]></description><link>http://github.com/dylang/node-rss</link><image><url>site-lib/media/favicon.png</url><title>Fableforged</title><link/></image><generator>Webpage HTML Export plugin for Obsidian</generator><lastBuildDate>Tue, 13 Oct 2026 00:05:06 GMT</lastBuildDate><atom:link href="site-lib/rss.xml" rel="self" type="application/rss+xml"/><pubDate>Tue, 13 Oct 2026 00:05:05 GMT</pubDate><ttl>60</ttl><dc:creator/><item><title><![CDATA[Class - Spiritist]]></title><description><![CDATA[Roll S‑Resolve when using this asset to make a move.
When you acquire this asset mark down what come from. For example; religious icon, coven, cult, etc.Source of Power Gift of Aid - When you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; HEAL" data-href="Moves - Recover#HEAL" href="moves/moves-recover.html#HEAL" class="internal-link" target="_self" rel="noopener nofollow">Heal</a> or <a data-tooltip-position="top" aria-label="Moves - Recover &gt; HEARTEN" data-href="Moves - Recover#HEARTEN" href="moves/moves-recover.html#HEARTEN" class="internal-link" target="_self" rel="noopener nofollow">Hearten</a> to aid either yourself or an ally: If you roll a hit add one of the following additional effects; +1 health to the recipient
+1 spirit to the recipient <br>If you roll a miss then you can <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE STRESS" data-href="Moves - Suffer#ENDURE STRESS" href="moves/moves-suffer.html#ENDURE STRESS" class="internal-link" target="_self" rel="noopener nofollow">Endure Stress</a> -2 and envision how your source of power allows you to succeed at a cost. Convert the miss to a weak hit. When converting a miss in this way you do not need to pay the usual costs of a weak hit. <br>
Ritual Spiritism - Gain the ability to perform <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; INITIATE RITUAL" data-href="Moves - Abilities#INITIATE RITUAL" href="moves/moves-abilities.html#INITIATE RITUAL" class="internal-link" target="_self" rel="noopener nofollow">Initiate Ritual</a> using the Spiritism school of magic. <br>
Devotant - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure and Advantage</a>, <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> or <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; COMPEL" data-href="Moves - Adventure#COMPEL" href="moves/moves-adventure.html#COMPEL" class="internal-link" target="_self" rel="noopener nofollow">Compel</a> envision how your source of power can be used to help you or benefits your current situation in some way. If you do add +2. When you <a data-tooltip-position="top" aria-label="Moves - Connection &gt; MAKE A CONNECTION" data-href="Moves - Connection#MAKE A CONNECTION" href="moves/moves-connection.html#MAKE A CONNECTION" class="internal-link" target="_self" rel="noopener nofollow">Make a Connection</a> or <a data-tooltip-position="top" aria-label="Moves - Connection &gt; TEST YOUR RELATIONSHIP" data-href="Moves - Connection#TEST YOUR RELATIONSHIP" href="moves/moves-connection.html#TEST YOUR RELATIONSHIP" class="internal-link" target="_self" rel="noopener nofollow">Test Your Relationship</a> with connection that shares your source of power add +2. ]]></description><link>assets/classes/class-spiritist.html</link><guid isPermaLink="false">Assets/Classes/Class - Spiritist.md</guid><pubDate>Tue, 13 Oct 2026 00:02:39 GMT</pubDate></item><item><title><![CDATA[Class - Entropist]]></title><description><![CDATA[Roll S‑Insight when using this asset to make a move.
Divination - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure and Advantage</a> or <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> by peering into the near past or possible future, envision how your grasp on time allows you to do so.
On a strong hit with a match mark progress.
<br>Ritual Entropism - Gain the ability to perform <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; INITIATE RITUAL" data-href="Moves - Abilities#INITIATE RITUAL" href="moves/moves-abilities.html#INITIATE RITUAL" class="internal-link" target="_self" rel="noopener nofollow">Initiate Ritual</a> using the Entropism school of magic.
<br>Stolen Time - After you or an ally roll for a move but before it is resolved, you may envision how your time based magics are able to glimpse into the future and see the potential outcomes. If you do <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE STRESS" data-href="Moves - Suffer#ENDURE STRESS" href="moves/moves-suffer.html#ENDURE STRESS" class="internal-link" target="_self" rel="noopener nofollow">Endure Stress</a> choosing minor, serious or major stress; For minor stress; you may re-roll any 1 die.
For serious stress; you may re-roll any 2 dice.
For major stress; you may re-roll any 3 dice. You may re-roll the same dice multiple times. After you have re-rolled, you must accept the new outcome of the move and resolve it as normal.
]]></description><link>assets/classes/class-entropist.html</link><guid isPermaLink="false">Assets/Classes/Class - Entropist.md</guid><pubDate>Mon, 12 Oct 2026 23:51:19 GMT</pubDate></item><item><title><![CDATA[Index]]></title><description><![CDATA[I love Fabula Ultima. However, I really wanted something I could play solo or coop with our group. Various GM emulators and other oracle systems came up when I was looking but then I stumbled across Ironswon and Starforged. I was considering running some games of Sundered Idles (the Ironsworn: Starforged expansion) when I thought, what if we could use Fabula Ultima's dual dice system in Ironsworn? The maths showed that it wouldn't actually be that difficult to do, the next thing I know I was drafting up some of the Fabula Ultima classes to be used as assets in Sundered Isles. One thing lead to another and eventually what started as a simple thought experiment has turned into a full on hack of Sundered Isles that focuses on the more heroic JRPG vibes of Fabula Ultima.This is far from finished and has had very little actual playtesting but it should be possible to actually play the game with what is here currently.]]></description><link>index.html</link><guid isPermaLink="false">Index.md</guid><pubDate>Mon, 12 Oct 2026 23:18:29 GMT</pubDate></item><item><title><![CDATA[Class - Sharpshooter]]></title><description><![CDATA[Roll S‑Finesse when using this asset to make a move.
When you acquire this asset, choose a specific sharpshooting expertise; bows, crossbows, firearms, thrown, or another setting relevant style.
You have an ammunition track, you may never have more than 5 ammunition.Sharpshooting Expertise Ammunition Expert Marksmanship - When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> to attack at range using a weapon you have expertise in and if you have any ammunition, you may add +1 or +2 and suffer that amount of -ammunition. When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; CHECK YOUR GEAR" data-href="Moves - Adventure#CHECK YOUR GEAR" href="moves/moves-adventure.html#CHECK YOUR GEAR" class="internal-link" target="_self" rel="noopener nofollow">Check Your Gear</a> instead of the default action you may envision how you are attempting to replenish your ammunition. If you do then; On a strong hit, you recover all your ammunition up to a maximum of 5.
On a weak hit, you recover up to 3 ammunition.
On a miss, you fail to recover any additional ammunition. <br>Trick Shot - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure An Advantage</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a> envision how you utilise your chosen ranged expertise to perform a feat of exceptional skill or reflexes. After rolling you may either; Spend 3 ammunition to turn a miss into a weak hit.
Spend 2 ammunition to re-roll your action dice. Hawkeye - Once per scene, when you or an ally rolls a miss, envision how your keen senses, fast reflexes, sharp eye or chosen expertise could help avoid a bad outcome. If you do then re-roll the action dice once.
]]></description><link>assets/classes/class-sharpshooter.html</link><guid isPermaLink="false">Assets/Classes/Class - Sharpshooter.md</guid><pubDate>Mon, 12 Oct 2026 21:38:42 GMT</pubDate></item><item><title><![CDATA[Moves - Threshold]]></title><description><![CDATA[When you encounter a situation where death is an immediate and unavoidable outcome, you are dead. When you are instead brought to the brink of death with a chance for recovery or redemption, roll P‑Resolve.On a strong hit, 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.
There is more to be done. Envision what is revealed or asked of you at death’s door, and <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to complete an extreme quest. You return to the mortal world and must mark doomed. When you complete the death-bound quest, clear the impact.
On a miss, choose one:
You die, envision your demise.
<br>You are incapacitated and left to the mercy of fate. Mark doomed and then <a data-tooltip-position="top" aria-label="Moves - Fate &gt; ASK THE ORACLE" data-href="Moves - Fate#ASK THE ORACLE" href="moves/moves-fate.html#ASK THE ORACLE" class="internal-link" target="_self" rel="noopener nofollow">Ask the Oracle</a>. Use the result to envision what happens to you and how your injuries may affect you going forward. If you were the last standing member of your party also envision what happens to any surviving members.
When you are brought to the brink of desolation, roll P‑Resolve.On a strong hit, you resist and press on.On a weak hit, choose one.
Your spirit breaks, but not before you make a noble sacrifice. Envision your final moments.
<br>You see a vision of a dreaded event coming to pass. Envision that dark future, and <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to prevent it through an extreme quest. You return to your senses and must mark tormented. When you complete the soul-bound quest, clear the impact.
On a miss, choose one:
You succumb to despair or horror and are lost.
<br>You are emotionally and mentally broken but fate still has plans for you. Mark tormented and then <a data-tooltip-position="top" aria-label="Moves - Fate &gt; ASK THE ORACLE" data-href="Moves - Fate#ASK THE ORACLE" href="moves/moves-fate.html#ASK THE ORACLE" class="internal-link" target="_self" rel="noopener nofollow">Ask the Oracle</a>. Use the result to envision what your path to recovery may look like and how it changes your calling. If you were the last standing member of your party also envision what happens to any surviving members.
Progress Move
When your haven is destroyed or irrevocably lost, you must discard the asset, along with any modules and other related assets.
If you survive, you may use your connections to replace some of what was lost. To learn the cost, make a progress roll against your bonds legacy track progress.On a strong hit, you may call in a favor. This comes without conditions.<br>On a weak hit, you owe someone. You must mark indebted and <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to complete an extreme quest in their service. When you complete the duty-bound quest, clear the impact.<br>On a miss, as with the weak hit result, but this quest is against your nature, forces you to <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; DEFY DESTINY" data-href="Moves - Destiny#DEFY DESTINY" href="moves/moves-destiny.html#DEFY DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Defy Destiny</a> on another quest, or is in the service of an enemy.If you accept the cost, take 1 experience for every marked ability on the discarded assets (minimum 3 experience). Spend this experience only on a new command vehicle, modules, and support vehicles.]]></description><link>moves/moves-threshold.html</link><guid isPermaLink="false">Moves/Moves - Threshold.md</guid><pubDate>Sun, 13 Sep 2026 01:49:43 GMT</pubDate></item><item><title><![CDATA[Moves - Destiny]]></title><description><![CDATA[When you swear to complete a quest, write your vow and give it a rank. Then, roll P‑Resolve. If you swear this vow to a connection, add +1; if you share a bond, add +2.On a strong hit, you are emboldened and it is clear what you must do next. 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 must overcome a significant obstacle before you begin your quest. Envision what stands in your way.When you make headway in your quest by doing any of the following...
overcoming a critical obstacle
gaining meaningful insight
completing a perilous expedition
acquiring a crucial item or resource
earning vital support
defeating a notable foe
...you may mark progress per the rank of the vow.
Progress Move
When you reach the end of your quest, make a progress roll against your quest progress.
On a strong hit, your vow is fulfilled. Mark a reward on your quests legacy track per the vow’s rank:Any allies who shared this vow also mark the reward.On a weak hit, as above, but there is more to be done or you realize the truth of your quest. If you <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE_DESTINY_0" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to set things right, take your full legacy reward. Otherwise, make the legacy reward one rank lower (none for a troublesome quest).On a miss, your vow is undone through an unexpected complication or realization. Envision what happens and choose one.
<br>Give up on the quest: <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; DEFY DESTINY" data-href="Moves - Destiny#DEFY DESTINY" href="moves/moves-destiny.html#DEFY_DESTINY_0" class="internal-link" target="_self" rel="noopener nofollow">Defy Destiny</a>
<br>Follow the designs of destiny: <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; YIELD TO DESTINY" data-href="Moves - Destiny#YIELD TO DESTINY" href="moves/moves-destiny.html#YIELD_TO_DESTINY_0" class="internal-link" target="_self" rel="noopener nofollow">Yield to Destiny</a>
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow.
Then, envision the impact of this failure and choose one or more as appropriate to the nature of the vow. Any allies who shared this vow may also envision a cost.
<br>You are demoralized or dispirited: <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE STRESS" data-href="Moves - Suffer#ENDURE STRESS" href="moves/moves-suffer.html#ENDURE STRESS" class="internal-link" target="_self" rel="noopener nofollow">Endure Stress</a>
<br>A connection loses faith: <a data-tooltip-position="top" aria-label="Moves - Connection &gt; TEST YOUR RELATIONSHIP" data-href="Moves - Connection#TEST YOUR RELATIONSHIP" href="moves/moves-connection.html#TEST YOUR RELATIONSHIP" class="internal-link" target="_self" rel="noopener nofollow">Test Your Relationship</a> when you next interact.
You must abandon a path or resource: Discard an asset.
Someone else pays a price: Envision how a person, being, or community bears the cost of the failure.
Someone else takes advantage: Envision how an enemy gains power.
Your reputation suffers: Envision how this failure marks you.
When you are forced to abandon your quest, it is made impossible or it suffers a severe and irrecoverable change in circumstances, Roll 2d10 dice, take the lowest value, and clear that number of progress boxes. Then, raise the vow’s rank by one (if not already epic). Then, choose one of the following:
Destiny takes over: roll twice on an oracle table and use the results to interpret and envision how the quest is focused towards a new goal.
Push on: Envision how your current circumstances have changed the goal of the quest.
]]></description><link>moves/moves-destiny.html</link><guid isPermaLink="false">Moves/Moves - Destiny.md</guid><pubDate>Sun, 13 Sep 2026 01:35:43 GMT</pubDate></item><item><title><![CDATA[Class - Tinkerer]]></title><description><![CDATA[Roll S‑Finesse when using this asset to make a move.
When you acquire this asset;
Choose a profession; Engineering, Alchemy, Artificing, Smithing, Woodweaving
Choose a personal invention based on your chosen profession. Envision what it is, what makes it special and how you use it.
Crafting Professions Invention Right Tool for the Job - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; CHECK YOUR GEAR" data-href="Moves - Adventure#CHECK YOUR GEAR" href="moves/moves-adventure.html#CHECK YOUR GEAR" class="internal-link" target="_self" rel="noopener nofollow">Check Your Gear</a> add +2.
When you make a move and on of your inventions can meaningfully help you, envision how and either; <br><a data-tooltip-position="top" aria-label="Moves - Suffer &gt; SACRIFICE RESOURCES" data-href="Moves - Suffer#SACRIFICE RESOURCES" href="moves/moves-suffer.html#SACRIFICE RESOURCES" class="internal-link" target="_self" rel="noopener nofollow">Sacrifice Resources</a> -1 to add +2 (before rolling)
<br><a data-tooltip-position="top" aria-label="Moves - Suffer &gt; SACRIFICE RESOURCES" data-href="Moves - Suffer#SACRIFICE RESOURCES" href="moves/moves-suffer.html#SACRIFICE RESOURCES" class="internal-link" target="_self" rel="noopener nofollow">Sacrifice Resources</a> -2 to turn a miss into a weak hit or a weak hit into a strong hit (after rolling) <br>
Crafting Expertise - Gain the ability to <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; BEGIN PROJECT" data-href="Moves - Abilities#BEGIN PROJECT" href="moves/moves-abilities.html#BEGIN PROJECT" class="internal-link" target="_self" rel="noopener nofollow">Begin Projects</a> using one of your current professions. You may begin a dangerous rank project and declare it an invention project. If you do, envision the new invention you are creating. Inventions are highly specialised, deeply personal and experimental. Because of this, only you can contribute to your own invention projects. When your invention project is successfully completed, add it as a new invention or replace one of your current inventions. You may only ever have three inventions at any given time. Jack of more trades - Acquire a second crafting profession from the options given when acquiring this asset. ]]></description><link>assets/classes/class-tinkerer.html</link><guid isPermaLink="false">Assets/Classes/Class - Tinkerer.md</guid><pubDate>Sat, 12 Sep 2026 03:36:30 GMT</pubDate></item><item><title><![CDATA[Moves - Abilities]]></title><description><![CDATA[Requires a related asset with the ability to perform rituals
When you initiate a magical ritual, envision the type of magical effect you are intending to invoke based on the school of magic being used (the following are suggestions and not an exhaustive list of effects);
Arcanism: Potent and powerful magical effects based on your current arcane entities.
Chimerism: Control creatures, calm ferocious monsters, gain powerful animalistic traits, call for the aid of creatures or monsters.
Elementalism: Water walking/breathing, cause an earthquake, summon tornadoes, spontaneous combustion.
Entropism: Accelerate ageing/decay, manipulate the passage of time, teleport creatures or items, create grand illusions.
Spiritism: Read emotions or intentions, sense the presence of others, communicate with spirits, embolden or calm someone, accelerate healing processes.
Once you have envisioned the effect you must consider the magnitude of the ritual and start a progress track of that rank;Then activate a 4-segment ritual clock.
Anyone may now perform the <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; FOCUS RITUAL" data-href="Moves - Abilities#FOCUS RITUAL" href="moves/moves-abilities.html#FOCUS_RITUAL_0" class="internal-link" target="_self" rel="noopener nofollow">Focus Ritual</a> move to gain progress towards the ritual progress track.When you aid a ritual that is in progress, envision how you intend to contribute to the ritual casting and then;
For an Arcanism ritual; roll P‑Resolve and S‑Entity Attribute
For a Chimerism ritual; roll P‑Might and S‑Insight
For an Elementalism ritual; roll P‑Insight and S‑Resolve
For an Entropism ritual; roll P‑Insight and S‑Resolve
For a Spiritism ritual; roll P‑Resolve and S‑Presence
On a strong hit, envision how your contribution is extra effective and mark progress twice. Fill one segment on the ritual clock.On a weak hit mark progress. Fill one segment on the ritual clock.On a miss, envision how your contribution fails and clear one progress box. Fill one segment on the ritual clock.On a match do not fill a segment on the ritual clock.<br>If the ritual clock is complete the initiator of the ritual must now <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; CAST RITUAL" data-href="Moves - Abilities#CAST RITUAL" href="moves/moves-abilities.html#CAST_RITUAL_0" class="internal-link" target="_self" rel="noopener nofollow">Cast Ritual</a>.Progress Move
When you attempt to cast a magic ritual, envision how you harness the focused magic and aim to complete the ritual. Then, roll the progress dice and compare to your progress.On a strong hit the desired effect for the ritual is achieved.<br>On a weak hit the desired effect for the ritual is achieved but it comes with unforeseen complications. You must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a> but not at any severe cost.<br>On a miss the effect of the ritual goes awry. Envision how the ritual backfires or fails entirely and then <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a> at a major cost.Requires a related asset with the ability to begin projects
When you begin a new crafting project, envision what you are trying to create and it's intended use and effects based on the crafting profession you're using (the following are suggestions and not an exhaustive list of effects);
Engineering: Clockwork/steam powered projects. Firearms, jetpacks, golems.
Alchemy: Experimental projects. Elixirs, potions, grenades, explosives.
Artificing: Harnessed magic projects. Infusions, talismans, wands, scrying lens.
Smithing: Metal based projects. Swords, axes, shields, plated armour.
Woodweaving: Wood based projects. Bows, siege engines, boats, airships.
Culinarism: TBD based once Gourmet class is implemented.
Once you have envisioned the project and the effects you must consider the complexity of the project and start a progress track of that rank;Then activate a project clock based on the complexity:<br>Anyone may now perform the <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; CONTRIBUTE TO PROJECT" data-href="Moves - Abilities#CONTRIBUTE TO PROJECT" href="moves/moves-abilities.html#CONTRIBUTE_TO_PROJECT_0" class="internal-link" target="_self" rel="noopener nofollow">Contribute to Project</a> move to gain progress towards the project progress track.When you help with a project that is in progress, envision how you assist in advancing the project towards completion, then either;<br><a data-tooltip-position="top" aria-label="Moves - Suffer &gt; SACRIFICE RESOURCES" data-href="Moves - Suffer#SACRIFICE RESOURCES" href="moves/moves-suffer.html#SACRIFICE RESOURCES" class="internal-link" target="_self" rel="noopener nofollow">Sacrifice Resources</a> -1 for Troublesome and Dangerous projects or -2 for Formidable and Extreme projects. Then fill in one section on the project clock.ORRoll P‑Finesse and a secondary attribute relevant to the action(s) you have envisioned.On a strong hit, the project makes a significant and/or unexpected development. Mark progress twice.On a weak hit, the project progresses as expected. Mark progress once.On a hit with a match, smart use of resources benefits the project. Fill one segment on the project clock.<br>On a miss, something goes wrong or an unforeseen hurdle sets the project back. Remove one segment on the project clock. If the project clock is empty roll 2d4, take the lowest value and clear that number of progress boxes. If this reduces progress to 0 then you must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.Progress Move
Project progress clock MUST be complete before this move can be made
When you aim to complete a crafting project, envision how the project is to be completed and any benefits it will provide. Then, roll the progress dice and compare to your progress.On a strong hit the project is completed successfully without incident and the desired outcome is achieved.<br>On a weak hit the project is completed successfully but something goes wrong. You must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a> at a moderate cost relevant to the scale of the project.<br>On a miss the project is sabotaged, becomes unstable or severely malfunctions in some way. Envision how this outcome affects the project and then <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a> at a major cost relevant to the scale of the project. If the project is recoverable and you want to recommit to it then;
Roll 2d10, take the lowest value, and clear that number of progress boxes.
Clear half the segments on the project clock.
]]></description><link>moves/moves-abilities.html</link><guid isPermaLink="false">Moves/Moves - Abilities.md</guid><pubDate>Sat, 12 Sep 2026 03:23:12 GMT</pubDate></item><item><title><![CDATA[Overview]]></title><description><![CDATA[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.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 &gt; Might
Edge &gt; Finesse
Heart &gt; Resolve or Presence
Wits &gt; Insight
Shadow &gt; Finesse or Presence
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.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: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.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 11Compare the attribute score to the challenge score;
&lt; 8 is a miss
&gt;= 8 but &lt;= 11 is a weak hit
&gt; 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. 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.
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.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. 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!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.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? ]]></description><link>overview.html</link><guid isPermaLink="false">Overview.md</guid><pubDate>Fri, 11 Sep 2026 18:12:58 GMT</pubDate></item><item><title><![CDATA[Moves - Exploration]]></title><description><![CDATA[When you sail an unfamiliar route through perilous seas, find the way across hazardous terrain, or explore a mysterious site, give the expedition a name and rank.
Then, for each segment of the expedition, envision your approach. If you...
Move at speed: Roll P‑Finesse
Keep a low profile: Roll P‑Presence
Stay vigilant: Roll P‑Insight
On a strong hit, you reach a waypoint. Envision the location and mark progress per the rank of the expedition.On a weak hit, as above, but this progress costs you. Choose one.
Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).
Face a peril at the waypoint: Envision what you encounter.
On a miss, you are waylaid by a crisis, or arrive at a waypoint to confront an immediate hardship or threat. Do not mark progress, and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you divert from an expedition to examine a notable location, roll P‑Insight.<br>On a strong hit, choose one. On a strong hit with a match, you may instead <a data-tooltip-position="top" aria-label="Moves - Exploration &gt; MAKE A DISCOVERY" data-href="Moves - Exploration#MAKE A DISCOVERY" href="moves/moves-exploration.html#MAKE_A_DISCOVERY_0" class="internal-link" target="_self" rel="noopener nofollow">Make a Discovery</a>.
Find an opportunity: Envision a favorable insight, situation, resource, or encounter. Then, take +2 momentum.
Gain progress: Mark progress on your expedition, per its rank.
On a weak hit, you uncover something interesting, but it is bound up in a peril or reveals an ominous aspect of this place. Envision what you encounter. Then, take +1 momentum.<br>On a miss you encounter an immediate hardship or threat, and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.<br>On a miss with a match, you may instead <a data-tooltip-position="top" aria-label="Moves - Exploration &gt; CONFRONT CHAOS" data-href="Moves - Exploration#CONFRONT CHAOS" href="moves/moves-exploration.html#CONFRONT_CHAOS_0" class="internal-link" target="_self" rel="noopener nofollow">Confront Chaos</a>.Progress Move
When your expedition comes to an end, make a progress roll against your expedition progress.On a strong hit, you reach your destination or complete your survey. Mark a reward on your discoveries legacy track per expedition’s rank:Any allies who shared this expedition also mark the reward.On a weak hit, as above, but you face an unforeseen complication at the end of your expedition. Make the legacy reward one rank lower (none for a troublesome expedition), and envision what you encounter.On a miss, your destination is lost to you, or you come to understand the true nature or cost of the expedition. Envision what happens and choose one.
<br>Abandon the expedition: Envision the cost of this setback and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.
Return to the expedition: Roll 2d10, take the lowest value, and clear that number of progress boxes. Then, raise the expedition’s rank by one (if not already epic).
When you travel a known route through perilous seas, across hazardous terrain, or within a mysterious site, roll Supply.On a strong hit, you reach your destination and the situation there favours you. Take +1 momentum.On a weak hit, you arrive, but face a cost or complication. Choose one.
Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).
Face a complication at the destination: Envision what you encounter.
<br>On a miss, you are waylaid by a significant threat, and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>. If you overcome this obstacle, you may push on safely to your destination.When your exploration of a waypoint uncovers something wondrous, roll on the table below or choose one. Then, envision the nature of the discovery and how it is revealed. When you first experience or engage with the discovery, you and your allies may mark two ticks on your discoveries legacy track.When your exploration of a waypoint uncovers something dreadful, decide the number of aspects: one, two, or three. Roll that number of times or choose that number of aspects on the table below. Then, envision how the encounter begins.For each result, when you first confront that aspect within the scope of the encounter, you and your allies may mark one tick on your discoveries legacy track.]]></description><link>moves/moves-exploration.html</link><guid isPermaLink="false">Moves/Moves - Exploration.md</guid><pubDate>Fri, 11 Sep 2026 13:32:31 GMT</pubDate></item><item><title><![CDATA[Class - Elementalist]]></title><description><![CDATA[Roll S‑Insight when using this asset to make a move.
When you acquire Elementalist choose two elements to be attuned to; fire, air, earth, water, light, dark.Elemental Attunement Elemental Magic - When you make a move that is directly aided by effects related to one of your attuned elements, envision how you channel your magic to aid you and add +1. On a miss with a match, you exhaust your connection to the related element and must clear one matching attunement.
When you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; SOJOURN" data-href="Moves - Recover#SOJOURN" href="moves/moves-recover.html#SOJOURN" class="internal-link" target="_self" rel="noopener nofollow">Sojourn</a> you may roll P‑Resolve. If you do; On a strong hit, you may change both elemental attunements.
On a weak hit, you may change one elemental attunement.
On a miss, your attunement process fails. Clear one elemental attunement.<br>
You may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE HARM" data-href="Moves - Suffer#ENDURE HARM" href="moves/moves-suffer.html#ENDURE HARM" class="internal-link" target="_self" rel="noopener nofollow">Endure Harm</a> (-1) to immediately change one elemental attunement in desperate situations. <br>Elemental Rituals - Gain the ability to perform <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; INITIATE RITUAL" data-href="Moves - Abilities#INITIATE RITUAL" href="moves/moves-abilities.html#INITIATE RITUAL" class="internal-link" target="_self" rel="noopener nofollow">Initiate Ritual</a> using the Elementalism school of magic.
Elemental Overload - You can attune the same element to both attunement slots. If you do, you are overloaded. When you invoke Elemental Magic while overloaded; On a match a miss is counted as a weak hit
On a strong hit, if in combat mark progress. ]]></description><link>assets/classes/class-elementalist.html</link><guid isPermaLink="false">Assets/Classes/Class - Elementalist.md</guid><pubDate>Mon, 07 Sep 2026 01:53:27 GMT</pubDate></item><item><title><![CDATA[Class - Chimerist]]></title><description><![CDATA[Roll S‑Insight when using this asset to make a move.
You have 3 mimicked form slots.Mimicked Forms Wild Mimicry - When you encounter a creature you wish to mimic; <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE STRESS" data-href="Moves - Suffer#ENDURE STRESS" href="moves/moves-suffer.html#ENDURE STRESS" class="internal-link" target="_self" rel="noopener nofollow">Endure Stress</a> and suffer spirit appropriate to the creatures power, nature and strength.
On a hit, mark that creature and the relevant instinct or action you are copying in an empty form slot (or replace an existing one).<br>
On a miss, you anger the creature and must <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; FACE DANGER" data-href="Moves - Adventure#FACE DANGER" href="moves/moves-adventure.html#FACE DANGER" class="internal-link" target="_self" rel="noopener nofollow">Face Danger</a>.
When you make a move that one of your mimicked forms can meaningfully assist with, envision how you channel the creatures instincts, behaviours and/or mannerisms. Roll form attribute as S‑Attribute +D1.
<br>Chimeric Rituals - Gain the ability to perform <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; INITIATE RITUAL" data-href="Moves - Abilities#INITIATE RITUAL" href="moves/moves-abilities.html#INITIATE RITUAL" class="internal-link" target="_self" rel="noopener nofollow">Initiate Ritual</a> using the Chimerism school of magic.
<br>Feral Speech - You are able to perform the <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> move to communicate with friendly, or otherwise willing, natural creatures that would not normally be capable of doing so. Envision how the exchange takes place based on the creatures demeanour and personality.
]]></description><link>assets/classes/class-chimerist.html</link><guid isPermaLink="false">Assets/Classes/Class - Chimerist.md</guid><pubDate>Mon, 07 Sep 2026 01:48:03 GMT</pubDate></item><item><title><![CDATA[Class - Arcanist]]></title><description><![CDATA[Roll S‑Resolve when using this asset to make a move.
When you acquire this asset, envision an entity you can summon; give it a name, form, personality, traits (choose or ask an oracle) and a suitable related attribute.
You start with 3 unity.Arcane Entity Channel Entity - Envision how channeling your entity helps you make a move. Roll your summon's attribute as your S‑Attribute +D1. On a strong hit take +1 momentum. Suffer -1 unity. If your unity is 0 your summon dissipates and cannot be used until you recover unity.
When you roll P‑Insight to <a data-tooltip-position="top" aria-label="Moves - Recover &gt; RESUPPLY" data-href="Moves - Recover#RESUPPLY" href="moves/moves-recover.html#RESUPPLY" class="internal-link" target="_self" rel="noopener nofollow">Resupply</a> envision how you meditate, focus or commune with your entity to either or both; Gain +unity instead of +supply
Spend 1 spirit and envision a new arcane entity (see above) <br>Ritual Arcanism - Gain the ability to <a data-tooltip-position="top" aria-label="Moves - Abilities &gt; INITIATE RITUAL" data-href="Moves - Abilities#INITIATE RITUAL" href="moves/moves-abilities.html#INITIATE RITUAL" class="internal-link" target="_self" rel="noopener nofollow">Initiate Ritual</a> using the Arcanism school of magic.
Summoning Mastery - You gain a second summon with all the related benefits and may switch between them at any time. Gain two extra unity.
When making a move assisted by your summon you may spend up to two additional unity. For each extra unity spent choose one; Increase your S‑Attribute by +D1 (max D12)
Gain +1 momentum Unity ]]></description><link>assets/classes/class-arcanist.html</link><guid isPermaLink="false">Assets/Classes/Class - Arcanist.md</guid><pubDate>Mon, 07 Sep 2026 01:45:16 GMT</pubDate></item><item><title><![CDATA[Class - Rogue]]></title><description><![CDATA[Roll S‑Presence when using this asset to make a move.
Art of Deception - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a> or <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> by exploiting a distraction, via skulduggery or by acting stealthily add +1. On a strong hit take +2 momentum.
Devious Trickery - Once per scene, when you perform a move, you may envision how your sleight of hand or observational awareness helps you anticipate an outcome or otherwise read the situation in order to act ahead of it. If you do, you may either; Turn a miss into a weak hit
<br>Turn a weak hit into a strong hit If you are performing <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> mark 1 progress.
Stroke of Luck - After you roll a move you may choose to push your luck. If you do, either; <br>Envision how you exert yourself to gain an advantage and <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE STRESS" data-href="Moves - Suffer#ENDURE STRESS" href="moves/moves-suffer.html#ENDURE STRESS" class="internal-link" target="_self" rel="noopener nofollow">Endure Stress</a> -2
<br>Envision how you suffer harm in order to gain an advantage <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE HARM" data-href="Moves - Suffer#ENDURE HARM" href="moves/moves-suffer.html#ENDURE HARM" class="internal-link" target="_self" rel="noopener nofollow">Endure Harm</a> -2 You may re-roll any die.
]]></description><link>assets/classes/class-rogue.html</link><guid isPermaLink="false">Assets/Classes/Class - Rogue.md</guid><pubDate>Mon, 07 Sep 2026 01:34:26 GMT</pubDate></item><item><title><![CDATA[Class - Orator]]></title><description><![CDATA[Roll S‑Presence when using this asset to make a move. When you acquire this asset start at 1 renown. You cannot have more than 3 renown or less than -2 renown.
Renowned Adventurer - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; COMPEL" data-href="Moves - Adventure#COMPEL" href="moves/moves-adventure.html#COMPEL" class="internal-link" target="_self" rel="noopener nofollow">Compel</a>, <a data-tooltip-position="top" aria-label="Moves - Connection &gt; MAKE A CONNECTION" data-href="Moves - Connection#MAKE A CONNECTION" href="moves/moves-connection.html#MAKE A CONNECTION" class="internal-link" target="_self" rel="noopener nofollow">Make a Connection</a> or <a data-tooltip-position="top" aria-label="Moves - Connection &gt; TEST YOUR RELATIONSHIP" data-href="Moves - Connection#TEST YOUR RELATIONSHIP" href="moves/moves-connection.html#TEST YOUR RELATIONSHIP" class="internal-link" target="_self" rel="noopener nofollow">Test Your Relationship</a>, you may roll +renown. If you do; If your renown is below 1 on a strong hit you gain 1 renown.
On a strong hit with a match envision how the situation improves your prominence and gain 1 renown.
On a miss with a match envision how the situation harms your credibility and lose 1 renown.<br>
When you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; HEARTEN" data-href="Moves - Recover#HEARTEN" href="moves/moves-recover.html#HEARTEN" class="internal-link" target="_self" rel="noopener nofollow">Hearten</a>, on a hit, instead of gaining spirit, you may envision how you make an effort to reinforce your reputation and gain 1 renown. Persuasive - When you make a move that relies on communicating with charm, wit, intimidation, deception or diplomacy, you may spend 2 renown to convert a miss to a weak hit or a weak hit to a strong hit.
Unexpected Ally - Once per session, when you miss and you have 3 renown you may envision the arrival of a currently absent connection. Reroll the move with +2; On a strong hit the new arrival impressively turns the situation around in your favour, take +2 momentum.
On a weak hit, their presence helps you achieve your original intended outcome, take +1 momentum.
On a miss, the situation worsens, clear 2 progress boxes with your connection and lose 3 renown. Renown ]]></description><link>assets/classes/class-orator.html</link><guid isPermaLink="false">Assets/Classes/Class - Orator.md</guid><pubDate>Tue, 04 Aug 2026 03:18:37 GMT</pubDate></item><item><title><![CDATA[Moves - Connection]]></title><description><![CDATA[When you search out a new relationship or give focus to an existing relationship (not an ally or companion), roll P‑Presence.On a strong hit, you create a connection. Give them a role and rank. Whenever your connection aids you on a move closely associated with their role, add +1 and take +1 momentum on a hit.On a weak hit, as above, but this connection comes with a complication or cost. Envision what they reveal or demand.On a miss, you don’t make a connection and the situation worsens. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you reinforce your relationship with a connection by doing any of the following...
swearing a vow to undertake a perilous quest in their service
completing a quest to their benefit
leveraging their help in desperate circumstances
giving them something of worth
sharing a profound moment
standing with them against hardship
overcoming a test of your relationship
...you may mark progress per the rank of the connection.If you already share a bond with the connection, do not mark progress. Instead, roll P‑Presence +their rank to learn the impact on your legacy:On a strong hit, mark 2 ticks on your bonds legacy track.On a strong hit with a match, you may also envision how recent events bolstered your connection’s standing and raise their rank by one (if not already epic).On a weak hit, take +2 momentum.On a miss, take no lasting benefit.When your relationship with a connection is tested through conflict, betrayal, or circumstance, roll +heart. If you share a bond, add +1.<br>On a strong hit, <a data-tooltip-position="top" aria-label="Moves - Connection &gt; DEVELOP YOUR RELATIONSHIP" data-href="Moves - Connection#DEVELOP YOUR RELATIONSHIP" href="moves/moves-connection.html#DEVELOP_YOUR_RELATIONSHIP_0" class="internal-link" target="_self" rel="noopener nofollow">Develop Your Relationship</a>.<br>On a weak hit, <a data-tooltip-position="top" aria-label="Moves - Connection &gt; DEVELOP YOUR RELATIONSHIP" data-href="Moves - Connection#DEVELOP YOUR RELATIONSHIP" href="moves/moves-connection.html#DEVELOP_YOUR_RELATIONSHIP_0" class="internal-link" target="_self" rel="noopener nofollow">Develop Your Relationship</a>, but also envision a demand or complication as a fallout of this test.On a miss, or if you have no interest in maintaining this relationship, choose one.
<br>Lose the connection: Envision how this impacts you and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.
<br>Prove your loyalty: Envision what you offer or what they demand, and <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> (formidable or greater) to see it done. Until you complete the quest, take no benefit for the connection. If you refuse or fail, the connection is permanently undone
Progress Move
When your relationship with a connection is ready to evolve, make a progress roll against your connection progress.On a strong hit, you now share a bond. Mark a reward on your bonds legacy track per the connection’s rank:Any allies who share this connection also mark the reward. Then, choose one.
Bolster their influence: When they aid you on a move closely associated with their role, add +2 instead of +1.
Expand their influence: Give them a second role. When they aid you on a move closely associated with either role, add +1 and take +1 momentum on a hit.
On a weak hit, as above, but they ask something more of you first. To gain the bond<br>
and the legacy reward, envision the nature of the request, and do it (or <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to see it done).On a miss, they reveal a motivation or background that puts you at odds. If you recommit to this relationship, roll 2d10, take the lowest value, and clear that number of progress boxes. Then, raise the connection’s rank by one (if not already epic).]]></description><link>moves/moves-connection.html</link><guid isPermaLink="false">Moves/Moves - Connection.md</guid><pubDate>Tue, 04 Aug 2026 01:41:19 GMT</pubDate></item><item><title><![CDATA[Moves - Scene Challenge]]></title><description><![CDATA[When you face an extended or complex challenge, name your objective and choose a rank as appropriate to the situation.
You have a clear advantage: Troublesome
You are ready to act: Dangerous
You are unprepared or outmatched: Formidable
Then, activate a 4-segment tension clock and <a data-tooltip-position="top" aria-label="Moves - Scene Challenge &gt; FACE DANGER (SCENE CHALLENGE)" data-href="Moves - Scene Challenge#FACE DANGER (SCENE CHALLENGE)" href="moves/moves-scene-challenge.html#FACE_DANGER_(SCENE_CHALLENGE)_0" class="internal-link" target="_self" rel="noopener nofollow">Face Danger</a> or <a data-tooltip-position="top" aria-label="Moves - Scene Challenge &gt; SECURE AN ADVANTAGE (SCENE CHALLENGE)" data-href="Moves - Scene Challenge#SECURE AN ADVANTAGE (SCENE CHALLENGE)" href="moves/moves-scene-challenge.html#SECURE_AN_ADVANTAGE_(SCENE_CHALLENGE)_0" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a> to take action.When you attempt something risky or react to an imminent threat within a scene challenge, envision your action and roll. If you act...
With speed, reflexes, or precision: Roll P‑Finesse
With influence, manipulation, or sociability: Roll P‑Presence
With strength, endurance, or aggression: Roll P‑Might
With observation, expertise, or knowledge: Roll P‑Insight
With discipline, focus, or courage: Roll P‑Resolve
On a strong hit, you are successful and mark progress. On a strong hit with a match, mark progress twice.On a weak hit, you are successful and mark progress, but also encounter a complication or setback. Envision what occurs and fill a clock segment.<br>On a miss, you fail, or a momentary success is undermined by a dramatic turn of events. Fill a clock segment and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>. On a miss with a match, fill two segments and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you assess a situation, make preparations, or attempt to gain leverage within a scene challenge, envision your action and roll. If you act...
With speed, reflexes, or precision: Roll P‑Finesse
With influence, manipulation, or sociability: Roll P‑Presence
With strength, endurance, or aggression: Roll P‑Might
With observation, expertise, or knowledge: Roll P‑Insight
With discipline, focus, or courage: Roll P‑Resolve
On a hit, you are successful. On a strong hit, take both. On a strong hit with a match, take both and mark progress. On a weak hit, choose one.
Take +2 momentum
Add +1 on your next move (not a progress move)
<br>On a miss, you fail or your assumptions betray you. Fill a clock segment and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>. On a miss with a match, fill two segments and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.Progress Move
When the scene challenge tension clock or progress track is filled, or when events lead to the scene’s conclusion, make a progress roll against your scene progress.On a strong hit, you achieve your objective unconditionally.<br>On a weak hit, you succeed, but not without cost. You must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>. Make this a minor cost relative to the scope of the scene.<br>On a miss, you fail or are undermined by a dire turn of events. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.]]></description><link>moves/moves-scene-challenge.html</link><guid isPermaLink="false">Moves/Moves - Scene Challenge.md</guid><pubDate>Tue, 04 Aug 2026 01:05:25 GMT</pubDate></item><item><title><![CDATA[Moves - Legacy]]></title><description><![CDATA[When you fill a box (four ticks) on any legacy track, take 2 experience. This experience may be spent when you <a data-tooltip-position="top" aria-label="Moves - Legacy &gt; ADVANCE" data-href="Moves - Legacy#ADVANCE" href="moves/moves-legacy.html#ADVANCE_0" class="internal-link" target="_self" rel="noopener nofollow">Advance</a>.
Once you completely fill the tenth box on any legacy track, clear that track. You may start again marking progress on the cleared track, but earn experience at a reduced rate of 1 experience (instead of 2) for each filled progress box. If you make a progress roll against this track, resolve the outcome as if at 10 progress.When you develop your abilities, improve your resources, gain a reward, or boost your influence, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset. Choose from the following categories as appropriate to your focus and opportunities.
Module: Upgrade your command vehicle
Support Vehicle: Acquire or improve a secondary vehicle
Path: Bolster your personal capabilities or follow a new calling
Companion: Gain or improve a trusted helper
Deed: Learn from your experiences or build a legacy
Progress Move
When you retire from your life as Ironsworn, or succumb to death or desolation, you may create a new character in your established setting. If you do, roll 2d10 and compare to each of the former character’s legacy tracks: quests, bonds, and discoveries (one roll per track).
For each strong hit, choose one from below, or one from the weak hit or miss options.
Follow their path: Take one path or companion asset from the former character (at no cost), including any marked abilities.
Share a connection: Take one connection from the former character, including any accrued progress or bond benefits.
Accept an inheritance: Take the former character’s command vehicle and one module or support vehicle (at no cost), including any marked abilities.
For each weak hit, choose one from below, or one from the miss options.
See it through: Choose one of the former character’s unfinished quests, and Swear an Iron Vow (with an automatic strong hit) to see it done. You may immediately mark up to half their earned progress (round down) on this quest.
Rebuild a connection: Name one of the former character’s connections, and envision how time or circumstances have changed them in a dramatic way. When you Make a Connection with them, take an automatic strong hit and mark two ticks on your bonds legacy track.
Explore familiar ground: Name a location that was meaningful to the former character. When you first visit that place, envision how it has changed or is endangered. Then, mark two ticks on your discoveries legacy track.
For each miss, choose one.
Deal with the aftermath: Envision how one of your former character’s foes has gained power or influence.
Switch loyalties: Envision how you begin in opposition to your former character’s beliefs, goals, or allegiances.
Open Pandora’s Box: Envision how an advancement or discovery has unleashed unexpectedly dire consequences.
]]></description><link>moves/moves-legacy.html</link><guid isPermaLink="false">Moves/Moves - Legacy.md</guid><pubDate>Tue, 04 Aug 2026 01:04:54 GMT</pubDate></item><item><title><![CDATA[Moves - Combat]]></title><description><![CDATA[When you initiate combat or are forced into a fight, envision your objective and give it a rank. If the combat includes discrete challenges or phases, set an objective with a rank for each.Then, roll to see if you are in control. If you are...
On the move or maneuvering: Roll P‑Finesse
In command or facing off against your foe: Roll P‑Presence
In the thick of it at close quarters: Roll P‑Might
Preparing to act against an unaware foe: Roll P‑Insight
Caught in a trap or sizing up the situation: Roll P‑Resolve
On a strong hit, take both. On a weak hit, choose one.
Take +2 momentum
You are in control
On a miss, the fight begins with you in a bad spot.When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are...
Tailing, preparing, out maneuvering or hiding: Roll P‑Finesse
Negotiating, emboldening, or commanding: Roll P‑Presence
Gaining leverage through force, brute strength or aggression: Roll P‑Might
Enduring, shaking off, or sheer determination: Roll P‑Resolve
Coordinating a plan, studying a situation, or cleverly gaining leverage: Roll P‑Insight
On a hit, you stay in control. On a strong hit, choose two. On a weak hit, choose one.
Mark progress
Take +2 momentum
Add +1 on your next move (not a progress move)
On a miss, your foe gains the upper hand, the fight moves to a new location, or you
encounter a new peril. You are in a bad spot and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach and roll. If you are...
In pursuit, fleeing, dodging, getting back into position, or taking cover: Roll P‑Finesse
Creating a distraction, attempting to intimidate or misdirect: Roll P‑Presence
Blocking or diverting with force, or taking the hit: Roll P‑Might
Remaining stalwart against fear or temptation: Roll P‑Resolve
Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll P‑Insight
On a strong hit, you succeed and are in control. Take +1 momentum.On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. Make a suffer move (-1). You stay in a bad spot.<br>On a miss, the situation worsens. You stay in a bad spot and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you are in control and assault a foe at close quarters, roll P‑Might; when you attack at a distance, roll P‑Finesse.On a strong hit, mark progress twice. You dominate your foe and stay in control.On a weak hit, mark progress twice, but you expose yourself to danger. You are in a bad spot.<br>On a miss, the fight turns against you. You are in a bad spot and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you are in a bad spot and fight back against a foe at close quartersm roll P‑Might; when you exchange fire at a distance, roll P‑Finesse.On a strong hit, mark progress twice. You overwhelm your foe and are in control.<br>On a weak hit, mark progress, but you are dealt a counterblow or setback. You stay in a bad spot and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.<br>On a miss, your foe dominates this exchange. You stay in a bad spot and must <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.Progress Move
When you seize an objective in a fight, envision how you take decisive action. Then, roll the progress dice and compare to your progress.If you are in control, check the result as normal. If you are in a bad spot, count a strong hit without a match as a weak hit, and a weak hit as a miss.On a strong hit, you prevail. Take +1 momentum. If any objectives remain and the fight continues, you are in control.On a weak hit, you achieve your objective, but not without cost. Roll on the table below or choose one. If the fight continues, you are in a bad spot.<br>On a miss, you are defeated or your objective is lost. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.<br>When you abandon or are deprived of an objective, envision the consequence of this failure, clear the objective, and <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.If the fight continues, you may create a new objective and give it a rank to represent the changing situation. If any objectives remain, the fight continues and you are in a bad spot.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 environment to your advantage: Roll P‑Finesse.
Fight using beguiling tactics, leadership, or companions: Roll P‑Presence.
Fight in close to overpower your foe: Roll P‑Might.
Fight depending on your courage, endurance or willpower: Roll P‑Resolve.
Fight by outsmarting your foe or using knowledge against them: Roll P‑Insight.
On a strong hit, you achieve your objective unconditionally. You and any allies who joined the battle may take +2 momentum.<br>On a weak hit, you achieve your objective, but not without cost. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.<br>On a miss, you are defeated or the objective is lost. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.]]></description><link>moves/moves-combat.html</link><guid isPermaLink="false">Moves/Moves - Combat.md</guid><pubDate>Tue, 04 Aug 2026 00:49:49 GMT</pubDate></item><item><title><![CDATA[Class - Wayfarer]]></title><description><![CDATA[Roll S‑Insight when using this asset to make a move.
When you acquire this asset, choose a companion asset to be the faithful companion you travel with and assign them a suitable attribute at D6. This attribute will be used as your S‑Attribute in moves where your companion is assisting.Faithful Companion Faithful Bond - Envision how your faithful companion meaningfully assists you when making a move. Make the <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; AID YOUR ALLY" data-href="Moves - Adventure#AID YOUR ALLY" href="moves/moves-adventure.html#AID YOUR ALLY" class="internal-link" target="_self" rel="noopener nofollow">Aid Your Ally</a> move first. On a hit gain S‑Attribute +D1 (+D2 on a strong hit). On a miss, envision how your companions aid goes awry and suffer S‑Attribute -D1. Now make the chosen move and use your companion attribute as S‑Attribute.
<br>Well Travelled - When you <a data-tooltip-position="top" aria-label="Moves - Exploration &gt; UNDERTAKE AN EXPEDITION" data-href="Moves - Exploration#UNDERTAKE AN EXPEDITION" href="moves/moves-exploration.html#UNDERTAKE AN EXPEDITION" class="internal-link" target="_self" rel="noopener nofollow">Undertake an Expedition</a> into undiscovered or uncharted territory you may reroll one die. On a strong hit with a match mark +1 progress.
<br>Tavern Talk - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> by talking to the locals and leveraging your worldly knowledge and experiences add +1 and take +1 momentum on a hit. On a strong hit with a match, you gain unexpected useful information; mark 1 tick on your discoveries legacy track.
]]></description><link>assets/classes/class-wayfarer.html</link><guid isPermaLink="false">Assets/Classes/Class - Wayfarer.md</guid><pubDate>Tue, 04 Aug 2026 00:49:08 GMT</pubDate></item><item><title><![CDATA[Class - Guardian]]></title><description><![CDATA[Roll S‑Resolve when using this asset to make a move.
You have an aegis track. You start with 4 aegis.
Fortify - Requires wielding a shield. When you or an ally <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE HARM" data-href="Moves - Suffer#ENDURE HARM" href="moves/moves-suffer.html#ENDURE HARM" class="internal-link" target="_self" rel="noopener nofollow">Endure Harm</a> and harm is dealt by a source that could be prevented by your shield, you may spend aegis. If you do, envision how you deflect the damage and reduce harm equal to the aegis spent.<br>
When you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; REPAIR" data-href="Moves - Recover#REPAIR" href="moves/moves-recover.html#REPAIR" class="internal-link" target="_self" rel="noopener nofollow">Repair</a> armour or shields add +2. You may also spend repair points as follows; Gain 1 point of aegis; 2 points <br>Bodyguard - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; AID YOUR ALLY" data-href="Moves - Adventure#AID YOUR ALLY" href="moves/moves-adventure.html#AID YOUR ALLY" class="internal-link" target="_self" rel="noopener nofollow">Aid Your Ally</a>, <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a>, <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; REACT UNDER FIRE" data-href="Moves - Combat#REACT UNDER FIRE" href="moves/moves-combat.html#REACT UNDER FIRE" class="internal-link" target="_self" rel="noopener nofollow">React Under Fire</a> by performing a protective or defensive manoeuvre, choose one; Add +D1 to S‑Attribute
Gain 1 re-roll for your secondary attribute die (only usable for this move) On a strong hit +1 momentum. If you are in combat mark progress.
<br>Guardbreaker - When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> a target by using your shield, you may spend aegis. If you do, add +aegis spent. On a match, gain one re-roll on the next combat move, performed by you or an ally, against the same target.
Aegis ]]></description><link>assets/classes/class-guardian.html</link><guid isPermaLink="false">Assets/Classes/Class - Guardian.md</guid><pubDate>Tue, 04 Aug 2026 00:12:56 GMT</pubDate></item><item><title><![CDATA[Class - Loremaster]]></title><description><![CDATA[Roll S‑Insight when using this asset to make a move.
When you acquire this asset choose an area of expertise.Areas of Expertise Thirst for Knowledge - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> by studying one of your specific areas of expertise, add +2. On a hit you discover particularly useful information specific to your area of study.
<br>On a strong hit mark progress (twice with a match) on a relevant track. When you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; SOJOURN" data-href="Moves - Recover#SOJOURN" href="moves/moves-recover.html#SOJOURN" class="internal-link" target="_self" rel="noopener nofollow">Sojourn</a> you may roll P‑Insight. If you do; On a strong hit, you find exceptional research material; gain 2 study progress
On a weak hit, you find some related sources; gain 1 study progress
On a miss, the subject is more complex than you expected; lose 1 study progress When you fill your study progress track, gain a new area of expertise. You may only have three areas of expertise at one time.
<br>Knowledge is Power - When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; ENTER THE FRAY" data-href="Moves - Combat#ENTER THE FRAY" href="moves/moves-combat.html#ENTER THE FRAY" class="internal-link" target="_self" rel="noopener nofollow">Enter the Fray</a> with a target relevant to one of your areas of expertise, a miss is considered a weak hit.<br>
When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; REACT UNDER FIRE" data-href="Moves - Combat#REACT UNDER FIRE" href="moves/moves-combat.html#REACT UNDER FIRE" class="internal-link" target="_self" rel="noopener nofollow">React Under Fire</a> to secure an advantage by analyzing your situation to expose weaknesses or vulnerabilities, add +2. If one of your areas of expertise are relevant, you may re-roll one attribute die.
<br>Trained Memory - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> or <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a> by perfectly recalling prior events with new context, add +2. On a strong hit, mark progress. On a strong hit with a match, you may reveal a previously unknown fact that benefit your current goals.
Study Progress ]]></description><link>assets/classes/class-loremaster.html</link><guid isPermaLink="false">Assets/Classes/Class - Loremaster.md</guid><pubDate>Thu, 23 Jul 2026 01:05:33 GMT</pubDate></item><item><title><![CDATA[Moves - Recover]]></title><description><![CDATA[When you spend time recovering within a community, roll P-Presence.On a strong hit, this is a safe refuge. You and your allies may each choose two recover moves: <a data-tooltip-position="top" aria-label="Moves - Recover &gt; HEAL" data-href="Moves - Recover#HEAL" href="moves/moves-recover.html#HEAL_0" class="internal-link" target="_self" rel="noopener nofollow">Heal</a>, <a data-tooltip-position="top" aria-label="Moves - Recover &gt; HEARTEN" data-href="Moves - Recover#HEARTEN" href="moves/moves-recover.html#HEARTEN_0" class="internal-link" target="_self" rel="noopener nofollow">Hearten</a>, <a data-tooltip-position="top" aria-label="Moves - Recover &gt; REPAIR" data-href="Moves - Recover#REPAIR" href="moves/moves-recover.html#REPAIR_0" class="internal-link" target="_self" rel="noopener nofollow">Repair</a>, or <a data-tooltip-position="top" aria-label="Moves - Recover &gt; RESUPPLY" data-href="Moves - Recover#RESUPPLY" href="moves/moves-recover.html#RESUPPLY_0" class="internal-link" target="_self" rel="noopener nofollow">Resupply</a>. Instead of rolling, assume an automatic strong hit for each. An individual move can be taken more than once.On a weak hit, as above, but time is short or resources are strained. You and your allies each make one recover move instead of two, with no more than three moves total among the group.On a miss, choose one.
<br>The community needs your help, or makes a costly demand in exchange for safe harbor. Envision what they ask of you. If you do it, or <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; EMBRACE DESTINY" data-href="Moves - Destiny#EMBRACE DESTINY" href="moves/moves-destiny.html#EMBRACE DESTINY" class="internal-link" target="_self" rel="noopener nofollow">Embrace Destiny</a> to see it done, resolve this move as a strong hit.
<br>You find no relief, and the situation grows worse. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.
When you receive medical care or provide treatment, envision the situation and roll. If you...
Receive treatment from someone (not an ally): Roll P‑Might
Mend your own wounds: Roll P‑Resolve or P‑Finesse, whichever is lower
Obtain treatment for a companion: Roll P‑Presence
Provide care: Roll P‑Insight
On a strong hit, the care is helpful. If you (or the ally under your care) are wounded, clear the impact and take or give +2 health. Otherwise, take or give +3 health.On a weak hit, as above, but the recovery costs extra time or resources. Choose one: Lose Momentum (-2) or Sacrifice Resources (-2).<br>On a miss, the aid is ineffective and the situation worsens. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>..When you socialize, share intimacy, or find a moment of peace, roll P-Presence.<br>On a strong hit, you find companionship or comfort and your spirit is strengthened. If you are shaken, clear the impact and take +1 spirit. Otherwise, take +2 spirit. If you make this move as you <a data-tooltip-position="top" aria-label="Moves - Recover &gt; SOJOURN" data-href="Moves - Recover#SOJOURN" href="moves/moves-recover.html#SOJOURN_0" class="internal-link" target="_self" rel="noopener nofollow">Sojourn</a>, take +1 more.<br>On a weak hit, as above, but this indulgence is fleeting. Envision an interruption, complication, or inner conflict. Then, <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE MOMENTUM" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-1).<br>On a miss, you take no comfort and the situation worsens. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you attempt to bolster your readiness, envision the opportunity and your approach. If you...
Craft or adapt available resources: Roll P-Finesse
Threaten, seize or gather with strength: Roll P-Might
Barter, steal, coerce or persuade: Roll P-Presence
Obtain with knowledge: Roll P-Insight
Gear up from any available haven store: Roll P-Haven
On a strong hit, choose one.
If you are unprepared, clear the impact and take +1 supply. Otherwise, take +2 supply.
If you are in need of a specific item, resource, or service that can reasonably be obtained, you acquire it. Take +1 momentum.
On a weak hit, as above, but you must first deal with a cost, complication, or demand. Envision the nature of this obstacle.<br>On a miss, you gain nothing and the situation worsens. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you make or obtain repairs to your vehicles, modules, mechanical companions, or other equipment, envision the situation and roll. If you...
Make your own repairs, or direct companions or crewmembers to make repairs: Roll P‑Finesse
Obtain repair services at a facility: Roll P‑Presence
<br>On a hit, you gain repair points as appropriate to the situation, per the table below. Additionally, if you make your own repairs, you may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; SACRIFICE RESOURCES" data-href="Moves - Suffer#SACRIFICE RESOURCES" href="moves/moves-suffer.html#SACRIFICE RESOURCES" class="internal-link" target="_self" rel="noopener nofollow">Sacrifice Resources</a> (hold) and
exchange each -1 of supply for 1 extra repair point (up to 3 points).Spend repair points as follows. Unused points are discarded.
Clear the battered impact on a vehicle: 2 points
Fix one broken module: 2 points
Take +1 integrity on a vehicle: 1 point
Take +1 health for a mechanical companion: 1 point
Repair any other component or device: 3 points
Repair any other equipment or device, but with a complication or malfunction: 2 points
<br>On a miss, the repairs are not made and the situation worsens. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.]]></description><link>moves/moves-recover.html</link><guid isPermaLink="false">Moves/Moves - Recover.md</guid><pubDate>Wed, 22 Jul 2026 23:52:35 GMT</pubDate></item><item><title><![CDATA[Class - Weaponmaster]]></title><description><![CDATA[Roll S‑??? when using this asset.
When you acquire this asset, envision what your unique fighting style is and the related weapon it uses. Choose which attribute best represents it, this is the class attribute for this asset.Fighting Style Martial Prowess - Requires wielding your chosen weapon. When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> using your fighting style and chosen weapon add +1. On a strong hit take +2 momentum.
<br>Weapon Expert - When you <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; GATHER INFORMATION" data-href="Moves - Adventure#GATHER INFORMATION" href="moves/moves-adventure.html#GATHER INFORMATION" class="internal-link" target="_self" rel="noopener nofollow">Gather Information</a> or <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE AN ADVANTAGE" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a> by applying your knowledge of weapons, combat styles, battle tactics or relevant historical figures/events; add +2.
<br>Iconic Weapon - Requires wielding your chosen weapon. Envision how and why your weapon is iconic or recognisable in some way. When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; ENTER THE FRAY" data-href="Moves - Combat#ENTER THE FRAY" href="moves/moves-combat.html#ENTER THE FRAY" class="internal-link" target="_self" rel="noopener nofollow">Enter the Fray</a> and the presence of your weapon influences the encounter, you may re-roll one (two with a match) dice during this encounter. On a strong hit mark progress.
]]></description><link>assets/classes/class-weaponmaster.html</link><guid isPermaLink="false">Assets/Classes/Class - Weaponmaster.md</guid><pubDate>Wed, 22 Jul 2026 00:15:44 GMT</pubDate></item><item><title><![CDATA[Class - Fury]]></title><description><![CDATA[Roll S‑Might when using this asset to make a move.
You have an adrenaline track. Your maximum adrenaline is 5.
Frenzy - When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; ENTER THE FRAY" data-href="Moves - Combat#ENTER THE FRAY" href="moves/moves-combat.html#ENTER THE FRAY" class="internal-link" target="_self" rel="noopener nofollow">Enter the Fray</a>, set your adrenaline to 2.<br>
When you perform the <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> moves, on a hit gain 1 adrenaline.<br>
Before rolling for <a data-tooltip-position="top" aria-label="Moves - Combat &gt; STRIKE" data-href="Moves - Combat#STRIKE" href="moves/moves-combat.html#STRIKE" class="internal-link" target="_self" rel="noopener nofollow">Strike</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; CLASH" data-href="Moves - Combat#CLASH" href="moves/moves-combat.html#CLASH" class="internal-link" target="_self" rel="noopener nofollow">Clash</a> you may spend 5 adrenaline in exchange for an automatic strong hit. When a combat encounter ends, reset your adrenaline to 0.
<br>Enrage - When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; REACT UNDER FIRE" data-href="Moves - Combat#REACT UNDER FIRE" href="moves/moves-combat.html#REACT UNDER FIRE" class="internal-link" target="_self" rel="noopener nofollow">React Under Fire</a> to taunt or provoke a target, on a hit you gain 2 adrenaline and the target must (if possible) direct attention towards you.
Ask Questions Later - When you either: <br><a data-tooltip-position="top" aria-label="Moves - Adventure &gt; FACE DANGER" data-href="Moves - Adventure#FACE DANGER" href="moves/moves-adventure.html#FACE DANGER" class="internal-link" target="_self" rel="noopener nofollow">Face Danger</a> to rush into a fight before your opponent can react
<br><a data-tooltip-position="top" aria-label="Moves - Adventure &gt; COMPEL" data-href="Moves - Adventure#COMPEL" href="moves/moves-adventure.html#COMPEL" class="internal-link" target="_self" rel="noopener nofollow">Compel</a> to taunt, provoke or intimidate a target into starting a conflict with you Make the <a data-tooltip-position="top" aria-label="Moves - Combat &gt; ENTER THE FRAY" data-href="Moves - Combat#ENTER THE FRAY" href="moves/moves-combat.html#ENTER THE FRAY" class="internal-link" target="_self" rel="noopener nofollow">Enter the Fray</a> move; count a miss as a weak hit. Mark progress.
Adrenaline ]]></description><link>assets/classes/class-fury.html</link><guid isPermaLink="false">Assets/Classes/Class - Fury.md</guid><pubDate>Tue, 21 Jul 2026 20:54:47 GMT</pubDate></item><item><title><![CDATA[Class - Darkblade]]></title><description><![CDATA[Roll S‑Presence when using this asset to make a move.
You have a nemesis target slot.Nemesis Sweet Agony - When you <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; ENDURE HARM" data-href="Moves - Suffer#ENDURE HARM" href="moves/moves-suffer.html#ENDURE HARM" class="internal-link" target="_self" rel="noopener nofollow">Endure Harm</a> and roll a match, envision how enduring the pain spurs you on.
On a hit you may choose to take an additional -1 health. If you do, gain momentum equal to the total health lost from this move (up to a maximum of +3).
Heart of Darkness - When a significant opponent causes you to perform a suffer move, you may mark them as your nemesis. You may only have one nemesis at a time.
Once per session, when you make a move that is driven by the contempt for your nemesis you may either; Add +2
<br>Reset your momentum When you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; ENTER THE FRAY" data-href="Moves - Combat#ENTER THE FRAY" href="moves/moves-combat.html#ENTER THE FRAY" class="internal-link" target="_self" rel="noopener nofollow">Enter the Fray</a> with your nemesis take +2 momentum. When your nemesis is defeated or otherwise absolved clear your nemesis slot.
Embrace Ruin - Before you make a move envision how it is driven by anger, malice or sacrifice you may suffer -1 health or -1 spirit. If you do then you may re-roll one attribute die.
]]></description><link>assets/classes/class-darkblade.html</link><guid isPermaLink="false">Assets/Classes/Class - Darkblade.md</guid><pubDate>Tue, 21 Jul 2026 20:20:51 GMT</pubDate></item><item><title><![CDATA[Moves - Adventure]]></title><description><![CDATA[When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
With speed, reflexes, or precision: Roll P‑Finesse
With influence, manipulation, or sociability: Roll P‑Presence
With strength, endurance, or aggression: Roll P‑Might
With observation, expertise, or knowledge: Roll P‑Insight
With discipline, focus, or courage: Roll P‑Resolve
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but not without a cost. Make a suffer move (-1).
On a miss, you fail, or a momentary success is undermined by a dire turn of events.
<a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
With speed, reflexes, or precision: Roll P‑Finesse
With influence, manipulation, or sociability: Roll P‑Presence
With strength, endurance, or aggression: Roll P‑Might
With observation, expertise, or knowledge: Roll P‑Insight
With discipline, focus, or courage: Roll P‑Resolve
On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.
Take +2 momentum
Add +1 on your next move (not a progress move)
<br>On a miss, you fail or your assumptions betray you. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.When you search for clues, conduct an investigation, analyze evidence, or do research, roll P‑Insight.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. Then, take +2 momentum.On a weak hit, the information provides new insight, but also complicates your quest. Envision what you discover. Then, take +1 momentum.<br>On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>When you try to persuade someone or make them an offer, envision your approach. If you...
Charm, pacify, encourage, or barter: Roll P‑Presence
Threaten, intimidate or incite: Roll P‑Might
Trick, outsmart or con: Roll P‑Finesse
On a strong hit, they’ll do what you want or agree to your conditions. Take +1 momentum.
On a weak hit, as above, but their agreement comes with a demand or complication. Envision their counteroffer.<br>
On a miss, they refuse or make a demand that costs you greatly. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.<br>When you act in direct support of an ally, envision how you aid them. Then, <a data-tooltip-position="top" aria-label="Moves - Adventure &gt; SECURE AN ADVANTAGE" data-href="Moves - Adventure#SECURE AN ADVANTAGE" href="moves/moves-adventure.html#SECURE_AN_ADVANTAGE_0" class="internal-link" target="_self" rel="noopener nofollow">Secure an Advantage</a> or <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a> to take action. If you score a hit, they (instead of you) take the benefits of the move.<br>If you <a data-tooltip-position="top" aria-label="Moves - Combat &gt; GAIN GROUND" data-href="Moves - Combat#GAIN GROUND" href="moves/moves-combat.html#GAIN GROUND" class="internal-link" target="_self" rel="noopener nofollow">Gain Ground</a>and score a strong hit, you are both in control. On a weak hit, your ally is in control but you are in a bad spot.When you check to see if you have a specific helpful item or resource, roll P‑Supply.On a strong hit, you have it, and are ready to act. Take +1 momentum.On a weak hit, you have it, but must choose one.
Your supply is diminished: Sacrifice Resources (-1)
It’s not quite right, and causes a complication or delay: Lose Momentum (-2)
<br>On a miss, you don’t have it and the situation grows more perilous. <a data-tooltip-position="top" aria-label="Moves - Fate &gt; PAY THE PRICE" data-href="Moves - Fate#PAY THE PRICE" href="moves/moves-fate.html#PAY THE PRICE" class="internal-link" target="_self" rel="noopener nofollow">Pay the Price</a>.]]></description><link>moves/moves-adventure.html</link><guid isPermaLink="false">Moves/Moves - Adventure.md</guid><pubDate>Tue, 21 Jul 2026 19:25:00 GMT</pubDate></item><item><title><![CDATA[Moves - Fate]]></title><description><![CDATA[When you seek to resolve questions, reveal details, discover locations, 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.
Spark an idea: Use an oracle table or other random prompt.
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.
On a match, envision an extreme result or twist.When you suffer the outcome of an action, choose one.
Make the most obvious negative outcome happen.
<a data-tooltip-position="top" aria-label="Moves - Fate &gt; ASK THE ORACLE" data-href="Moves - Fate#ASK THE ORACLE" href="moves/moves-fate.html#ASK_THE_ORACLE_0" class="internal-link" target="_self" rel="noopener nofollow">Ask the Oracle</a> for inspiration. Interpret the answer as a hardship or
complication appropriate to the situation.
Roll on the table below. If the result doesn’t fit the situation, roll again.
]]></description><link>moves/moves-fate.html</link><guid isPermaLink="false">Moves/Moves - Fate.md</guid><pubDate>Fri, 17 Jul 2026 15:02:56 GMT</pubDate></item><item><title><![CDATA[Moves - Session]]></title><description><![CDATA[When you begin a significant session or chapter of play, do all of the following.
Identify or adjust flagged content and <a data-tooltip-position="top" aria-label="Moves - Session &gt; SET A FLAG" data-href="Moves - Session#SET A FLAG" href="moves/moves-session.html#SET_A_FLAG_0" class="internal-link" target="_self" rel="noopener nofollow">Set a Flag</a>.
Review or recap what happened last session.
Set the scene by envisioning your character’s current situation and intent.
In addition, you may spotlight a new danger, opportunity, or insight. This can
include a scene hidden from your character’s perspective. If you do, envision a
brief vignette (you may roll or choose on the table below for inspiration). Then,
all players take +1 momentum as you return to play from the viewpoint of your
characters.When you identify situations or topics you don’t want to include, don’t want to envision in detail, or otherwise may need mindfulness when approaching, that content is now flagged.<br>When you encounter content flagged as something to approach mindfully, pause to consider or discuss its role in your story. When you come across flagged content that you would rather adjust or omit, <a data-tooltip-position="top" aria-label="Moves - Session &gt; CHANGE YOUR FATE" data-href="Moves - Session#CHANGE YOUR FATE" href="moves/moves-session.html#CHANGE_YOUR_FATE_0" class="internal-link" target="_self" rel="noopener nofollow">Change Your Fate</a>.When you encounter flagged content, reject an oracle, resist a consequence, or otherwise need to shift your circumstances within the game for your comfort or enjoyment, pause and identify what needs to be changed. Choose as many options as appropriate.
Reframe: This didn’t happen the way you first thought. Envision the moment from another perspective in a way that diminishes or changes the content.
Refocus: This is not the most important thing happening right now. Envision how the spotlight shifts to change the focus.
Replace: This happens but with a small adjustment. Switch out an element and envision how this new detail changes the scenario.
Redirect: Adjust the trajectory to involve a helping hand. Envision how another person or party becomes involved.
Reshape: The situation changes completely. Envision what happened instead.
When you resolve a progress move or complete an intense scenario, take a few deep breaths and take some time to attend to the needs of your body. Reflect on what just happened and how it made you feel. Then, choose one.
Move on: Continue the session. You or an ally may add +1 on the next move (not a progress move), bolstered by your reflection and past experiences.
<br>Stop for now: <a data-tooltip-position="top" aria-label="Moves - Session &gt; END A SESSION" data-href="Moves - Session#END A SESSION" href="moves/moves-session.html#END_A_SESSION_0" class="internal-link" target="_self" rel="noopener nofollow">End a Session</a>.
When you end a significant session or chapter of play, reflect on the events of the game and identify any missed opportunities to mark progress.
<br>If you strengthened your ties to a connection, <a data-tooltip-position="top" aria-label="Moves - Connection &gt; DEVELOP YOUR RELATIONSHIP" data-href="Moves - Connection#DEVELOP YOUR RELATIONSHIP" href="moves/moves-connection.html#DEVELOP YOUR RELATIONSHIP" class="internal-link" target="_self" rel="noopener nofollow">Develop Your Relationship</a>.
<br>If you moved forward on a quest, <a data-tooltip-position="top" aria-label="Moves - Destiny &gt; REACH A MILESTONE" data-href="Moves - Destiny#REACH A MILESTONE" href="moves/moves-destiny.html#REACH A MILESTONE" class="internal-link" target="_self" rel="noopener nofollow">Reach a Milestone</a>.
If there is a quest, connection, or other situation you would like to give focus in your
next session, make note of it and take +1 momentum.]]></description><link>moves/moves-session.html</link><guid isPermaLink="false">Moves/Moves - Session.md</guid><pubDate>Fri, 17 Jul 2026 12:33:48 GMT</pubDate></item><item><title><![CDATA[Moves - Suffer]]></title><description><![CDATA[When you are delayed or disadvantaged, suffer -1 momentum for a minor setback, -2 for a serious setback, or -3 for a major setback.
When your momentum is at its minimum (-6) and you must suffer -momentum, choose one. Envision how the price is paid and apply the cost to a different suffer move. Envision how this undermines your progress on a vow, expedition, connection, or combat. Then, clear 1 unit of progress on that track per its rank: When you face physical injury, fatigue, or illness, suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your health is 0, <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> equal to any remaining harm.Then, if your health is 0 or you choose to resist the harm, roll P‑Health or P‑Might, whichever is higher.On a strong hit, choose one.
Shake it off: If you are not wounded, take +1 health
Embrace the pain: Take +1 momentum
<br>On a weak hit, if you are not wounded, you may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-1) in exchange for +1 health. Otherwise, press on.<br>On a miss, it’s worse than you thought. Suffer an additional -1 health or <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-2). If your health is 0, you must also mark wounded or permanently harmed, or roll on the table below.<br>When you face mental strain, shock, or despair, suffer -1 spirit for minor stress, -2 for serious stress, or -3 for major stress. If your spirit is 0, <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> equal to any remaining stress.Then, if your spirit is 0 or you choose to resist the stress, roll P-Spirit or P-Resolve, whichever is higher.On a strong hit, choose one.
Shake it off: If you are not shaken, take +1 spirit
Embrace the darkness: Take +1 momentum
<br>On a weak hit, if you are not shaken, you may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-1) in exchange for +1 spirit. Otherwise, press on.<br>On a miss, it’s worse than you thought. Suffer an additional -1 spirit or <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-2). If your spirit is 0, you must also mark shaken or traumatized, or roll on the table below.<br>When your companion faces physical hardship, they suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your companion’s health is 0, <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> equal to any remaining harm.Then, if their health is 0 or you choose to test their resilience, roll +your companion’s
health.On a strong hit, your companion rallies. Give them +1 health.<br>On a weak hit, if your companion’s health is not 0, you may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-1) and give them +1 health. Otherwise, they press on.<br>On a miss, it’s worse than you thought. They suffer an additional -1 health or you <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-2). If your companion’s health is 0, they are out of action until given aid. If their health is 0 and you rolled a miss with a match on this move, they are dead or destroyed; discard the asset.When you lose or consume resources, suffer -1 supply for a minor loss, -2 for a serious loss, or -3 for a major loss.If your supply is exhausted (reduced to 0), mark unprepared. When you suffer a loss of resources while unprepared, envision how this causes you hardship and apply the cost to a different suffer move.When your vehicle faces a damaging situation or environment, suffer -1 integrity for minor damage, -2 for serious damage, or -3 for major damage. If your integrity is 0, Lose Momentum equal to any remaining damage.Then, if your integrity is 0 or you choose to resist the damage, roll P‑Haven.On a strong hit, choose one.
Damage control: If your vehicle is not battered, take +1 integrity
Hold fast : Take +1 momentum
<br>On a weak hit, if your vehicle is not battered, you may <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-1) in exchange for +1 integrity. Otherwise, carry on.<br>On a miss, it’s worse than you thought. Suffer an additional -1 integrity or <a data-tooltip-position="top" aria-label="Moves - Suffer &gt; LOSE MOMENTUM" data-href="Moves - Suffer#LOSE MOMENTUM" href="moves/moves-suffer.html#LOSE_MOMENTUM_0" class="internal-link" target="_self" rel="noopener nofollow">Lose Momentum</a> (-2). If your integrity is 0, also suffer a cost according to the vehicle type.
<br>
Command vehicle: Mark the vehicle as battered or cursed, mark a module as broken, destroy a broken module by discarding it, or roll on the table below. If the command vehicle is destroyed or sunk, <a data-tooltip-position="top" aria-label="Moves - Threshold &gt; OVERCOME DESTRUCTION" data-href="Moves - Threshold#OVERCOME DESTRUCTION" href="moves/moves-threshold.html#OVERCOME DESTRUCTION" class="internal-link" target="_self" rel="noopener nofollow">Overcome Destruction</a>. Support vehicle: Mark the vehicle as battered or roll on the table below. If the vehicle is destroyed or sunk, discard the asset. Incidental vehicle: Roll on the table below. ]]></description><link>moves/moves-suffer.html</link><guid isPermaLink="false">Moves/Moves - Suffer.md</guid><pubDate>Fri, 17 Jul 2026 12:28:36 GMT</pubDate></item><item><title><![CDATA[Truth - Magic]]></title><description><![CDATA[How prevalent is use of the arcane?]]></description><link>truths/truth-magic.html</link><guid isPermaLink="false">Truths/Truth - Magic.md</guid><pubDate>Wed, 15 Jul 2026 00:45:05 GMT</pubDate></item><item><title><![CDATA[Truth - Technology]]></title><description><![CDATA[How does science live alongside magic?]]></description><link>truths/truth-technology.html</link><guid isPermaLink="false">Truths/Truth - Technology.md</guid><pubDate>Wed, 15 Jul 2026 00:44:47 GMT</pubDate></item><item><title><![CDATA[Truth - Heroes]]></title><description><![CDATA[Who are those that answer the call to adventure?]]></description><link>truths/truth-heroes.html</link><guid isPermaLink="false">Truths/Truth - Heroes.md</guid><pubDate>Wed, 15 Jul 2026 00:44:18 GMT</pubDate></item><item><title><![CDATA[Truth - Destiny]]></title><description><![CDATA[The strong, tangible power that drives those chosen by it.]]></description><link>truths/truth-destiny.html</link><guid isPermaLink="false">Truths/Truth - Destiny.md</guid><pubDate>Wed, 15 Jul 2026 00:43:40 GMT</pubDate></item><item><title><![CDATA[Truth - Communities]]></title><description><![CDATA[How connected are the people and places of the world?]]></description><link>truths/truth-communities.html</link><guid isPermaLink="false">Truths/Truth - Communities.md</guid><pubDate>Wed, 15 Jul 2026 00:42:46 GMT</pubDate></item><item><title><![CDATA[Truth - Magic Extended]]></title><description><![CDATA[ Ever present magic that will corrupt those that abuse it Magic is acquired by forming a bond with a being from another realm Blood is used as a conduit for magic The four elements are harnessed to conjure distinct schools of magic A magical runic alphabet allow spells and rituals to be channelled through various means Questions for your table Are magic users shunned; through fear, disgust or something else? Magic shrouds the land and is wielded by many. It is an ever present energy waiting to be used for any means deemed necessary by the caster. When used in moderation one may keep their faculties and guise but with overuse and abuse corruption of the mind and body both awaits those who cannot resist the temptations of the arcane.
Questions for your table How does magic corrupt those who abuse it?
Can magical corruption be reversed? Tonal Tweaks Dark Fantasy The further power hungry magic users fall to corruption the more insatiable their hunger. Their bodies shift to reflect a grim vision of their desires and their minds are driven to madness by an ever tainted duty they can never fulfil. High Fantasy Natural Fantasy Instead of corrupting the user, when magic is drawn from the surrounding area the land itself is what bares the cost. Heavily populated areas see dulled flora and less wildlife due to the concentrated use of magic. Perhaps there are wastelands where large magical battles were fought. Magical powers are drawn from beyond the veil of the physical realm and require magic users to bind themselves to an otherworldly beings, known as voidborne, in order to channel magical energies. This process can be one of mutual respect or of forced servitude but once it is made it can only be broken by one of the bonded pair dying. The strength of the voidborne influences the power of magics the mage is able to conjure, so much so that mages with particularly strong voidborne have been reportedly hunted in pursuit of severing the bond and claiming the voidborne.
Questions for your table Who or what are the voidborne?
Are bonds truly only breakable through death? Tonal tweaks Dark Fantasy All bonds are forced and voidborne actively seek ways to escape their realm to hunt their bonded mage and free themselves from service. High Fantasy The voidborne are the spirits of ancient heroes looking to fulfil unfinished quests or duties. Natural Fantasy Blood, the very essence of life itself is a potent magical conduit. While fresh blood is most potent it is not a particularly convenient form to work with and so vitaglass was created. Vitaglass is concentrated, crystallized blood and is set into pendants, staff adornments, book covers and the like so that mages can readily channel magic. While blood being needed to perform magic may seem problematic the acquisition of blood and vitaglass is not inherently a nefarious process. Blood is harvested from livestock, freely donated by many folk and can even be safely self acquired. However, given it's uses, blood is a valuable commodity and is treated as such by the shady underbelly of society.
Questions for your table Are different blood types used for different things?
Do different creatures blood affect magic differently? Tonal tweaks Dark Fantasy Blood magic causes mages to hear blood whispers, the voices of the dead. The whispers grow with every incantation. High Fantasy Natural Fantasy Blood is solely gathered from creatures and involves sacred rituals. Different groups of mages associate themselves with different creatures and specialise in related magics. Dark fantasy
High fantasy Elemental crystals that channel related magic Natural fantasy Schools of magic that harness the elements ]]></description><link>truths/truth-magic-extended.html</link><guid isPermaLink="false">Truths/Truth - Magic Extended.md</guid><pubDate>Wed, 17 Jun 2026 12:51:22 GMT</pubDate></item><item><title><![CDATA[Setting - Dark Fantasy]]></title><description><![CDATA[
Magic shrouds the land and is wielded by many. Those who use it are shunned, not through disgust but through fear. Magic is fickle and more than willing to be wielded in the pursuit of power but it comes with a price. When used in moderation one may keep their faculties and guise but corruption of the mind and body both awaits those who cannot resist the temptations of the arcane. The further one surrenders themselves to the arcane the more they crave what they can never attain.
Dark, malevolent powers are drawn from beyond the veil of the physical world by binding oneself to a void born being. Dark mages and corrupt sorcerers bind fuel their rituals with powers that are taken by force, not given freely. The otherworldly sources of such powers do not take kindly to being bound against their will and woe betide the mage whose bound entity manages to breach the veil between worlds and hunt them down.
Blood, the very essence of life itself is a virile magical conduit. Concentrated, crystallized blood is formed and set into pendants, staff adornments, book covers and the like so that mages need not sacrifice their own. The fresher the blood, the more energy that can be channelled; with the blood of a living entity being unparalleled in it's potency. This magic leaves a mage hearing blood whispers, slowly being ever more tormented by the voices of the dead with each and every incantation.
]]></description><link>settings/setting-dark-fantasy.html</link><guid isPermaLink="false">Settings/Setting - Dark Fantasy.md</guid><pubDate>Mon, 15 Jun 2026 23:46:21 GMT</pubDate></item><item><title><![CDATA[Setting - High Fantasy]]></title><description><![CDATA[What are the echoes of the past?
Old ruins left behind from super powerful civ (Ayleids)
Land was formed by a pantheon of greater beings
]]></description><link>settings/setting-high-fantasy.html</link><guid isPermaLink="false">Settings/Setting - High Fantasy.md</guid><pubDate>Mon, 15 Jun 2026 17:50:54 GMT</pubDate></item><item><title><![CDATA[Setting - Tech Fantasy]]></title><link>settings/setting-tech-fantasy.html</link><guid isPermaLink="false">Settings/Setting - Tech Fantasy.md</guid><pubDate>Mon, 15 Jun 2026 17:49:02 GMT</pubDate></item><item><title><![CDATA[Setting - Natural Fantasy]]></title><description><![CDATA[
The land itself channels natural energies which in turn are used by the creatures and people of the world. Magical power is drawn from environment and when used in moderation a harmony of the arcane and the mundane exists; cultivating beautiful meadows of vibrant flowers, crystal clear streams and whispering woods that tell ancient secrets. But there are those who seek to exploit the natural magics of the world and leave barren woods, fetid lakes, acrid rain and feral beasts in their wake.
]]></description><link>settings/setting-natural-fantasy.html</link><guid isPermaLink="false">Settings/Setting - Natural Fantasy.md</guid><pubDate>Sun, 14 Jun 2026 11:36:34 GMT</pubDate></item><item><title><![CDATA[Moves - Quest]]></title><description><![CDATA[When you swear to complete a quest, write your vow and give it a rank. Then, roll P‑Resolve. If you swear this vow to a connection, add +1; if you share a bond, add +2.On a strong hit, you are emboldened and it is clear what you must do next. 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 must overcome a significant obstacle before you begin your quest. Envision what stands in your way.]]></description><link>moves/moves-quest.html</link><guid isPermaLink="false">Moves/Moves - Quest.md</guid><pubDate>Wed, 15 Jul 2026 01:59:11 GMT</pubDate></item></channel></rss>