Sundered Isles Assets Sheets

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ASSET CARDS

This file includes print-and-play asset cards for Sundered Isles, an expansion
for the Ironsworn: Starforged tabletop roleplaying game.

PRINTING THESE ASSETS


You may print these assets for personal use.
They are sized for use with standard 3.5x2.5in (88x63mm) card protectors.

A NOTE ABOUT ASSETS AND PROGRESS MOVES


Some assets include abilities which might be applied to a variety of moves. This is usually phrased as “when
you make a move to [blank].” However, most asset abilities apply only to action rolls. Unless an asset specifically
defines a benefit for a progress move, you may not leverage an asset ability when making a progress roll.

CREDITS
Writing and game design by Shawn Tomkin
Icon design by Nathen Græy

LICENSE
The text of this work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0
International license. For license details, visit ironswornrpg.com.

Copyright ©2024 Shawn Tomkin / Tomkin Press


INCIDENTAL VEHICLE COMMAND VEHICLE MODULE
SAILING SHIP FLAGSHIP ARMORED
NAME NAME
PROW
When you gain command of this ship, envision ● Your seagoing flagship is armed with cannons, ● When you Face Danger or React Under Fire
its nature and assign a max integrity (5, 4, or 3). transports crew, cargo, and passengers, by sailing through an obstacle or barrier,
If this is your primary ship, it has up to 5 hold. and can equip support vehicle and module add +1. If you Withstand Damage as an
You and your allies use your hold value as supply assets. In addition, it has up to 5 hold which outcome of this action, also add +1.
when taking action or suffering a cost related to
cargo and shipwide provisions.
acts as supply for you and your allies when
taking action or suffering a cost related to
● When you Strike by ramming your foe,
choose the force of the hit: 1, 2, or 3. Then,
shipwide gear and provisions. add +that amount. On a strong hit, mark
● Heavy 5 Integrity
● When you Finish an Expedition (dangerous progress. On a weak hit or miss, in addition
● Medium 4 Integrity or greater) on a seagoing journey and score
a hit, this expedition strengthened your ties
to the outcome of the move, Withstand
Damage and suffer damage equal to the
● Light 3 Integrity to your ship and crew. You and your allies force of the hit.
The ship cannot be marked as battered or
may mark 1 tick on your bonds legacy track.
● When you Secure an Advantage or Gain
cursed and cannot be enhanced with modules. ● You fly a distinctive flag. Envision its design. Ground by bringing your ship to ramming
Once per situation, when you hoist the speed and sailing headlong toward a threat,
If it is destroyed, sunk, lost, abandoned, or
colors in a dramatic moment, you and your roll +integrity or +heart, whichever is higher.
upgraded to FLAGSHIP status, discard this card.
allies take +1 momentum. On a strong hit, take +1 momentum.
BATTERED
5 4 3 2 1 0 5 4 3 2 1 0
CURSED

MODULE MODULE MODULE


CHASE GUNS GILDED HARPOON
ADORNMENTS CANNON
● Your vessel is fitted fore and aft with ● When you Secure an Advantage by making ● You may Secure an Advantage or Gain
powerful cannons. When you Strike at a showy display of your ship, you may roll Ground by firing your harpoon cannon at
a pursuing or fleeing target, take +1 +integrity. If you do, take +1 momentum on a large foe or threat. On a hit, the target is
momentum on a strong hit. a hit. grappled. For the duration of the situation,
● Once per fight, when you Gain Ground by ● When you host a formal ceremony or if you make a move to maneuver against,
firing your chase guns to find the range of reception aboard your ship, roll +heart or attack, or board a grappled target, add +1.
your target, add +1. On a strong hit, add +1 +integrity, whichever is higher. On a strong hit, If you roll a 1 on your action die while taking
if you immediately Strike, and continue to the event goes as planned; you and any allies action against a grappled target, the line is
add +1 on each subsequent Strike as long as in attendance mark two ticks on your bonds cut, broken, or works against you; Pay the
you remain in control. If you score a strong legacy track. On a weak hit, as above, but you Price, and you no longer gain the bonus
hit with a match when using this ability, you must first deal with an unfortunate conflict or against that target.
damage a vital component; mark progress. interruption. On a miss, the event flops or is ● As above, and if you fire the cannon in close
● When you Face Defeat in a fight and set a dramatically cut short; Pay the Price. quarters, add +2. If at a distance, take +1
new objective to escape, you may (one time ● When you Withstand Damage and the ship’s momentum on a hit.
only) immediately Clash by firing your chase finery bear the cost, you may mark this ● When you Gain Ground by manuevering
guns as you maneuver away from your foe; module as broken and ignore the damage. against a harpooned target to entangle or
if you do, reroll any dice. On a strong hit, When you Repair and fix this asset, take +2 hinder, take +1 momentum on a strong hit
take +2 momentum. momentum. and envision the ensuing chaos.

MODULE MODULE MODULE


IMPROVED IMPROVED IMPROVED
ARMORY GALLEY GUNNERY
● When you Enter the Fray by rallying your ● When you draw on your provisions to ● Your gundecks house an intimidating array
crew to repel borders or board an enemy indulge yourself and others onboard, roll of heavy cannons. When you Compel or
ship, you may roll +supply; if you do, take +2 +supply and Sacrifice Resources (-2). On a Enter the Fray by opening your gunports to
momentum on a hit. On a strong hit with a strong hit, you and your allies each choose send a promise of violence, add +1 and take
match, you are poised to overwhelm your two. On a weak hit, you each choose one. +1 momentum on a hit. On a strong hit with a
foes; take +1 momentum more. In addition, On a miss, the event is thwarted by a crisis, match, take another +1 momentum.
any allies joining the effort may gain the complication, or dispute. ● Your well-drilled crew brings your cannons
outcome and benefits of your move without ✴ Bolster your ties: Mark two ticks on your to bear with deadly efficiency. When you
rolling to Enter the Fray. bonds legacy track. Strike, choose one.
● When you Resupply by scavenging weapons ✴ Build resolve: Take +2 momentum. ✴ Coordinated fire: Add +1 and take +1
or ammo from your foes after a fight, add +1. ✴ Take comfort: Hearten with an automatic momentum on a hit.
● When you are out of options and set the strong hit. ✴ Unleash hell: Mark progress on a hit, but Lose
fuse to self-destruct your command vehicle, ✴ Gain strength: Take +2 health. Momentum (-1) or Sacrifice Resources (-1).
activate this ability at no cost. If you do, ● You make the most of your provisions on a ● Once per fight, when you Clash by
envision how you escape or overcome your journey. When you Set a Course, you may committing to an all-or-nothing exchange of
foes in the midst of the chaos. Then, mark reroll one challenge die. fire, add +1, count a weak hit as a strong hit,
one box on your quests legacy track and ● When you Sojourn and score a strong hit, and mark progress on a hit. On a miss, you
Overcome Destruction. take +1 supply as the galley is restocked. must suffer a dire outcome.
MODULE MODULE MODULE
IMPROVED IMPROVED IMPROVED
HOLD LOOKOUT SICK BAY
● When you Resupply to gain gear or ● While the lookout post is manned, you ● When the wounded or stricken receive aid
provisions for your ship’s hold, you and your are forewarned. When you Undertake an following a shipwide crisis, roll +supply. On
allies take +1 momentum for each +2 supply Expedition (+wits) to carefully navigate a a hit, the aid is effective; choose two on a
gained through this action. perilous course, or if you Face Danger to strong hit, and one on a weak hit. On a miss,
● Your ship’s hold is stocked with reserves. spot a hidden or distant threat, you may you must count the cost; Pay the Price.
When you Sacrifice Resources and your hold reroll one challenge die. ✴ Build loyalty: Mark 1 tick on your bonds
supply is reduced to 0, first roll +integrity ● Once per situation, when you Secure an legacy track.
instead of marking unprepared. On a strong Advantage by studying a notable sighting ✴ Rally: You and your allies take +1 health or
hit, take +1 supply. On a weak hit or miss, or location from a distance, add +1 and take +2 momentum.
mark unprepared. +1 momentum on a hit. On a strong hit with ✴ Get to work: Take +1 integrity.
● Your hold is fitted with secret compartments. a match, envision an aspect of the situation ● When you Heal, make the cost of a weak hit
When the ship undergoes an inspection or or a vulnerability of your foe you can use to -1 instead of -2.
search, Ask the Oracle if the compartments your advantage; take another +1 momentum. ● When you or an ally mark the permanently
stay hidden, setting the odds as likely. If the ● When you come upon a rare and awe- harmed impact, you have a chance to make
answer is “no,” the searchers are suspicious inspiring sight, and use the lookout post for things right. If you Heal and score a strong
but you may Face Danger to distract or a better vantage point, choose one. hit, clear the impact (in addition to the other
direct their attention elsewhere; if you do, ✴ Gain insight: take +1 momentum benefits of the move). Then, envision the
reroll any dice. ✴ Gain inspiration: take +1 spirit scar that remains.

MODULE MODULE MODULE


IRONCLAD LUCKY MAP ROOM
HULL FIGUREHEAD
LINKED STAT
● Your ship has a 4 hull. When you Withstand FORM ● When you Secure an Advantage or Gather
Damage, you may ignore damage up to the Information by studying or preparing your
value of your hull. If you do, suffer -1 hull. At ● Choose one of your stats to represent the maps prior to setting off on an expedition,
0 hull, mark this module as broken. Spend figurehead’s theme. When you depart a reroll any dice. On a hit, you may also reroll
3 repair points as you Repair to fix a broken port or anchorage, you may roll +linked any dice for the first leg of the journey as you
ironclad hull, and 1 point to take +1 hull. stat. You cannot burn momentum on this Undertake an Expedition.
roll. On a strong hit, the figurehead’s luck
● When you Face Danger or React Under Fire
offers a boon; you and your allies take +2 ● When you assemble others in the map
by letting your ironclad hull take the hit, roll room to formulate a plan or speculate on a
momentum and +1 spirit. On a weak hit, you
+hull and take +1 momentum on a strong mysterious aspect of the world, you and any
and your allies take +1 momentum. On a
hit. On a strong hit with a match, you are participating allies take +1 momentum.
miss, the luck is foul; you and your allies Lose
impervious; take another +2 momentum.
Momentum (-1), and the figurehead offers no ● When you Hearten by working on or
● When you Undertake a Journey across an benefits until you next check its luck. studying your maps in isolation, roll +wits
area of rough seas or dangerous shallows,
you may rely on your ironclad hull. If you do,
● When you make a move +linked stat while instead of +heart. On a hit, take +1 spirit or
aboard ship, and score a miss with a match, +1 momentum. On a match, you uncover a
roll +hull. You may reroll your action die if its previously unnoticed aspect of the world
you may reroll both challenge dice.
value is less than your hull.
● When you must Withstand Damage, you may or make a dreadful realization; envision
what you find, and mark two ticks on your
4 3 2 1 0 (before or after rolling) mark this module as
broken, and ignore all damage. discoveries legacy track.

MODULE MODULE MODULE


RIGGED FOR SUBMERSIBLE TROPHY
SPEED MODE VAULT
● Your ship’s shallow draft, quality sails, and well- ● Your ship can cruise unseen below the ● When you defeat a notable foe, envision
drilled crew makes it fast and manueverable. surface. When you make a move against a the trophy you take. Then, add it to a list of
When you Undertake an Expedition (+edge) foe or threat to avoid detection, add +1. If you trophies on display in your ship’s vault. When
and score a strong hit, take +1 momentum; on Enter the Fray by ambushing an unaware foe, you make a move to overcome an obstacle
a strong hit with a 6 on your action die take +2 add +1 and mark progress on a strong hit. or hazard aboard ship, you may use the
momentum instead of +1. ● When you travel submerged as you Undertake imbued power of a trophy to reroll any dice. If
● When you Enter the Fray, choose one an Expedition (+shadow), you may reroll your you do, mark that trophy’s power as spent.
(before rolling). action die. On a strong hit with a match, ● As above, and if you you use a trophy to
✴ Battle sails: Add +1 and take +1 momentum envision a remarkable underwater feature. If reroll all dice and score a strong hit with a
on a strong hit. you then Explore a Waypoint, reroll any dice. match, the legacy of that object favors you;
✴ Full sails: Take +2 momentum on a hit. ● When you are poised to Strike at a foe while mark two ticks on your bonds legacy track,
and do not mark the trophy as spent. If you
● When you make a move to close the submerged, you may roll +shadow. If you do,
instead score a miss with a match, envision
distance, escape a threat, or manuever for choose one (before rolling).
the cursed legacy that now haunts you.
advantage, you may push the crew and your ✴ Strike true: Reroll any dice.
ship to their limit. If you do (decide after ✴ Strike hard: Mark progress on a hit. ● When you give a tour of the vault and
rolling), reroll any dice and count a weak hit make a move in that space to impress or
On a strong hit with a match, you also intimidate, add +2 and take +1 momentum
as a strong hit. Then, Withstand Damage (-2). remain totally undetected; take +2 on a hit.
momentum and add +1 on your next Strike.
SUPPORT VEHICLE SUPPORT VEHICLE SUPPORT VEHICLE
CAPTAIN’S DIVING BELL FLYING MACHINE
BOAT NAME NAME
NAME
● Your diving bell carries passengers into the ● Your flying machine can carry you and a
● Your sleek and speedy personal transport can depths within an air-filled chamber. It offers passenger on aerial missions. When you
carry a small number of crew or passengers. a refuge when diving the seabed, or while make a move to scout or survey from above,
When you make a move to outrun a danger, exploring underwater wrecks, ruins, or add +1 and take +1 momentum on a hit.
pursue a target, or race against a deadline,
add +1 and take +1 momentum on a hit.
caves. When you set off from the bell on a ● When you perform a risky maneuver to
perilous undersea dive, or return to the bell overcome an obstacle or danger, you may
● Your boat is armed with light cannons. When after a dive, take +1 momentum. add +integrity and take +2 momentum on
you Clash by firing the cannons, you may add
+integrity. If you do, take +1 momentum on a
● Your diving bell is fitted with a rigid hull. a strong hit. If you do, count a weak hit as
When you Face Danger to test its strength a miss.
hit, but mark one fewer progress. against the crushing depths, roll +integrity ● When you scout ahead as you Set a Course,
● Your boat is fitted with impressive or imposing and add +1. When you must Withstand add +1. On a strong hit with a match, you
regalia. When you Secure an Advantage Damage against pressure or impact, take +1 spot a remarkable location or opportunity
by seeking to make an impression as you momentum or +1 integrity on a strong hit. en route. Mark one tick on your discoveries
arrive at a location or event, you may roll
+integrity. If you do, take +1 momentum or
● When you use the diving bell to Explore a legacy track, envision what you find, and
resolve the encounter. Then, continue to
Waypoint, add +1.
+1 spirit on a hit. your destination.

3 2 1 0 3 2 1 0 3 2 1 0
BATTERED BATTERED BATTERED

SUPPORT VEHICLE PATH PATH


LONGBOAT CANNONEER CONSTRUCT
NAME

● Your longboat transports crew, passengers, ● When you Strike using a vehicle’s weapons, ● You are a machine. You do not eat, drink,
and cargo to and from your flagship. and hold your fire for maximum effect, or breathe, and are immune to toxins and
When you (or a landing party under your decide the amount of momentum you risk (1, poisons. You Endure Harm as normal, but
command) use the craft to haul provisions as 2, or 3) and add +that amount. On a strong restore health only when you Repair (spend 1
you Resupply, you may roll +integrity. If you hit, mark progress. On a weak hit or miss, repair point to take +1 health, and 2 points to
do, take +1 supply or +1 momentum on a hit. Lose Momentum equal to 1 + the amount clear the wounded impact).
● Your longboat is reinforced to endure storm, risked (in addition to any other cost). ● You have a kinship with other machines. When
shoals, and cannon fire. When you Withstand ● When make a move by firing or directing you make a move to build, repair, or study a
Damage and score a miss, you may reroll any the fire of a vehicle’s weapons, and burn mechanical device, or question or convince
dice. When you Repair a battered longboat, momentum to improve your result, roll a mechanical being, you may roll +spirit. On
clear the impact for 1 repair point (instead of 2). your action die. On a 5 or 6, do not reset a match, you build new understanding or
● Your crew is trained for a stealthy approach. momentum. Otherwise, take +1 momentum affinity; mark 1 tick on your bonds legacy track.
When you Face Danger or Gain Ground after you reset. ● You may purchase paths (except AUGMENTED)
using your longboat to board an enemy
vessel or land on hostile shores, add +1 and
● When you Secure an Advantage or Gain Ground to reflect an aspect of your mechanical nature
by preparing or loading special ammunition for 1 less experience. When you Pay the Price,
take +1 momentum on a hit. for a vehicle’s weapons, roll +supply. On a hit, you may suffer the cost by marking one of
take +1 momentum. Then, when you first make these assets as broken. Spend 2 repair points
4 3 2 1 0 a move to fire this ammunition, reroll any dice. to return a broken asset to working condition.
BATTERED

PATH PATH PATH


CREW CUTTHROAT DUELIST
COMMANDER If you wield knives…
● You have 2 command; your max is 4. When ● When you Strike, add +1. When you make ● When you Enter the Fray or Battle in a duel
you or an ally make a move leading or aided a move using a knife not as a weapon to against a single notable foe, add +2. If you
by the crew, you may (after rolling) suffer -1 attack or threaten, but as a tool to cut an set a new objective in a fight by challenging
command to improve a miss to a weak hit, or object, gain leverage, or grab hold, add +1 a single worthy foe, take +2 momentum.
a weak hit to a strong hit. When you Pay the and take +1 momentum on a hit. ● When you Gain Ground in personal combat
Price, you may suffer the cost as -1 command. ● Once per situation, when you make a move using superficial attacks to probe your
While at 0 command, this asset counts as to ambush an unaware foe, or perform a opponent’s defenses, or by drawing them
an impact. To bolster your crew, provide a feint or misdirection to draw someone off off guard with verbal repartee, take +1
notable reward or respite, and roll +heart. On their guard, reroll any dice. If in a fight, momentum on a hit. On a strong hit, also
a strong hit, take +4 command. On a weak mark progress on a hit. When you hold an add +1 if you immediately Strike.
hit, take +2. On a miss, take +2 but envision
a threat to your crew or leadership.
ambushed foe at knifepoint and make a ● When you roll a miss with a match in a
move aided by the prospect of violence, situation where your reputation is known,
● Take +2 command; your max is now 6. add +1. you may suffer the cost by envisioning a
● When your command is 0 and the situation ● When you End the Fight without mercy or notable rival who challenges you to a duel.
desperate, you may Compel your crew to restraint, you may reroll one challenge die. If you defeat them, mark two ticks on your
action; if you do, take +2 command on a hit. If you do, Endure Stress (-2). If you then quests legacy track. If you decline, mark one
choose to resist the stress, roll +iron instead tick on your bonds legacy track but envision
6 5 4 3 2 1 0 of +spirit or +heart. the fallout of this refusal.
PATH PATH PATH
HARPOONER JINX MUSICIAN
If you wield a handheld
harpoon...
● When you make a move to throw or stab your ● You are cursed by ill luck, but persisting offers ● When you Hearten, Secure an Advantage,
its own rewards. If you score a miss with a or Gain Ground by encouraging yourself or
harpoon at a large target, add +1 and take +1 match, this asset counts as an impact for you others with a musical performance, add +1.
momentum on a hit. When making a move and your allies. You may undo this only by On a strong hit with a match, also mark 1 tick
to attack person-sized foes, the harpoon is a scoring a strong hit with a match; if you do, on your bonds legacy track.
powerful but ungainly weapon; add +2, but
suffer -1 momentum on a weak hit or miss (in
you and your allies each clear the impact and ● When you score a hit as you Sojourn during
mark 1 tick on your bonds legacy track. your first visit to a community, and Hearten
addition to any other cost of the outcome).
● When you Strike a large foe in close quarters,
● When you score a weak hit on a progress by honoring them with a song, you may take
move, you may test your luck by reducing an extra recovery move.
you may drive your harpoon home. If you do,
mark progress on a hit. If the fight continues,
the progress score by 1 and rerolling all dice. ● When you suffer or encounter a tragic loss and
and you choose to pull the harpoon free, you ● When you roll matched 1’s on your challenge perform a song to memorialize the dead, roll
must Gain Ground (+Iron), score a hit, and forgo dice while suffering from this asset’s impact, +heart. On a strong hit, take both. On a weak
one of the choices awarded by that move. you may activate this ability at no cost. If you hit, choose one. On a miss, the performance
do, you are favored by fortune; you and your leaves you or others troubled; Pay the Price.
● When you Resupply by hunting large game, allies clear the impact and mark 1 box on ✴ Honor the lost: mark 2 ticks on your bonds
add +1 and take +1 supply on a hit. On a miss your bonds legacy track. Then, discard this legacy track.
with a match, there’s always a bigger fish; asset and increase your momentum reset
you draw the attention of a notable threat. ✴ Offer comfort or inspiration: you and your
and max momentum (if less than 10) by 1. allies take +2 spirit or +2 momentum.

PATH PATH PATH


MUSKETEER NECROMANCER OVERLANDER
If you wield a musket...
● When you make a move to shoot at a ● While in the presence of the remains ● When you Undertake an Expedition through
specific target from a distance, but score a of an intelligent being, you may Gather uncharted or unfamiliar overland territory,
miss, you set your sights on your quarry. The Information by summoning their spirit to you may reroll one challenge die.
next time you make a move to shoot at the answer your questions. If you do, roll +heart ● When you find or make shelter in the wilds,
same target, add +2. and take +1 momentum on a hit. roll +wits. On a strong hit, you and your allies
● When you Clash, you may attempt to turn ● When you Face Death, or if you Aid your Ally envision how you pass the time and each
the tide of the fight with a difficult but bold by serving as their guide as they face death, take +2 spirit or +2 health, or +1 to each. In
shot. If you do, roll an extra challenge die mark 2 ticks on your bonds legacy track. addition, any companions in your company
and keep the two highest. A weak hit then ● You may Face Danger (+heart) to animate a take +1 health. On a weak hit, the comfort is
counts as a strong hit. On a strong hit with a corpse with soulless life. On a hit, it is under fleeting; you and your allies take +1 health or
match, mark progress. your control. When it aids you through force, +1 spirit. On a miss, you encounter hardship
● When you Gain Ground by charging into threat, or fear as you make a move, add +2 or a new danger; Pay the Price.
close quarters with a fixed bayonet, or if you and fill one segment of a 4-segment clock. ● When you Resupply by searching out a source
React Under Fire by holding foes at bay or You may also suffer the cost of a move by of food, water, or other natural resources in
parrying close quarter attacks with your rifle, filling a segment. When the the wilds, add +1. On a strong hit with a match,
add +1 and take +1 momentum on a hit. clock is full, the corpse crumbles you encounter an unusual or extraordinary
to ash. You may control only a location; you may Explore a Waypoint (even if
single corpse at a time. not on an expedition) and reroll any dice.

PATH PATH PATH


PEDDLER PIRATE PISTOLEER
CAPTAIN If you wield a brace of pistols...
● Once per visit, when you offload goods in ● When you seize a notable ship or treasure, ● When you Enter the Fray with pistols in
a community, roll +wits. On a strong hit, roll +wits. On a strong hit, take both, or choose hand, or Battle by unleashing a whirlwind
choose two. On a weak hit, choose one. On one twice. On a weak hit, choose one. On a of gunfire, add +2.
a miss, you make a bad deal; Pay the Price. miss, choose one, but this prize also brings an ● When you Strike or Clash with a flurry of
✴ Trade for services: Make one recovery move unexpected danger; Pay the Price. shots, you may roll your action die up to
(not Sojourn) with an automatic strong hit ✴ Build your fortune: Mark one tick on your three times (or roll three action dice at
✴ Trade for clout: Mark 1 tick on your bonds quests legacy track. once), keeping the highest. On a strong
legacy track ✴ Share the spoils: Mark one tick on your hit, mark progress. On a weak hit or miss,
✴ Trade for goods or coin: Mark 1 tick on your bonds legacy track. after resolving the outcome of the attack,
quests legacy track ● When you Set a Course for familiar hunting immediately Check Your Gear to see if
● As above, and on a match you uncover a grounds or to intercept a specific target, you you have more pistols and ammo at the
chance to obtain a unique (if a strong hit) may reroll your action die if its value is less ready. If not, this asset is unusable for the
or problematic (if a miss) resource or item. than your ship’s integrity. When you Face remainder of the fight.
Envision the opportunity. If you secure it, Danger by stalking an area in search of prey, ● When you participate in a charged or
mark 2 ticks on your quests legacy track. add +1 and take +1 momentum on a hit. antagonistic parlay with your pistols on
● When you make a move to barter with a ● You may spend 1 experience to Sojourn with display, take +2 momentum at the start of
connection and score a hit, Advance Your an automatic strong hit. If you do, you and the interaction.
Relationship and take +1 momentum. your allies take one extra recovery move.
PATH PATH PATH
SCATTERSHOT SCHOLAR SHAPECHANGER
FIELD FORM
If you wield a scattergun...
FIELD TRIGGER
● Your scattergun is armed with a single shot, ● Choose a field of study to represent your ● You have an alternate form and a trigger that
which you may use to Strike or Clash against
a large target, a group of massed foes, or a scholarly expertise. When you Gather sparks the transformation. If you encounter or
close quarters enemy. When you do, reroll Information by conducting extended research activate the trigger, Face Danger (roll +health)
any dice. To use the scattergun more than within your field of study, or when you to hasten, endure, or resist the transformation.
once in the same fight, you must first score Hearten through the comfort of dedicated When you make a move in your alternate
a hit as you Gain Ground (+edge), forgoing learning, add +1 and take +1 momentum on form, roll an extra action die. If the move is
one of the choices awarded by that move to a hit. On a match, you piece together an true to your alternate form’s nature, keep
instead reload and ready your next shot. enlightening or harrowing theory; envision the highest as your action die value. If it is
the nature of this revelation and mark 1 tick contrary, keep the lowest. To willingly return
● When you make a move by firing your on your discoveries legacy track. to your normal form, Lose Momentum (-2).
scattergun to damage or destroy an
inanimate object, or to create a distraction, ● When you Secure an Advantage or Gain ● As above, and when you score a hit with
add +1 and take +1 momentum on a hit. Ground through cursory observation of a matching values on both action dice, your
situation that falls within your field of study, identities are in harmony; take +1 momentum.
● When you Take Decisive Action with a or when you Compel using your expertise to ● Choose your normal or alternate form as your
devastating shot or by demanding surrender speak truth or logic, add +1.
at the point of a readied scattergun, you ideal self. When you change to that form, you
may reroll one challenge die. ● You apply yourself to another discipline. are partially restored and may take +1 health
Choose a second field of study. or +1 spirit.

PATH PATH PATH


SHIPWRIGHT SOCIALITE SORCERER

● When you Repair, take 1 extra repair point or ● When you make a move using using charm, ● When you Secure an Advantage or Gain Ground
+1 momentum on a hit. When you Resupply flattery, or seduction, or by navigating elite by creating a minor mystical effect, roll +spirit.
by scavenging parts or materials from a ship social circles, add +1. On a strong hit, take +1 momentum. On a weak
or wreck, take +1 supply or +1 momentum ● When you first make an appearance at a hit, take the standard benefits of the move,
on a strong hit. social event, you may attempt a grand or but first Endure Stress (-1). On a match, you
● When you Enter the Fray (+wits), you memorable entrace. If you do, roll +heart. learn something of magic’s nature through
an unexpected boon or harrowing backlash;
may study an enemy vessel to pointpoint On a strong hit, mark one tick on your bonds
weakneses and strengths in its construction legacy track and take +3 momentum. On a mark 1 tick on your discoveries legacy track.
or configuration. On a strong hit, you spot a weak hit, take +2 momentum. On a miss, ● You may purchase assets of a supernatural
vulnerability or devise a means of overcoming choose one and Endure Stress (-2). nature for 1 experience (instead of 3).
its advantages; envision what you learn and ✴ You spot an unwelcome rival, authority, or ● When you Swear an Iron Vow (extreme or
take +2 momentum. One time only, you or former beau. greater) to gather the components and lore of
an ally may reroll any dice when using this ✴ You commit an embarrassing faux pas. a complex and powerful ritual, reroll any dice.
insight to make a move. ✴ You are upstaged by another’s entrance. When you Reach a Milestone on this quest,
● When you Advance by conducting a refit at ● When you Hearten while attending an take +2 momentum. When you enact the ritual
port, you may purchase or upgrade module exclusive social event, reroll any dice. On a to Fulfill Your Vow, you may reroll any challenge
assets for 1 less experience. strong hit, you and any allies in your company dice to draw on unknowable powers at the risk
take +1 momentum. of your soul. If you do, Face Desolation.

PATH PATH PATH


SPY SWASHBUCKLER URCHIN

● When you make a move to covertly observe ● When you make a move with outrageous ● You are unnoticed and underestimated.
a target, infiltrate a protected location, or style, and do not roll a 1 on your action When you make a move to sneak, hide, or
uncover or decipher secret information, add die, you may reroll that die. If you burn pilfer, add +1 and take +1 momentum on a hit.
+1 and take +1 momentum on a hit. momentum to improve your result on this When you make a move to defy expectations
● When you Face Danger or Secure an move, roll your action die again; on a 5 or 6, (decide before rolling) add +1 and reroll any
Advantage to establish a false identity or do not reset momentum. dice, but count a weak hit as a miss.
adopt a disguise, add +1. On a hit, add +1 when ● When you Enter the Fray in personal ● Name a connection as your mentor. When you
using that identity to deceive or influence combat, or when an ongoing fight transitions Develop Your Relationship with them, take
others. If you score a miss with a match to personal combat, you may envision up to +2 momentum. When you successfully Fulfill
when using a false identity, your deception three useful aspects of your surroundings. Your Vow in their service or to their benefit,
is completely and dramatically undone. Take +1 momentum for each. Then, when also mark two ticks on your bonds legacy
● When you Forge a Bond for a relationship you make a daring or unexpected move track. When you Forge a Bond with them
founded on deception, choose one. incorporating one of those aspects (once per and score a hit, make the legacy reward one
✴ Keep the secret: You may reroll one aspect), add +1. rank higher (1 extra box if already epic).
challenge die. ● When you React Under Fire in close quarters ● When you come of age or take on a role
✴ Reveal the truth: On a strong hit, make the by parrying, and score a strong hit, you beyond your years, gain this ability at no cost.
legacy reward one rank higher (1 extra box counter or turn your foe’s attack against Then, discard this asset and take two others
if already epic). them; mark progress. (at no cost) to represent your new status.
PATH PATH COMPANION
WATERBORN WINDBINDER ALBATROSS
NAME

● You have an affinity for the depths. You can ● When you bind the winds to your will, roll ● Your albatross companion brings good luck,
spend extended time underwater without +edge. On a strong hit, the winds are fine; you but its fate is tied to your own. When you are
need of a breath, and have 5 air. When you and your allies take +2 momentum, and may at sea, increase your momentum reset by 1.
exert yourself to make a move underwater, add +1 when you make a move to navigate or If the albatross is killed, discard this asset
you may suffer -1 air and add +1. When your maneuver. On a weak hit, the winds are fair; and suffer a permanent impact.
air is 0, you must Endure Harm (-2) before take +2 momentum. On a miss, the winds are
foul; you and your allies Lose Momentum (-2),
● When the albatross flies ahead of your ship
making any move involving physical action. or perches on the ship’s mast as you Finish
When you return to the surface or an air- and should face weather-related hazards and an Expedition, its luck is on your side. You
filled environment, set your air to 5. costs as appropriate. No matter the outcome, may reroll one challenge die.
● Once per foray into an underwater environ, set the winds to fair after a few hours.
● When you Secure an Advantage at sea by
you may trade air for momentum, or vice- ● As above, and add +1 when you bind the winds. asking the spirit embodied by the albatross
versa. Suffer -2 air and take +2 momentum, ● Once per situation, you may summon a mighty for a favorable boon, you may roll +its
or Lose Momentum (-2) and take +2 air. cyclone. Take an automatic miss as defined health. If you do, take +1 momentum on a
● When you make a move to maneuver while above, but also wreak havoc on your foes; hit. On a strong hit with a match, also mark
diving or swimming, take +1 momentum on mark progress on a related quest, or mark 1 tick on your bonds legacy track as you
a strong hit. progress twice on related objectives in a fight. deepen your connection to your companion.

5 4 3 2 1 0 FINE FAIR FOUL 3 2 1 0


OUT OF ACTION

COMPANION COMPANION COMPANION


CHATTERING DOLPHIN DRAGON
SKULL NAME NAME
NAME
● Your dolphin companion is a helpful but often ● Your dragon companion wards off trouble.
● This animate skull does not use a health errant friend. When you call the dolphin, roll When you Secure an Advantage by letting
meter, but is as vulnerable to destruction or +heart. On a hit, it appears and will remain in it roam, roll +its health. You must Sacrifice
loss as any object. When you make a move in the area for an hour or two. You may (one time Resources (-1) about once a day to satiate
its presence, add a cursed die (ten-sided) to only) reroll any dice on a move to overcome its fierce appetite; otherwise, make the
the roll. If that die rolls a 10, you glean insight an obstacle or hazard with its help. On a Companion Takes a Hit (-2) move.
from the skull’s incessant chatter as follows.
✴ If you rolled a miss, reroll all dice. If you
strong hit, also take +2 momentum, On a miss, ● The dragon accepts you as a rider. It will fly
it is away or unable to respond; Pay the Price. under your direction, and will assail your foes
miss again, the skull led you astray.
✴ If you rolled a hit, take +1 momentum and
● When you make a move to detect or evade using tooth, tail, claw, and fiery breath. When
a threat while swimming in the company you make a move from the saddle to lead
add +1 on your next related move. of the dolphin, roll +its health and take +1 an expedition or leverage the dragon as a
● When you roll a match with a 10 on the momentum on a hit. weapon, you may roll +its health. If you then
cursed die, you learn a surprising or dreadful
aspect of the skull’s history or nature; mark
● When you Undertake an Expedition and score roll a 1 or 2 on your action die, the dragon must
a miss with a match, you may envision the bear the brunt of any cost or counterattack.
one box on your bonds legacy track. dolphin appearing unbidden to guide you out ● When you make the Companion Takes a Hit
● Once per situation, when you make a move of trouble. If you do, reroll both challenge dice. move, take +1 momentum on a strong hit.
against a supernatural foe, challenge,
or mystery, you may use the value of the 4 3 2 1 0 5 4 3 2 1 0
cursed die in place of your action die. OUT OF ACTION OUT OF ACTION

COMPANION COMPANION COMPANION


JUNGLE CAT MONKEY PARROT
NAME NAME NAME

● Your jungle cat companion leaps into the ● Your monkey companion finds its own ● Your parrot companion offers random
fight at your side. When you Strike aided by trouble. Once per situation, when you score wisdom. When you seek inspiration, context,
the cat, or if you make a move to intimidate a miss, you may envision a cost involving or direction, use your oracle dice to choose
your foes, add +1. If you Clash, take +1 the monkey causing mischief or getting into a table (1–25: Action, 26–50: Theme, 51–75:
momentum on a hit. danger. If you do, roll +its health. On a strong Descriptor, 76–100: Focus). Then, roll to
● The jungle cat leads the way on treacherous hit, the monkey unwittingly turns the situation learn what your parrot says. If you connect
this prompt to your current situation for new
overland journeys. When you Undertake an to your favor; take +2 momentum. On a weak
Expedition through wilderness, add +1. On a hit, it provides a distraction or mild boon; take insight, take +1 momentum.
strong hit with a match, the cat guides you to +1 momentum. On a miss, it faces its own cost ● Once per fight, when you score a miss, you
an otherwise unseen opportunity; envision or makes the situation worse. may envision how the companion appears
what you find and take +2 momentum. ● When you make a move by sending the on the scene to cause a timely distraction. If
● When you Endure Stress in the company monkey to complete a task involving theft, you do, make it a strong hit instead.
of the jungle cat, or if you Hearten in their infiltration, or sabotage, roll +its health. On a ● The parrot squawks a warning when danger
company, add +1. On a strong hit with a hit, take +1 momentum. is near. When you Face Danger to detect a
match, you find inspiration or solace; take ● When you Resupply by asking the monkey to threat, or if you Enter the Fray against an
+momentum equal to their health. search or scavenge, add +1. ambush, add +its health.

4 3 2 1 0 3 2 1 0 2 1 0
OUT OF ACTION OUT OF ACTION OUT OF ACTION
COMPANION COMPANION DEED
RAT THE KRAKEN COHORT
NAME While it is your companion, Once you Make a Connection
the Kraken cannot be harmed. and accept them as a crewmate...
● Your rat companion shows the way. When ● When you summon the Kraken, fill one ● You gain a specialist. The specialist is part
you make a move to flee a danger aboard segment of a four-segment clock. The Kraken of your crew, but is tracked as a connection
a ship or within a confined site, and let your will heed a single command to destroy or and provides benefits to you and your allies
rat take the lead, add +its health. overcome any foe or obstacle. If you are in a per their role. When you Withstand Damage
● When you make a move by setting loose fight, Take Decisive Action with an automatic and score a miss, or if you Pay the Price, you
the rat to cause a distraction or commotion strong hit. When the clock is filled, Ask the may suffer the cost by noting the specialist
among a crowd or in a public space, add +1 Oracle (using the yes/no table) if the Kraken as out of action. An out of action specialist
and take +1 momentum on a hit. On a strong turns against you, making it 50/50. On a yes, provides no benefit. To restore a specialist to
hit with a match, it creates unexpected discard this asset; the Kraken is duty, resolve the situation as appropriate to
chaos; take +1 momentum more. now an epic foe. On a no, clear the nature of the injury, trauma, or dispute.
● You may Explore a Waypoint (even if not on one segment of the clock. ● Gain additional specialists by spending 1
an expedition) by sending the rat to search
a promising confined area for something of
● When you make a move using a experience to add a connection to your crew
threat to call the Kraken as leverage, add +2. as a specialist. Specialist bonuses may not be
interest or value. If you do, roll +its health.
On a miss, its instincts have you forewarned; ● One time only, when you Fulfill Your Vow stacked for a single action.
you may reroll one challenge die. (formidable or greater) in service to the ● When you Secure an Advantage by
Kraken and score a hit, choose one: clear gathering your specialists to strategize or
2 1 0 all clock segments, or discard this asset and problem-solve, you may reroll one die for
OUT OF ACTION mark three boxes on your bonds legacy track. each participating specialist.

DEED DEED DEED


DAMNED FLEET OLD SALT
Once you mark tormented COMMMANDER Once you fill 4 boxes each on
or doomed… Once you fill 12 legacy track boxes your discovery and bonds
legacy tracks...
● You are cursed and remade by your and take command of a mighty fleet...
encounter with death or desolation. Discard ● Your fleet has a starting and max power of 4. ● You have grown accustomed to life aboard
two or more assets connected to your When you make a move as a fleetwide ship. When you set sail after a landlocked
former nature, and take up to three assets action to get in position, avoid a hazard, or layover, take +2 momentum or +2 spirit, or
to represent your damned existence. Give fight, roll +power. If you Pay the Price and +1 of each. When you make landfall, Lose
the new assets a special mark. When you your fleet bears the cost, suffer -1 power. At Momentum (-1).
Advance and upgrade a damned asset, 0 power, mark the fleet as wrecked. To refit ● When you Secure an Advantage to plot a
spend 1 experience (instead of 2). the fleet, Sojourn and forgo an automatic course through careful study of currents
● Choose a community where you are accepted strong hit on a recover move to take +2 and weather, or if you Face Danger aboard
in spite of (or because of) your cursed nature. power; if the fleet is wrecked, first spend 2 ship to overcome or avoid an environmental
When you Sojourn there, reroll any dice. experience to clear that status. hazard such as a storm or rogue wave, add
● When your curse is broken through the ● Take +2 power and set your max power to 5. +1 and take +1 momentum on a hit.
fulfillment of a vow or other event, activate ● When you Undertake an Expedition, you ● When you make a move to hunt, oppose,
this ability at no cost. Discard this asset and may reroll your action die if its value is less study, pacify, or gain the favor of a creature
any of your damned assets, exchanging than your fleet’s power. of the sea, add +1. On a strong hit with a
them one-for-one for new assets with an match, envision the surprising insight you
equal number of marked abilities. You may gain; mark one tick on your discoveries
5 4 3 2 1 0
then improve one of your stats by +1. WRECKED legacy track.

DEED
UNDEAD
Once you die or are cursed
with undeath...
● This is not your end. Envision your undead
form and nature. This asset counts as a
permanent impact, but you are now resistant
to mortal harm. When you Endure Harm, you
may first Lose Momentum (-1, -2, or -3) to
offset an equal amount of harm. If potential
harm remains, and you choose to resist the
harm, roll +spirit.
● When you make a move using your undead
aspect to intimidate, scare, or confound,
reroll any dice; on a hit, take +2 momentum.
● You may move at-will between the mortal
world and the realm of the dead, can take
others with you, and may navigate those
paths to bypass or hasten a mortal journey.
When you Undertake an Expedition within
the realms of the dead, roll +spirit. On a
strong hit, mark progress.

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