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IRONSWORN

ASSETS
VOLUME 1

Copyright ©2018 Shawn Tomkin.


The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses and the
Ironsworn System Reference Document, visit ironswornrpg.com.
Selected icons by Lorc and Delapouite under CC BY 3.0.
COMPANION COMPANION COMPANION

HAWK HORSE HOUND


Name: Name: Name:
Your hawk can aid you when it is aloft. You and your horse ride as one. Your hound is your steadfast companion.
 Far-seeing: When you Undertake  Swift: When you Face Danger +edge  Sharp: When you Gather Information
a Journey, or when you Resupply by using your horse’s speed and grace, or using your hound’s keen senses to
hunting for small game, add +1. when you Undertake a Journey, add +1. track your quarry or investigate a
 Fierce: When you Secure an Advantage  Fearless: When you Enter the Fray scene, add +1 and take +1 momentum
+edge using your hawk to harass and or Secure an Advantage +heart by on a hit.
distract your foes, add +1 and take +1 charging into combat, add +1 and take  Ferocious: When you Strike or Clash
momentum on a hit. +1 momentum on a hit. alongside your hound and score a hit,
 Vigilant: When you Face Danger  Mighty: When you Strike or Clash at inflict +1 harm or take +1 momentum.
+wits to detect an approaching threat, close range while mounted, add +1  Loyal: When you Endure Stress in the
or when you Enter the Fray +wits and inflict +1 harm on a hit. company of your hound, add +1.
against an ambush, add +2.

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

COMPANION COMPANION PATH

RAVEN YOUNG WYVERN BANNER-SWORN


Name: Name: Name:
Your raven heeds your call. Your wyvern won’t devour you. For now. Once you mark a bond with a leader or
 Sly: When you Secure an Advantage or  Insatiable: When you Undertake a faction...
Face Danger +shadow using your raven Journey and score a hit, you may suffer -1  When you Sojourn or Make Camp in
to perform trickery (such as creating a supply in exchange for +1 momentum. the company of your banner-kin, add
distraction or stealing a small object)  Indomitable: When you make the +1 and take +1 momentum on a hit.
add +1 and take +1 momentum on a hit. Companion Endure Harm move for your  When you Swear an Iron Vow to serve
 Knowing: When you Face Death, wyvern, add +2 and take +1 momentum your leader or faction on a mission,
add +2 and take +1 momentum on a on a hit. you may reroll any dice. When you
hit.  Savage: When you Strike by Fulfill Your Vow and mark experience,
 Diligent: When your raven carries commanding your wyvern to attack, take +1 experience.
messages for you, you may Secure an roll +heart. Your wyvern inflicts 3 harm  When you Enter the Fray bearing your
Advantage, Gather Information, or on a hit. banner, add +1 and take +1 momentum
Compel from a distance. on a hit. When you burn momentum
while carrying your banner in combat,
0 +1 +2 0 +1 +2 +3 +4 +5 take +1 momentum after you reset.

PATH PATH PATH

BATTLE-SCARRED BLADE-BOUND DEVOTANT


Once you become maimed... Name: God’s Name:
 You focus your energies: Reduce your Once you mark a bond with a kin-blade, a Stat:
edge or iron by 1 and add up to +2 sentient weapon imbued with the spirit of
to wits or heart, or +1 to each (to a  When you say your daily prayers, you
your ancestor...
maximum of +4). may Secure an Advantage by asking
 When you Enter the Fray or Draw the your god to grant a blessing. If you do,
 You overcome your limitations:
Circle while wielding your kin-blade, roll +your god’s stat. On a hit, take +1
Reduce your maximum health or spirit
take +1 momentum on a hit. momentum.
by 1 and ignore the max momentum
penalty for being maimed.  When you Gather Information and fail  When you Swear an Iron Vow to serve
to score a strong hit, you may listen your god on a divine quest, you may
 You have stared down death before:
to the whispers of your kin-blade for roll +your god’s stat and reroll any
When you are reduced to 0 health,
guidance and reroll any dice. If you do, dice. When you Fulfill Your Vow and
take +1 momentum. When you Face
Endure Stress (2 stress). mark experience, take +1 experience.
Death, add +1.
 When you inflict harm with your kin-  When you Sojourn, and spread the
blade, you may inflict +2 harm. If you word of your god, you may roll
do, Endure Stress (2 stress). +your god’s stat. If you do, take +1
momentum on a hit.
PATH PATH PATH

HERBALIST HONORBOUND LOYALIST


 When you attempt to Heal using  When you Turn the Tide, envision how  When you Aid Your Ally, add +1 and
herbal remedies, and you have at your vows give you strength in this take +1 momentum on a hit. This is in
least +1 supply, you may choose one moment. Then, add +2 (instead of +1) addition to the benefits taken by your
(decide before rolling). when you make your move. ally.
• Add +2.  When you Secure an Advantage or  When an ally makes the Endure Stress
• On a hit, take or give an additional Compel by telling a hard truth, add move in your company, they add +1
+1 health. +1 and take +1 momentum on a hit. and you take +1 momentum on a hit.
 When you Heal a companion, ally, or On a weak hit or miss, envision how  When you stand with your ally as
other character, and you score a hit, this truth complicates your current they make a progress move, envision
take +1 spirit or +1 momentum. situation. how you support them. Then, roll one
 When you Make Camp and choose the  When you Fulfill Your Vow and score challenge die. On a 1-9, your ally may
option to partake, you can use your a weak hit or miss, you may reroll replace one of their challenge dice
supplies to create a restorative meal. If any dice as you Swear an Iron Vow with yours. On a 10, envision how you
you do, you and your companions may to set things right. On a hit, take +2 inadvertently undermine their action;
take +1 health. Any allies who choose momentum. your ally must replace their lowest
to partake may also take +1 health. challenge die with yours.

PATH PATH PATH

MASKED RITUALIST SHADOW-KIN


Once you mark a bond with elves, and are Once you Fulfill Your Vow (formidable or Once you become corrupted...
gifted a mask of precious elderwood... greater) in service to an elder mystic, and  You harden your heart: Reduce your
 Choose your mask’s material. Forge a Bond to train with them... heart stat by 1 and add up to +2 to
 Thunderwood: Edge / Health  When you Secure an Advantage to shadow (to a maximum of +4).
 Bloodwood: Iron / Health ready yourself for a ritual, envision  You are attuned to the realms of
 Ghostwood: Shadow / Spirit how you prepare. Then, add +1 and shadow: When you perform a ritual,
 Whisperwood: Wits / Spirit take +1 momentum on a hit. add +1.
When you wear the mask and make a  When you perform a ritual, you may  You know the sly ways of death:
move which uses its stat, add +1. If you suffer -1 supply and add +1 (decide When you Face Death, you may roll
roll a 1 on your action die, suffer -1 to before rolling). +shadow (instead of +heart). You may
the associated track (in addition to any  When you tattoo the essence of a also suffer -1 momentum and add +1
other outcome of the move). new ritual onto your skin, envision (decide before rolling).
 As above, and you may instead add +2 the mark you create. You may then
and suffer -2 (decide before rolling). purchase and upgrade that ritual asset
 When you Face Death or Face for 1 less experience.
Desolation while wearing the mask, you
may roll +its stat (instead of +heart).

PATH PATH PATH

SIGHTED SLAYER STORYWEAVER


 When you Face Danger or Gather  When you Gather Information by  When you Secure an Advantage,
Information to identify or detect tracking a beast or horror, or when Compel, or Forge a Bond by sharing an
mystic forces, add +1 and take +1 you Secure an Advantage by readying inspiring or enlightening song, poem,
momentum on a hit. yourself for a fight against them, add or tale, envision the story you tell.
 When you Compel, Forge a Bond, or +1 and take +1 momentum on a hit. Then, add +1 and take +1 momentum
Test a Bond with a fellow mystic or  When you Swear an Iron Vow to slay on a hit.
mystical being, add +1 and take +1 a beast or horror, you may reroll any  When you Make Camp and choose the
momentum on a hit. dice. When you Fulfill Your Vow and option to relax, you may share a story
 When you Secure an Advantage by mark experience, take +1 experience. with your allies or compose a new
studying someone or something in a  When you slay a beast or horror (at story if alone. If you do, envision the
charged situation, add +1 and take +1 least formidable), you may take a story you tell and take +1 spirit or +1
momentum on a hit. When you also trophy and choose one. momentum. Any allies who choose to
pierce the veil to explore deeper truths • Power a ritual: When you or an ally relax in your company may also take
(decide before rolling), you may reroll make a ritual move, reroll any dice +1 spirit or +1 momentum.
any dice. If you do, count a weak hit as (one time only).  When you Sojourn within a
a miss. • Prove your worth: When you Sojourn, community with which you share a
reroll any dice (one time only). bond, add +2 (instead of +1).
PATH PATH PATH

TRICKSTER VETERAN WAYFINDER


 When you Face Danger, Secure an  When you burn momentum to  When you Undertake a Journey and
Advantage, or Compel by lying, improve your result in combat, burn momentum to improve your
bluffing, stealing, or cheating, add +1. envision how your hard-won fighting result, envision how you reorient
 When you Gather Information by experience gives you the upper hand. yourself. Then, take +2 momentum
investigating a devious scheme, you Then, take +1 momentum after you after you reset.
may roll +shadow (instead of +wits). If reset.  When you Secure an Advantage
you do, take +2 momentum on a hit.  When you Swear an Iron Vow to or Gather Information by carefully
 When you confess a lie as you Forge a someone who fought beside you, or surveying the landscape or scouting
Bond, you risk rejection for the chance Forge a Bond with them, add +2 and ahead, add +1 and take +1 momentum
of a stronger bond. On a strong hit, take +2 momentum on a hit. on a hit.
take +2 momentum and mark one  When you Resupply by looting the  When you Swear an Iron Vow to safely
more tick. A weak hit counts as a miss. dead on a field of battle, add +1 and guide someone on a perilous journey,
take +1 momentum on a hit. you may reroll any dice. When you
Fulfill Your Vow and mark experience,
take +1 experience.

PATH PATH PATH

WILDBLOOD WEAPONMASTER WRIGHT


 When you Face Danger, Secure an Once you Fulfill Your Vow (formidable or Specialty:
Advantage, or Gather Information greater) in service to a seasoned warrior,
using your knowledge of tracking, and Forge a Bond to train with them...  When you Secure an Advantage by
woodcraft, or woodland creatures, crafting a useful item using your
 When you Secure an Advantage by specialty, or when you Face Danger
add +1. sizing up your foe in a fight, or in a to create or repair an item in a
 When you Face Danger or Secure an charged situation which may lead to a perilous situation, add +1 and take +1
Advantage by hiding or sneaking in fight, add +1 and take +1 momentum momentum on a hit.
the woodlands, add +1 and take +1 on a hit.
 As above, and you may suffer -1
momentum on a hit.  When you study or train in a new supply (after you roll) to add an
 When you Make Camp in the weapon or technique, you may obtain additional +1.
woodlands, you may roll +wits and upgrade that combat talent for 1
 When you give the item you create as
(instead of +supply). If you do, you less experience.
a gift to commemorate an important
and your allies may each choose 1  When you Turn the Tide with event or relationship, you may (one
more option on a hit. a sudden change of weapon or time only) reroll any dice when you
technique, and your next move is a Compel, Forge a Bond, or Test a Bond.
Strike, you may add +1 and inflict +2
harm on a strong hit.

COMBAT TALENT COMBAT TALENT COMBAT TALENT

ARCHER BRAWLER CUTTHROAT


If you wield a bow... If you are unarmed or fighting with a If you wield a dagger or knife...
 When you Secure an Advantage +wits non-deadly weapon...  When you are in position to Strike
by taking a moment to aim, envision  When you Secure an Advantage at an unsuspecting foe, choose one
where you intend to land your shot. +iron by engaging in close-quarters (before rolling).
Then, add +1 and take +1 momentum brawling (such as hitting, tripping, or • Add +2 and take +1 momentum on
on a hit. smashing), add +1. If you score a hit, a hit.
 Once per fight, when you Strike or you may also inflict 1 harm. • Inflict +2 harm on a hit.
Clash, you may take extra shots and  When you Strike or Clash with brutal  When you Compel someone at the
suffer -1 supply. If you do, reroll any intent, you may inflict 2 harm (instead point of your blade, or when you rely
dice. On a hit, inflict +2 harm and take of 1). on your blade to Face Danger, add +1.
+1 momentum.  When you Face Danger or Clash  Once per fight, when you Secure an
 When you Resupply by hunting, add against a brawling attack (such Advantage +shadow by performing a
+1 and take +1 momentum on a hit. as punches, kicks, slams, trips, or feint or misdirection, reroll any dice
grapples), add +1. and take +1 momentum on a hit.
COMBAT TALENT COMBAT TALENT COMBAT TALENT

DUELIST IRONCLAD LONG-ARM


If you wield a bladed weapon in each If you wear armor... If you wield a staff...
hand...  When you equip or adjust your armor,  In your hands, a humble staff is a
 When you Clash or Strike, you may choose one. deadly weapon. You may inflict 2
add +2. If you do (decide before • Lightly armored: When you Endure harm (instead of 1).
rolling), inflict +1 harm on a strong Harm in a fight, add +1 and take +1  When you Strike or Clash, you may
hit and count a weak hit as a miss. momentum on a hit. roll +edge (instead of +iron). If you
 Once per fight, when you Secure an • Geared for war: Mark encumbered. do, inflict 1 less harm in exchange for
Advantage +edge by making a bold When you Endure Harm in a fight, +1 momentum on a hit.
display of your combat prowess, you add +2 and take +1 momentum on  When you Secure an Advantage using
may reroll any dice. a hit. your staff to disarm, trip, shove, or
 When you Draw the Circle, choose one  When you Clash while you are geared stun your foe, you may roll +edge
(before rolling). for war, add +1. (instead of +iron) and take +1
• Add +2.  When you Compel in a situation where momentum on a hit.
• Take +2 momentum on a hit. strength of arms is a factor, add +2.

LIGHTLY GEARED
ARMORED FOR WAR

COMBAT TALENT COMBAT TALENT COMBAT TALENT

SHIELD-BEARER SKIRMISHER SUNDERER


If you wield a shield... If you wield a spear... If you wield an axe...
 When you Face Danger using your  When you Face Danger by holding a  When you Strike or Clash in
shield as cover, add +1. When you foe at bay using your spear’s reach, roll close quarters, you may suffer -1
Clash in close quarters, take +1 +iron or +edge (your choice). If you momentum and inflict +1 harm on a
momentum on a strong hit. score a strong hit, choose one. hit (decide before rolling).
 When you bear a shield painted • Iron: Strike now, and add +1.  When you have your axe in hand, and
with a meaningful symbol, and you • Edge: Take +1 momentum. use the promise of violence to Compel
Endure Stress as you face off against  When you Strike or Clash in close or Secure an Advantage, add +1 and
a fearsome foe, add +1 and take +1 combat and score a strong hit, you take +1 momentum on a hit.
momentum on a hit. may drive your spear home and inflict  When you make a tribute to a fallen
 When forced to Endure Harm in a +2 harm. If the fight continues, Face foe (formidable or greater) by carving
fight, you may instead sacrifice your Danger +iron to retrieve your spear a rune in the haft of your axe, roll
shield and ignore all harm. If you do, before using it again. +heart. On a strong hit, inflict +1d6
your shield is destroyed or will require  When you Secure an Advantage by harm (one time only) when you Strike
extensive repair; suffer -2 momentum. bracing your spear against a charging or Clash. On a weak hit, as above, but
foe, add +1 and take +1 momentum this death weighs on you; Endure Stress
on a hit. (2 stress).

COMBAT TALENT RITUAL RITUAL

SWORDMASTER AUGUR BIND


If you wield a sword...  When you summon a flock of crows  When you wear an animal pelt and
 When you Strike or Clash and burn and ask a single question, roll +wits. dance in moonlight, roll +wits. On a
momentum to improve your result, On a strong hit, you interpret their strong hit, you or an ally may wear the
inflict +2 harm. calls as a helpful omen. Envision the pelt and add +1 when making moves
 When you Clash and score a response (Ask the Oracle if unsure) with the related stat (wolf-edge; bear-
strong hit, you may add +1 if you and take +2 momentum. On a weak iron; deer-heart; fox-shadow; boar-
immediately follow with a Strike. hit, the crows ignore your question and wits). If the wearer rolls a 1 on their
offer a clue to an unrelated problem or action die while making a move using
 When you Swear an Iron Vow by
opportunity in this area. Envision what the pelt, the magic is spent. On a weak
kneeling and grasping your sword’s
you learn (Ask the Oracle if unsure), hit, as above, but the wilds call as you
blade, add +1 and take +1 momentum
and take +1 momentum. dance; Endure Stress (2 stress).
on a hit. If you let the edge draw blood
from your hands, Endure Harm (1  As above, and the crows will also help  As above, and you may instead
harm) in exchange for an additional guide you on the proper path. On a perform this ritual wearing the pelt of
+1 momentum on a hit. hit, add +1 on the next segment when a beast. If you do, name the related stat
you Undertake a Journey. and add +2 instead of +1.
 When you perform this ritual, add +1  When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit.
RITUAL RITUAL RITUAL

COMMUNION DIVINATION KEEN


 When you surround the remains  When you take a drop of blood from  When you hold a weapon and sing a
of a recently deceased intelligent a willing subject (not yourself) and keen for those it has killed, roll +heart.
creature with lit candles, and summon cast the rune-carved stones, roll On a strong hit, the wielder inflicts
its spirit, roll +heart. Add +1 if you +heart. On a strong hit, you may +1 harm when they Strike or Clash.
share a bond. On a strong hit, the Gather Information about that person If they roll a 1 on their action die
spirit appears and you may converse and people close to them (including when making a move to inflict harm,
for a few minutes. Make moves as insight you and the subject have no the magic is spent. On a weak hit, as
appropriate (add +1). On a weak hit, knowledge of) by reading the runes. above, but the voices of those who
as above, but the spirit also delivers If you do, add +1. On a weak hit, as were slain join in your song; Endure
troubling news unrelated to your above, but the answers are revealed Stress (2 stress).
purpose. Envision what it tells you only with extra time and focus; suffer  As above, and the wielder may also
(Ask the Oracle if unsure) and Endure -2 momentum. (one time only) add +1 and take +2
Stress (1 stress).  As above, and your divination can also momentum on a hit when they Draw
 As above, and you may also commune reveal information about this person’s the Circle, Enter the Fray, or Battle.
with the long-dead. future.  When you perform this ritual, add +1
 When you perform this ritual, add +1  When you perform this ritual, add +1 and take +1 momentum on a hit.
and take +1 momentum on a hit. and take +1 momentum on a hit.

RITUAL RITUAL RITUAL

SCRY SHAD0W-WALK SWAY


 When you look into flames to study  When you cloak yourself with the  When you speak a person’s name three
a remote person or location, roll gossamer veil of the shadow realms, times to the wind, roll +wits. On a
+shadow. You or someone with you roll +shadow. On a strong hit, take +1 strong hit, the wind whispers of this
must have knowledge of the target. momentum. Then, reroll any dice (one person’s need. Envision what you hear
On a strong hit, you may Gather time only) when you make a move by (Ask the Oracle if unsure). If you use
Information through observation using ambushing, hiding, or sneaking. On a this information or fulfill this need
+shadow or +wits. On a weak hit, weak hit, as above, but the shadows try when you Compel them, you may
as above, but the flames are hungry; to lead you astray. You must first Face reroll any dice (one time only). On a
choose one to sacrifice. Danger to find your way. weak hit, as above, but this person’s
• Your blood: Endure Harm (2 harm).  As above, and you may also travel need creates a troubling dilemma or
• A precious thing: Endure Stress (2 along the hidden paths of the shadow complication; Endure Stress (1 stress).
stress). realms to Undertake a Journey using  As above, and if you roll a strong hit
• Provisions: Suffer -2 supply. +shadow (instead of +wits). If you do, when you Compel, you may also reroll
 As above, and you may study a past Endure Stress (1 stress) and mark one any dice (one time only) when you
event. extra unit of progress on a strong hit. Gather Information from this person.
 When you perform this ritual, add +1  When you perform this ritual, add +1  When you perform this ritual, add +1
and take +1 momentum on a hit. and take +1 momentum on a hit. and take +1 momentum on a hit.

RITUAL RITUAL RITUAL

TOTEM VISAGE WARD


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

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