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Writing, Layout, Art You are a player sworn to undertake perilous quests in
Charles Simon the world of Solar Crown Online, a wildly-popular
ADDITIONAL Writing MMORPG. You will explore monster-infested wilds, fight
James Simon desperate duels, and forge bonds with isolated
communities and other players. Most importantly, you
will swear Solar Vows and see them fulfilled... No matter
the cost.
Licensing
This document is licensed under a
Creative Commons Attribution
Non-Commercial Share Alike 4.0
license.
1
Getting Started
This is a tabletop roleplaying game that is about the experience of playing an MMO. For this reason the
terminology that follows is deliberate: In this game you personify a character within a fictional world, that
has within it an online game called Solar Crown Online. When the text refers to an avatar, it means your
character’s self-chosen representation as they interact with the SCO game world. Other players or
avatars exist within SCO as well, after all it is both ‘Massive’ and ‘Multiplayer’. But the only characters
are yourself (and any friends you’re playing with if you use this game text as a Co-op experience). Your
character is the protagonist of a story you seek to tell, and your story will skip between the digital world of
Solar Crown Online and the world outside of it.
All assets include three abilities. A When you Fulfill Your Vow, you gain Some assets can only be obtained
filled-in diamond represents an experience. You can Advance and after you fulfill narrative or
ability you can make use of. The spend experience to upgrade an mechanical requirements. The text
first ability will probably be marked asset (mark another ability) or of the asset will outline the
when you gain the asset. If not, you obtain a new asset. requirement, typically using the
can choose one now. phrase “Once you...”
1 exercise (in a separate handout). Envision where character, you can use the “Elements” table on page
your story will begin and mark it on the map 20 to roll for your character’s stats and themes!
(next page).
OPTIONAL: Stat arrays. You can adjust the tone of
your game by changing your starting stat array. Higher
Create your character. In whatever order you stat arrays will put your character more in control of
2 prefer, envision your character, choose your
name (and a separate tag for your Avatar), set
the story, and may suggest an avatar that is already
“high-level” in the context of the MMO. Lower stats will
create a riskier and more chaotic story, and may
your stats, and select your assets.
suggest a “newbie” unfamiliar with the systems of the
Mark your background bonds. Create up to game. The Adventurer stat array is a balanced set that
3 three bonds to represent your connections to will create a solid curve of story beats-- both up and
other players, communities or NPCs you’ve down-- for your character.
helped within the game. Consider having at least
one Bond with a player who your character has
an existing relationship to outside of the game as
well, if you think it would be interesting (look at Adventurer 3, 2, 2, 1, 1
the character oracles on page XX for help!).
Rookie 3, 2, 1, 1, 0
Envision your inciting incident. Come up with
+Challenge!
5 the problem that drives your character into action
(Don’t worry about coming up with everything
about it! Just focus on one major thing your
character will realize is wrong).
2
Campaign Setup
What do the stats mean? The Sphere
In Solar Crown Online your player’s ‘avatar’ is tracked The game space of Solar Crown is a roughly circular
along five stats that represent their broad proficiencies. A sphere of gas orbiting a small, abnormally-dim star (called
brief explanation of each follows: simply ‘Sol’). Around this stellar body orbit the Shards,
islands in the sky with unique biomes upon which the
Lunar is the stat of expertise, knowledge, and story of the game plays out. Gravity and air density
observation. Its elemental affinity is Cold. A high Lunar fluctuations among the shards of Solar Crown permit an
suggests a player who is familiar with the lore and lands array of air transportation to connect the islands, of both
of SCO and is skilled in traveling, managing supplies, and lighter and heavier-than-air varieties.
discovering new facts about the game and its inhabitants.
Such players are rarely caught without supplies or left The physics of the scenario is, of course, outlandish on its
guessing what their next move ought to be. face. But nobody can deny the thrills of fighting sky pirates
or trekking the perilous shard-scapes!
Metal is the stat of endurance, stoicism, and prowess in
close combat. It does not have an elemental affinity. A
high Metal suggests a player with experience in armed
combat, capable of enduring damage and mental strain,
and able to get what they desire through displays of
strength. It’s hard to hurt, either mentally or physically, a
player with high Metal.
6 9
7 10
11
8
5 12
3
1
2 13
4
Shards
Sol: Sacred source of light and life, and the fount of Mt. Kestral: The iconic feature of a shard-chain that
1 power claimed by the defunct line of Solar Emperors. 8 permits transit between Galatine and Reveille. The
mountain is dormant, so they say, but natives to the
region have their doubts.
Beladon Plateau: A pleasant region of grasslands, hills,
2 and winding rivers. Forts of the Iron Duchies hold sway
over defensible passes and peaks, while the fields and 9 Heliopolis Ruins: The ancient seat of power, undone
by calamity. A treacherous dimension of shifting warped
lowlands provide for the Metal Tithe. spaces, prone to collapse and infested with deadly
guardians and untrustworthy tomb robbers.
Galatine Range: The mineral wealth of Galatine
3 enriches the entire sphere. Dangerous creatures lurk in
the mines held back by Steel Barons, while vyrn aeries 10 Peregrine Keep: Hidden in the clouds by vapor magic
and defended by vyrn-riding knights, this fortress has
elevated in the clouds supply the Vapor Knights their seen much better days. Now it is a home of craven
steeds. mercenaries and fawning influence-peddlers.
4
Mechanics Summary
Oracles Sync
Ask the Game when you have questions in solo mode or Your Sync value ranges from a -6 to +10 and represents
co-op games, or to provide inspiration for the GM in how strong your intuitive connection is to your avatar and
guided play. You can use oracles to provide inspiration for the world of SCO. Move results may tell you to increase or
characters, locations, or actions any time you’re unsure decrease Sync.
what happens next. See page XX.
9
You usually won’t use all of the clocks. When you create a 5 8
new progress track or vow, the first thing you do is mark 7
the rank of the challenge. You only use the clock directly
under the rank mark, and any clocks to the left of it.
Progress 4 7
MINOR SERIOUS DAUNTING EPIC Score 5 vs. Weak Hit
Every progress you mark after the first
three on this Serious challenge increases
the odds of hitting with your Progress 9
Move. If you had marked 2 more Progress
(leaving the 8-segment as the lowest
5
7
8 8
This is a Serious challenge, meaning you will use the
unfilled one) this same die roll would have Progress
two left-most progress clocks to resolve it. Don’t fill in
instead been a strong hit! Score
any extra progress past those two clocks.
If you mark every segment in all of the relevant
progress clocks before attempting the Progress Move,
When a move tells you to mark progress, fill in one you roll against a Progress Score of 10.
segment of the left-most unfilled clock. The segments are
numbered within each clock: mark them from lower Sync has no effect when making Progress Moves: you
numbers to higher numbers, counterclockwise. can’t burn it to cancel challenge dice, and negative Sync
does not cancel your Progress score.
MINOR SERIOUS DAUNTING EPIC
11 9
88 5
5 8
4 7
6
Foes
Rank Type Harm
Minor Common “trash mobs”, lower-level players Inflicts 1 harm
Serious Capable ‘peer’ players, strong predatory creatures Inflicts 2 harm
Daunting A boss monster or powerful guardian, higher-level players Inflicts 3 harm
Epic Raid bosses, legendary players, mythical creatures Inflicts 4 harm
Iron Levy
The Iron Duchies maintain standing forces of disciplined
NPC guards and soldiery, and while this military is
primarily focused on border incursions and police action
they may also be used to project the power of the Metal
Fiefdoms. The Levy are weakest when fighting alone, and
at their pinnacle in orderly ranks outnumbering their
adversary and led by a Cobalt Commander.
Rank: Minor (inflicts 1 harm), but usually found in a Mob
Drives: Obey my liege / Return home safe
Tactics: Shield wall / Firing line / Spear advance
Slime
Gross, but maybe also sort of cute? This stock creature
can be found in almost any video game, and Solar Crown
Online is no different. It is a mostly harmless
environmental threat, but certain potions and elixirs need
specific slime ingredients for reagents or binding formula.
Rank: Minor (inflicts 1 harm), or Serious (2 harm, and
divides into Minor offspring when defeated).
Drives: Wobble / Consume / Digest
Rival Player Tactics: Absorb a weapon / Cover in debilitating slime
This player seems to think you are deserving of their
undivided attention, perhaps for a perceived slight or
simply because you were the first thing in their line of
sight back in Rookie Village. Anyway, now they won’t rest
until you are humiliated. What a strange obsession!
Rank: Starts out Minor (inflicts 1 harm), but progressively
improves to become a greater threat between encounters.
Drives: Prove themselves better / Keeping an eye on you
Tactics: An irritating catch-phrase / Lie in wait to abruptly
challenge you to a duel / A signature weapon & elemental
combo
Vapor Knight
Among the most skilled NPC combatants native to SCO,
the mercenary Vapor Knights are known throughout the
land for their skills at mounted archery, aerial jousting,
and embellishing unverifiable tall tales of bravery. Though
proud, they are few in number and their order is not
above cheap tactics and asymmetric warfare... All
victories in combat are glorious if nobody else is left to
gainsay their methodology, after all.
Rank: Daunting (inflicts 3 harm).
Drives: Sell services to the highest bidder / Gain glory and
renown
Tactics: Fly above the fray / Lightning arrows / Swoop
down upon a foe’s exposed flank
Foes
8
Playing the Game
The Flow of Play Solo vs. Coop
Role-playing games are a conversation. In many games Much of the advice in this book assumes that you are a
the conversation is between you and other players at the Solo player, but if you have additional players at the table
table, but you might not have any of those other than then you have a great additional resource to draw from!
yourself in Solar Crown Online. You can try to play SCO
by having an extended conversation just between the If you are playing a Coop game where everyone at the
numbers and words on your character sheet and the table is running their own character, you can collaborate
mechanical language of the Moves on the following on the details of the game world you share. When you
pages, but I think that very quickly you will agree that it Ask the Game, work together to interpret the answer. Ask
isn’t quite enough. your fellow players questions to get additional details,
deepen the conversation by offering possibilities, let your
There needs to be a place in your conversation for the story twist out of control and take on new shapes. Share
world of the game, its unique reality. That’s why the best the spotlight around the table and try to find ways to
advice I can offer is to always begin and end with the highlight different vows and character goals. Some other
fiction of the world. Try not to roll a move because it feels Coop game tips:
like the right thing to do for the numbers on your sheet:
roll it because it’s what your character in the game world • Remember the Aid your Ally move!
is doing and you need to find out how well it goes. Then • Combat can get a little complicated. Use the Initiative
after you finish resolving the move, take the time to ask and Empowered tracking cards to keep a handle on the
yourself what changed in the world. What do I see or hear, status of multiple players, and keep the spotlight
and what does my character want to do next about that? moving around so everyone has a chance to act.
The random tables and the Ask the Game move in the • Combat can also become a little bit easy. Use the rule
back of the book (page xx) are here to help you. Use them for Mobs to up the challenge with bands of enemies, or
to guide your session and trigger ideas when you are have fights with multiple Foes to take down.
ready for some spontaneous input. Mold the results of • If you want to maintain the challenge, try using one of
these tables to your circumstance, be inspired by them, the harder ability score arrays! Multiple SCO characters
but know their limits. They can’t replace your intuition and have a tendency to cancel out each others weak
imagination. points.
10
Playing the Game
Playing the Game
• Study Lore: The first time this session that you Gather • With subtlety or stealth: Roll +Void.
Information, add +1. On a strong hit, you are successful.
On a weak hit, your synchronization is strong. You may On a weak hit, you succeed but face a troublesome cost.
trade -1 Synch for a choice on the list. Choose one:
On a miss, your synchronization is good enough. • Your connection is weakened: Suffer -Sync.
• You are disheartened: Endure Stress.
• You are delayed from logging back into the game:
Advance a Threat.
TRANCE DISCONNECT (Safe Zone) On a miss, you fail, or your progress is undermined by a
When you log out of the game in the safety of a dramatic and costly turn of events. Pay the Price.
community hub, roll +Solar. If you share a bond within Optional: This move assumes that your avatar within
the community, add +1. SCO closely maps to your character in the “real world”. If
you wish, either at character creation or the first time you
On a strong hit, choose any two from the list below. make this move, you may instead decide that your
strengths and weaknesses are inverted. To do so, mark
On a weak hit, choose one. one of the “+1” stats on your sheet in some way.
• Recover: Clear the Wounded debility and recover When you make this move only, treat that stat as a +3,
Health up to your limit for you and all of your and your +3 stat as if it is +1.
Companions.
• Restore: Clear the Unprepared debility and recover
+2 Supply.
• Relax: Clear the Shaken debility and recover Spirit up The Real World
to your limit. The move Deal with Real Life Problems
• Attune: Take +2 Sync. is the only one that governs mechanical
actions outside of Solar Crown Online,
On a miss, your real life complicates your relationship but that doesn’t mean you should ignore
with SCO or your Avatar encounters trouble while you are or downplay the rest of your character’s
away. Pay the Price. You may still choose one option from life!
the list if you also suffer -2 Sync.
Try using the Trance Connect &
Disconnect moves to bookend sessions
TRANCE DISCONNECT (Wild Zone) of your game, setting aside a little bit of
When you log out of the game in a camp in the time to explore the mundane aspects of
wilderness, roll +Lunar or +Supply, whichever is higher. your character’s life and examining
parallels between their persona in the
On a strong hit, choose any two from the list below. game and who they are outside of it.
On a weak hit, choose one and suffer -1 Supply. Whenever you Forge a Bond with
another player in the game, consider
• Mend: Take +1 Health for yourself and any whether they are somebody you know
Session Moves
12
Adventure Moves
FACE DANGER GATHER INFORMATION
When you attempt something risky or react to an When you search an area, ask questions, conduct an
imminent threat, envision your action and roll. If you investigation, or follow a track, roll +Lunar. If you act
act... within a community or ask questions of someone with
whom you share a bond, add +1.
• With expertise, insight, or observation: Roll +Lunar.
• With defense, strength, or endurance: Roll +Metal. On a strong hit, you discover something helpful and
specific. The path you must follow or action you must take
• With charm, courage, or leadership: Roll +Solar. to make progress is made clear. Envision what you learn
• With speed, agility, or precision: Roll +Vapor. (Ask the Game if unsure), and take +2 Sync.
• With deception, stealth, or trickery: Roll +Void. On a weak hit, the information complicates your quest or
On a strong hit, you are successful. Take +1 Sync. introduces a new danger. Envision what you discover (Ask
the Game if unsure) and take +1 Sync.
On a weak hit, you succeed but face a troublesome cost.
Choose one: On a miss, your investigation unearths a dire threat or
• Your focus is disrupted: Suffer -1 Sync. reveals an unwelcome truth that undermines your quest.
Pay the Price.
• You are tired or hurt: Endure Harm [1].
• You are dispirit or afraid: Endure Stress [1].
• You sacrifice resources: Suffer -1 Supply.
PvE BATTLE
When you battle non-player adversaries (monsters or
On a miss, you fail, or your progress is undermined by a aggressive NPCs) and the outcome should not be in
dramatic and costly turn of events. Pay the Price. any doubt, envision the objective and your adversaries,
then roll. If you...
• Fight at range or with the Spark affinity to overpower
them: roll +Vapor.
SECURE AN ADVANTAGE • Fight with leadership, or the Fire affinity to torch them:
roll +Solar.
When you assess a situation, make preparations, or
attempt to gain leverage, envision your action and roll. If • Fight in close with skill-at-arms and endurance: roll
you act... +Metal.
• With expertise, insight, or observation: Roll +Lunar. • Fight using stealth, traps, or the Shadow affinity to
drain them: roll +Void.
• With aggressive action, active defense, strength, or
endurance: Roll +Metal. • Fight using careful tactics, terrain, or the Cold affinity
to freeze them: roll +Lunar.
• With charm, courage, or leadership: Roll +Solar.
On a strong hit, you succeed and get your objective.
• With speed, agility, or precision: Roll +Vapor. Take +2 in any combination of Supply or Sync.
• With deception, stealth, or trickery: Roll +Void. On a weak hit, you get roughly what you want but it’s
On a strong hit, you gain advantage. Choose one: more troublesome than anticipated. Pay the Price. You
may then trade 0, -1, or -2 Sync to gain an equal amount
• Take control: Make another move now (not a progress of +Supply.
move), and add +1.
On a miss, something complicates your hunt or the
• Prepare to act: Take +2 Sync. situation is not as it seems. Pay the Price and envision the
trouble you encounter (Ask the Game if you’re not sure).
On a weak hit, your advantage is short-lived. Take +1
Sync.
Trash Mobs
On a miss, you fail or your assumptions betray you. Pay
Adventure Moves
• Check the quest board: Envision what this settlement • Daunting: 3 clocks (10 segments).
needs or the trouble it is facing (Ask the Game if • Epic: 4 clocks (15 segments).
unsure). If you choose to help, Swear a Solar Vow
and add +1. When you proceed on a segment of your journey, roll
+Lunar. Any time you are setting off from a community
• Pulse: Take either +1 Sync or +1 Spirit. with which you share a bond, add +1.
On a weak hit, you may add the settlement’s Gate to your On a strong hit, you reach a waypoint (envision it or Ask
transit list. the Game) and choose one for your travel.
On a miss, the gate is damaged or else refuses you for • Efficient: Mark 1 progress.
now. Pay the Price and envision what you must do next
(Ask the Game if unsure). • Relaxing: Mark 1 progress and exchange -1 Supply
for +2 Sync.
• Hasty: Mark 2 progress but suffer -1 Supply and -1
GATE TRANSIT Sync.
When you travel between two Gates that are both on
your transit list, roll +Void. If other players transit with On a weak hit, you reach a waypoint, spending some
you, only one makes this move and the group all shares resources along the way. Mark 1 progress and suffer -1
the same fate. Supply.
On a strong hit, your transit is uneventful. On a miss, you are waylaid by a perilous event. Pay the
Price.
On a weak hit, your transit is harrowing or inauspicious.
Envision what you lost or gained during transit, or what
awaits you at the destination. Pay the Price.
On a miss, your transit is interrupted or you arrive REACH YOUR DESTINATION
somewhere you did not intend. Pay the Price, and you Progress Move
may not attempt this move again until the situation is
resolved. When your journey comes to an end, roll the challenge
dice and compare to your progress score (the lowest
unmarked segment in your journey’s rank clock). Sync is
Travel ignored on this roll.
If multiple players are traveling together, You cannot Reach Your Destination until you’ve filled all
remember your Supply tracks are linked and the clock segments preceding your journey’s rank clock.
only the player taking the lead for a segment
needs to roll to Undertake a Journey! On a strong hit, the situation at your destination favors
you. Choose one:
Undertake a Journey is only necessary when
you take the lead through lands “hazardous or • Make another move now (not a progress move), and
unfamiliar”, and Gate Transit is of course limited add +1.
by your transit list. What about if your travel • Take +1 Sync.
doesn’t fit either of those categories? Some
ideas: On a weak hit, you arrive but face an unforeseen hazard
or complication. Envision what you find (Ask the Game if
• Traveling a relatively short distance through unsure).
safe, known terrain? Don’t roll anything. You
can narrate what happens along the way On a miss, you have gone hopelessly astray, your
and jump straight into what you find on objective is lost to you, or you were misled about your
arrival. destination. If your journey continues, clear all progress
marks and raise the journey’s rank by one (if not already
• Compel the captain of an airship to book Epic).
Travel Moves
14
Relationship Moves
COMPEL FORGE A BOND
When you attempt to persuade someone to do When you spend significant time with a player,
something, envision your action and roll. If you... important NPC, or community, stand together to face
hardships, or make sacrifices for their cause, you can
• Charm, inspire, or convince: Roll +Solar. attempt to create a bond. When you do, roll +Solar. If you
• Threaten or incite: Roll +Metal. make this move after you successfully Fulfill Your Vow to
their benefit, you may reroll any dice.
• Lie or swindle: Roll +Void.
On a strong hit, make note of the bond, mark a segment
On a strong hit, they’ll do what you want or share what on your bond track, and choose one.
they know. Take +1 Sync. If you use this exchange to
Gather Information, make that move now and add +1. • Take +1 Spirit.
On a weak hit, as above but they ask something of you in • Take +2 Sync.
return. Envision what they want (Ask the Game if unsure). On a weak hit, they ask something more of you first.
On a miss, they refuse or make a demand which costs Envision what it is (Ask the Game if unsure), do it (or
you greatly. Pay the Price. Swear a Solar Vow) and mark the bond. If you refuse or
fail, Pay the Price.
On a miss, they reject you. Pay the Price.
AID YOUR ALLY
When you Secure An Advantage in direct support of
an ally, and score a hit, they (instead of you) can take the TEST YOUR BOND
benefits of the move. If you are in combat and score a When your bond is tested through conflict, betrayal,
strong hit, you and your ally both have Initiative. or circumstance, roll +Solar.
On a strong hit, this test has strengthened your bond.
Choose one:
• Take +1 Spirit.
• Take +2 Sync.
On a weak hit, your bond is fragile and you must prove
your loyalty. Envision what they ask you you (Ask the
Oracle if unsure), and do it (or Swear a Solar Vow). If you
decline or fail, clear the bond and Pay the Price.
On a miss, or if you have no interest in maintaining this
relationship, clear the bond and Pay the Price.
16
Combat Moves
ENTER THE FRAY DEAL MASSIVE DAMAGE
When you enter open combat with a powerful boss, Progress Move
dangerous predators, strong NPCs, or other players,
set the rank of each of your foes. When you have the Initiative and seek to finish one of
your foes, envision your decisive action. Roll the
• Minor: 1 clock (3 segments). challenge dice and compare to your progress score (the
lowest unmarked segment in the foe’s marked rank clock).
• Serious: 2 clocks (7 segments).
Sync is ignored on this roll.
• Daunting: 3 clocks (10 segments).
You cannot Deal Massive Damage until you have filled all
• Epic: 4 clocks (15 segments). the clock segments preceding your foe’s rank clock.
Then roll to determine who is in control. If you are...
• Facing off directly against your foes: Roll +Solar. On a strong hit, your foe is no longer a threat. They are
defeated, deresolved (if a player), rendered into vendor
• Ambushed or surprised: Roll +Vapor. materials (if a monster), fleeing, or at your mercy as
• Moving into position against unaware foes or striking appropriate to the situation. If this was the last foe, your
without warning: Roll +Void. elemental charge fades and you are no longer
Empowered.
On a strong hit, take +2 Sync. You have the Initiative.
On a weak hit, as above but you must also choose one:
On a weak hit, choose one:
• They deal a final strike: Endure Harm.
• Engage immediately: Take the Initiative.
• You are overcome: Endure Stress.
• Prepare yourself: Take +2 Sync.
• Your victory is short-lived: A new danger or foe
On a miss, you begin the fight at a disadvantage. Pay the appears, or an existing danger worsens.
Price. Your foe has the initiative.
• Collateral damage: Something of value is lost or
broken, an objective is lost, or someone important
AFFINITY DRIVE must pay the cost.
When you take a moment to focus your energy in • Others won’t forget: You are marked for vengeance.
combat to embody... On a miss, the foe parries or endures your final strike and
• The piercing insight of Ice: Roll +Lunar. reveals your downfall, or your victory is revealed to be a
falsehood. Pay the Price, and then choose one:
• The searing nobility of Flame: Roll +Solar.
• Submit to Reason: You must yield the prize, flee, or
• The shocking inspiration of Spark: Roll +Vapor. surrender (as appropriate) for now.
• The lurking inevitability of Shadow: Roll +Void. • Escalate the Struggle: Erase all progress on this
If you are embodying an aspect to which your adversary is adversary and raise your foe’s rank by one (if not
not particularly vulnerable, subtract -1. If you do not have already Epic). The battle continues.
the Initiative when you make this move, subtract -1.
On a strong hit, you gain Empowered and take +1 Sync.
You have the Initiative.
On a weak hit, you gain Empowered but suffer -1 Sync.
Your foe has the Initiative.
On a miss, you are rushed while your guard is open or
your chosen affinity turns out to be your undoing. Pay the
Price. Your foe has Initiative and you are not Empowered.
Empowered
While you are Empowered, you may perform the Affinity Strike and Affinity Clash moves instead of their weaker normal
Combat Moves
18
Quest Moves
SWEAR A SOLAR VOW FULFILL YOUR VOW
When you swear upon the Sun to complete a quest, Progress Move
write your vow and give the quest a rank.
When you achieve what you believe to be the
• Minor: 1 clock (3 segments). fulfillment of your vow, roll the challenge dice and
compare to your progress score (the lowest unmarked
• Serious: 2 clocks (7 segments).
segment in the foe’s marked rank clock). Sync is ignored
• Daunting: 3 clocks (10 segments). on this roll.
• Epic: 4 clocks (15 segments). You cannot Fulfill Your Vow until you’ve filled any lesser
clocks preceding your quest’s rank clock.
Then roll +Solar. If you make this vow to a player, NPC, or
community with whom you share a bond, add +1. On a strong hit, your quest is complete. Mark experience
(Minor=1, Serious=2, Daunting=3, Epic=4).
On a strong hit, you are emboldened and it is clear what
you must do next (Ask the Game if unsure). Take +2 On a weak hit, there is more to be done or you realize the
Sync. truth of your quest. Envision what you discover (Ask the
Game if unsure). Then mark experience (Minor=0,
On a weak hit, you are determined but begin your quest Serious=1, Daunting=2, Epic=3). You may Swear a Solar
with more questions than answers. Take +1 Sync, and Vow to set things right. If you do, add +1.
envision what you must do to find a path forward.
On a miss, your quest is undone. Envision what happens
On a miss, you face a significant obstacle before you can (Ask the Game if unsure) and choose one.
begin your quest. Envision what stands in your way (Ask
the Game if unsure), and choose one: • You recommit: Clear all progress. Then raise the
quest’s rank by one (if not already Epic).
• Press on: Suffer -2 Sync, and do what you must to
overcome the obstacle. • You give up: Forsake Your Vow.
• Give up: Forsake Your Vow.
Advance Moves
20
Threat Moves
INTRODUCE A THREAT ADVANCE A THREAT
When you Swear a Solar Vow for a Daunting or Epic When you give ground to a threat through inaction,
quest, you may choose to associate a new or previously- failure, or delay, roll on the table below and envision how
established threat with that quest. the change manifests in your world (Ask the Oracle if
unsure).
Threats can be a player, faction, powerful creature or
NPC, or dangerous situation that either is responsible for d100 Result
the problem that motivates your vow or are directly The threat fails to advance its agenda or is held
opposing you in the fulfillment of that vow. 1-5
back by intervention of another player or faction.
Most vows do not require threats; only use this move to The threat prepares its next step, or a new
represent extraordinary forces outside the normal danger looms. If you are in a position to prevent
challenges you encounter in SCO. A threat’s goals should 6-50 this development, you may attempt to do so. If
stand in direct opposition to your Vow or represent an you succeed, Reach a Milestone. Otherwise,
approaching failure state you must outrace. mark one menace.
When you introduce a threat, envision its identity and The threat works subtly to advance toward its
51-85
consider its goals. Make a note of these on your goal, or the danger escalates. Mark one menace.
associated Vow.
The threat makes a dramatic and immediate
86-00 move, or a major event reveals terrible new
complications. Mark two menace.
Menace
Track On a match, this development also exposes a surprising
aspect of the threat’s plan or nature.
When you must mark menace but all sections on the
Always use the entire menace track, no matter the rank of your vow. menace track are filled, the threat achieves its goal, or
the final dire outcome occurs. You must Forsake Your
Vow, and might also Pay the Price (as appropriate).
RESOLVE A THREAT
When you Fulfill Your Vow on a vow that has an
associated threat, the result of your progress move also
indicates that threat’s probable fate.
• Strong hit: The threat is soundly defeated, and has
been rendered incapable of causing further menace
(at least for a while). Take +1 experience.
• Weak hit: Your victory is conditional, and the threat
remains active or consequential in some way, perhaps
as a recurring antagonist. Take +1 experience.
• Miss: You’ve failed against the threat and it is
triumphant. If you recommit to a new Vow, consider
retaining the Threat and giving them a new goal.
Threat Moves
FIND AN OPPORTUNITY
When you encounter a helpful situation or feature in a REVEAL A DANGER
zone, roll on the following table. If you are making this When you encounter a risky situation within a zone,
move as a result of a strong hit on Explore the Zone, you envision the danger or roll on the following table.
may pick or envision an opportunity instead of rolling.
Then, choose one. Roll Result
• Gain motivation or insight: Take +1 Sync. 1-30 Check the theme card.
• Take immediate action: You or an ally may make a 31-45 Check the domain card.
move (not a progress move) now which leverages the 46-57 You encounter a hostile denizen (or a mob).
opportunity and add +1 to the roll.
You face an environmental or architectural
Roll Result 58-68
hazard.
1-25 This area has favorable traits or resources. A discovery undermines or complicates your
69-76
26-45 You find a hidden path or secret area. goal.
You confront a harrowing situation or
46-57 You encounter benign denizens. 77-79
sensation.
58-68 You uncover hints to this place’s lore/history. You face the consequences of an earlier
80-82
choice or approach.
69-78 A clue offers insight or direction.
83-85 Your way is blocked or trapped.
79-86 You get the drop on a denizen. 86-88 A resource is diminished, broken, or lost.
Zone Moves
87-90 You find a secret path or hidden area. You face a perplexing mystery or tough
89-91
91-94 You locate an interesting or helpful object. choice.
92-94 You lose your way or are delayed.
95-98 You are alerted to a potential threat.
Roll twice more on this table, both results
99-00 You find evidence of other player’s actions. 95-00
occur.
22
Suffer Moves
ENDURE HARM FACE DERESOLUTION
When your Avatar takes damage, suffer -Health equal to When your avatar is brought to the brink of existence
your foe’s rank or as appropriate to the situation. If your failure, roll +Void.
health is 0, suffer -Sync equal to any remaining -Health.
On a strong hit, you experience a moment of perfect
Then, roll +Health or +Metal, whichever is higher. clarity. Choose one-- afterward your avatar shatters, to
resolve back into existence at a Gate of your choice on
On a strong hit, choose one: your transit list.
• Embrace the Pain: Take +1 Sync. • Final Act: Take any single bold action that can be
• Shake It Off: If your Health is greater than 0, suffer -1 performed within a moment. If this triggers a move,
Sync in exchange for +1 Health. add +1.
On a weak hit, you manage to press on. • Resolution Cleanse: Take +2 in any combination of
Health or Sync.
On a miss, also suffer -1 Sync. If you are now at 0 Health,
you must choose to either mark Wounded (if able) or roll On a weak hit, you leave behind some essential part of
on the following table. yourself as your avatar is rendered into digital debris.
Suffer -2 Sync and then Pay the Price. Your avatar
d100 Result resolves into existence at a random Gate on your transit
list (the least convenient one available, Ask the Game if
The damage devastates your avatar. Face unsure).
1-10
Deresolution.
On a miss, as above and you must either mark Glitched
Your avatar’s motor control is overloaded by (if able) or your avatar is lost forever and you have no
feedback, leaving you a helpless target. recourse but to Create a New Character.
Receiving assistance after the danger passes (or
11-25
waiting out the lengthy reboot) will restore you. If
you are left vulnerable to a merciless foe, Face OUT OF SUPPLY
Deresolution.
When your Supply is exhausted, mark the Unprepared
Your avatar is in a critical state. You must find debility. If you suffer additional -Supply while Unprepared,
26-40 safety and Heal within minutes, or else Face you must exchange each additional -Supply for any
Deresolution. combination of -Health, -Spirit, or -Sync as appropriate to
the circumstances.
Pain receptors flare over your synchronized
connection. If you engage in any vigorous activity So long as you are Unprepared, you cannot gain
41-60 (like running or fighting) before you receive care, +Supply from any move, unless it directs you to clear the
you must first Face Danger +Metal to ignore the debility first.
pain and press on.
61-00 Your avatar is battered but stands strong. COMPANION ENDURE HARM
When a companion faces damage, they suffer -Health
equal to the amount of harm inflicted. If your companion’s
Alternate Suffer Moves health is 0, exchange any leftover -Health for -Sync.
Depending on what you determined Then roll +Solar or your companion’s +Health, whichever
about the nature of SCO in Your Truths, is higher.
you may find that either Face
Deresolution and/or Sync Crash don’t fit On a strong hit, your companion rallies. Give them +1
your vision of the game. That’s not a Health.
problem! On a weak hit, your companion is battered. If their health
You can substitute the original moves is 0, they cannot assist you with their abilities until they
from Ironsworn for them, using the gain at least 1 health.
following guidelines: On a miss, also suffer -1 Sync. If your companion’s health
• Face Death as a replacement for is 0, they are out of action and in grave peril. Envision (or
Face Deresolution: use “roll +Void” Ask the Game) what you must do to rescue them.
instead. If you roll a miss with a 1 on your action die while your
• Face A Setback as a replacement for companion’s health is 0, they are lost to you. Take 1
Suffer Moves
Sync Crash: replace all instances of experience for each marked ability on your companion
“momentum” with “Sync”. For the asset, then remove it.
second choice, just clear 1 segment
of progress for each -Sync you need
to resolve-- the Rank of the
challenge does not matter.
Then, roll +Spirit or +Metal, whichever is higher. On a weak hit, choose one:
On a strong hit, choose one: • Your will to play the game breaks, but not before you
make a noble sacrifice. Envision your avatar’s final
• Embrace the Darkness: Take +1 Sync. act, then resolve this move as a miss.
• Shake It Off: If your Spirit is greater than 0, suffer -1 • An aberration within the code of the game reaches
Sync in exchange for +1 Spirit. out and makes a demand of you. Envision that entity
and its desires (Ask the Game if unsure) and Swear a
On a weak hit, you manage to press on. Solar Vow (Daunting or Epic) to accept its demand. If
On a miss, also suffer -1 Sync. If you are now at 0 Spirit, you miss when you Swear the vow or you refuse the
you must choose to either mark Shaken (if able) or roll on quest, you are rejected by the game forever.
the following table. Otherwise, you return to your senses and are now
Corrupted. You may only clear the Corrupted debility
by completing the quest.
d100 Result
On a miss, you must either mark Tormented (if able) or
1-10 You are overwhelmed. Face Despair. succumb to horror or desolation. Envision what fate
befalls your character based on Your Truths about SCO.
Your mind is in a fragile state. You need to either
Trance Connect or Trance Disconnect (as If your character is currently logged out of SCO, you may
11-25 elect to resolve the outcome of this move when they next
appropriate) within minutes, or else Face
Despair. try to log in (as appropriate).
SYNC CRASH
When your Sync is at its minimum (-6) and you suffer
additional -Sync, roll +Vapor.
On a miss, you must log out of the game (do not trigger a
Trance Disconnect move) to reorient yourself. For each
additional -Sync you would have experienced from the
triggering event, clear 1 segment of progress on a
relevant quest or journey as you lose time. When you log
back in, your Sync remains at -6.
24
Fate Moves
PAY THE PRICE ASK THE GAME
When you suffer the outcome of a move, choose one. When you seek to resolve questions, discover details
in the world, determine how other characters
• Make the most obvious negative outcome happen. respond, or trigger encounters or events, you may...
• Envision two negative outcomes. Rate one as ‘likely’, • Decide the answer based on the most interesting or
and Ask the Game using the yes/no table. On a ‘yes’, obvious result.
make that outcome happen. Otherwise, make it the
other. • Formulate a yes/no question, decide the odds of a
‘yes’, and roll on the table below to check the answer.
• Roll on the following table. If you have difficulty
interpreting the result to fit the current situation, roll • Envision two options, rate one as ‘likely’, and roll on
again. the table below to check the answer.
COMBAT ACTION
Use this oracle to help inspire an action for a character in combat. When you’re not sure what your foe does next,
particularly when they have the Initiative, roll on this table and interpret the result as appropriate to the situation.
When you roll on an oracle table, consider the answer in the context of your
question and the current situation. If the result is a bad fit or difficult to interpret, you
can check up or down one row from your original roll, or reverse the digits (37=73).
Once you have the answer, you’re set! Play to find out what happens. If you want
Oracles
Oracles
further clarifications, talk it out with other players or roll on another oracle table.
26
Oracles
ACTION
Use this table to inspire a discovery, event, character goal, or situation. A roll on this table can be combined with a Theme
(next page) to combine the action with a subject. Interpret the result based on the context of the question and situation.
28
Oracles
GEOGRAPHY
This oracle will randomly determine a type of location that might be a destination, major hub, or dangerous uncharted area
to be explored. It is called upon often for Zone names.
If you know the area is settled, consider rolling only a d10 on the above chart.
Don’t forget to consider the answer in the context of your region and situation. If you
get a result that seems strange for your current shard or neighboring areas, either
roll with it (why is this place so different from it’s surroundings?) or look to see if a
better answer can be found by flipping the digits or checking a row up or down.
ZONE NAME
To generate a name for a new Zone, roll on the format table below. Then fill in the blanks by using the indicated oracles. If
the form of a particular word doesn’t work, try making it plural instead of singular (or vice versa).
If you already know some details of the zone due to rumors or gathered information, feel free to choose from applicable
oracle lists instead of rolling.
1 [Description] [Geography]
2 [Geography] of [Theme]
3 [Geography] of [Description] [Theme]
4 [Geography] of [Namesake’s] [Theme]
5 [Namesake’s] [Geography]
6 [Description] [Geography] of [Namesake]
Oracles
7 [Geography] of [Namesake]
DESCRIPTION
This oracle can be used to better describe some detail about any locale, and may also form part of a Zone Name.
30
Oracles
NPC or NAMESAKE
You can use this table to generate a name for a notable non-player character, or the namesake of a piece of geography or
figure from history. It is good for quest-relevant characters.
SETTLEMENT TROUBLE
Use this table to generate a narrative hook for a problem faced by a community (it should work well for both Player and
NPC communities, as well as mixed environments).
PLAYER NAMES
Use this table to quickly generate a name for a player of SCO (there are two possibilities for each roll). Perhaps one of
them is the name of their avatar in the game? If the name of the player outside the game differs, use the other outcome
possibility, flip the result, or roll again.
CHARACTER ROLE
Use this oracle to randomly determine a background for a character, or to generate a random encounter. Some of the
results suggest NPCs while others could apply to Players: don’t be afraid to use the Oracle substitution methods (check
one row up or down; invert the digits) to modify the results!
32
Combat Status Cards
Combat Status Cards