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ASSET CARDS

This file includes print-and-play asset cards for


Sundered Isles, an expansion or the Ironsworn:
Starforged tabletop roleplaying game.

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

Copyright ©2024 Shawn Tomkin / Tomkin Press


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.

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.
INCIDENTAL VEHICLE
SAILING SHIP
NAME

When you gain command of this ship, envision


its nature and assign a max integrity (5, 4, or 3).
If this is your primary ship, it has up to 5 hold.
You and your allies use your hold value as supply
when taking action or suffering a cost related to
cargo and shipwide provisions.

● Heavy 5 Integrity

● Medium 4 Integrity

● Light 3 Integrity
The ship cannot be marked as battered or
cursed and cannot be enhanced with modules.
If it is destroyed, sunk, lost, abandoned, or
upgraded to FLAGSHIP status, discard this card.

5 4 3 2 1 0
COMMAND VEHICLE
FLAGSHIP
NAME

● Your seagoing flagship is armed with cannons,


transports crew, cargo, and passengers,
and can equip support vehicle and module
assets. In addition, it has up to 5 hold which
acts as supply for you and your allies when
taking action or suffering a cost related to
shipwide gear and provisions.
● When you Finish an Expedition (dangerous
or greater) on a seagoing journey and score
a hit, this expedition strengthened your ties
to your ship and crew. You and your allies
may mark 1 tick on your bonds legacy track.
● You fly a distinctive flag. Envision its design.
Once per situation, when you hoist the
colors in a dramatic moment, you and your
allies take +1 momentum.
BATTERED
5 4 3 2 1 0
CURSED
MODULE
ARMORED
PROW
● When you Face Danger or React Under Fire
by sailing through an obstacle or barrier,
add +1. If you Withstand Damage as an
outcome of this action, also add +1.
● When you Strike by ramming your foe,
choose the force of the hit: 1, 2, or 3. Then,
add +that amount. On a strong hit, mark
progress. On a weak hit or miss, in addition
to the outcome of the move, Withstand
Damage and suffer damage equal to the
force of the hit.
● When you Secure an Advantage or Gain
Ground by bringing your ship to ramming
speed and sailing headlong toward a threat,
roll +integrity or +heart, whichever is higher.
On a strong hit, take +1 momentum.
MODULE
CHASE GUNS

● Your vessel is fitted fore and aft with


powerful cannons. When you Strike at
a pursuing or fleeing target, take +1
momentum on a strong hit.
● Once per fight, when you Gain Ground by
firing your chase guns to find the range of
your target, add +1. On a strong hit, add +1
if you immediately Strike, and continue to
add +1 on each subsequent Strike as long as
you remain in control. If you score a strong
hit with a match when using this ability, you
damage a vital component; mark progress.
● When you Face Defeat in a fight and set a
new objective to escape, you may (one time
only) immediately Clash by firing your chase
guns as you maneuver away from your foe;
if you do, reroll any dice. On a strong hit,
take +2 momentum.
MODULE
GILDED
ADORNMENTS
● When you Secure an Advantage by making
a showy display of your ship, you may roll
+integrity. If you do, take +1 momentum on
a hit.
● When you host a formal ceremony or
reception aboard your ship, roll +heart or
+integrity, whichever is higher. On a strong hit,
the event goes as planned; you and any allies
in attendance mark two ticks on your bonds
legacy track. On a weak hit, as above, but you
must first deal with an unfortunate conflict or
interruption. On a miss, the event flops or is
dramatically cut short; Pay the Price.
● When you Withstand Damage and the ship’s
finery bear the cost, you may mark this
module as broken and ignore the damage.
When you Repair and fix this asset, take +2
momentum.
MODULE
HARPOON
CANNON
● You may Secure an Advantage or Gain
Ground by firing your harpoon cannon at
a large foe or threat. On a hit, the target is
grappled. For the duration of the situation,
if you make a move to maneuver against,
attack, or board a grappled target, add +1.
If you roll a 1 on your action die while taking
action against a grappled target, the line is
cut, broken, or works against you; Pay the
Price, and you no longer gain the bonus
against that target.
● As above, and if you fire the cannon in close
quarters, add +2. If at a distance, take +1
momentum on a hit.
● When you Gain Ground by manuevering
against a harpooned target to entangle or
hinder, take +1 momentum on a strong hit
and envision the ensuing chaos.
MODULE
IMPROVED
ARMORY
● When you Enter the Fray by rallying your
crew to repel borders or board an enemy
ship, you may roll +supply; if you do, take +2
momentum on a hit. On a strong hit with a
match, you are poised to overwhelm your
foes; take +1 momentum more. In addition,
any allies joining the effort may gain the
outcome and benefits of your move without
rolling to Enter the Fray.
● When you Resupply by scavenging weapons
or ammo from your foes after a fight, add +1.
● When you are out of options and set the
fuse to self-destruct your command vehicle,
activate this ability at no cost. If you do,
envision how you escape or overcome your
foes in the midst of the chaos. Then, mark
one box on your quests legacy track and
Overcome Destruction.
MODULE
IMPROVED
GALLEY
● When you draw on your provisions to
indulge yourself and others onboard, roll
+supply and Sacrifice Resources (-2). On a
strong hit, you and your allies each choose
two. On a weak hit, you each choose one.
On a miss, the event is thwarted by a crisis,
complication, or dispute.
✴ Bolster your ties: Mark two ticks on your
bonds legacy track.
✴ Build resolve: Take +2 momentum.
✴ Take comfort: Hearten with an automatic
strong hit.
✴ Gain strength: Take +2 health.
● You make the most of your provisions on a
journey. When you Set a Course, you may
reroll one challenge die.
● When you Sojourn and score a strong hit,
take +1 supply as the galley is restocked.
MODULE
IMPROVED
GUNNERY
● Your gundecks house an intimidating array
of heavy cannons. When you Compel or
Enter the Fray by opening your gunports to
send a promise of violence, add +1 and take
+1 momentum on a hit. On a strong hit with a
match, take another +1 momentum.
● Your well-drilled crew brings your cannons
to bear with deadly efficiency. When you
Strike, choose one.
✴ Coordinated fire: Add +1 and take +1
momentum on a hit.
✴ Unleash hell: Mark progress on a hit, but Lose
Momentum (-1) or Sacrifice Resources (-1).
● Once per fight, when you Clash by
committing to an all-or-nothing exchange of
fire, add +1, count a weak hit as a strong hit,
and mark progress on a hit. On a miss, you
must suffer a dire outcome.
MODULE
IMPROVED
HOLD
● When you Resupply to gain gear or
provisions for your ship’s hold, you and your
allies take +1 momentum for each +2 supply
gained through this action.
● Your ship’s hold is stocked with reserves.
When you Sacrifice Resources and your hold
supply is reduced to 0, first roll +integrity
instead of marking unprepared. On a strong
hit, take +1 supply. On a weak hit or miss,
mark unprepared.
● Your hold is fitted with secret compartments.
When the ship undergoes an inspection or
search, Ask the Oracle if the compartments
stay hidden, setting the odds as likely. If the
answer is “no,” the searchers are suspicious
but you may Face Danger to distract or
direct their attention elsewhere; if you do,
reroll any dice.
MODULE
IMPROVED
LOOKOUT
● While the lookout post is manned, you
are forewarned. When you Undertake an
Expedition (+wits) to carefully navigate a
perilous course, or if you Face Danger to
spot a hidden or distant threat, you may
reroll one challenge die.
● Once per situation, when you Secure an
Advantage by studying a notable sighting
or location from a distance, add +1 and take
+1 momentum on a hit. On a strong hit with
a match, envision an aspect of the situation
or a vulnerability of your foe you can use to
your advantage; take another +1 momentum.
● When you come upon a rare and awe-
inspiring sight, and use the lookout post for
a better vantage point, choose one.
✴ Gain insight: take +1 momentum
✴ Gain inspiration: take +1 spirit
MODULE
IMPROVED
SICK BAY
● When the wounded or stricken receive aid
following a shipwide crisis, roll +supply. On
a hit, the aid is effective; choose two on a
strong hit, and one on a weak hit. On a miss,
you must count the cost; Pay the Price.
✴ Build loyalty: Mark 1 tick on your bonds
legacy track.
✴ Rally: You and your allies take +1 health or
+2 momentum.
✴ Get to work: Take +1 integrity.
● When you Heal, make the cost of a weak hit
-1 instead of -2.
● When you or an ally mark the permanently
harmed impact, you have a chance to make
things right. If you Heal and score a strong
hit, clear the impact (in addition to the other
benefits of the move). Then, envision the
scar that remains.
MODULE
IRONCLAD
HULL
● Your ship has a 4 hull. When you Withstand
Damage, you may ignore damage up to the
value of your hull. If you do, suffer -1 hull. At
0 hull, mark this module as broken. Spend
3 repair points as you Repair to fix a broken
ironclad hull, and 1 point to take +1 hull.
● When you Face Danger or React Under Fire
by letting your ironclad hull take the hit, roll
+hull and take +1 momentum on a strong
hit. On a strong hit with a match, you are
impervious; take another +2 momentum.
● When you Undertake a Journey across an
area of rough seas or dangerous shallows,
you may rely on your ironclad hull. If you do,
roll +hull. You may reroll your action die if its
value is less than your hull.

4 3 2 1 0
MODULE
LUCKY
FIGUREHEAD
LINKED STAT
FORM

● Choose one of your stats to represent the


figurehead’s theme. When you depart a
port or anchorage, you may roll +linked
stat. You cannot burn momentum on this
roll. On a strong hit, the figurehead’s luck
offers a boon; you and your allies take +2
momentum and +1 spirit. On a weak hit, you
and your allies take +1 momentum. On a
miss, the luck is foul; you and your allies Lose
Momentum (-1), and the figurehead offers no
benefits until you next check its luck.
● When you make a move +linked stat while
aboard ship, and score a miss with a match,
you may reroll both challenge dice.
● When you must Withstand Damage, you may
(before or after rolling) mark this module as
broken, and ignore all damage.
MODULE
MAP ROOM

● When you Secure an Advantage or Gather


Information by studying or preparing your
maps prior to setting off on an expedition,
reroll any dice. On a hit, you may also reroll
any dice for the first leg of the journey as you
Undertake an Expedition.
● When you assemble others in the map
room to formulate a plan or speculate on a
mysterious aspect of the world, you and any
participating allies take +1 momentum.
● When you Hearten by working on or
studying your maps in isolation, roll +wits
instead of +heart. On a hit, take +1 spirit or
+1 momentum. On a match, you uncover a
previously unnoticed aspect of the world
or make a dreadful realization; envision
what you find, and mark two ticks on your
discoveries legacy track.
MODULE
RIGGED FOR
SPEED
● Your ship’s shallow draft, quality sails, and well-
drilled crew makes it fast and manueverable.
When you Undertake an Expedition (+edge)
and score a strong hit, take +1 momentum; on
a strong hit with a 6 on your action die take +2
momentum instead of +1.
● When you Enter the Fray, choose one
(before rolling).
✴ Battle sails: Add +1 and take +1 momentum
on a strong hit.
✴ Full sails: Take +2 momentum on a hit.
● When you make a move to close the
distance, escape a threat, or manuever for
advantage, you may push the crew and your
ship to their limit. If you do (decide after
rolling), reroll any dice and count a weak hit
as a strong hit. Then, Withstand Damage (-2).
MODULE
SUBMERSIBLE
MODE
● Your ship can cruise unseen below the
surface. When you make a move against a
foe or threat to avoid detection, add +1. If you
Enter the Fray by ambushing an unaware foe,
add +1 and mark progress on a strong hit.
● When you travel submerged as you Undertake
an Expedition (+shadow), you may reroll your
action die. On a strong hit with a match,
envision a remarkable underwater feature. If
you then Explore a Waypoint, reroll any dice.
● When you are poised to Strike at a foe while
submerged, you may roll +shadow. If you do,
choose one (before rolling).
✴ Strike true: Reroll any dice.
✴ Strike hard: Mark progress on a hit.
On a strong hit with a match, you also
remain totally undetected; take +2
momentum and add +1 on your next Strike.
MODULE
TROPHY
VAULT
● When you defeat a notable foe, envision
the trophy you take. Then, add it to a list of
trophies on display in your ship’s vault. When
you make a move to overcome an obstacle
or hazard aboard ship, you may use the
imbued power of a trophy to reroll any dice. If
you do, mark that trophy’s power as spent.
● As above, and if you you use a trophy to
reroll all dice and score a strong hit with a
match, the legacy of that object favors you;
mark two ticks on your bonds legacy track,
and do not mark the trophy as spent. If you
instead score a miss with a match, envision
the cursed legacy that now haunts you.
● When you give a tour of the vault and
make a move in that space to impress or
intimidate, add +2 and take +1 momentum
on a hit.
SUPPORT VEHICLE
CAPTAIN’S
BOAT
NAME

● Your sleek and speedy personal transport can


carry a small number of crew or passengers.
When you make a move to outrun a danger,
pursue a target, or race against a deadline,
add +1 and take +1 momentum on a hit.
● Your boat is armed with light cannons. When
you Clash by firing the cannons, you may add
+integrity. If you do, take +1 momentum on a
hit, but mark one fewer progress.
● Your boat is fitted with impressive or imposing
regalia. When you Secure an Advantage
by seeking to make an impression as you
arrive at a location or event, you may roll
+integrity. If you do, take +1 momentum or
+1 spirit on a hit.

3 2 1 0
BATTERED
SUPPORT VEHICLE
DIVING BELL
NAME

● Your diving bell carries passengers into the


depths within an air-filled chamber. It offers
a refuge when diving the seabed, or while
exploring underwater wrecks, ruins, or
caves. When you set off from the bell on a
perilous undersea dive, or return to the bell
after a dive, take +1 momentum.
● Your diving bell is fitted with a rigid hull.
When you Face Danger to test its strength
against the crushing depths, roll +integrity
and add +1. When you must Withstand
Damage against pressure or impact, take +1
momentum or +1 integrity on a strong hit.
● When you use the diving bell to Explore a
Waypoint, add +1.

3 2 1 0
BATTERED
SUPPORT VEHICLE
FLYING MACHINE
NAME

● Your flying machine can carry you and a


passenger on aerial missions. When you
make a move to scout or survey from above,
add +1 and take +1 momentum on a hit.
● When you perform a risky maneuver to
overcome an obstacle or danger, you may
add +integrity and take +2 momentum on
a strong hit. If you do, count a weak hit as
a miss.
● When you scout ahead as you Set a Course,
add +1. On a strong hit with a match, you
spot a remarkable location or opportunity
en route. Mark one tick on your discoveries
legacy track, envision what you find, and
resolve the encounter. Then, continue to
your destination.

3 2 1 0
BATTERED
SUPPORT VEHICLE
LONGBOAT
NAME

● Your longboat transports crew, passengers,


and cargo to and from your flagship.
When you (or a landing party under your
command) use the craft to haul provisions as
you Resupply, you may roll +integrity. If you
do, take +1 supply or +1 momentum on a hit.
● Your longboat is reinforced to endure storm,
shoals, and cannon fire. When you Withstand
Damage and score a miss, you may reroll any
dice. When you Repair a battered longboat,
clear the impact for 1 repair point (instead of 2).
● Your crew is trained for a stealthy approach.
When you Face Danger or Gain Ground
using your longboat to board an enemy
vessel or land on hostile shores, add +1 and
take +1 momentum on a hit.

4 3 2 1 0
BATTERED
PATH
CANNONEER

● When you Strike using a vehicle’s weapons,


and hold your fire for maximum effect,
decide the amount of momentum you risk (1,
2, or 3) and add +that amount. On a strong
hit, mark progress. On a weak hit or miss,
Lose Momentum equal to 1 + the amount
risked (in addition to any other cost).
● When make a move by firing or directing
the fire of a vehicle’s weapons, and burn
momentum to improve your result, roll
your action die. On a 5 or 6, do not reset
momentum. Otherwise, take +1 momentum
after you reset.
● When you Secure an Advantage or Gain Ground
by preparing or loading special ammunition
for a vehicle’s weapons, roll +supply. On a hit,
take +1 momentum. Then, when you first make
a move to fire this ammunition, reroll any dice.
PATH
CONSTRUCT

● You are a machine. You do not eat, drink,


or breathe, and are immune to toxins and
poisons. You Endure Harm as normal, but
restore health only when you Repair (spend 1
repair point to take +1 health, and 2 points to
clear the wounded impact).
● You have a kinship with other machines. When
you make a move to build, repair, or study a
mechanical device, or question or convince
a mechanical being, you may roll +spirit. On
a match, you build new understanding or
affinity; mark 1 tick on your bonds legacy track.
● You may purchase paths (except AUGMENTED)
to reflect an aspect of your mechanical nature
for 1 less experience. When you Pay the Price,
you may suffer the cost by marking one of
these assets as broken. Spend 2 repair points
to return a broken asset to working condition.
PATH
CREW
COMMANDER
● You have 2 command; your max is 4. When
you or an ally make a move leading or aided
by the crew, you may (after rolling) suffer -1
command to improve a miss to a weak hit, or
a weak hit to a strong hit. When you Pay the
Price, you may suffer the cost as -1 command.
While at 0 command, this asset counts as
an impact. To bolster your crew, provide a
notable reward or respite, and roll +heart. On
a strong hit, take +4 command. On a weak
hit, take +2. On a miss, take +2 but envision
a threat to your crew or leadership.
● Take +2 command; your max is now 6.
● When your command is 0 and the situation
desperate, you may Compel your crew to
action; if you do, take +2 command on a hit.

6 5 4 3 2 1 0
PATH
CUTTHROAT
If you wield knives…
● When you Strike, add +1. When you make
a move using a knife not as a weapon to
attack or threaten, but as a tool to cut an
object, gain leverage, or grab hold, add +1
and take +1 momentum on a hit.
● Once per situation, when you make a move
to ambush an unaware foe, or perform a
feint or misdirection to draw someone off
their guard, reroll any dice. If in a fight,
mark progress on a hit. When you hold an
ambushed foe at knifepoint and make a
move aided by the prospect of violence,
add +1.
● When you End the Fight without mercy or
restraint, you may reroll one challenge die.
If you do, Endure Stress (-2). If you then
choose to resist the stress, roll +iron instead
of +spirit or +heart.
PATH
DUELIST

● When you Enter the Fray or Battle in a duel


against a single notable foe, add +2. If you
set a new objective in a fight by challenging
a single worthy foe, take +2 momentum.
● When you Gain Ground in personal combat
using superficial attacks to probe your
opponent’s defenses, or by drawing them
off guard with verbal repartee, take +1
momentum on a hit. On a strong hit, also
add +1 if you immediately Strike.
● When you roll a miss with a match in a
situation where your reputation is known,
you may suffer the cost by envisioning a
notable rival who challenges you to a duel.
If you defeat them, mark two ticks on your
quests legacy track. If you decline, mark one
tick on your bonds legacy track but envision
the fallout of this refusal.
PATH
HARPOONER
If you wield a handheld
harpoon...
● When you make a move to throw or stab your
harpoon at a large target, add +1 and take +1
momentum on a hit. When making a move
to attack person-sized foes, the harpoon is a
powerful but ungainly weapon; add +2, but
suffer -1 momentum on a weak hit or miss (in
addition to any other cost of the outcome).
● When you Strike a large foe in close quarters,
you may drive your harpoon home. If you do,
mark progress on a hit. If the fight continues,
and you choose to pull the harpoon free, you
must Gain Ground (+Iron), score a hit, and forgo
one of the choices awarded by that move.
● When you Resupply by hunting large game,
add +1 and take +1 supply on a hit. On a miss
with a match, there’s always a bigger fish;
you draw the attention of a notable threat.
PATH
JINX

● You are cursed by ill luck, but persisting offers


its own rewards. If you score a miss with a
match, this asset counts as an impact for you
and your allies. You may undo this only by
scoring a strong hit with a match; if you do,
you and your allies each clear the impact and
mark 1 tick on your bonds legacy track.
● When you score a weak hit on a progress
move, you may test your luck by reducing
the progress score by 1 and rerolling all dice.
● When you roll matched 1’s on your challenge
dice while suffering from this asset’s impact,
you may activate this ability at no cost. If you
do, you are favored by fortune; you and your
allies clear the impact and mark 1 box on
your bonds legacy track. Then, discard this
asset and increase your momentum reset
and max momentum (if less than 10) by 1.
PATH
MUSICIAN

● When you Hearten, Secure an Advantage,


or Gain Ground by encouraging yourself or
others with a musical performance, add +1.
On a strong hit with a match, also mark 1 tick
on your bonds legacy track.
● When you score a hit as you Sojourn during
your first visit to a community, and Hearten
by honoring them with a song, you may take
an extra recovery move.
● When you suffer or encounter a tragic loss and
perform a song to memorialize the dead, roll
+heart. On a strong hit, take both. On a weak
hit, choose one. On a miss, the performance
leaves you or others troubled; Pay the Price.
✴ Honor the lost: mark 2 ticks on your bonds
legacy track.
✴ Offer comfort or inspiration: you and your
allies take +2 spirit or +2 momentum.
PATH
MUSKETEER
If you wield a musket...
● When you make a move to shoot at a
specific target from a distance, but score a
miss, you set your sights on your quarry. The
next time you make a move to shoot at the
same target, add +2.
● When you Clash, you may attempt to turn
the tide of the fight with a difficult but bold
shot. If you do, roll an extra challenge die
and keep the two highest. A weak hit then
counts as a strong hit. On a strong hit with a
match, mark progress.
● When you Gain Ground by charging into
close quarters with a fixed bayonet, or if you
React Under Fire by holding foes at bay or
parrying close quarter attacks with your rifle,
add +1 and take +1 momentum on a hit.
PATH
NECROMANCER

● While in the presence of the remains


of an intelligent being, you may Gather
Information by summoning their spirit to
answer your questions. If you do, roll +heart
and take +1 momentum on a hit.
● When you Face Death, or if you Aid your Ally
by serving as their guide as they face death,
mark 2 ticks on your bonds legacy track.
● You may Face Danger (+heart) to animate a
corpse with soulless life. On a hit, it is under
your control. When it aids you through force,
threat, or fear as you make a move, add +2
and fill one segment of a 4-segment clock.
You may also suffer the cost of a move by
filling a segment. When the
clock is full, the corpse crumbles
to ash. You may control only a
single corpse at a time.
PATH
OVERLANDER

● When you Undertake an Expedition through


uncharted or unfamiliar overland territory,
you may reroll one challenge die.
● When you find or make shelter in the wilds,
roll +wits. On a strong hit, you and your allies
envision how you pass the time and each
take +2 spirit or +2 health, or +1 to each. In
addition, any companions in your company
take +1 health. On a weak hit, the comfort is
fleeting; you and your allies take +1 health or
+1 spirit. On a miss, you encounter hardship
or a new danger; Pay the Price.
● When you Resupply by searching out a source
of food, water, or other natural resources in
the wilds, add +1. On a strong hit with a match,
you encounter an unusual or extraordinary
location; you may Explore a Waypoint (even if
not on an expedition) and reroll any dice.
PATH
PEDDLER

● Once per visit, when you offload goods in


a community, roll +wits. On a strong hit,
choose two. On a weak hit, choose one. On
a miss, you make a bad deal; Pay the Price.
✴ Trade for services: Make one recovery move
(not Sojourn) with an automatic strong hit
✴ Trade for clout: Mark 1 tick on your bonds
legacy track
✴ Trade for goods or coin: Mark 1 tick on your
quests legacy track
● As above, and on a match you uncover a
chance to obtain a unique (if a strong hit)
or problematic (if a miss) resource or item.
Envision the opportunity. If you secure it,
mark 2 ticks on your quests legacy track.
● When you make a move to barter with a
connection and score a hit, Advance Your
Relationship and take +1 momentum.
PATH
PIRATE
CAPTAIN
● When you seize a notable ship or treasure,
roll +wits. On a strong hit, take both, or choose
one twice. On a weak hit, choose one. On a
miss, choose one, but this prize also brings an
unexpected danger; Pay the Price.
✴ Build your fortune: Mark one tick on your
quests legacy track.
✴ Share the spoils: Mark one tick on your
bonds legacy track.
● When you Set a Course for familiar hunting
grounds or to intercept a specific target, you
may reroll your action die if its value is less
than your ship’s integrity. When you Face
Danger by stalking an area in search of prey,
add +1 and take +1 momentum on a hit.
● You may spend 1 experience to Sojourn with
an automatic strong hit. If you do, you and
your allies take one extra recovery move.
PATH
PISTOLEER
If you wield a brace of pistols...
● When you Enter the Fray with pistols in
hand, or Battle by unleashing a whirlwind
of gunfire, add +2.
● When you Strike or Clash with a flurry of
shots, you may roll your action die up to
three times (or roll three action dice at
once), keeping the highest. On a strong
hit, mark progress. On a weak hit or miss,
after resolving the outcome of the attack,
immediately Check Your Gear to see if
you have more pistols and ammo at the
ready. If not, this asset is unusable for the
remainder of the fight.
● When you participate in a charged or
antagonistic parlay with your pistols on
display, take +2 momentum at the start of
the interaction.
PATH
SCATTERSHOT
If you wield a scattergun...
● Your scattergun is armed with a single shot,
which you may use to Strike or Clash against
a large target, a group of massed foes, or a
close quarters enemy. When you do, reroll
any dice. To use the scattergun more than
once in the same fight, you must first score
a hit as you Gain Ground (+edge), forgoing
one of the choices awarded by that move to
instead reload and ready your next shot.
● When you make a move by firing your
scattergun to damage or destroy an
inanimate object, or to create a distraction,
add +1 and take +1 momentum on a hit.
● When you Take Decisive Action with a
devastating shot or by demanding surrender
at the point of a readied scattergun, you
may reroll one challenge die.
PATH
SCHOLAR
FIELD
FIELD

● Choose a field of study to represent your


scholarly expertise. When you Gather
Information by conducting extended research
within your field of study, or when you
Hearten through the comfort of dedicated
learning, add +1 and take +1 momentum on
a hit. On a match, you piece together an
enlightening or harrowing theory; envision
the nature of this revelation and mark 1 tick
on your discoveries legacy track.
● When you Secure an Advantage or Gain
Ground through cursory observation of a
situation that falls within your field of study,
or when you Compel using your expertise to
speak truth or logic, add +1.
● You apply yourself to another discipline.
Choose a second field of study.
PATH
SHAPECHANGER
FORM
TRIGGER

● You have an alternate form and a trigger that


sparks the transformation. If you encounter or
activate the trigger, Face Danger (roll +health)
to hasten, endure, or resist the transformation.
When you make a move in your alternate
form, roll an extra action die. If the move is
true to your alternate form’s nature, keep
the highest as your action die value. If it is
contrary, keep the lowest. To willingly return
to your normal form, Lose Momentum (-2).
● As above, and when you score a hit with
matching values on both action dice, your
identities are in harmony; take +1 momentum.
● Choose your normal or alternate form as your
ideal self. When you change to that form, you
are partially restored and may take +1 health
or +1 spirit.
PATH
SHIPWRIGHT

● When you Repair, take 1 extra repair point or


+1 momentum on a hit. When you Resupply
by scavenging parts or materials from a ship
or wreck, take +1 supply or +1 momentum
on a strong hit.
● When you Enter the Fray (+wits), you
may study an enemy vessel to pointpoint
weakneses and strengths in its construction
or configuration. On a strong hit, you spot a
vulnerability or devise a means of overcoming
its advantages; envision what you learn and
take +2 momentum. One time only, you or
an ally may reroll any dice when using this
insight to make a move.
● When you Advance by conducting a refit at
port, you may purchase or upgrade module
assets for 1 less experience.
PATH
SOCIALITE

● When you make a move using using charm,


flattery, or seduction, or by navigating elite
social circles, add +1.
● When you first make an appearance at a
social event, you may attempt a grand or
memorable entrace. If you do, roll +heart.
On a strong hit, mark one tick on your bonds
legacy track and take +3 momentum. On a
weak hit, take +2 momentum. On a miss,
choose one and Endure Stress (-2).
✴ You spot an unwelcome rival, authority, or
former beau.
✴ You commit an embarrassing faux pas.
✴ You are upstaged by another’s entrance.
● When you Hearten while attending an
exclusive social event, reroll any dice. On a
strong hit, you and any allies in your company
take +1 momentum.
PATH
SORCERER

● When you Secure an Advantage or Gain Ground


by creating a minor mystical effect, roll +spirit.
On a strong hit, take +1 momentum. On a weak
hit, take the standard benefits of the move,
but first Endure Stress (-1). On a match, you
learn something of magic’s nature through
an unexpected boon or harrowing backlash;
mark 1 tick on your discoveries legacy track.
● You may purchase assets of a supernatural
nature for 1 experience (instead of 3).
● When you Swear an Iron Vow (extreme or
greater) to gather the components and lore of
a complex and powerful ritual, reroll any dice.
When you Reach a Milestone on this quest,
take +2 momentum. When you enact the ritual
to Fulfill Your Vow, you may reroll any challenge
dice to draw on unknowable powers at the risk
of your soul. If you do, Face Desolation.
PATH
SPY

● When you make a move to covertly observe


a target, infiltrate a protected location, or
uncover or decipher secret information, add
+1 and take +1 momentum on a hit.
● When you Face Danger or Secure an
Advantage to establish a false identity or
adopt a disguise, add +1. On a hit, add +1 when
using that identity to deceive or influence
others. If you score a miss with a match
when using a false identity, your deception
is completely and dramatically undone.
● When you Forge a Bond for a relationship
founded on deception, choose one.
✴ Keep the secret: You may reroll one
challenge die.
✴ Reveal the truth: On a strong hit, make the
legacy reward one rank higher (1 extra box
if already epic).
PATH
SWASHBUCKLER

● When you make a move with outrageous


style, and do not roll a 1 on your action
die, you may reroll that die. If you burn
momentum to improve your result on this
move, roll your action die again; on a 5 or 6,
do not reset momentum.
● When you Enter the Fray in personal
combat, or when an ongoing fight transitions
to personal combat, you may envision up to
three useful aspects of your surroundings.
Take +1 momentum for each. Then, when
you make a daring or unexpected move
incorporating one of those aspects (once per
aspect), add +1.
● When you React Under Fire in close quarters
by parrying, and score a strong hit, you
counter or turn your foe’s attack against
them; mark progress.
PATH
URCHIN

● You are unnoticed and underestimated.


When you make a move to sneak, hide, or
pilfer, add +1 and take +1 momentum on a hit.
When you make a move to defy expectations
(decide before rolling) add +1 and reroll any
dice, but count a weak hit as a miss.
● Name a connection as your mentor. When you
Develop Your Relationship with them, take
+2 momentum. When you successfully Fulfill
Your Vow in their service or to their benefit,
also mark two ticks on your bonds legacy
track. When you Forge a Bond with them
and score a hit, make the legacy reward one
rank higher (1 extra box if already epic).
● When you come of age or take on a role
beyond your years, gain this ability at no cost.
Then, discard this asset and take two others
(at no cost) to represent your new status.
PATH
WATERBORN

● You have an affinity for the depths. You can


spend extended time underwater without
need of a breath, and have 5 air. When you
exert yourself to make a move underwater,
you may suffer -1 air and add +1. When your
air is 0, you must Endure Harm (-2) before
making any move involving physical action.
When you return to the surface or an air-
filled environment, set your air to 5.
● Once per foray into an underwater environ,
you may trade air for momentum, or vice-
versa. Suffer -2 air and take +2 momentum,
or Lose Momentum (-2) and take +2 air.
● When you make a move to maneuver while
diving or swimming, take +1 momentum on
a strong hit.

5 4 3 2 1 0
PATH
WINDBINDER

● When you bind the winds to your will, roll


+edge. On a strong hit, the winds are fine; you
and your allies take +2 momentum, and may
add +1 when you make a move to navigate or
maneuver. On a weak hit, the winds are fair;
take +2 momentum. On a miss, the winds are
foul; you and your allies Lose Momentum (-2),
and should face weather-related hazards and
costs as appropriate. No matter the outcome,
set the winds to fair after a few hours.
● As above, and add +1 when you bind the winds.
● Once per situation, you may summon a mighty
cyclone. Take an automatic miss as defined
above, but also wreak havoc on your foes;
mark progress on a related quest, or mark
progress twice on related objectives in a fight.

FINE FAIR FOUL


COMPANION
ALBATROSS
NAME

● Your albatross companion brings good luck,


but its fate is tied to your own. When you are
at sea, increase your momentum reset by 1.
If the albatross is killed, discard this asset
and suffer a permanent impact.
● When the albatross flies ahead of your ship
or perches on the ship’s mast as you Finish
an Expedition, its luck is on your side. You
may reroll one challenge die.
● When you Secure an Advantage at sea by
asking the spirit embodied by the albatross
for a favorable boon, you may roll +its
health. If you do, take +1 momentum on a
hit. On a strong hit with a match, also mark
1 tick on your bonds legacy track as you
deepen your connection to your companion.

3 2 1 0
OUT OF ACTION
COMPANION
CHATTERING
SKULL
NAME

● This animate skull does not use a health


meter, but is as vulnerable to destruction or
loss as any object. When you make a move in
its presence, add a cursed die (ten-sided) to
the roll. If that die rolls a 10, you glean insight
from the skull’s incessant chatter as follows.
✴ If you rolled a miss, reroll all dice. If you
miss again, the skull led you astray.
✴ If you rolled a hit, take +1 momentum and
add +1 on your next related move.
● When you roll a match with a 10 on the
cursed die, you learn a surprising or dreadful
aspect of the skull’s history or nature; mark
one box on your bonds legacy track.
● Once per situation, when you make a move
against a supernatural foe, challenge,
or mystery, you may use the value of the
cursed die in place of your action die.
COMPANION
DOLPHIN
NAME

● Your dolphin companion is a helpful but often


errant friend. When you call the dolphin, roll
+heart. On a hit, it appears and will remain in
the area for an hour or two. You may (one time
only) reroll any dice on a move to overcome
an obstacle or hazard with its help. On a
strong hit, also take +2 momentum, On a miss,
it is away or unable to respond; Pay the Price.
● When you make a move to detect or evade
a threat while swimming in the company
of the dolphin, roll +its health and take +1
momentum on a hit.
● When you Undertake an Expedition and score
a miss with a match, you may envision the
dolphin appearing unbidden to guide you out
of trouble. If you do, reroll both challenge dice.

4 3 2 1 0
OUT OF ACTION
COMPANION
DRAGON
NAME

● Your dragon companion wards off trouble.


When you Secure an Advantage by letting
it roam, roll +its health. You must Sacrifice
Resources (-1) about once a day to satiate
its fierce appetite; otherwise, make the
Companion Takes a Hit (-2) move.
● The dragon accepts you as a rider. It will fly
under your direction, and will assail your foes
using tooth, tail, claw, and fiery breath. When
you make a move from the saddle to lead
an expedition or leverage the dragon as a
weapon, you may roll +its health. If you then
roll a 1 or 2 on your action die, the dragon must
bear the brunt of any cost or counterattack.
● When you make the Companion Takes a Hit
move, take +1 momentum on a strong hit.

5 4 3 2 1 0
OUT OF ACTION
COMPANION
JUNGLE CAT
NAME

● Your jungle cat companion leaps into the


fight at your side. When you Strike aided by
the cat, or if you make a move to intimidate
your foes, add +1. If you Clash, take +1
momentum on a hit.
● The jungle cat leads the way on treacherous
overland journeys. When you Undertake an
Expedition through wilderness, add +1. On a
strong hit with a match, the cat guides you to
an otherwise unseen opportunity; envision
what you find and take +2 momentum.
● When you Endure Stress in the company
of the jungle cat, or if you Hearten in their
company, add +1. On a strong hit with a
match, you find inspiration or solace; take
+momentum equal to their health.

4 3 2 1 0
OUT OF ACTION
COMPANION
MONKEY
NAME

● Your monkey companion finds its own


trouble. Once per situation, when you score
a miss, you may envision a cost involving
the monkey causing mischief or getting into
danger. If you do, roll +its health. On a strong
hit, the monkey unwittingly turns the situation
to your favor; take +2 momentum. On a weak
hit, it provides a distraction or mild boon; take
+1 momentum. On a miss, it faces its own cost
or makes the situation worse.
● When you make a move by sending the
monkey to complete a task involving theft,
infiltration, or sabotage, roll +its health. On a
hit, take +1 momentum.
● When you Resupply by asking the monkey to
search or scavenge, add +1.

3 2 1 0
OUT OF ACTION
COMPANION
PARROT
NAME

● Your parrot companion offers random


wisdom. When you seek inspiration, context,
or direction, use your oracle dice to choose
a table (1–25: Action, 26–50: Theme, 51–75:
Descriptor, 76–100: Focus). Then, roll to
learn what your parrot says. If you connect
this prompt to your current situation for new
insight, take +1 momentum.
● Once per fight, when you score a miss, you
may envision how the companion appears
on the scene to cause a timely distraction. If
you do, make it a strong hit instead.
● The parrot squawks a warning when danger
is near. When you Face Danger to detect a
threat, or if you Enter the Fray against an
ambush, add +its health.

2 1 0
OUT OF ACTION
COMPANION
RAT
NAME

● Your rat companion shows the way. When


you make a move to flee a danger aboard
a ship or within a confined site, and let your
rat take the lead, add +its health.
● When you make a move by setting loose
the rat to cause a distraction or commotion
among a crowd or in a public space, add +1
and take +1 momentum on a hit. On a strong
hit with a match, it creates unexpected
chaos; take +1 momentum more.
● You may Explore a Waypoint (even if not on
an expedition) by sending the rat to search
a promising confined area for something of
interest or value. If you do, roll +its health.
On a miss, its instincts have you forewarned;
you may reroll one challenge die.

2 1 0
OUT OF ACTION
COMPANION
THE KRAKEN
While it is your companion,
the Kraken cannot be harmed.
● When you summon the Kraken, fill one
segment of a four-segment clock. The Kraken
will heed a single command to destroy or
overcome any foe or obstacle. If you are in a
fight, Take Decisive Action with an automatic
strong hit. When the clock is filled, Ask the
Oracle (using the yes/no table) if the Kraken
turns against you, making it 50/50. On a yes,
discard this asset; the Kraken is
now an epic foe. On a no, clear
one segment of the clock.
● When you make a move using a
threat to call the Kraken as leverage, add +2.
● One time only, when you Fulfill Your Vow
(formidable or greater) in service to the
Kraken and score a hit, choose one: clear
all clock segments, or discard this asset and
mark three boxes on your bonds legacy track.
DEED
COHORT
Once you Make a Connection
and accept them as a crewmate...
● You gain a specialist. The specialist is part
of your crew, but is tracked as a connection
and provides benefits to you and your allies
per their role. When you Withstand Damage
and score a miss, or if you Pay the Price, you
may suffer the cost by noting the specialist
as out of action. An out of action specialist
provides no benefit. To restore a specialist to
duty, resolve the situation as appropriate to
the nature of the injury, trauma, or dispute.
● Gain additional specialists by spending 1
experience to add a connection to your crew
as a specialist. Specialist bonuses may not be
stacked for a single action.
● When you Secure an Advantage by
gathering your specialists to strategize or
problem-solve, you may reroll one die for
each participating specialist.
DEED
DAMNED
Once you mark tormented
or doomed…
● You are cursed and remade by your
encounter with death or desolation. Discard
two or more assets connected to your
former nature, and take up to three assets
to represent your damned existence. Give
the new assets a special mark. When you
Advance and upgrade a damned asset,
spend 1 experience (instead of 2).
● Choose a community where you are accepted
in spite of (or because of) your cursed nature.
When you Sojourn there, reroll any dice.
● When your curse is broken through the
fulfillment of a vow or other event, activate
this ability at no cost. Discard this asset and
any of your damned assets, exchanging
them one-for-one for new assets with an
equal number of marked abilities. You may
then improve one of your stats by +1.
DEED
FLEET
COMMMANDER
Once you fill 12 legacy track boxes
and take command of a mighty fleet...
● Your fleet has a starting and max power of 4.
When you make a move as a fleetwide
action to get in position, avoid a hazard, or
fight, roll +power. If you Pay the Price and
your fleet bears the cost, suffer -1 power. At
0 power, mark the fleet as wrecked. To refit
the fleet, Sojourn and forgo an automatic
strong hit on a recover move to take +2
power; if the fleet is wrecked, first spend 2
experience to clear that status.
● Take +2 power and set your max power to 5.
● When you Undertake an Expedition, you
may reroll your action die if its value is less
than your fleet’s power.

5 4 3 2 1 0
WRECKED
DEED
OLD SALT
Once you fill 4 boxes each on
your discovery and bonds
legacy tracks...
● You have grown accustomed to life aboard
ship. When you set sail after a landlocked
layover, take +2 momentum or +2 spirit, or
+1 of each. When you make landfall, Lose
Momentum (-1).
● When you Secure an Advantage to plot a
course through careful study of currents
and weather, or if you Face Danger aboard
ship to overcome or avoid an environmental
hazard such as a storm or rogue wave, add
+1 and take +1 momentum on a hit.
● When you make a move to hunt, oppose,
study, pacify, or gain the favor of a creature
of the sea, add +1. On a strong hit with a
match, envision the surprising insight you
gain; mark one tick on your discoveries
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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