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Sundered Isles Assets Singles
Sundered Isles Assets Singles
CREDITS
Writing and game design by Shawn Tomkin
Icon design by Nathen Græy
LICENSE
The text of this work is licensed under the Creative
Commons Attribution-NonCommercial-ShareAlike
4.0 International license. For license details, visit
ironswornrpg.com.
INCIDENTAL VEHICLE
SAILING SHIP
NAME
● 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
4 3 2 1 0
MODULE
LUCKY
FIGUREHEAD
LINKED STAT
FORM
3 2 1 0
BATTERED
SUPPORT VEHICLE
DIVING BELL
NAME
3 2 1 0
BATTERED
SUPPORT VEHICLE
FLYING MACHINE
NAME
3 2 1 0
BATTERED
SUPPORT VEHICLE
LONGBOAT
NAME
4 3 2 1 0
BATTERED
PATH
CANNONEER
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
5 4 3 2 1 0
PATH
WINDBINDER
3 2 1 0
OUT OF ACTION
COMPANION
CHATTERING
SKULL
NAME
4 3 2 1 0
OUT OF ACTION
COMPANION
DRAGON
NAME
5 4 3 2 1 0
OUT OF ACTION
COMPANION
JUNGLE CAT
NAME
4 3 2 1 0
OUT OF ACTION
COMPANION
MONKEY
NAME
3 2 1 0
OUT OF ACTION
COMPANION
PARROT
NAME
2 1 0
OUT OF ACTION
COMPANION
RAT
NAME
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.