Ironsworn - Starforge - Pew-Pew Playtest

UPDATED 4/23/20 ©2020 Shawn Tomkin JUMP TO WHAT IS THIS? Ironsworn: Starforge is an in-development supplement for the

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UPDATED 4/23/20 ©2020 Shawn Tomkin

JUMP TO WHAT IS THIS? Ironsworn: Starforge is an in-development supplement for the Ironsworn tabletop roleplaying game. This playtest kit is the first in a series of small modules to introduce and test specific mechanics and scenarios. Development is very early, and everything is highly subject to change. The Pew-Pew Playtest Kit introduces some modifications to Ironsworn combat mechanics, along with combat talent assets for firearms. It contains only the elements needed to play a quick combat scenario. Stay tuned for additional assets and new scenarios.

Slide 3: Character Sheet

Slide 4: Player Log

Slide 5: Combat Playsheet

Slide 6: Scenario

For this initial kit, there are minimal instructions. Part of the purpose of this playtest is to identify which moves and mechanics need detail and clarification. If you’d prefer to wait for a more robust playtest, including other aspects of play, please do!

Slide 7: Moves - Adventure

For playtest feedback, questions, and discussion, please join the Ironsworn Discord: https://discord.gg/8fpWH6J.

Slide 8: Moves - Combat

To learn more about Ironsworn, visit ironswornrpg.com. Slide 9: Moves - Suffer

To use this playtest kit, you must first copy it to your own Google Drive. Select ‘File’ and ‘Make a Copy’.

Slide 10: Assets

Slide 11: Playsheet Info

MOMENTUM

-6

-5

-4

-3

-2

-1

0

+1

+2

+3

+4

EDGE

HEART

IRON

SHADOW

WITS

1

1

2

2

3

Arrange your stats as you like.

+5

+4

HEALTH

SPIRIT Move tokens along tracks to represent current status.

+3

+2

+1

+0

+5

+6

+7

+8

Place Your Combat Talent Here

+9

+10

PLAYTEST LOG

Use this space to make notes or record your narrative as you like.

When you have initiative, you are in control and taking proactive actions to achieve your objectives. You may make moves such as: ● Get in Position to seize ground or change your approach. ● Strike to attack. ● Secure an Advantage to gain leverage or setup another action. ● Face Danger to overcome an obstacle or escape this fight. ● Aid Your Ally to boost your ally. ● Compel to convince your foe to stand down, surrender, or join your side. ● End the Fight to take decisive action.

When your foe has initiative, they are in control and taking actions which force you to react. You may make moves such as: ● Get in Position to defend your position, get out of harm’s way, or when you are forced into an unfavorable position. ● Clash to fight back. ● Face Danger to avoid a threat, focus on defense, or flee. ● Compel to convince your foe to accept your surrender. ● Turn the Tide (once per fight) to steal initiative from your foe.

See slide # 11 for info on using this playsheet.

SCENARIO #1: ENCOUNTER AT ROCKSTORM The location: This asteroid field is the remains of a planet—shattered in some ancient cataclysm. Magnetic anomalies keep the fragments in constant, chaotic motion, and only the foolhardy dare venture here. It is a perilous expanse of soaring, spinning, colliding rocks. Why you’re here: You came in search of a ship said to be lost in the debris field. It’s carrying valuable cargo you’ve sworn to retrieve—a stolen reliquary containing the bones of a long-dead religious leader. The setup: You left your own ship safely at the edge of Rockstorm, and are moving through this maelstrom in an a patched-together EV suit with a twitchy maneuvering pack. It ain’t pretty, but it’s all you’ve got. The Foe: You’re ambushed by a pack of 3 cultists who are after the reliquary for their own purposes. They’ve got armored EV suits with integrated thrusters, and wield slug rifles and knives. They mean to end you. The pack is a formidable foe (1 progress per harm; inflicts 3 harm). Getting started: Set your character’s stats, pick one combat talent, envision how the fight begins, and Enter the Fray. Cover here is cluttered (edge+1). You carry whatever weapon is represented by your combat talent, along with a backup weapon of your choice: a bladed weapon, a pistol, or a cutting torch. All weapons are deadly (2 harm).

+1

+2

+3

+4

+5

+6

PROGRESS TRACK

+7

+8

+9

+10 Use these tokens to mark progress (1,2,3, and 4 ticks). For this scenario, you’ll just need the full star to mark your current progress against this formidable foe.

FACE DANGER

SECURE AN ADVANTAGE

When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...

● With speed, agility, or precision: Roll +edge. ● With sociability, loyalty, or courage: Roll +heart. ● With aggressive action, forceful defense, strength, or endurance: Roll +iron. ● With deception, stealth, or trickery: Roll +shadow. ● With expertise, insight, or observation: Roll +wits. On a strong hit, you are successful. Take +1 momentum. On a weak hit, you succeed, but face a troublesome cost. Choose one. ● You are delayed, lose advantage, or face a new danger: Suffer -1 momentum. ● You are tired or hurt: Endure Harm (1 harm). ● You are dispirited or afraid: Endure Stress (1 stress). ● You push your vehicle or take a hit: Withstand Damage (1 damage) ● You sacrifice your reserves: Suffer -1 supply

● With speed, agility, or precision: Roll +edge. ● With sociability, loyalty, or courage: Roll +heart. ● With aggressive action, forceful defense, strength, or endurance: Roll +iron. ● With deception, stealth, or trickery: Roll +shadow. ● With expertise, insight, or observation: Roll +wits. On a strong hit, you gain advantage. Choose one. ● Take control: Make another move now (not a progress move) and add +1. ● Prepare to act: Take +2 momentum. On a weak hit, your advantage is short-lived. Take +1 momentum. On a miss, you fail or your assumptions betray you. Pay the Price.

On a miss, you fail, or your progress is undermined by a costly turn of events. Pay the Price.

ADVENTURE MOVES

ENTER THE FRAY

STRIKE

END THE FIGHT

When you wade into combat or are forced into a fight, set the rank of each of your foes. If you have established a strong advantage through preparedness or aid, reduce the rank by one.

When you have initiative and attack with the intent to inflict harm, roll +position.

When you have initiative and seek to resolve this fight, envision how you take decisive action. Then, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

● ● ● ● ●

Troublesome foe: 3 progress per harm; inflicts 1 harm. Dangerous foe: 2 progress per harm; inflicts 2 harm. Formidable foe: 1 progress per harm; inflicts 3 harm. Extreme foe: 2 ticks per harm; inflicts 4 harm. Epic foe: 1 tick per harm; inflicts 5 harm.

Then, set the value of cover as appropriate to the battlefield. ● Sparse: Cover is edge+0 ● Cluttered: Cover is edge+1 ● Obstructed: Cover is edge+2 Finally, Get In Position to begin the fight.

GET IN POSITION When you move into position, defend your position, or are forced into a position, envision the situation and your approach. ● ● ● ● ●

Taking Cover: Roll +cover. On the Move: Roll +edge. In Close: Roll +iron. Hidden: Roll +shadow. At a Distance: Roll +wits.

On a strong hit, inflict +1 harm. You retain initiative. On a weak hit, inflict your harm, but your foe has initiative. On a miss, your attack fails and you must Pay the Price. Your foe has initiative.

PROGRESS MOVE

On a strong hit, this foe is no longer a threat. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent. On a weak hit, as above, but you must also choose one.

CLASH When your foe has initiative and you fight back, roll +position. On a strong hit, inflict your harm and choose one. You have initiative. ● Find an opening: Inflict +1 harm. ● Bolster your advantage: Take +1 momentum. ● Make a move: Get In Position, and add +1. On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

● It’s worse than you thought: Endure Harm or Withstand Damage. ● You are overcome: Endure Stress. ● Your victory is short-lived: A new danger or foe appears, or an existing danger worsens. ● You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost. ● You’ll pay for it: An objective falls out of reach. ● Others won’t forget: You are marked for vengeance. On a miss, you have lost this fight, or your victory against this foe comes at a dire cost. Pay the Price.

On a miss, you are outmatched and must Pay the Price. Your foe has initiative.

TURN THE TIDE

On a hit, you are in position. When you roll +position, use the associated stat.

Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.

On a strong hit, your position puts you in control. Take +1 momentum. You have initiative.

If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.

On a weak hit, your position is imperiled. Your foe has initiative. On a miss, you are In a Bad Spot. Your position is +0. If you were already In a Bad Spot, Pay the Price. Your foe has initiative.

COMBAT MOVES

ENDURE HARM

ENDURE STRESS

FACE DEATH

When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.

When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.

When you encounter a situation where death is an immediate and unavoidable outcome, you are dead. If you are instead brought to the brink of death with a chance for recovery or redemption, roll +heart.

Then, roll +health or +iron, whichever is higher.

Then, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

On a strong hit, choose one.

On a strong hit, death rejects you. You are cast back into the mortal world.

● Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health. ● Embrace the pain: Take +1 momentum.

● Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit. ● Embrace the darkness: Take +1 momentum.

On a weak hit, you press on.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.

On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.

1-10

The harm is mortal. Face Death.

1-10

You are overwhelmed. Face Desolation.

11-20

You are dying. You need to Heal within an hour or two, or Face Death.

11-25

You give up. Forsake Your Vow (if possible, one relevant to your current crisis).

21-35

You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death.

26-50

You give in to a fear or compulsion, and act against your better instincts.

36-50

51-00

You are reeling and fighting to stay conscious. If you engage in any vigorous activity before taking a breather for a few minutes, roll on this table again (before resolving the other move). You are battered but still standing.

51-00

You persevere.

On a weak hit, choose one. ● You die, but not before making a noble sacrifice. Envision your final moments. ● Death desires something of you in exchange for your life. Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you are now cursed. You may only clear the cursed debility by completing the quest. On a miss, you are dead.

FACE DESOLATION When you are brought to the brink of desolation, roll +heart. On a strong hit, you resist and press on. On a weak hit, choose one. ● Your spirit breaks, but not before you make a noble sacrifice. Envision your final moments. ● You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you are now tormented. You may only clear the tormented debility by completing the quest. On a miss, you succumb to despair or horror and are lost.

SUFFER MOVES

Starforge introduces a positioning system to Ironsworn combat. Your position represents your current approach and physical location (in relation to your foes). At the beginning of a fight, you Get In Position to establish your starting position.You will then make the Get In Position move during the fight to change your position. You may also need to make the move to hold your position against a danger, or determine how you fare when circumstances force you into a new position.

When you are On the Move, you can use the dots to represent a complex traversal from one area of the battlefield to another. For example, to get In Close across hazardous or expansive terrain, you may have to first Get In Position three times, each time moving your marker one dot from left to right.

When you Get In Position, drop your token on the appropriate position as a reference. Mark your position with the checkmark when you have initiative, and with the X when you do not.

Cover represents a secure location with narrative and mechanical advantage. In a firefight, your foes will likely try to destroy your cover, flank you, or seek out their own cover. These actions can be woven into move outcomes, especially when you do not have initiative. You’ll then be In a Bad Spot or forced to Get In Position.to change your approach. Taking Cover may not be an option in some situations, such as against foes without ranged weapons.

The connecting lines between positions are suggestive. Shifting from one position to another will often first require you to go On the Move. If you are Hidden, you can likely sneak up on your foe and get In Close. This will vary as appropriate to the nature of the battlefield and your foes.

When your position is referenced in a move or asset, you’ll see it as underlined text.

The value for cover is set when you Enter the Fray. When you are Taking Cover, put your marker on the appropriate value as a reminder.

When you Get In Position and score a miss, you’ll put yourself In a Bad Spot. You might also decide that you are In a Bad Spot as an outcome when you Pay the Price. Your position is now +0.

You can’t engage in close-quarters fighting unless you are In Close. Using firearms is still possible if you’re In Close, but you’ll be at point-blank range.

When you are In a Bad Spot, your foe will press their advantage, or you’ll face environmental dangers. You probably need to deal with this immediate situation before you can try to Get In Position again.

UPDATES

4/23/20 ● ● ● ●

Fixed error in Endure Stress table Adjusted values for cover Updated playsheet info content (especially re: cover) Tweaks to Gunslinger and Sharpshooter assets