Current crossover between internal code and org file stats

Obviously, this isn't my first commit.
This commit is contained in:
Howard Abrams 2022-02-05 17:32:16 -08:00
commit babaad7e75
100 changed files with 5427 additions and 0 deletions

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(require 'rpgdm)
(defvar rpgdm-ironsworn-project (file-name-directory load-file-name)
"The root directory to the emacs-ironsworn project")
(defun rpgdm-ironsworn--results (action modifier one-challenge two-challenge)
(let* ((action-results (+ action modifier))
(str-results (cond
((and (> action-results one-challenge) (> action-results two-challenge))
(propertize "Strong hit" 'face '(:foreground "green")))
((or (> action-results one-challenge) (> action-results two-challenge))
(propertize "Weak hit" 'face '(:foreground "yellow")))
(t (propertize "Miss" 'face '(:foreground "red")))))
(matched-msg (if (= one-challenge two-challenge)
(propertize " ← Create a Twist" 'face '(:foreground "orange"))
"")))
(format "%s %s %d %s%d %s %d%s %s %d %s %d %s" str-results
(propertize "::" 'face '(:foreground "#888"))
(+ action modifier)
(propertize "(" 'face '(:foreground "#888"))
action
(propertize "+" 'face '(:foreground "#888"))
modifier
(propertize ")" 'face '(:foreground "#888"))
(propertize "" 'face '(:foreground "light blue"))
one-challenge
(propertize "/" 'face '(:foreground "#888"))
two-challenge matched-msg)))
(defun rpgdm-ironsworn-roll (modifier)
"Display a Hit/Miss message based on comparing a d6 action
roll (added to MODIFIER) vs. two d10 challenge dice."
(interactive "nModifier: ")
(let ((one-challenge (rpgdm--roll-die 10))
(two-challenge (rpgdm--roll-die 10))
(action-roll (rpgdm--roll-die 6)))
(rpgdm-message (rpgdm-ironsworn--results action-roll modifier
one-challenge two-challenge))))
(defun rpgdm-ironsworn-to-string (a)
"Return a lowercase string from either a string, keyword or symbol."
(downcase
(cond
((keywordp a) (substring (symbol-name a) 1))
((symbolp a) (symbol-name a))
(t a))))
(define-hash-table-test 'str-or-keys
(lambda (a b)
(string-equal (rpgdm-ironsworn-to-string a) (rpgdm-ironsworn-to-string b)))
(lambda (s) (sxhash-equal (rpgdm-ironsworn-to-string s))))
(defvar rpgdm-ironsworn-character (make-hash-table :test 'str-or-keys)
"Stats and attributes for the currently loaded character")
(cl-defun rpgdm-ironsworn-character (&key (edge 1) (heart 1) (iron 1) (shadow 1) (wits 1)
(health 5) (spirit 5) (supply 5) (momentum 2))
"Store the player character's stats, as well as set up the defaults for the values."
(clrhash rpgdm-ironsworn-character)
;; (setq rpgdm-ironsworn-character (make-hash-table :test 'str-or-keys))
(puthash 'edge edge rpgdm-ironsworn-character)
(puthash 'heart heart rpgdm-ironsworn-character)
(puthash 'iron iron rpgdm-ironsworn-character)
(puthash 'shadow shadow rpgdm-ironsworn-character)
(puthash 'wits wits rpgdm-ironsworn-character)
(puthash 'health health rpgdm-ironsworn-character)
(puthash 'spirit spirit rpgdm-ironsworn-character)
(puthash 'supply supply rpgdm-ironsworn-character)
(puthash 'momentum momentum rpgdm-ironsworn-character))
(defun rpgdm-ironsworn-character-stat (stat)
"Return integer value associated with a character's STAT."
(gethash stat rpgdm-ironsworn-character 1))
(defun rpgdm-ironsworn-adjust-stat (stat adj &optional default)
"Increase or decrease the current character's STAT by ADJ."
(let ((value (+ (gethash stat rpgdm-ironsworn-character default) adj)))
(puthash stat value rpgdm-ironsworn-character)
(rpgdm-ironsworn-store-character-state stat value)))
(defun rpgdm-ironsworn-adjust-health (health-adj)
"Increase or decrease the current character's health by HEALTH-ADJ."
(interactive "nHealth Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'health health-adj 5))
(defun rpgdm-ironsworn-adjust-spirit (spirit-adj)
"Increase or decrease the current character's spirit by SPIRIT-ADJ."
(interactive "nSpirit Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'spirit spirit-adj 5))
(defun rpgdm-ironsworn-adjust-supply (supply-adj)
"Increase or decrease the current character's supply by SUPPLY-ADJ."
(interactive "nSupply Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'supply supply-adj 5))
(defun rpgdm-ironsworn-adjust-momentum (momentum-adj)
"Increase or decrease the current character's momentum by MOMENTUM-ADJ."
(interactive "nMomentum Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'momentum momentum-adj 2))
(defun rpgdm-ironsworn--display-stat (stat)
(let* ((value (gethash stat rpgdm-ironsworn-character))
(s-val (number-to-string value))
(color (cond
((< value 1) "red")
((< value 3) "orange")
((< value 4) "yellow")
(t "green"))))
(propertize s-val 'face `(:foreground ,color))))
(defun rpgdm-ironsworn-character-display ()
"Easily display the character's stats and other things."
(interactive)
(rpgdm-message "Edge: %d Heart: %d Iron: %d Shadow: %d Wits: %d
Health: %s Spirit: %s Supply: %s Momentum: %d"
(rpgdm-ironsworn-character-stat 'edge)
(rpgdm-ironsworn-character-stat 'heart)
(rpgdm-ironsworn-character-stat 'iron)
(rpgdm-ironsworn-character-stat 'shadow)
(rpgdm-ironsworn-character-stat 'wits)
(rpgdm-ironsworn--display-stat 'health)
(rpgdm-ironsworn--display-stat 'spirit)
(rpgdm-ironsworn--display-stat 'supply)
(gethash 'momentum rpgdm-ironsworn-character 5)))
(defun rpgdm-ironsworn-roll-stat (stat modifier)
"Roll an action based on a loaded character's STAT with a MODIFIER."
(interactive (list (completing-read "Stat Modifier: " '(Edge Heart Iron Shadow Wits))
(read-string "Other Modifier: ")))
(let ((all-mods (+ (rpgdm-ironsworn-character-stat stat)
(string-to-number modifier))))
(rpgdm-ironsworn-roll all-mods)))
(defun rpgdm-ironsworn-roll-edge (modifier)
"Roll an action based on a loaded character's Edge stat with a MODIFIER."
(interactive (list (read-string "Edge + Modifier: ")))
(rpgdm-ironsworn-roll-stat :edge modifier))
(defun rpgdm-ironsworn-roll-heart (modifier)
"Roll an action based on a loaded character's Heart stat with a MODIFIER."
(interactive (list (read-string "Heart + Modifier: ")))
(rpgdm-ironsworn-roll-stat :heart modifier))
(defun rpgdm-ironsworn-roll-iron (modifier)
"Roll an action based on a loaded character's Iron stat with a MODIFIER."
(interactive (list (read-string "Iron + Modifier: ")))
(rpgdm-ironsworn-roll-stat :iron modifier))
(defun rpgdm-ironsworn-roll-shadow (modifier)
"Roll an action based on a loaded character's Shadow stat with a MODIFIER."
(interactive (list (read-string "Shadow + Modifier: ")))
(rpgdm-ironsworn-roll-stat :shadow modifier))
(defun rpgdm-ironsworn-roll-wits (modifier)
"Roll an action based on a loaded character's Wits stat with a MODIFIER."
(interactive (list (read-string "Wits + Modifier: ")))
(rpgdm-ironsworn-roll-stat :wits modifier))
(defun rpgdm-ironsworn--move-tuple (file)
(let* ((regx (rx "moves/"
(group (one-or-more (not "/")))
"/"
(group (one-or-more (not ".")))
".org" eol))
(mtch (string-match regx file))
(type (match-string 1 file))
(name (thread-last (match-string 2 file)
(s-replace-regexp "-" " ")
(s-titleize))))
(list (format "%s:: %s" type name) file)))
(defvar rpgdm-ironsworn-moves () "A list of tuples of the move and the file containing its goodness.")
(defun rpgdm-ironsworn-moves ()
"Return a list containing available moves, and the filename containing
the moves instructions, and other properties. Note that this function is
memoized, in that re-calling this function will return a cached copy."
(unless rpgdm-ironsworn-moves
(setq rpgdm-ironsworn-moves
(mapcar 'rpgdm-ironsworn--move-tuple
(directory-files-recursively
(concat rpgdm-ironsworn-project "moves")
".*\.org$"))))
rpgdm-ironsworn-moves)
(defun rpgdm-ironsworn-choose-move ()
(let* ((move (completing-read "Move: " (rpgdm-ironsworn-moves)))
(tuple (assoc move (rpgdm-ironsworn-moves))))
(cadr tuple)))
(defun rpgdm-ironsworn--store-move (results)
"Store the results in a `m' register. It should also include
the name of the move, based on the current file."
(set-register ?m
(format "# %s ... %s "
(progn
(goto-char (point-min))
(cdr (assoc "ITEM" (org-entry-properties))))
results)))
(defun rpgdm-ironsworn-make-move (move-file)
"Make an Ironsworn move by loading MOVE-FILE, and optionally querying the
user to make an initial roll based on the properties in the file."
(interactive (list (rpgdm-ironsworn-choose-move)))
;; Normally, we'd call `save-window-excursion', however, that buries the file
;; we show, and I think we should leave it up for study.
(let ((orig-buf (window-buffer)) props)
(find-file-other-window move-file)
(setq props (first (org-property-values "move-stats")))
(rpgdm-ironsworn--store-move (rpgdm-ironsworn--make-move props))
(pop-to-buffer orig-buf)))
(defun rpgdm-ironsworn--make-move (move-props)
"Query user for rolls based on the MOVE-PROPS."
(let* ((props (s-split " " (or move-props "")))
(count (seq-length props))
(stats (seq-filter (lambda (s) (string-match (rx (one-or-more alpha)) s)) props))
(first (first props)))
(message "props: %s count: %d stats: %s first: %s" props count stats first)
(cond
((seq-empty-p stats) nil)
((equal first "progress") (call-interactively 'rpgdm-ironsworn-progress-roll))
((= count 1) (rpgdm-ironsworn-roll-with first))
((equal first ">") (rpgdm-ironsworn-roll-best stats))
(t (rpgdm-ironsworn-roll-stat
(completing-read "Stat Choice: " stats)
(read-string "Modifier: "))))))
(defun rpgdm-ironsworn-roll-with (stat)
"Roll against a character STAT, as a string, and prompt for modifier.
See `rpgdm-ironsworn-roll-stat' for details."
(rpgdm-ironsworn-roll-stat stat (read-string "Modifier: ")))
(defun rpgdm-ironsworn-roll-best (options)
"Call `rpgdm-ironsworn-roll' with a characters largest stat from OPTIONS."
(let* ((values (seq-map 'rpgdm-ironsworn-character-stat options))
(largest (seq-max values))
(modifier (read-string "Modifier: "))
(all-mods (+ largest (string-to-number modifier))))
(rpgdm-ironsworn-roll all-mods)))
(defvar rpgdm-ironsworn-progress-levels '(("Troublesome" . 12)
("Dangerous" . 8) ("Formidable" . 4)
("Extreme" . 2) ("Epic" . 1))
"The five levels of progression for an Ironsworn progress track.")
(defun rpgdm-ironsworn-progress-level (label)
"Return the level (number of ticks to mark) of progress LABEL.
For instance, if LABEL is `Dangerous', this returns `8'."
(alist-get label rpgdm-ironsworn-progress-levels 8 nil 'equal))
(defun rpgdm-ironsworn-progress-level-label (level)
"Return the label associated with the progress LEVEL, e.g. dangerous."
(car (rassoc level rpgdm-ironsworn-progress-levels)))
(defun rpgdm-ironsworn-progress-track-choose (&optional allow-other)
"Query the user for a particular stored track. If ALLOW-OTHER is non-nil,
we append a choice, <other>, which allows the user to choose the number
of squares that have been marked against some progress."
(let* ((other "<other>")
(tracks (rpgdm-ironsworn-character-progresses))
(choices (if allow-other
(append tracks (list other))
tracks))
(original (completing-read "Progress Track: " choices)))
(if (and allow-other (equal original other))
(read-number "Completed Track Amount [0-10]: ")
original)))
(defun rpgdm-ironsworn-progress-create (name level)
"Add a new progress track, NAME, of a particular LEVEL.
Stored as a property in the org file. Keep in mind that the
NAME should be a short title, not a description."
(interactive (list (read-string "Progress Name: ")
(completing-read "Progress Level: "
rpgdm-ironsworn-progress-levels)))
(let* ((level-value (rpgdm-ironsworn-progress-level level))
(track-id (substring (secure-hash 'md5 name) 0 8))
(track-prop (format "ironsworn-progress-%s" track-id))
(track-val (format "\"%s\" %d %d" name level-value 0)))
(org-set-property track-prop track-val)))
(defun rpgdm-ironsworn-progress-mark (name &optional times)
"Mark progress against a track, NAME. Instead of calling this function multiple
times, you can specify the number of TIMES to mark progress."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(unless times (setq times 1))
(dotimes (idx times)
(rpgdm-ironsworn-mark-progress-track name)))
(defun rpgdm-ironsworn-progress-amount (name)
"Display the progress made against a track, NAME."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(let* ((tracks (rpgdm-ironsworn-character-progresses))
(matched (--filter (equal name (first it)) tracks))
(track (first matched))
(value (second track))
(level (rpgdm-ironsworn-progress-level-label value))
(ticks (third track))
(boxes (/ ticks 4)))
(if (called-interactively-p 'any)
(rpgdm-message "[%d] Progress on %s: %d (Ticks: %d)" level name boxes ticks)
boxes)))
(defun rpgdm-ironsworn-progress-roll (progress-value)
"Display a Hit/Miss message based on comparing the PROGRESS-VALUE
to rolling two d10 challenge dice."
(interactive (list (rpgdm-ironsworn-progress-track-choose t)))
(unless (numberp progress-value)
(setq progress-value (rpgdm-ironsworn-progress-amount progress-value)))
(let ((one-challenge (rpgdm--roll-die 10))
(two-challenge (rpgdm--roll-die 10)))
(rpgdm-message (rpgdm-ironsworn--results progress-value 0
one-challenge two-challenge))))
(defun rpgdm-ironsworn-progress-delete (name)
"Remove the progress track, NAME."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(let ((tracks (gethash 'progress-tracks rpgdm-ironsworn-character)))
(ignore-errors
(remhash name tracks))))
(defun rpgdm-ironsworn-oracle-action-theme ()
"Rolls on two tables at one time."
(interactive)
(let ((action (rpgdm-tables-choose "actions"))
(theme (rpgdm-tables-choose "themes")))
(rpgdm-message "%s / %s" action theme)))
(defun rpgdm-ironsworn-oracle-npc ()
(interactive)
(let ((name (rpgdm-tables-choose "names-ironlander"))
(goal (rpgdm-tables-choose "character-goal"))
(role (rpgdm-tables-choose "character-role"))
(activity (rpgdm-tables-choose "character-activity"))
(description (rpgdm-tables-choose "character-descriptor"))
(disposition (rpgdm-tables-choose "character-disposition")))
(rpgdm-message "%s, %s %s (Activity: %s Disposition: %s Goal: %s)"
name description role activity disposition goal)))
(defun rpgdm-ironsworn-oracle-combat ()
(interactive)
(let ((action (rpgdm-tables-choose "combat-action"))
(method (rpgdm-tables-choose "combat-event-method"))
(target (rpgdm-tables-choose "combat-event-target")))
(rpgdm-message "%s %s or %s" method target action)))
(defun rpgdm-ironsworn-oracle-feature ()
"Rolls on two tables at one time for a Site's feature."
(interactive)
(let ((aspect (rpgdm-tables-choose "feature-aspect"))
(focus (rpgdm-tables-choose "feature-focus")))
(rpgdm-message "%s / %s" aspect focus)))
(defun rpgdm-ironsworn-oracle-site-nature ()
"Rolls on two tables at one time for a random Site."
(interactive)
(let* ((theme (rpgdm-tables-choose "site-theme"))
(domain (rpgdm-tables-choose "site-domain"))
(place (downcase domain))
(name (rpgdm-ironsworn-oracle-site-name place)))
(rpgdm-message "%s %s :: %s" theme domain name)))
(defun rpgdm-ironsworn-oracle-site-name (&optional place-type)
"Rolling on multiple tables to return a random site name."
(interactive (list (completing-read "Place type: "
'(barrow cavern icereach mine pass ruin
sea-cave shadowfen stronghold
tanglewood underkeep))))
(unless place-type
(setq place-type "unknown"))
(let ((description (rpgdm-tables-choose "site-name-description"))
(detail (rpgdm-tables-choose "site-name-detail"))
(namesake (rpgdm-tables-choose "site-name-namesake"))
(place (rpgdm-tables-choose (format "site-name-place-%s" place-type)))
(roll (rpgdm--roll-die 100)))
(rpgdm-message
(cond
((<= roll 25) (format "%s %s" description place))
((<= roll 50) (format "%s of %s" place detail))
((<= roll 70) (format "%s of %s %s" place description detail))
((<= roll 80) (format "%s of %s's %s" place namesake detail))
((<= roll 85) (format "%s's %s" namesake place))
((<= roll 95) (format "%s %s of %s" description place namesake))
(t (format "%s of %s" place namesake))))))
(defvar rpgdm-ironsworn-oracle-threats '("Burgeoning Conflict" "Ravaging Horde"
"Cursed Site" "Malignant Plague"
"Scheming Leader" "Zealous Cult"
"Environmental Calamity" "Power-Hungry Mystic"
"Rampaging Creature")
"A list of threats that correspond to tables")
(defun rpgdm-ironsworn-oracle-threat-goal (&optional category)
"Given a CATEGORY, display a threat goal."
(interactive (list (completing-read "Threat: " rpgdm-ironsworn-oracle-threats)))
(unless category
(setq category (seq-random-elt rpgdm-ironsworn-oracle-threats)))
(let ((table-name (format "threat-%s" (downcase (string-replace " " "-" category)))))
(rpgdm-message "%s: %s" category (rpgdm-tables-choose table-name))))
(defun rpgdm-ironsworn-oracle ()
"Given a LIKLIHOOD as a single character, return weighted coin flip."
(interactive)
(let* ((prompt "What are the odds?
c) Almost Certain l) Likely h) 50/50 u) Unlikely n) Small Chance ")
(odds (read-char prompt))
(roll (rpgdm--roll-die 100))
(yes! (when (or (and (= roll 11) (eq odds ?c))
(and (= roll 26) (eq odds ?l))
(and (= roll 51) (eq odds ?h))
(and (= roll 76) (eq odds ?u))
(and (= roll 91) (eq odds ?n)))
t))
(yes (when (or (and (> roll 11) (eq odds ?c))
(and (> roll 26) (eq odds ?l))
(and (> roll 51) (eq odds ?h))
(and (> roll 76) (eq odds ?u))
(and (> roll 91) (eq odds ?n)))
t)))
(rpgdm-message "%s %s %s"
(if yes! "Extreme" "")
(if yes "Yes" "No")
(if yes! "or a twist." ""))))
(defun rpgdm-roll-d6 ()
"Roll and display a six-sided die roll."
(interactive)
(rpgdm-roll "d6"))
(defun rpgdm-roll-d10 ()
"Roll and display a ten-sided die roll."
(interactive)
(rpgdm-roll "d10"))
(defun rpgdm-roll-d100 ()
"Roll and display a percentage die roll."
(interactive)
(rpgdm-roll "d100"))
(defhydra hydra-rpgdm-oracles (:color blue)
"Oracles"
("a" rpgdm-ironsworn-oracle-action-theme "Action/Theme")
("c" rpgdm-ironsworn-oracle-combat "Combat")
("f" rpgdm-ironsworn-oracle-feature "Feature")
("n" rpgdm-ironsworn-oracle-npc "NPC")
("p" rpgdm-ironsworn-oracle-site-name "Site Name")
("s" rpgdm-ironsworn-oracle-site-nature "Site Nature")
("t" rpgdm-ironsworn-oracle-threat-goal "Threat's Goal"))
(defhydra hydra-rpgdm-progress (:color blue)
"Progress Tracks"
("n" rpgdm-ironsworn-progress-create "new")
("m" rpgdm-ironsworn-progress-mark "mark")
("p" rpgdm-ironsworn-progress-amount "show")
("d" rpgdm-ironsworn-progress-delete "delete")
("r" rpgdm-ironsworn-progress-roll "roll"))
(defhydra hydra-rpgdm (:color blue :hint nil)
"
^Dice^ 0=d100 1=d10 6=d6 ^Adjust^ ^Oracles/Tables^ ^Moving^ ^Messages^
----------------------------------------------------------------------------------------------------------------------------------------------------
_d_: Roll Dice _p_: Progress _H_: Health _z_: Yes/No Oracle _o_: Links -h: Show Stats
_e_: Roll Edge _s_: Roll Shadow _S_: Spirit _c_: Show Oracle _J_/_K_: Page up/dn -l: Last Results
_h_: Roll Heart _w_: Roll Wits _G_: Supply _O_: Other Oracles _N_/_W_: Narrow/Widen -k: Previous
_i_: Roll Iron _m_: Make Move _M_: Momentum _T_: Load Oracles -j: Next "
("d" rpgdm-ironsworn-roll) ("D" rpgdm-ironsworn-progress-roll)
("z" rpgdm-ironsworn-oracle) ("O" rpgdm-oracle)
("e" rpgdm-ironsworn-roll-edge)
("h" rpgdm-ironsworn-roll-heart)
("i" rpgdm-ironsworn-roll-iron)
("s" rpgdm-ironsworn-roll-shadow)
("w" rpgdm-ironsworn-roll-wits)
("m" rpgdm-ironsworn-make-move :color pink)
("H" rpgdm-ironsworn-adjust-health :color pink)
("S" rpgdm-ironsworn-adjust-spirit :color pink)
("G" rpgdm-ironsworn-adjust-supply :color pink)
("M" rpgdm-ironsworn-adjust-momentum :color pink)
("T" rpgdm-tables-load) ("c" rpgdm-tables-choose) ("C" rpgdm-tables-choose :color pink)
("O" hydra-rpgdm-oracles/body)
("p" hydra-rpgdm-progress/body)
("o" ace-link) ("N" org-narrow-to-subtree) ("W" widen)
("K" scroll-down :color pink) ("J" scroll-up :color pink)
("s-h" rpgdm-ironsworn-character-display)
("C-m" rpgdm-last-results :color pink)
("C-n" rpgdm-last-results-next :color pink)
("C-p" rpgdm-last-results-previous :color pink)
("s-l" rpgdm-last-results :color pink)
("s-j" rpgdm-last-results-next :color pink)
("s-k" rpgdm-last-results-previous :color pink)
("0" rpgdm-roll-d100 :color pink)
("1" rpgdm-roll-d10 :color pink)
("6" rpgdm-roll-d6 :color pink)
("q" nil "quit") ("<f6>" nil))
(defun rpgdm-ironsworn-store-character-state (stat value)
"Store the VALUE of a character's STAT in the current org tree property.
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
(let ((prop (format "ironsworn-%s" (symbol-name stat))))
(when (numberp value)
(setq value (number-to-string value)))
(org-set-property prop value)))
(defun rpgdm-ironsworn--property-p (prop)
"Given a symbol PROP, return non-nil if it is an ironsworn keyword.
Specifically, does it begin with `:IRONSWORN-'"
(let ((p (symbol-name prop)))
(string-match (rx bos ":IRONSWORN-") p)))
(defun rpgdm-ironsworn--progress-p (prop)
"Given a symbol PROP, return non-nil if it is an ironsworn progress keyword.
Specifically, does it begin with `:IRONSWORN-PROGRESS'"
(let ((p (symbol-name prop)))
(string-match (rx bos ":IRONSWORN-PROGRESS-") p)))
(defun rpgdm-ironsworn--progress-to-str (prop)
"Convert a progress symbol, PROP to a string."
(downcase (substring (symbol-name prop) 1)))
(defun org-heading-level ()
"Return heading level of the element at the point. 0 otherwise."
(if-let ((level-str (org-element-property :level (org-element-at-point))))
level-str
0))
(defun rpgdm-ironsworn--current-character-state (results)
"Recursive helper to insert current header properties in RESULTS.
Calls itself if it is not looking at the top-level header in the file.
If a property is already in the hash table, RESULTS, it is not overwritten,
thereby having lower-level subtrees take precendence over similar settings
in higher headers."
(let ((props (org-element--get-node-properties)))
(loop for (k v) on props by (function cddr) do
;; If a key is an ironsworn property, but isn't already in the table...
(when (rpgdm-ironsworn--property-p k)
(unless (gethash k results)
(puthash k v results))))
(unless (= (org-heading-level) 1)
(org-up-element)
(rpgdm-ironsworn--current-character-state results))))
(defun rpgdm-ironsworn-current-character-state ()
"Return all set properties based on the position of the cursor in org doc.
Note that values in sibling trees are ignored, and settings in lower levels
of the tree headings take precedence."
(save-excursion
(let ((results (make-hash-table)))
(unless (eq 'headline (org-element-type (org-element-at-point)))
(org-up-element))
(rpgdm-ironsworn--current-character-state results)
results)))
(defun rpgdm-ironsworn--progress-values (value)
"Parse a string VALUE returning a list of parts,
Including the initial name, the number of ticks to mark,
and the current progress of the track."
(let ((regxp (rx "\""
(group (one-or-more (not "\"")))
"\"" (one-or-more space)
(group (one-or-more digit))
(one-or-more space)
(group (one-or-more digit)))))
(when (string-match regxp value)
(list (match-string 1 value)
(string-to-number (match-string 2 value))
(string-to-number (match-string 3 value))))))
(defun rpgdm-ironsworn-character-progresses ()
"Return a list where each element is progress track list.
Each sublist has three values, a name, the ticks to mark,
and the current progress of the track."
(let ((state (rpgdm-ironsworn-current-character-state)))
(thread-last state
(hash-table-keys)
(-filter #'rpgdm-ironsworn--progress-p)
(--map (gethash it state))
(-map #'rpgdm-ironsworn--progress-values))))
(defun rpgdm-ironsworn--mark-progress-track (str)
"Given a progress track's name, STR, update its progress mark."
(let ((props (org-element--get-node-properties)))
(loop for (k v) on props by (function cddr) do
(when (rpgdm-ironsworn--progress-p k)
(-let* (((label level progress) (rpgdm-ironsworn--progress-values v)))
(when (equal str label)
(org-set-property (rpgdm-ironsworn--progress-to-str k)
(format "\"%s\" %d %d"
label level (+ level progress)))
(cl-return))))))
;; Did not find a match at this level, let's pop up one and try again:
(unless (= (org-heading-level) 1)
(org-up-element)
(rpgdm-ironsworn--mark-progress-track str)))
(defun rpgdm-ironsworn-mark-progress-track (label)
"Given a progress track's name, STR, update its progress mark."
(interactive (list (completing-read "Progress: " (rpgdm-ironsworn--progresses))))
(save-excursion
(rpgdm-ironsworn--mark-progress-track label)))
(provide 'rpgdm-ironsworn)
;;; rpgdm-ironsworn.el ends here

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#+TITLE: Ironsworn Solo Play Example
#+AUTHOR: Howard Abrams
#+EMAIL: howard@imac.local
#+DATE: 2022-01-24 January
#+TAGS: rpg ironsworn
# Local Variables:
# eval: (progn (require 'rpgdm-ironsworn) (rpgdm-mode) (rpgdm-tables-load (concat rpgdm-ironsworn-project "tables")))
# End:
* Travels of Kannan
:PROPERTIES:
:ironsworn-edge: 2
:ironsworn-heart: 1
:ironsworn-iron: 1
:ironsworn-shadow: 2
:ironsworn-wits: 3
:ironsworn-health: 5
:ironsworn-spirit: 5
:ironsworn-supply: 5
:ironsworn-momentum: 2
:ironsworn-progress-bonds: "Bonds" 1 2
:ironsworn-progress-story: "Learn the Magic of the Runes" 1 0
:END:
My name is Kannan from a small circle called Elkfield near the great Primeval woods. This is my story.
*Bonds:*
- Home Circle of Elkfield
** Background
:PROPERTIES:
:ironsworn-supply: 5
:END:
Before my mother died, she told me the hunter who died when I was 10, was not my father. She gave me an iron disk on a leather thong, and made me swear a vow that I would leave Elkfield and journey to Cinderhome to meet my father and face my destiny.
#+BEGIN_SRC emacs-lisp :results silent
(rpgdm-ironsworn-character :heart 1 :shadow 2 :wits 3 :iron 1 :edge 2)
#+END_SRC
*Assets*
- Companion: Raven
*Sly:* When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.
- Ritual: *Invoke* (Illusions) +wits
When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).
- Ritual: *Communion* (Talk to the Dead) +heart
When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).
*** Bonds
:PROPERTIES:
:progress: epic
:END:
|---+---+---+---+---+---+---+---+---+---|
| - | | | | | | | | | |
|---+---+---+---+---+---+---+---+---+---|
People and communities where I share a bond:
#+NAME: character-bonds
- Elkfield :: My home circle
** Inciting Vow: Find my Father
:PROPERTIES:
:ironsworn-progress-vow-inciting: "Find my Father" 8 16
:END:
*Milestones:*
- Reaching Cinderhome
*** Journey to Cinderhome
:PROPERTIES:
:ironsworn-progress-journey-to-cinderhome: "Journey to Cinderhome" troublesome 8 32
:END:
# Seems like a /troublesome/ journey. Do we want to mark with a table? Generate with a Snippet?
# Undertake a Journey ... Strong hit :: 10 (6 + 4) → 6 / 3 - small glade
Followed the path through the forest described to me by Kendi, the Circle's shaman, and arrived at a /small glade/. The place was idyllic.
# Undertake a Journey ... Weak hit :: 9 (6 + 3) → 10 / 3 - abandoned river ford
My path reached a rapidly moving river that was too treacherous to ford. I found a place to cross further downstream, and back-tracked to the path to continue on my journey.
# Undertake a Journey ... Weak hit :: 8 (5 + 3) → 9 / 3 - Occupied Cliff
The path passed underneath a towering cliff swarming with ravens roosting in natural holes near the ridgeline... Odin's Voice. I am getting close. On the ground, I found a near-dead baby bird. I first caught a cricket, and made it into a paste with water, and attempted to feed the baby bird, as I walked.
# Reach Your Destination ... Strong hit :: 9 (9 + 0) → 4 / 5
The first person I met outside of Cinderhome was Katania, a warrior with a strong shield and spear. I told her of my journey, and she told me to go to the Long House and introduce myself there, and that I might be welcomed.
*** The People of Cinderhome
(Note: This just /came to me/ and I didn't roll anything, but names)
I had wrapped Mimir in a cloth, but was careful when dropping my pack, my bow and quiver before going through the door. The Long House was nicely furnished, much nicer than ours in Elkfield. A woman, dressed in darker shades, greeted me. I told of my uneventful journey from Elkfield. She saw my kindness with the baby bird in my hand, and welcomed me to stay.
She was Kori, and her tattoos hinted at her journeys behind the veil. She reached out and blessed Mimir, and I noticed the outstretched flying raven on her forearm.
I offered to help the Circle during my stay, and was quickly shown a pot of yams to peel.
That evening, after eating at the long table and meeting many residents, we entertained ourselves by telling stories and singing songs. I told a story, popular in Elkfield, of the three boys crossing the bridge own by a troll.
As the fire died down, and many left to their own lodgings, I retrieved my mother's disk from around my neck, and asked *Kori* if she knew of a man with a connection to it.
"You do not see it. Do you?" she touched my eyes, and when I saw the disk again, three intertwined symbols blazed on its surface. "The man you seek, is not here. But you will know where to go when the moon is full again."
I stayed in Cinderhome, hunting in the forest and weeding the gardens, until the moon, once again, was full.
That night, I slept outdoors, wracked with dreams. In the morning, one word stood out to me: Redcrest.
Kori told me that Redcrest is a village perched on an island in the Barrier Islands, and that perhaps my father was there.
*** COMMENT Journey to the Coast
:PROPERTIES:
:ironsworn-progress-journey-to-coast: "Journey to the Coast" 8 16
:ironsworn-supply: 1
:END:
# Create a progress tracker, granted, F12 p n works too:
#+BEGIN_SRC emacs-lisp :results silent
(rpgdm-ironsworn-progress-create "Journey to the Coast" "Dangerous")
#+END_SRC
# Undertake a Journey ... Weak hit :: 6 (2 + 4) → 6 / 1 - Ruined Moor
Cinderhome, on the edge of a large clearing in the forest, shows the remains of a huge fire. While this happened a long time ago, as the greenery has crept back, I could still see the charred remains of stone walls.
# Undertake a Journey ... Weak hit :: 8 (5 + 3) → 3 / 10 - Diverse Hill
The moor gave way to a collection of hills, and the path west became vague. The people of Cinderhome had said to walk between the hills that look like two hares, but I must have wandered around like one, before I recognized the hills that they meant. Burning up time, as the sun past it zenith.
# Undertake a Journey ... Weak hit :: 8 (5 + 3) → 6 / 9 - Withered Village
It was way past sunset when I arrived in the shambles of a village, Whitebridge. The name sounded much better than its appearance, but I felt it safer than sleeping out in the woods. I knocked on the door of the large structure, hoping for the typical community of a Circle.
# Sojourn ... Miss :: 2 (1 + 1) → 10 / 2
But no one answered my knock. I swear I could hear voices within. I called out that I was a traveler from Cinderhome looking for shelter for the night. I might have heard someone within say that only the roofless barn would accept me. I saw the walls of what might be a unfinished or abandoned barn near a stream, and made a bit of a camp there.
# Make Camp ... Miss :: 6 (3 + 3) → 9 / 6
I tucked myself in a corner behind some growth, and placed /Curio/ on a branch of a shrub near me. Attempted to take solace, however, I could barely rest wondering what the denizens of this dilapidated village feared. I soon found out.
**** Conflict with a Horror
:PROPERTIES:
:ironsworn-progress-b5f243e0: "Battle with Monstrosity" 8 16
:ironsworn-health: 4
:END:
# Danger: Tiny / Crustecean with Claws, Mandibles and stinger (Scorpion?) ... Move between realities / Poisonous
# Am I ambushed? Likely: Yes
# Enter the Fray ... Strong hit :: 7 (4 + 3) → 4 / 3
My raven, Curio, was looking around suspiciously ... I grab my dagger and swing out towards the first movement I see.
# Strike ... Weak hit :: 3 (1 + 2) → 1 / 3
The strike hits the crustacean sending it flying, but I loose my balance, and fall into the undergrowth as I see more of them.
# Clash ... Miss :: 3 (2 + 1) → 8 / 9
One of the scorpion-like creatures appears next to me, I try to swat it away with a branch, but miss, as a bugger I didn't see stings me.
The pain is intense, and I realize I have to get out of here.

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** Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
- With speed, agility, or precision: Roll +edge.
- With charm, 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: [[file:../suffer/endure-harm.org][Endure Harm]] (1 harm).
- You are dispirited or afraid: [[file:../suffer/endure-stress.org][Endure Stress]] (1 stress).
- You sacrifice resources: Suffer -1 supply.
On a *miss*, you fail, or your progress is undermined by a dramatic and costly turn of events. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: edge heart iron shadow wits
:VISIBILITY: folded
:END:
The Face Danger move is a catch-all for risky, dramatic, or complex actions not covered by another move. If youre trying to overcome an obstacle or resist a threat, make this move to see what happens. You select which stat to roll based on how you address the challenge.
A *strong hit* means you succeed. You are in control. What do you do next?
A *weak hit* means you overcome the obstacle or avoid the threat, but not without cost. Choose an option and envision what happens next. You dont have complete control. Consider how the situation might escalate, perhaps forcing you to react with another move.
A miss means you are thwarted in your action, fail to oppose the threat, or make some progress but at great cost. You must [[file:../fate/pay-the-price.org][Pay the Price]].
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Gather Information
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.
On a *strong hit*, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and take +2 momentum.
On a *weak hit*, the information complicates your quest or introduces a new danger. Envision what you discover ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and take +1 momentum.
On a *miss*, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: wits
:VISIBILITY: folded
:END:
Use this move when youre not sure of your next steps, when the trail has gone cold, when you make a careful search, or when you do fact-finding.
Theres some overlap with other moves using +wits and involving knowledge, but each has their purpose. When youre forced to react with awareness or insight to deal with an immediate threat, thats [[file:face-danger.org][Face Danger]]. When you size up your options or leverage your expertise and prepare to make a move, thats [[file:../secure-an-advantage][Secure an Advantage]]. When youre spending time searching, investigating, asking questions—especially related to a quest—thats when you *Gather Information*. Use whichever move is most appropriate to the circumstances and your intent.
A *strong hit* means you gain valuable new information. You know what you need to do next. Envision what you learn, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
A *weak hit* means what you learned is unsettling or ambiguous. To move forward, you need to overcome new obstacles and see where the clues leads.
On a *miss*, some event or person acts against you, a dangerous new threat is revealed, or you learn of something which contradicts previous information or severely complicates your quest.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Heal
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.
On a *strong hit*, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.
On a *weak hit*, as above, but you must suffer -1 supply or -1 momentum (your choice).
On a *miss*, your aid is ineffective. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: wits iron
:VISIBILITY: folded
:END:
When you tend to physical damage or sickness—for yourself, an ally, or an NPC—make this move. Healing might be represented by staunching bleeding, binding wounds, applying salves, or using herbs to brew a tonic.
Healing takes time. A few minutes for a quick treatment to get someone on their feet. Hours or perhaps days for more severe injuries. Use what seems appropriate to the circumstances, and consider how this downtime affects your quests and other things going on in your world.
A miss can mean youve caused harm rather than helping, or some perilous event interrupts your care.
NPCs who are not companions do not have a health track. When you attempt to Heal them, make this move and apply the result through the fiction. They will improve, or not, as appropriate to the moves outcome.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Make Camp
When you rest and recover for several hours in the wild, roll +supply.
On a *strong hit*, you and your allies may each choose two. On a *weak hit*, choose one.
- Recuperate: Take +1 health for you and any companions.
- Partake: Suffer -1 supply and take +1 health for you and any companions.
- Relax: Take +1 spirit.
- Focus: Take +1 momentum.
- Prepare: When you break camp, add +1 if you [[file:undertake-a-journey.org][Undertake a Journey]].
On a *miss*, you take no comfort. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: supply
:VISIBILITY: folded
:END:
Making camp can be a purely narrative activity and can be abstracted or roleplayed as you like. However, if you need to recover from the struggle of your adventures while traveling through the wilds, make this move.
Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This represents your access to provisions and gear. Huddling in your cloak on the cold ground is a different experience than a warm fire, good food, and a dry tent.
On a *strong hit*, choose two from the list. You may not select a single option more than once. On a *weak hit*, choose one. If you recuperate or partake, you can also apply those benefits to your companions (NPC assets).
If you are traveling with allies, only one of you makes this roll for the group. Each of you may then choose your own benefits on a strong or *weak hit*.
On a *miss*, you gain no benefits of your downtime. Perhaps you suffered troubling dreams ([[file:../suffer/endure-stress.org][Endure Stress]]). Poor weather may have left you weary and cold ([[file:../suffer/endure-harm.org][Endure Harm]]). Or, you were attacked. If in doubt, roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table or [[file:../fate/ask-the-oracle.org][Ask the Oracle]] for inspiration. Depending on what you envision, you can play to see what happens, or jump to the next day as you continue on your journey the worse for wear.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Reach Your Destination
/Progress Move/
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
On a *strong hit*, the situation at your destination favors you. Choose one.
- Make another move now (not a progress move), and add +1.
- Take +1 momentum.
On a *weak hit*, you arrive but face an unforeseen hazard or complication. Envision what you find ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure).
On a *miss*, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journeys rank by one (if not already epic).
*** Details
:PROPERTIES:
:move-stats: progress
:VISIBILITY: folded
:END:
When you have made progress on your journey progress track and are ready to complete your expedition, make this move. Since this is a progress move, you tally the number of filled boxes on your progress track. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a *strong hit*, *weak hit*, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum.
When you score a *strong hit*, you arrive at your destination and are well-positioned for success. This should be reflected in the mechanical benefit offered by the move, but also in how you envision your arrival. If this has been a long, arduous journey, make this moment feel rewarding.
On a *weak hit*, something complicates your arrival or your next steps. Things are not what you expected, or a new danger reveals itself. Perhaps the village is occupied by a raiding party, or the mystic whose council you sought is initially hostile to you. Envision what you find and play to see what happens.
On a *miss*, something has gone horribly wrong. You realize you are off-course, you had bad information about your destination, or you face a turn of events undermining your purpose here. Depending on the circumstances, this might mean your journey ends in failure, or that you must push on while clearing all but one of your filled progress and raising the journeys rank.
If you are traveling with allies, one of you makes this move. Each of you benefit (or suffer) from the narrative outcome of the roll. Only the character making the move gets the mechanical benefit of a *strong hit*.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Resupply
When you hunt, forage, or scavenge, roll +wits.
On a *strong hit*, you bolster your resources. Take +2 supply.
On a *weak hit*, take up to +2 supply, but suffer -1 momentum for each.
On a *miss*, you find nothing helpful. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: wits
:VISIBILITY: folded
:END:
When youre in the field and need to bolster your supply track, make this move. Fictionally, this represents hunting and gathering. You might also search an area where supplies might be found, such as an abandoned camp or field of battle.
If youre adventuring with allies, you share the same supply value. When one of you makes this move, each of you adjust your supply track.
If you have the unprepared condition marked, you cant resupply. Instead, you need to find help in a community when you [[file:../relationship/sojourn.org][Sojourn]].
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Secure an Advantage
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 charm, 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); when you do, 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. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: edge heart iron shadow wits
:VISIBILITY: folded
:END:
The structure of *Secure an Advantage* is similar to [[file:face-danger.org][Face Danger]]. You envision your action and roll + your most relevant stat. This move, however, is proactive rather than reactive. Youre evaluating the situation or strengthening your position.
This move gives you an opportunity to build your momentum or improve your chance of success on a subsequent move. Its a good move to make if you want to take a moment to size up the situation, or if youre acting to gain control. It will often encompass a moment in time—such as shoving your foe with your shield to setup an attack. Or, it can represent preparation or evaluation spanning minutes, hours, or even days, depending on the narrative circumstances.
A *strong hit* means youve identified an opportunity or gained the upper hand. You knocked your enemy down. You moved into position for an arrow shot. You built your trap. You scouted the best path through the mountains. Now its time to build on your success.
A *weak hit* means your action has helped, but your advantage is fleeting or a new danger or complication is revealed. You pushed, and the world pushes back. What happens next?
A miss means your attempt to gain advantage has backfired. You acted too slowly, presumed too much, or were outwitted or outmatched. [[file:../fate/pay-the-price.org][Pay the Price]].
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Undertake a Journey
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
- Troublesome journey :: 3 progress per waypoint.
- Dangerous journey :: 2 progress per waypoint.
- Formidable journey :: 1 progress per waypoint.
- Extreme journey :: 2 ticks per waypoint.
- Epic journey :: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll.
On a *strong hit*, you reach a waypoint. If the waypoint is unknown to you, envision it or roll the [[elisp:(rpgdm-tables-choose "locations")][locations]] or [[elisp:(rpgdm-tables-choose "location-descriptors")][descriptors]] tables (or [[elisp:(kill-new (format "- %s %s" (rpgdm-tables-choose "location-descriptors") (rpgdm-tables-choose "locations")))][both]]), or even the site-specific [[elisp:(rpgdm-tables-choose "site-name-detail")][detail]] or [[elisp:(rpgdm-tables-choose "site-name-description")][description]]s, to help describe the waypoint. Then, choose one:
- You make good use of your resources: Mark progress.
- You move at speed: Mark progress and take +1 momentum, but suffer -1 supply.
On a *weak hit*, you reach a waypoint and mark progress, but suffer -1 supply.
On a *miss*, you are waylaid by a perilous event. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: wits
:VISIBILITY: folded
:END:
This is Ironsworns travel move. When you set off or push on toward a destination, make this move.
First, give your journey a rank. Decide how far—and how hazardous—it is based on the established fiction. If youre unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. Most of your journeys should be troublesome or dangerous. Formidable or extreme journeys might require weeks within your narrative, with appropriate stops, side quests, and adventures along the way. An epic journey is one of months, or even years. It is the journey of a lifetime.
If the journey is mundane—a relatively short distance through safe territory, —dont make this move. Just narrate the trip and jump to what happens or what you do when you arrive.
**** Along for the Ride?
If you are part of a caravan or party of NPCs, and arent an active participant in the planning or execution of the journey, you wont make this move or track progress. The journey will be resolved in the fiction. You can [[file:../fate/ask-the-oracle.org][Ask the Oracle]] to determine what happens en route or when you arrive.
**** Allies and Journeys
If you are traveling with allies, one of you makes the *Undertake a Journey* roll for each segment, and you share a progress track. The responsibility for leading the journey can switch from segment to segment as you like.
Your fellow travelers can assist by making the [[file:../relationship/aid-your-ally.org][Aid Your Ally]] move. Perhaps they are scouting ahead or sustaining you with a lively song. They can also Resupply to represent foraging or hunting for supplies en route. Everyone should offer narrative color for what they do and see on the journey, even if they are not making moves.
Only the character making the move takes the momentum bonus on a *strong hit*. But, because your supply track is shared, each of you mark -1 supply when the acting character makes that choice on a *strong hit* or when they suffer a *weak hit*.
**** Waypoints
If you score a strong or *weak hit* on this move, you reach a waypoint. A waypoint is a feature of the landscape, a settlement, or a point-of-interest. Depending on the information you have or whether you have traveled this area before, a specific waypoint may be known to you. If it isnt, envision what you find. If you need inspiration, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
Depending on the pace of your story and your current situation, you may choose to focus on this waypoint. A settlement can offer roleplay opportunities or provide a chance to recuperate and provision via the [[file:../relationship/sojourn.org][Sojourn]] move. In the wilds, you might make moves such as [[file:make-camp.org][Make Camp]], Resupply, or [[file:../secure-an-advantage][Secure an Advantage]]. Or, you can play out a scene not involving moves as you interact with your allies or the world. Mix it up. Some waypoints will pass as a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you trudge over jagged hills). Other waypoints offer opportunities to zoom in, enriching your story and your world.
When you roll a match, take the opportunity to introduce something unexpected. This could be an encounter, a surprising or dramatic feature of the landscape, or a turn of events in your current quest.
**** Marking Progress
When you score a hit and reach a waypoint, you mark progress per the rank of the journey. For example, on a dangerous journey you mark 2 progress (filling two boxes on your progress track) for each waypoint. When you feel you have accumulated enough progress and are ready to make a final push towards your destination, make the [[file:reach-your-destination.org][Reach Your Destination]] move.
**** Travel Time
Travel time can largely be abstracted. The time between waypoints might be hours or days, depending on the terrain and the distance. If its important, make a judgment call based on what you know of your journey, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
**** Mounts and Transport
Horses, mules, and transport (such as boats) influence the fiction of your journey—the logistics of travel and how long it takes. They do not provide a mechanical benefit unless you have an asset which gives you a bonus (such as a Horse companion).
**** Managing Resources
You can intersperse Resupply or [[file:make-camp.org][Make Camp]] moves during your journey to manage your health, spirit and supply, or to create new scenes as diversions. Dont be concerned with using the [[file:make-camp.org][Make Camp]] move as an automatic capstone to a day of travel. You can be assumed to rest and camp as appropriate without making the move, and you can roleplay out those scenes or gloss over them as you like. When you want the mechanical benefit of the [[file:make-camp.org][Make Camp]] move, or youre interested in playing the move out through the fiction, then do it.
**** On a Miss...
You do not mark progress on a *miss*. Instead, you encounter a new danger. You might face hazards through the weather, the terrain, encounters with creatures or people, attacks from your enemies, strange discoveries, or supernatural events. Decide what happens based on your current circumstances and surroundings, roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]] for inspiration. Depending on your desired narrative pace, you can then play out the event to see what happens, or summarize and apply the consequences immediately.
For example, you roll a *miss* and decide you encounter a broad, wild river which must be crossed to continue on your journey. If you want to focus on how you deal with the situation, play to see what happens by making moves. You might [[file:../secure-an-advantage][Secure an Advantage]] by exploring upriver for a ford and then [[file:face-danger.org][Face Danger]] to cross. Or, if want to quickly push the story forward, you could fast-forward to a perilous outcome such as losing some provisions during the crossing (suffer -supply). Mix things up, especially on long journeys.
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** Battle
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
- Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
- Fight depending on your courage, allies, or companions: Roll +heart.
- Fight in close to overpower your opponents: Roll +iron.
- Fight using trickery to befuddle your opponents: Roll +shadow.
- Fight using careful tactics to outsmart your opponents: Roll +wits.
On a *strong hit*, you achieve your objective unconditionally. Take +2 momentum.
On a *weak hit*, you achieve your objective, but not without cost. [[file:../fate/pay-the-price.org][Pay the Price]].
On a *miss*, you are defeated and the objective is lost to you. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: edge heart iron shadow wits
:VISIBILITY:
:END:
This move is used as an alternative to a detailed combat scene. When you want to zoom out and resolve a fight in a single roll, make this move.
First, consider your objective. Are you trying to defeat your foes? Hold them off until reinforcements arrive? Defend a person or place? Reach a position? Envision the situation, your strategy, and what you intend to gain or avoid.
Then, roll and envision the outcome. A *strong hit* is unconditional success. Your foes are defeated, surrender, flee, or give up their objectives as appropriate to the situation and your goals for the fight.
A *weak hit* means youve achieved your overall objective, but at some cost. Since this is the resolution of an extended scene, the price you pay should be dramatic and meaningful. This can include suffering a significant amount of harm, failing to achieve a secondary goal, or encountering a new danger or complication. If in doubt, roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table, or you may pick from the *weak hit* options in the [[file:end-the-fight.org][End the Fight]] move.
A miss on the Battle move should have dire ramifications on your character and your quest. This objective is lost to you. What does that mean? Are you captured? Gravely wounded? Have you failed to save a loved one? Is the settlement overrun by raiders? Must you [[file:../quest/forsake-your-vow.org][Forsake Your Vow]]? Consider the situation and the intent of your foe, and [[file:../fate/pay-the-price.org][Pay the Price]]. Make it hurt.
Use the Battle move as you like. If your story doesnt emphasize fighting, or youd rather generally abstract combat encounters, you can use this move exclusively. You can also drop it into some portion of a larger scene. Perhaps you Battle to quickly deal with lesser foes, then handle the fight against their leader with standard combat moves. The mix of Battle moves and more detailed fight scenes can help you pace your gaming sessions and let you focus on what is interesting or important.
Battling Alongside Allies
When you and your allies fight together, only one of you makes the move. Others can make the [[file:../relationship/aid-your-ally.org][Aid Your Ally]] move, using stats as detailed in Battle. Resolve those moves first, and then Battle.
On a *strong hit*, all of you benefit from the narrative success, but only the character making the move gains the momentum bonus. On a *weak hit* or miss, all of you suffer an outcome as appropriate to the situation. When in doubt, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
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** Clash
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.
On a *strong hit*, inflict your harm and choose one. You have the initiative.
- You bolster your position: Take +1 momentum.
- You find an opening: Inflict +1 harm.
On a *weak hit*, inflict your harm, but then [[file:../fate/pay-the-price.org][Pay the Price]]. Your foe has initiative.
On a *miss*, you are outmatched and must [[file:../fate/pay-the-price.org][Pay the Price]]. Your foe has initiative.
*** Details
:PROPERTIES:
:move-stats: iron edge
:VISIBILITY: folded
:END:
When your foe has initiative and attacks, and you choose to fight back, make this move.
First, envision your action and the fiction of the exchange. Is this a focused, dramatic moment where you each seek an opening? Or is it a flurry of attacks and parries, advances and retreats? The outcome of the *Clash* determines if your foe presses their advantage, or if you take control of the fight.
On a *strong hit*, you inflict your harm and steal back initiative. On a *weak hit*, you manage to inflict harm, but your foe retains initiative and you must [[file:../fate/pay-the-price.org][Pay the Price]]. The price might be that you [[file:../suffer/endure-harm.org][Endure Harm]] as your foe counters. Or, you may face some other dramatic outcome as appropriate to the current situation and your foes intent.
On a *miss*, you fail to inflict harm and must [[file:../fate/pay-the-price.org][Pay the Price]]. This fight is turning against you.
As with the [[file:strike.org][Strike]] move, each point of harm you inflict is marked on your foes progress track, as appropriate to their rank.
If you arent actively fighting back—youre just trying to avoid the attack or seeking cover—you should [[file:../adventure/face-danger.org][Face Danger]] instead of *Clash*. Using that move gives you more flexibility to bring a favored stat into play, and you suffer a relatively minor cost on a weak hit. Unfortunately, you also give up the opportunity to inflict harm on your foe.
If you ever respond to an attack by just taking the hit, thats not a move. The outcome isnt in much doubt. [[file:../fate/pay-the-price.org][Pay the Price]].
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** End the Fight
/Progress Move/
When you make a move to take decisive action, and score a *strong hit*, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
On a *strong hit*, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure).
On a *weak hit*, as above, but you must also choose one.
- Its worse than you thought: [[file:../suffer/endure-harm.org][Endure Harm]].
- You are overcome: [[file:../suffer/endure-stress.org][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.
- Youll pay for it: An objective falls out of reach.
- Others wont forget: You are marked for vengeance.
On a *miss*, you have lost this fight. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: progress
:VISIBILITY: folded
:END:
*End the Fight* fulfills your previous moves and the progress you have made in this scene. This is the all-or-nothing moment where the fight is decided. Is your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your foe suddenly turn your assumed advantage against you?
Since this is a progress move, you add the number of filled boxes on your progress track for this foe, whether its a single enemy or a pack. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a *strong hit*, *weak hit*, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum.
You can End the Fight only after you score a *strong hit* on a preceding move. Your setup move can be any action, but should be framed as a decisive maneuver or response, intended to bring the fight to a close.
If you find yourself struggling against a tide of *weak hit*s and misses, unable to make this move, consider building and then burning momentum to get back control. Use your favored stats and assets to improve your chances. However, keep in mind that End the Fight is not the only way to resolve a combat scene. You can flee. You can give up. You can negotiate or force a surrender. End the Fight represents the conclusion of a bloody, desperate combat, with both sides committed to see it through.
On a *strong hit*, envision how this foe is defeated. If you still face other foes (using separate progress tracks), you have initiative and the fight continues.
If you score a *weak hit*, your victory comes at a cost. Choose a listed outcome as appropriate to the circumstances. Then, consider the narrative implications of your choice and how it impacts what happens next.
On a *miss*, you should face a dramatic and dire consequence. Are you captured? Mortally wounded and left for dead? Is someone under your protection killed? Is an important objective or vow now lost to you? Make a choice as appropriate to the situation and the intent of your foe, or roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table and interpret the result as severe. /Make it hurt/.
When you and your allies are fighting against a common foe, you share a progress track. Any of you may attempt to End the Fight. If you then score a *weak hit* or miss, consider how your choice impacts the group and who suffers the cost as appropriate to the situation.
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** Enter the Fray
When you enter into combat, first set the rank of each of your foes.
- 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, roll to determine who is in control. If you are…
- Facing off against your foe :: Roll +heart.
- Moving into position against an unaware foe, or striking without warning :: Roll +shadow.
- Ambushed :: Roll +wits.
On a *strong hit*, take +2 momentum. You have initiative.
On a *weak hit*, choose one.
- Bolster your position: Take +2 momentum.
- Prepare to act: Take initiative.
On a *miss*, combat begins with you at a disadvantage. [[file:../fate/pay-the-price.org][Pay the Price]]. Your foe has initiative.
*** Details
:PROPERTIES:
:move-stats: heart shadow wits
:VISIBILITY: folded
:END:
Make this move when combat is joined. Set up your progress tracks for your foes and roll to see who is initially in control. Then, play to see what happens.
If you are fighting with allies, each of you make your own move to Enter the Fray. The outcome determines your initial positioning and readiness. You and the other players then envision the scene and make moves as appropriate. If you have initiative, you are positioned to make proactive moves. If not, you make moves to defend against attacks or get into position. If you and your allies are fighting against common enemies, you share progress tracks and mark the harm you each inflict.
If you are fighting a group of troublesome or dangerous foes, you can combine them into a single progress track. This is called a pack. Managing your progress against a pack is easier than tracking them as individuals, and will make combat go a bit faster. For a small pack (about 3 to 5), increase the rank by one. For a large pack (about 6 to 10) increase the rank by two. If you are facing more than 10 troublesome or dangerous foes, group them into smaller packs and associated progress tracks as appropriate.
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** Strike
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge.
On a *strong hit*, inflict +1 harm. You retain initiative.
On a *weak hit*, inflict your harm and lose initiative.
On a *miss*, your attack fails and you must [[file:../fate/pay-the-price.org][Pay the Price]]. Your foe has initiative.
*** Details
:PROPERTIES:
:move-stats: iron edge
:VISIBILITY: folded
:END:
Make this move when you have initiative and act to inflict harm on your foe. Narratively, this move might represent a focused moment in time—a single sweep of your axe or the flight of an arrow. Or, it can depict a flurry of attacks as you put your opponent on the defensive.
On a *strong hit*, you strike true. By default you inflict 2 harm if you are armed with a deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not. A *strong hit* on this move gives you an additional +1 harm (so, 3 harm with a deadly weapon). You may also have additional bonuses provided by assets.
Each point of harm you inflict is marked as progress on your foes progress track, as appropriate to their rank. For example, each point of harm equals 2 ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a dangerous enemy.
Narratively, a *strong hit* represents wounding your enemy or wearing them down. You have initiative and can make your next move. If this attack was intended as a decisive blow, you can attempt to [[file:end-the-fight.org][End the Fight]].
On a *weak hit*, youve done some damage but have overextended or your foe counters. You mark your harm, and your foe has initiative. What do they do next?
On a *miss*, you must [[file:../fate/pay-the-price.org][Pay the Price]]. Your opponent strikes back and you [[file:../suffer/endure-harm.org][Endure Harm]]. You lose position or advantage and suffer -momentum. You face a new or intensified danger. A companion or ally is put in harms way. Your weapon is dropped or broken. Let the outcome flow out of the fiction, or roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table to see what happens.
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** Turn the Tide
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.
If you fail to score a hit on that move, you must suffer a dire outcome. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
This move represents a last ditch effort to recover control of the fight. It is that moment when all seems lost, but the hero somehow rallies.
*Turn the Tide* lets you take initiative and make a move. The move can be whatever is appropriate under the circumstance—likely [[file:strike.org][Strike]] or [[file:../secure-an-advantage][Secure an Advantage]]. Roll the move (add +1), and act on the results. If youve scored a hit, you may take an additional +1 momentum. Then, play to see what happens. Hopefully this bold action is a turning point for the fight.
Heres the catch: If you score a *miss* when you make your move, you should add extra severity to the consequences. You might face additional harm. Your weapon is broken. Your companion is grievously wounded. Consider the result of your failure and give it teeth. If in doubt, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
Narratively, this is a dramatic moment. Focus on it. Envision your characters action. You struggle to your feet and raise your sword, your eyes hardening with determination. You spur your mount into a desperate charge. You grab your opponents blade in your bare hand. You pull the dagger from your boot and lunge. Or, perhaps you state your name, lament the killing of your father, and tell your foe to prepare for death.
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** Ask the Oracle
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
- Draw a conclusion :: Decide the answer based on the most interesting and obvious result.
- Ask a yes/no question :: Decide the odds of a yes, and roll on the table below to check the answer.
- Pick two :: Envision two options. Rate one as likely, and [[elisp:(rpgdm-ironsworn-oracle)][roll on the table]] below to see if it is true. If not, it is the other.
- Spark an idea :: Brainstorm or use a random prompt.
| Odds | The answer is yes if you roll... |
|----------------+------------------------------------|
| Almost Certain | 11 or greater |
| Likely | 26 or greater |
| 50/50 | 51 or greater |
| Unlikely | 76 or greater |
| Small Chance | 91 or greater |
On a match, an extreme result or twist has occurred.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
In solo or co-op play, use this move when you have a question or want to reveal details about your world. In guided play, the GM may use this move to answer their own questions or inspire the story of your game session.
**** Draw a Conclusion
The most basic use of this move is to simply decide the answer. Think it over for a moment (or talk it out with others at your table), and go with what seems most appropriate to the current situation and introduces the most potential for drama and excitement.
Your first instinct is often the right one. If it leapt to mind, its probably a good fit for the current situation. But, if your initial impulse doesnt really excite or interest you, give it more thought. Wait for an “aha” moment.
If youre still not sure of the answer, or want to put things in the hand of fate, you have some other options...
**** Ask a Yes/NO question
You can ask a binary yes/no question and leave the answer open to fate.
- “Is this steading inhabited?”
- “Do I drop my sword?”
- “Is there somewhere I can hide?”
- “Do I know the way?”
- “Would she consider this trade?”
Decide the likeliness of a yes answer, and roll your oracle dice to get the result. For example, if you rate the chance of a yes as unlikely, you must roll 76-100 for a yes. Otherwise, the answer is no.
**** Pick Two
The next option is to ask a question and pick two viable results.
- “Do I drop my sword or my shield?”
- “Is it in the forest or the hills?”
- “Does the elder bear try to pin me down, or does it bite?”
- “Am I attacked by a horror, or a beast?”
- “Is this a formidable foe, or a dangerous one?”
You rate one of those as likely, and roll on the table. If its a yes, the answer is your likely pick. If not, its the other. Use this approach when the answer is more open-ended, but you have a couple of options in mind.
**** Spark an Idea
The final option is to seek inspiration through an open-ended question.
- “What happens next?”
- “What does she want?”
- “Whats this place look like?”
- “What do I find?”
- “Who or what attacks?”
If youre in a game with other players, you can talk it out. Brainstorming together will lead you to interesting answers you might not have thought of on your own.
You can also use random generators to help inspire an answer. See chapter 6 for creative prompts and random results. Or, use your preferred tools, such as an online generator for interesting names, or a set of tarot cards or rune stones for visual inspiration. When asking an open-ended question, use tools which offer a spark of inspiration instead of a definitive response. Your creative mind will lead you naturally from an abstract concept to a relevant answer, adding exciting and surprising dimension to your story.
**** Questions Upon Questions
You can come back to the yes/no table and ask a follow-up question to clarify or affirm a result. However, you should avoid leaning too heavily on asking questions (or this move in general). Dont let one question snowball into a series of more specific questions. Even when playing solo, oracles should be the spice of your game, not the main course. Ask a question or two, decide what it means, and move on. When in doubt, follow your gut. Your first instinct is probably the right one. Go with it.
**** Rolling A Match
A match on your oracle dice when rolling on the yes/no table should trigger an extreme result or narrative twist. This can mean an all-caps “HELL YES!” or “HELL NO!”, or a yes or no but with an interesting or dramatic complication.
When youre unsure what a match might mean, you can roll on another oracle table for inspiration. If youre still left scratching your head, just move on. Resolving a match is not a requirement. Its just a way to introduce narrative turning points that lead you along unexpected paths. Head down the rabbit hole, but dont get stuck in it.
**** Oracles and Guided Play
In guided play, your GM is the oracle. You wont make this move unless you are talking things out and need a random result or a bit of inspiration. Your GM can use this move (or ask you to make it) to help guide the story.
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** Pay the Price
When you *suffer the outcome of a move*, choose one.
- Make the most obvious negative outcome happen.
- Envision two negative outcomes. Rate one as likely, and [[file:ask-the-oracle.org][Ask the Oracle]] using the yes/no table. On a yes, make that outcome happen. Otherwise, make it the other.
- [[elisp:(rpgdm-tables-choose "pay-the-price")][Roll on the following table]]. If you have difficulty interpreting the result to fit the current situation, roll again.
| Roll | Result |
|-------+-------------------------------------------------------|
| 1-2 | Roll again and apply that result but make it worse.¹ |
| 3-5 | A trusted person or community loses faith in you² |
| 6-9 | A cared for person or community is exposed to danger. |
| 10-16 | You are separated from something or someone. |
| 17-23 | Your action has an unintended effect. |
| 24-32 | Something of value is lost or destroyed. |
| 33-41 | The current situation worsens. |
| 42-50 | A new danger or foe is revealed. |
| 51-59 | It causes a delay or puts you at a disadvantage. |
| 60-68 | It is harmful. |
| 69-77 | It is stressful. |
| 78-85 | A surprising development complicates your quest. |
| 86-90 | It wastes resources. |
| 91-94 | It forces you to act against your best intentions. |
| 95-98 | A friend/companion/ally is in harms way. |
| 99-00 | Roll twice more on this table. Both results occur. |
¹ If you roll this result yet again, think of something dreadful that changes the course of your quest ([[file:ask-the-oracle.org][Ask the Oracle]] if unsure) and make it happen.
² Or the person or community acts against you.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
This is one of the most common moves in Ironsworn. Make this move when directed to by the outcome of another move, or when the current situation naturally leads to a cost through your choices or actions.
First, choose an option as described in the move. You may determine the outcome yourself, [[file:ask-the-oracle.org][Ask the Oracle]] to decide between two options, or roll on the table. In guided play, you look to your GM for a ruling. Whatever choice you make, always follow the fiction. If a dramatic outcome springs to mind immediately, go with it.
Next, envision the outcome. What happens? How does it impact the current situation and your character? Apply the outcome to the fiction of your scene before you determine any mechanical impact. Focusing on the narrative cost leads to deeper, more dramatic stories.
Finally, apply any appropriate mechanical penalty:
- If you face a physical hardship or injury, [[file:../suffer/endure-harm.org][Endure Harm]] and suffer -health.
- If you are disheartened or frightened, [[file:../suffer/endure-stress.org][Endure Stress]] and suffer -spirit.
- If you lose equipment or exhaust resources, suffer -supply.
- If you waste precious moments or are put in an unfavorable position, suffer -momentum.
- If an ally or companion is put in harms way, apply the cost to them.
When in doubt, suffer -2 from the appropriate track.
Most situations can impact both the narrative situation and your mechanical status. But, a result might also be purely narrative without an immediate mechanical cost. An initial failure might introduce a complication or force a reactive move (such as [[file:../adventure/face-danger.org][Face Danger]]). A failure on a subsequent move can then introduce a mechanical penalty. In this way, failures build on each other, and the situation gets riskier and more intense.
The narrative and mechanical costs you endure should be appropriate to the circumstances and the move you are making. Scoring a *miss* on [[file:../combat/end-the-fight.org][End the Fight]] implies a greater cost than if you fail to [[file:../combat/clash.org][Clash]] within that scene. For dramatic moments and decisive moves, up the stakes.
Once youve resolved the outcome, envision what happens next and how you react. You are not in control. The situation is more complex and dangerous. You may need to respond with another move to restore your advantage and avoid further cost.
**** Rolling Matches
If you rolled a match on a move, and the outcome of that move tells you to Pay the Price, you can consider rolling on the table instead of just choosing an outcome. This fulfills the promise of the match by introducing a result you might otherwise not have considered. When in doubt about what a result on the table might represent (for example, “a new danger or foe is revealed”), you can [[file:ask-the-oracle.org][Ask the Oracle]]. However, rolling a match on the Pay the Price table itself doesnt have any special significance.
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** Advance
When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
Make this move when you spend experience to add an asset or upgrade an existing asset.
Narratively, you should consider how your recent experiences and fulfilled vows have led to these new abilities. Was your horse a reward from the thankful chief of a highland clan? Did you train under a powerful mystic? Has your time spent trekking across the wilds made you adept at woodcraft or navigation? Let your choice of assets flow naturally from the fiction.
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** Forsake Your Vow
When you *renounce your quest, betray your promise, or the goal is lost to you*, clear the vow and [[file:../suffer/endure-stress.org][Endure Stress]]. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
Make this move when you decide to abandon a quest, or if circumstances leave your goal seemingly unobtainable.
For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and disheartening decision. Tradition says the item upon which you swore your vow—your sword, your armor, the iron coin—is discarded. Some clans even believe you must cast away all of your weapons and armor and bear no iron until you redeem yourself.
Mechanically, you [[file:../suffer/endure-stress.org][Endure Stress]], reducing your spirit track by an amount equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). Narratively, you should consider how your failure affects your story and what you do to put yourself back on the proper path. Did you swear this vow in service to others? How does this impact your relationship with them? If your vow was a personal quest, how does this failure force you to rethink the path your life has taken? Where do you go from here?
If you have abandoned a quest which is central to your characters motivations, you may decide your life as an Ironsworn is done. If so, [[file:../relationship/write-your-epilogue.org][Write Your Epilogue]] to determine your fate.
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** Fulfill Your Vow
/Progress Move/
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
On a *strong hit*, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
On a *weak hit*, there is more to be done or you realize the truth of your quest. Envision what you discover ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may [[file:swear-an-iron-vow.org][Swear an Iron Vow]] to set things right. If you do, add +1.
On a *miss*, your quest is undone. Envision what happens ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and choose one.
You recommit: Clear all but one filled progress, and raise the quests rank by one (if not already epic).
You give up: [[file:forsake-your-vow.org][Forsake Your Vow]]
*** Details
:PROPERTIES:
:move-stats: progress
:VISIBILITY: folded
:END:
Your path leads here. Your foe is defeated. The relic is found. Your training is complete. The village is saved. The beast is killed. The murder is avenged. Your familys honor is restored. You are triumphant.
Or are you? Make this move to find out.
Since this is a progress move, you tally the number of filled boxes on your progress track for this quest. This is your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a strong hit, weak hit, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum.
When you and your allies are working to fulfill a common vow, you share a progress track. When it is time to see the vow done, one of you represents the group and make the Fulfill a Vow move. The outcome affects everyone involved.
On a *strong hit*, your vow is fulfilled. Mark your experience, clear the vow, and decide what you do next. Do other quests call you into the wilds? Or, do you [[file:../relationship/write-your-epilogue.org][Write Your Epilogue]], never again to return to your life as Ironsworn?
On a *weak hit*, you discover or realize something which leaves your quest unfinished or undermines your success. Envision what you learn (or [[file:../fate/ask-the-oracle.org][Ask the Oracle]]), make your choice, and play to see what happens. Whether you leave this behind or take on a new quest should be driven by the fiction and your choices as the character. Have you defeated your foe in a bloody fight, but they use their dying breath to say your true enemy still lives? You might [[file:swear-an-iron-vow.org][Swear an Iron Vow]] to hunt them down. Have you helped return the clan chief to power, only to learn his promises were lies? You can *Swear an Iron Vow* to usurp this deceiver, or simply leave this place, promising never to return.
On a *miss*, a turn of events finds you defeated or your true goal is suddenly beyond reach. The band of raiders were a diversion, and a more dangerous force has stolen away with the winter stores. The crown of kings is found, but it is a forgery. Youve hunted and defeated the wyvern, but discover it was only one of a large flock of beasts. If you choose to press on, the nature of your quest remains the same—protect the village, find the crown, stop the ravages of the wyverns—but most of your progress is undone through this dramatic realization.
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** Reach a Milestone
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.
- Troublesome quest :: Mark 3 progress.
- Dangerous quest :: Mark 2 progress.
- Formidable quest :: Mark 1 progress.
- Extreme quest :: Mark 2 ticks.
- Epic quest :: Mark 1 tick.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
You will face obstacles as you strive to complete quests. Some of these obstacles arise naturally out of the fiction of the situation. Overcoming one challenge leads naturally to the next. Others represent narrative twists introduced when you interpret the result of a move, or when you [[file:../fate/ask-the-oracle.org][Ask the Oracle]] for inspiration. When you overcome one of these obstacles, and it was a notable challenge, make this move and mark progress on your quest.
Not every step on this path is worthy of a milestone. Did it put you in great danger? Did it cost you something significant? Did you unravel a complex web of clues and motivations? Was it dramatic and narratively interesting? Most importantly, was it directly related to your quest, and not a random or unconnected event?
How you define milestones determines the pace of your game. You need to overcome challenges to *Reach a Milestone* and mark progress. You cant (with confidence) [[file:fulfill-your-vow.org][Fulfill Your Vow]] unless youve marked progress. You dont gain experience unless *Fulfill Your Vow* You cant add new assets to your character unless you gain experience. Thats the broad flow of how quests drive gameplay and character improvement, the tempo of which is determined by you and others at your table. If you come up against relatively simple obstacles and call them milestones, youll mark progress and move quickly toward completing the quest. But, if you do, youll miss out on storytelling opportunities and the satisfaction earned when you prevail against a worthy challenge.
Not sure if something is worthy as a milestone? If youre playing co-op or guided, talk it out at the table. If youre playing solo, trust your instincts and the type of play experience you want to create. In the end, its your game.
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** Swear an Iron Vow
When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.
On a *strong hit*, you are emboldened and it is clear what you must do next ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure). Take +2 momentum.
On a *weak hit*, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.
On a *miss*, you face a significant obstacle before you can begin your quest. Envision what stands in your way ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and choose one.
- You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
- You give up: [[file:forsake-your-vow.org][Forsake Your Vow]].
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
When you encounter a wrong that must be made right, seek to fulfill a personal ambition, or give your word to serve someone, make this move.
Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak your vow. Dont just make the move. Envision how your character enacts the ceremony. What do you do? What do you say? Is this a moment of grudging acceptance or one of fiery determination?
Set the rank of your quest based on what you know of the challenges you will face, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. Higher ranked quests require more effort (both in your narrative and through session-time and focus), but offer greater experience rewards. An epic quest could be the endeavor of a lifetime, while a troublesome quest might be resolved in a few scenes.
It is not necessary to resolve one vow before swearing another. In fact, the intent of these rules is for your character to run afoul of new situations and get side-tracked with new vows even while attempting to complete a separate quest. This is the life of the Ironsworn.
Based on the results of this move, your path may be clear (a *strong hit*), or more investigation may be required to identify your next steps (a *weak hit*).
On a *miss*, you face a serious obstacle at the very start which prevents you from undertaking this quest. It might be a sudden event, someone working against you or refusing your aid, or a personal conviction which must be overcome. When in doubt about what happens, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. It should be significant and not easily dealt with. Also, when you resolve this obstacle, you wont [[file:reach-a-milestone.org][Reach a Milestone]] for your quest. You arent actually able to make progress on the vow until you overcome this initial challenge.
You also have the option, on a *miss*, to come to the realization that your vow was made impulsively or without support, and you may simply give up. If you do, [[file:forsake-your-vow.org][Forsake Your Vow]].
When allies join together to *Swear an Iron Vow*, one of you speaks for the group and makes the move. The others can commit to the cause with the [[file:../relationship/aid-your-ally.org][Aid Your Ally]] move. If you score a hit and take +momentum, or score a *miss* and choose to suffer -momentum, only the character making the move adjusts their momentum track. Once your quest is underway, you share a progress track and mark progress together.
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** Aid Your Ally
When you [[file:../adventure/secure-an-advantage.org][Secure an Advantage]] *in direct support of an ally*, and score a hit, they (instead of you) can take the benefits of the move. If you are in combat and score a *strong hit*, you and your ally have initiative.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
When you take an action to aid an ally (another players character) through the [[file:../adventure/secure-an-advantage.org][Secure an Advantage]] move, you can hand over the benefits of that move to your ally. This represents setting your ally up for success through a supporting action. You might be distracting a foe in combat, scouting ahead on a journey, or giving them encouragement as you stand against a dire threat.
If you score a *strong hit* when you [[file:../adventure/secure-an-advantage.org][Secure an Advantage]], your ally makes the choice between +2 momentum or making an immediate move with a +1 add. If you have an asset which gives you any additional benefits on the outcome of a *Secure an Advantage* move, your ally also takes those benefits (instead of you).
In combat, this is a proactive move, made when you have initiative. If you score a *strong hit*, you and your ally both take or retain initiative.
On a *weak hit* when you [[file:../adventure/secure-an-advantage.org][Secure an Advantage]], your ally takes +1 momentum. But, this advantage is fleeting or your situation becomes more complicated or dangerous. If you are in combat, you both lose initiative.
On a *miss*, one or both of you should [[file:../fate/pay-the-price.org][Pay the Price]] as appropriate to the circumstances and your intent when making the move. If in doubt, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. As with a *weak hit*, you both lose initiative when in combat.
If multiple characters make this move to contribute to an ally action, all [[file:../adventure/secure-an-advantage.org][Secure an Advantage]] bonuses will stack. As long as someone scores a *strong hit*, the target character can take or retain initiative.
Dont ping pong this move back and forth between two characters in an attempt to build momentum. Envision what you are doing to *Aid Your Ally*, make the [[file:../adventure/secure-an-advantage.org][Secure an Advantage]] move, resolve it, and hand the reins over to your ally as they leverage the advantage. Keep it moving. Make things happen.
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** Compel
When you attempt to persuade someone to do something, envision your approach and roll. If you...
- Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
- Threaten or incite: Roll +iron.
- Lie or swindle: Roll +shadow.
On a *strong hit*, theyll do what you want or share what they know. Take +1 momentum. If you use this exchange to [[file:../adventure/gather-information.org][Gather Information]], make that move now and add +1.
On a *weak hit*, as above, but they ask something of you in return. Envision what they want ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure).
On a *miss*, they refuse or make a demand which costs you greatly. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:visibility: folded
:move-stats: heart iron shadow
:END:
When you act to persuade someone to do as you ask, or give you something, make this move. It might be through bargaining, or intimidation, charm, diplomacy, or trickery. Use the appropriate stat based on your approach, and roll to see what happens.
This move doesnt give you free rein to control the actions of other characters in your world. Remember: Fiction first. Consider their motivations. What is your leverage over them? What do they stand to gain or avoid? Do you have an existing relationship? If your argument has no merit, or your threat or promise carries no weight, you cant make this move. You cant intimidate your way out of a situation where you are at a clear disadvantage. You cant barter when you have nothing of value to offer. If you are unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]], “Would they consider this?” If the answer is yes, make the move.
On the other hand, if their positive response is all but guaranteed—you are acting obviously in their best interest or offering a trade of fair value—dont make this move. Just make it happen. Save the move for times when the situation is uncertain and dramatic.
On a *weak hit*, success is hinged on their counter-proposal. Again, look to the fiction. What would they want? What would satisfy their concerns or motivate them to comply? If you accept their offer, you gain ground. If not, youve encountered an obstacle in your quest and need to find another path forward.
If you promise them something as part of this move, but then fail to do as you promised, they should respond accordingly. Perhaps it means a rude welcome when next you return to this community. If they are powerful, they may even act against you. If you share a bond, you would most certainly [[file:test-your-bond.org][Test Your Bond]]. Your actions, good or bad, should have ramifications for your story beyond the scope of the move.
On a *miss*, they are insulted, angered, inflexible, see through your lies, or demand something of you which costs you dearly. Their response should introduce new dangers or complications.
Compel may also be used to bring combat to a non-violent conclusion. Your approach dictates the stat you use—typically +iron when you threaten with further violence, +heart when you attempt to surrender or reason with them, and +shadow when you use trickery. Your foe must have a reason to be open to your approach. If unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
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** Draw the Circle
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
On a *strong hit*, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
On a *weak hit*, you may choose one boast in exchange for +1 momentum.
- Grant first strike :: Your foe has initiative.
- Bare yourself :: Take no benefit of armor or shield; your foes harm is +1.
- Hold no iron :: Take no benefit of weapons; your harm is 1.
- Bloody yourself :: [[file:../suffer/endure-harm.org][Endure Harm]] (1 harm).
- To the death :: One way or another, this fight must end with death.
On a *miss*, you begin the duel at a disadvantage. Your foe has initiative. [[file:../fate/pay-the-price.org][Pay the Price]].
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
When you challenge someone or accept a challenge, you each trace one-half of the outline of a circle into the ground with the point of an iron blade. Then, you face each other in the center of the circle and fight.
You setup your foes progress track per the [[file:../combat/enter-the-fray.org][Enter the Fray]] move, but use this move instead of *Enter the Fray* to begin the fight. You have initiative at the start of combat unless you score a *miss* or choose the option to grant first strike.
Duels are usually stopped when one of the duelists surrenders or is clearly defeated. The victor may then make a demand which the loser must abide by. Not complying with this demand means ostracism and shame. If you lose a duel, envision what your opponent demands of you. If youre unsure, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. Then, do it or face the narrative cost of your dishonor.
Duels may also be to the death. If one of the combatants declares their intent to fight to the death, the other must agree or forfeit.
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** Forge a Bond
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully [[file:../quest/fulfill-your-vow.org][Fulfill Your Vow]] to their benefit, you may reroll any dice.
On a *strong hit*, make note of the bond, mark a tick on your bond progress track, and choose one.
- Take +1 spirit.
- Take +2 momentum.
On a *weak hit*, they ask something more of you first. Envision what it is ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), do it (or [[file:../quest/swear-an-iron-vow.org][Swear an Iron Vow]]), and mark the bond. If you decline or fail, [[file:../fate/pay-the-price.org][Pay the Price]].
On a *miss*, you are refused. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
Bonds provide a story benefit by enriching your interactions and creating connections with a recurring cast of characters and familiar places. They also provide mechanical benefits by giving you adds when you make moves such as [[file:sojourn.org][Sojourn]] or [[file:compel.org][Compel]]. And, perhaps most importantly, your bonds help determine your ultimate fate when you retire from adventuring and [[file:write-your-epilogue.org][Write Your Epilogue]].
Bonds can be created through narrative circumstances or through sworn vows. If youve established a strong relationship with a person or community, you may Forge a Bond to give it significance. If you make this move after you successfully [[file:../quest/fulfill-your-vow.org][Fulfill Your Vow]] in service to them, you have proven yourself worthy and may reroll any dice.
When you Forge a Bond and score a *strong hit*, mark a tick on your bond progress track and make note of your bond.
On a *weak hit*, they ask more of you. It might be a task, an item, a concession, or even a vow. Envision what they need, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. If you do it, or [[file:../quest/swear-an-iron-vow.org][Swear an Iron Vow]], you can mark the bond.
On a *miss*, they have refused you. Why? The answer should introduce new complications or dangers.
**** Bonds and the Fiction
In the fiction of your world, bonds can be ceremonial. If your bond is with a person, perhaps you trade gifts. When you form a bond with a community, they may honor you in their own way. Envision what these ceremonies look like to add color and texture to the setting.
Also, respect the narrative weight of a bond. Dont declare a bond with everyone in sight to add more ticks to your bond progress track. Your bonds represent true, deep connections.
**** Bonds And Allies
If you and your allies act together to Forge a Bond with an NPC or community, only one of you makes the move. Others can [[file:aid-your-ally.org][Aid Your Ally]] to provide support. If you are successful, each of you may mark a tick on your bond progress track. Only the character making the move takes the mechanical benefits of a *strong hit* (+1 spirit or +2 momentum).
Bonds can also be made between allies. One of you makes the move, and both of you may mark the bond on a hit. If you score a *weak hit*, your ally may decide what they ask of you. On a *miss*, something still stands between you. What is it? What must you do to form a deeper connection?
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** Sojourn
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.
On *strong hit*, you and your allies may each choose two from within the categories below. On a *weak hit*, choose one. If you share a bond, choose one more.
On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a *strong hit*, take +2 more for that action. On a *weak hit*, take +1 more. On a *miss*, it goes badly and you lose all benefits for that action.
*Clear a Condition*
- Mend: Clear a wounded debility and take +1 health.
- Hearten: Clear a shaken debility and take +1 spirit.
- Equip: Clear an unprepared debility and take +1 supply.
*Recover*
- Recuperate: Take +2 health for yourself and any companions.
- Consort: Take +2 spirit.
- Provision: Take +2 supply.
- Plan: Take +2 momentum.
*Provide Aid*
- Take a quest: Envision what this community needs, or what trouble it is facing ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure). If you chose to help, Swear an Iron Vow and add +1.
On a *miss*, you find no help here. [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:VISIBILITY: folded
:move-stats: heart
:END:
When you rest, replenish, and share fellowship within a community, make this move. Depending on your level of success, you can choose one or more debilities to clear or tracks to increase. If you share a bond with this community and score a hit, you may select one more.
You may select an option only once. If you recuperate, you can also apply those benefits to your companions (NPC assets). If you Sojourn with allies, only one of you makes this move, but all of you can make your own choices on a strong or *weak hit*.
Make this move once when visiting a community. Your Sojourn should require several hours or several days, depending on your current circumstances and level of aid and recovery required.
On a hit, this move also includes an option to roll again for one of your selected recover actions. The second roll either provides a bonus to that activity (on a hit), or causes you to lose all benefits for your recovery. For example, if you are suffering from low spirit, you might choose to focus on the consort action, representing time in the mead hall or intimacy with a lover. Roll +heart again, and take the bonus if you score a hit.
You should envision what makes this community and its people unique. Give every community at least one memorable characteristic. If you need inspiration, [[file:../fate/ask-the-oracle.org][Ask the Oracle]]. You will find creative prompts, along with generators for community names and troubles in chapter 6.
Narratively, you can imagine much of the time in this community passing as a montage. If you choose to focus on a recovery action, zoom into that scene and envision what happens. You might be in the healers house, at the market, dancing at a festival, or speaking with the clan leader and making plans. Envision how this scene begins, make your roll, and then narrate the conclusion of the scene—good or bad—based on the result of your focus roll.
You can also perform additional moves while in the community. If you need to [[file:../adventure/gather-information.org][Gather Information]], [[file:compel.org][Compel]] someone, or [[file:draw-the-circle.org][Draw the Circle]] to resolve a feud, zoom into those scenes and play to see what happens. Sojourn is an overarching move that sets the tone for your stay and defines the mechanics of your recovery. It is not the only move you can make.
On a *miss*, something goes wrong. You are not welcomed. The citizens are hostile to you. Your dark mood alienates you. A perilous event threatens you all. Envision what happens based on your current circumstances, or [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
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** Test Your Bond
When your bond is tested through conflict, betrayal, or circumstance, roll +heart.
On a *strong hit*, this test has strengthened your bond. Choose one.
- Take +1 spirit.
- Take +2 momentum.
On a *weak hit*, your bond is fragile and you must prove your loyalty. Envision what they ask of you ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and [[file:../fate/pay-the-price.org][Pay the Price]].
On a *miss*, or if you have no interest in maintaining this relationship, clear the bond and [[file:../fate/pay-the-price.org][Pay the Price]].
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY:
:END:
Bonds are not necessarily everlasting. Events in your story may cause your bond to be tested. How strong is your commitment? If you seek to maintain this bond, at what cost? When you are forced to act against a community or person you share a bond with, fail in a crucial task for them, or they break faith with you, make this move.
You should *Test Your Bond* within the community or in the company of the person with whom you share the bond. If an incident forces this test, but you arent in a position to resolve it, make a note. Then, make this move when you next come in contact. If extended time passes without making the test (days, weeks, or months, depending on the circumstance), clear the bond and be done with it.
If you and your allies share a bond with an NPC or community, and you act together to [[file:test-your-bond.org][Test Your Bond]], only one of you makes this move.
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** Write Your Epilogue
/Progress Move/
When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll.
On a *strong hit*, things come to pass as you hoped.
On a *weak hit*, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure).
On a *miss*, your fears are realized.
*** Details
:PROPERTIES:
:move-stats: progress
:VISIBILITY: folded
:END:
You make this move only once—when all your vows are fulfilled or forsaken and you choose to end your characters adventuring life. For better or worse, the bonds youve made will echo through your days. How have you left your mark? Where are you welcomed and where are you shunned? What remains of you when your quests are at an end?
This is a progress move. Tally the number of filled boxes on your bonds progress track as your progress score. Only add fully filled boxes (those with four ticks). Then, roll your challenge dice, compare to your progress score, and resolve a *strong hit*, *weak hit*, or miss as normal. You may not burn momentum on this roll, and you are not affected by negative momentum.
Based on the result of this move, envision how you spend the remainder of your days.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Companion Endure Harm
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companions health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companions health, whichever is higher.
On a *strong hit*, your companion rallies. Give them +1 health.
On a *weak hit*, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
On a *miss*, also suffer -1 momentum. If your companions health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.
If you roll a *miss* with a 1 on your action die, and your companions health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
*** Details
:PROPERTIES:
:move-stats: > heart health
:VISIBILITY: folded
:END:
A companion is an NPC asset which complements your abilities and can help support your actions. When you leverage a companion on a move, you are inherently putting them at risk. If you roll a 1 on your action die when using a companion ability, you should make the companion the focus of any negative outcome for that move. Depending on the fiction of the current situation, this might include harm.
Inflicting harm on your companion might also happen as a reasonable outcome of any move, or through a roll on the [[file:../fate/pay-the-price.org][Pay the Price]] table.
Your companion asset has a health track which functions the same as your own. If they face physical damage, reduce the health track as appropriate to the circumstances or the rank of your foe, and take any leftover as -momentum. Then, roll this move.
When your companions health is at 0 and you score a *weak hit* or miss, you cannot use their abilities until they gain at least +1 health. To aid your companion, make an appropriate move, such as [[file:../adventure/heal.org][Heal]], [[file:../adventure/make-camp.org][Make Camp]], or [[file:../relationship/sojourn.org][Sojourn]].
If your companion is killed, give yourself 1 experience point for each marked ability. Then, remove the asset. If you acquire the same type of companion through the narrative of your quest and journeys, you are free to rebuy the asset at the normal cost.
You should also [[file:endure-stress.org][Endure Stress]] and suffer -spirit as appropriate to the fiction when your companion is wounded or dies.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Endure Harm
When you face physical damage, suffer -health equal to your foes rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
On a *strong hit*, choose one.
- Shake it off :: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
- Embrace the pain :: Take +1 momentum.
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.
| Roll | Result |
|-------+--------------------------------------------------|
| 1-10 | The harm is mortal. Face Death. |
| 11-20 | You are dying.¹ |
| 21-35 | You are unconscious and out of action.² |
| 36-50 | You are reeling and fighting to stay conscious.³ |
| 51-00 | You are battered but still standing. |
¹ You need to Heal within an hour or two, or [[file:face-death.org][Face Death]].
² 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, [[file:face-death.org][Face Death]].
³ If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
*** Details
:PROPERTIES:
:move-stats: > heart iron
:VISIBILITY: folded
:END:
If you fail to defend against an attack, suffer an injury, are stricken with disease or sickness, or bear the brunt of an arduous action, make this move.
When you are forced to [[file:../fate/pay-the-price.org][Pay the Price]], you should *Endure Harm* if physical damage is an obvious and dramatic outcome of the current situation. Also, some moves and assets will direct you to Endure Harm as a cost or concession, and may indicate a specific amount of harm to suffer.
If you face an attack by an NPC foe, you use their rank to determine the amount of harm dealt. If the amount of harm is not indicated or obvious, use the following guidelines.
- Troublesome (1 harm) :: An attack by a minor foe, a painful injury, or a tiring effort.
- Dangerous (2 harm) :: An attack by a skilled foe or deadly creature, a nasty injury, or a demanding effort.
- Formidable (3 harm) :: An attack by an exceptional foe or mighty creature, a serious injury, or an exhausting effort.
- Extreme (4 harm) :: An overwhelming attack by a monster or beast, a grievous injury, or a debilitating effort.
- Epic (5 harm) :: An attack by a legendary foe of mythic power, a horrific injury, or a consuming effort.
If in doubt, make it dangerous (2 harm).
Next, reduce your health track by the amount suffered. If your health is at 0, apply any remaining -health to your momentum track. Then, roll.
On a *strong hit*, you are undaunted. You can regain 1 health or take +1 momentum.
On a *weak hit*, you are battered but manage to persevere.
When you score a *miss*, you need to make an important decision. Do you risk the potential for death by rolling on the oracle table, or mark a debility? The wounded debility is temporary and can be dealt with through the [[file:../adventure/heal.org][Heal]] or [[file:../relationship/sojourn.org][Sojourn]] moves, but becoming maimed is a permanent, life-altering event.
If you score a *miss* and your debilities are already marked, you have no choice. Roll the dice and hope for the best.
#+STARTUP: showall
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** Endure Stress
When you face mental shock or despair, suffer -spirit equal to your foes rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
On a *strong hit*, choose one.
- 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 *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:
| Roll | Result |
|-------+-----------------------------------------|
| 1-10 | You are overwhelmed.¹ |
| 11-25 | You give up.² |
| 26-50 | You give in to a fear or compulsion.³ |
| 51-00 | You persevere. |
¹ [[file:face-desolation.org][Face Desolation]]
² [[file:../quest/forsake-your-vow.org][Forsake Your Vow]]
³ You act against your better instincts.
*** Details
:PROPERTIES:
:move-stats: > heart spirit
:VISIBILITY: folded
:END:
Make this move when your courage fails you, when you are unnerved or disheartened, or when you act against your best intentions.
When you are forced to [[file:../fate/pay-the-price.org][Pay the Price]], you should *Endure Stress* if mental hardship is an obvious and dramatic outcome of the current situation. Also, some moves and assets will direct you to Endure Stress as a cost or concession, and may indicate a specific amount of stress to suffer.
If you are demoralized or frightened by an NPC foe, you can use their rank to determine amount of stress you must suffer. If the amount of stress is not provided or obvious, use the following guidelines.
- Troublesome (1 stress) :: An unsettling incident or a frustrating failure.
- Dangerous (2 stress) :: A distressing incident or an upsetting failure.
- Formidable (3 stress) :: A horrifying incident or a demoralizing failure.
- Extreme (4 stress) :: A heart-rending incident or traumatic failure.
- Epic (5 stress) :: A soul-shattering incident or the loss of all hope.
If in doubt, make it dangerous (2 stress).
Next, reduce your spirit track by the amount suffered. If your spirit is at 0, apply any remaining -spirit to your momentum track. Then, roll.
On a *strong hit*, you are unfazed. You can suffer 1 less spirit or take +1 momentum. On a *weak hit*, you are rattled but carry on.
As with the [[file:endure-harm.org][Endure Harm]] move, when you score a *miss* you need to make an important decision. Do you risk the potential for desolation by rolling on the oracle table, or mark a debility? The shaken debility is temporary and can be dealt with through the [[file:../adventure/heal.org][Heal]] or [[file:../relationship/sojourn.org][Sojourn]] moves, but becoming corrupted is a permanent, life-altering event.
If youve scored a *miss* and your debilities are both marked, you must roll on the table to determine your fate.
#+STARTUP: showall
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# eval: (writegood-mode -1)
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** Face a Setback
When *your momentum is at its minimum* (-6), and you suffer additional -momentum, choose one.
- Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
- Envision an event or discovery ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure) which undermines your progress in a current quest, journey, or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
When you suffer -momentum while your momentum track is already at its lowest possible point (-6), the leftover -momentum must be traded for an equal value in -health, -spirit or -supply, or it must be accounted for as lost progress in a relevant progress track. Make a choice appropriate to your characters status and the current situation. Dont just shift points around. Envision how your choice is reflected in the fiction.
If your health, spirit, and supply are all at 0, you have no choice. You must clear progress on a related progress track. You should use the quest, journey, or fight which is most relevant to the current situation.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
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** Face Death
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
On a *strong hit*, death rejects you. You are cast back into the mortal world.
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 ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and [[file:../quest/swear-an-iron-vow.org][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 return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.
On a *miss*, you are dead.
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
You make this move when forced to *Face Death* as a result of a *miss* on the [[file:endure-harm.org][Endure Harm]] move, or when you face a physical trauma so horrific that death is the only reasonable outcome. This move is (hopefully) rarely made and a chance for storytelling and for enriching your world and its myths. Make it dramatic and personal.
When you first make this move, you should envision how the afterlife is represented in your setting, or specifically to your character. What do you see and experience? Is it only blackness and void? Do you see iron gates parting before you? Does a ferryman guide you across a blood-red river? Do you hear the songs of your kin calling you to the feast hall? On a *strong hit*, you might only catch glimpses of what lay beyond. Does your experience support your beliefs or call them into question? If in doubt, [[file:../fate/ask-the-oracle.org][Ask the Oracle]].
There is also the personage of death to consider. Does death take form, or is it nameless and unknowable? Is it beautiful and welcoming? Sly and full of guile? As grim as the coldest night? On a *weak hit*, you may decide what death asks of you, which leads to a new quest and the cursed debility as you return to the mortal world.
On a *miss*, you are dead. Envision what awaits you. You may begin again with a new character, or explore your current world and storyline from a new perspective. Perhaps your kin will avenge you?
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** 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 or sanity 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 ([[file:../fate/ask-the-oracle.org][Ask the Oracle]] if unsure), and [[file:../quest/swear-an-iron-vow.org][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 return to your senses and 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.
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
You make this move when forced to *Face Desolation* as a result of a *miss* on the [[file:endure-stress.org][Endure Stress]] move. This represents the potential breaking point for your character. Do you push on in spite of all you have seen, all you have done, or do you fall into darkness?
Choosing the option to become tormented on a *weak hit* creates interesting story possibilities. What is your greatest fear? Preventing that dire outcome can steer your story in a compelling new direction.
On a *miss*, you are broken. There is no recovery possible. This is the end of your characters story.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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** Out of Supply
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
*** Details
:PROPERTIES:
:VISIBILITY: folded
:END:
When you and your allies reduce your supply to 0 (through a choice or result of another move), you each mark unprepared. The unprepared debility can be cleared when you score a hit on the [[file:../relationship/sojourn.org][Sojourn]] move and choose the equip option.
While you are unprepared, you cannot increase your supply track. If you suffer additional -supply while unprepared, you and your allies must exchange each -supply for some combination of -momentum, -health, or -spirit. Select an option appropriate to the situation. A lack of provisions can have an obvious impact on your fitness, morale, and readiness for challenges.
#+STARTUP: showall
# Local Variables:
# eval: (writegood-mode -1)
# End:

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#+TITLE: Ironsworn Oracle: Actions
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-08 December
#+TAGS: rpg, ironsworn
- Abandon
- Acquire
- Advance
- Affect
- Aid
- Arrive
- Assault
- Attack
- Avenge
- Avoid
- Await
- Begin
- Betray
- Bolster
- Breach
- Break
- Capture
- Challenge
- Change
- Charge
- Clash
- Command
- Communicate
- Construct
- Control
- Coordinate
- Create
- Debate
- Defeat
- Defend
- Deflect
- Defy
- Deliver
- Demand
- Depart
- Destroy
- Distract
- Eliminate
- Endure
- Escalate
- Escort
- Evade
- Explore
- Falter
- Find
- Finish
- Focus
- Follow
- Fortify
- Gather
- Guard
- Hide
- Hold
- Hunt
- Impress
- Initiate
- Inspect
- Investigate
- Journey
- Learn
- Leave
- Locate
- Lose
- Manipulate
- Mourn
- Move
- Oppose
- Overwhelm
- Persevere
- Preserve
- Protect
- Raid
- Reduce
- Refuse
- Reject
- Release
- Remove
- Resist
- Restore
- Reveal
- Risk
- Scheme
- Search
- Secure
- Seize
- Serve
- Share
- Strengthen
- Summon
- Support
- Suppress
- Surrender
- Swear
- Take
- Threaten
- Transform
- Uncover
- Uphold
- Weaken
- Withdraw

12
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#+TITLE: Random Challenge Rank
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-20 | Troublesome |
| 21-55 | Dangerous |
| 56-80 | Formidable |
| 81-93 | Extreme |
| 94-100 | Epic |

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#+TITLE: Character Activity
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Ambushing
- Assisting
- Avoiding
- Bargaining
- Constructing
- Consuming
- Controlling
- Creating
- Defending
- Destroying
- Distracting
- Ensnaring
- Escorting
- Raiding
- Exploring
- Supporting
- Disabling
- Assaulting
- Fighting
- Fleeing
- Gathering
- Guarding
- Hiding
- Hunting
- Journeying
- Leading
- Learning
- Leaving
- Luring
- Mending
- Mimicking
- Observing
- Patrolling
- Preserving
- Recovering
- Removing
- Resting
- Restoring
- Sacrificing
- Searching
- Securing
- Seizing
- Sneaking
- Socializing
- Suffering
- Summoning
- Threatening
- Tracking
- Tricking
- Inspecting

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#+TITLE: Character Descriptor
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: -- December
#+TAGS: rpg ironsworn
- Active
- Adventurous
- Affectionate
- Aggressive
- Agreeable
- Aloof
- Ambitious
- Angry
- Anxious
- Apathetic
- Armed
- Armored
- Artistic
- Athletic
- Attractive
- Bitter
- Bold
- Brave
- Careless
- Cautious
- Charming
- Cheery
- Clever
- Conceited
- Confident
- Confused
- Connected
- Cooperative
- Cowardly
- Critical
- Cruel
- Cunning
- Dangerous
- Deceitful
- Dependent
- Determined
- Disabled
- Disfigured
- Doomed
- Driven
- Dying
- Experienced
- Fervent
- Friendly
- Generous
- Greedy
- Hardhearted
- Honest
- Hostile
- Hot-tempered
- Incompetent
- Infamous
- Influential
- Insensitive
- Insightful
- Intolerant
- Ironsworn
- Jealous
- Kind
- Loyal
- Manipulative
- Oblivious
- Obsessed
- Old
- Oppressed
- Passive
- Powerful
- Proud
- Quiet
- Quirky
- Reclusive
- Relaxed
- Religious
- Remorseful
- Resourceful
- Selfish
- Sick
- Skilled
- Smug
- Sociable
- Stealthy
- Stern
- Stingy
- Stoic
- Strong
- Stubborn
- Successful
- Suspicious
- Talented
- Timid
- Ugly
- Vengeful
- Violent
- Wary
- Weak
- Weary
- Wild
- Wise
- Wounded
- Young

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#+TITLE: Character Disposition
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Helpful
- Friendly
- Cooperative
- Curious
- Indifferent
- Suspicious
- Wanting
- Desperate
- Demanding
- Unfriendly
- Threatening
- Hostile

40
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#+TITLE: Character Goals
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-3 | Obtain an object |
| 4-6 | Make an agreement |
| 7-9 | Build a relationship |
| 10-12 | Undermine a relationship |
| 13-15 | Seek a truth |
| 16-18 | Pay a debt |
| 19-21 | Refute a falsehood |
| 22-24 | Harm a rival |
| 25-27 | Cure an ill |
| 28-30 | Find a person |
| 31-33 | Find a home |
| 34-36 | Seize power |
| 37-39 | Restore a relationship |
| 40-42 | Create an item |
| 43-45 | Travel to a place |
| 46-48 | Secure provisions |
| 49-51 | Rebel against power |
| 52-54 | Collect a debt |
| 55-57 | Protect a secret |
| 58-60 | Spread faith |
| 61-63 | Enrich themselves |
| 64-66 | Protect a person |
| 67-69 | Protect the status quo |
| 70-72 | Advance status |
| 73-75 | Defend a place |
| 76-78 | Avenge a wrong |
| 79-81 | Fulfill a duty |
| 82-84 | Gain knowledge |
| 85-87 | Prove worthiness |
| 88-90 | Find redemption |
| 91-92 | Escape from something |
| 93-95 | Resolve a dispute |
| 96-100 | Roll twice |

37
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#+TITLE: Character Role
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-2 | Criminal |
| 3-4 | Healer |
| 5-6 | Bandit |
| 7-9 | Guide |
| 10-12 | Performer |
| 13-15 | Miner |
| 16-18 | Mercenary |
| 19-21 | Outcast |
| 22-24 | Vagrant |
| 25-27 | Forester |
| 28-30 | Traveler |
| 31-33 | Mystic |
| 34-36 | Priest |
| 37-39 | Sailor |
| 40-42 | Pilgrim |
| 43-45 | Thief |
| 46-48 | Adventurer |
| 49-51 | Forager |
| 52-54 | Leader |
| 55-58 | Guard |
| 59-62 | Artisan |
| 63-66 | Scout |
| 67-70 | Herder |
| 71-74 | Fisher |
| 75-79 | Warrior |
| 80-84 | Hunter |
| 85-89 | Raider |
| 90-94 | Trader |
| 95-99 | Farmer |
| 100 | Unusual role |

25
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#+TITLE: Combat Actions
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-3 | Compel a surrender. |
| 4-6 | Coordinate with allies. |
| 7-9 | Gather reinforcements. |
| 10-13 | Seize something or someone. |
| 18-21 | Intimidate or frighten. |
| 26-29 | Shift focus to someone or something else. |
| 34-39 | Take a decisive action. |
| 46-52 | Ready an action. |
| 61-68 | Leverage the advantage of a weapon or ability. |
| 14-17 | Provoke a reckless response. |
| 22-25 | Reveal a surprising truth. |
| 30-33 | Destroy something, or render it useless. |
| 40-45 | Reinforce defenses. |
| 53-60 | Use the terrain to gain advantage. |
| 69-78 | Create an opportunity. |
| 79-89 | Attack with precision. |
| 90-99 | Attack with power. |
| 100 | Take a completely unexpected action. |

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#+TITLE: Combat Event: Method
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Abort
- Assist
- Break
- Charge
- Collide
- Defy
- Entangle
- Escalate
- Evade
- Overwhelm
- Seize
- Shatter
- Stagger
- Withdraw
- Deflect
- Clash
- Batter
- Shove
- Affect
- Force
- Distract
- Brawl
- Overrun
- Sunder
- Amplify
- Trick
- Aim
- Feint
- Protect
- Counter
- Embed
- Persevere
- Impact
- Probe
- Await
- Hold
- Intensify
- Block
- Drop
- Lose
- Sweep
- Secure
- Cover
- Challenge
- Focus
- Advance
- Breach
- Endure
- Assault
- Coordinate

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#+TITLE: Combat Event: Target
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Control
- Weapon
- Armor
- Defense
- Focus
- Range
- Sense
- Opening
- Instinct
- Environment
- Surprise
- Wound
- Ally
- Courage
- Object
- Skill
- Protection
- Ferocity
- Ammo
- Opportunity
- Position
- Strategy
- Power
- Technique
- Body
- Limbs
- Pride
- Resolve
- Advantage
- Precision
- Shield
- Stress
- Ground
- Anger
- Weakness
- Companion
- Balance
- Fear
- Momentum
- Speed
- Strength
- Supply
- Terrain
- Barrier
- Footing
- Maneuver
- Reach
- Harm
- Finesse
- Grasp

19
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#+TITLE: Dangers
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-22 December
#+TAGS: rpg table ironsworn
Roll on Table: d100
| 1-30 | Check the theme card. |
| 31-45 | Check the domain card. |
| 46-57 | You encounter a hostile denizen. |
| 58-68 | You face an environmental or architectural hazard. |
| 69-76 | A discovery undermines or complicates your quest. |
| 77-79 | You confront a harrowing situation or sensation. |
| 80-82 | You face the consequences of an earlier choice or approach. |
| 83-85 | Your way is blocked or trapped. |
| 86-88 | A resource is diminished, broken, or lost. |
| 89-91 | You face a perplexing mystery or tough choice. |
| 92-94 | You lose your way or are delayed. |
| 95-00 | Roll twice more on this table. Both results occur. If they are the same result, make it worse. |

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#+TITLE: Feature: Aspect
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Abandoned
Abundant
Active
Ancient
Blocked
Broken
Collapsed
Complex
Confined
Crafted
Dead
Deadly
Decaying
Deep
Defended
Depleted
Destroyed
Elevated
Ensnaring
Expansive
Flooded
Foreboding
Forgotten
Fortified
Foul
Fragile
Guarded
Hidden
Inaccessible
Isolated
Makeshift
Marked
Moving
Mysterious
Mystical
Natural
Open
Pillaged
Ruined
Sacred
Sealed
Secret
Sunken
Toxic
Trapped
Treacherous
Unnatural
Unstable
Unusual
Veiled

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#+TITLE: Feature: Focus
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Alarm
Attack
Boundary
Breach
Container
Corruption
Craft
Creature
Crossing
Darkness
Death
Debris
Denizen
Enclosure
Entry
Environment
Equipment
Exit
Function
Grave
Habitation
Hideaway
History
Illumination
Information
Lair
Location
Material
Message
Nature
Obstacle
Opening
Passage
Person
Power
Prisoner
Refuge
Remains
Resource
Route
Shelter
Sign
Supply
Threshold
Trail
Trap
Trigger
Valuables
Water
Weapon

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#+TITLE: Location Descriptors
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
| 1-2 | High |
| 3-4 | Remote |
| 5-6 | Exposed |
| 7-8 | Small |
| 9-10 | Broken |
| 11-12 | Diverse |
| 13-14 | Rough |
| 15-16 | Dark |
| 17-18 | Shadowy |
| 19-20 | Contested |
| 21-22 | Grim |
| 23-24 | Wild |
| 25-26 | Fertile |
| 27-28 | Blocked |
| 29-30 | Ancient |
| 31-32 | Perilous |
| 33-34 | Hidden |
| 35-36 | Occupied |
| 37-38 | Rich |
| 39-40 | Big |
| 41-42 | Savage |
| 43-44 | Defended |
| 45-46 | Withered |
| 47-48 | Mystical |
| 49-50 | Inaccessible |
| 51-52 | Protected |
| 53-54 | Abandoned |
| 55-56 | Wide |
| 57-58 | Foul |
| 59-60 | Dead |
| 61-62 | Ruined |
| 63-64 | Barren |
| 65-66 | Cold |
| 67-68 | Blighted |
| 69-70 | Low |
| 71-72 | Beautiful |
| 73-74 | Abundant |
| 75-76 | Lush |
| 77-78 | Flooded |
| 79-80 | Empty |
| 81-82 | Strange |
| 83-84 | Corrupted |
| 85-86 | Peaceful |
| 87-88 | Forgotten |
| 89-90 | Expansive |
| 91-92 | Settled |
| 93-94 | Dense |
| 95-96 | Civilized |
| 97-98 | Desolate |
| 99-00 | Isolated |

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#+TITLE: Locations Coastal Waters
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
| 1 | Fleet |
| 2 | Sargassum |
| 3 | Flotsam |
| 4 | Mystical Site |
| 5 | Lair |
| 6-10 | Wreck |
| 11-15 | Harbor |
| 16-23 | Ship |
| 24-30 | Rocks |
| 31-38 | Fjord |
| 39-46 | Estuary |
| 47-54 | Cove |
| 55-62 | Bay |
| 63-70 | Ice |
| 71-85 | Island |
| 86-99 | Open Water |
| 100 | Anomaly |

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#+TITLE: Ironsworn Oracle: Locations
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
| 1 | Hideout |
| 2 | Ruin |
| 3 | Mine |
| 4 | Waste |
| 5 | Mystical Site |
| 6 | Path |
| 7 | Outpost |
| 8 | Wall |
| 9 | Battlefield |
| 10 | Hovel |
| 11 | Spring |
| 12 | Lair |
| 13 | Fort |
| 14 | Bridge |
| 15 | Camp |
| 16 | Cairn/Grave |
| 17-18 | Caravan |
| 19-20 | Waterfall |
| 21-22 | Cave |
| 23-24 | Swamp |
| 25-26 | Fen |
| 27-28 | Ravine |
| 29-30 | Road |
| 31-32 | Tree |
| 33-34 | Pond |
| 35-36 | Fields |
| 37-38 | Marsh |
| 39-40 | Steading |
| 41-42 | Rapids |
| 43-44 | Pass |
| 45-46 | Trail |
| 47-48 | Glade |
| 49-50 | Plain |
| 51-52 | Ridge |
| 53-54 | Cliff |
| 55-56 | Grove |
| 57-58 | Village |
| 59-60 | Moor |
| 61-62 | Thicket |
| 63-64 | River Ford |
| 65-66 | Valley |
| 67-68 | Bay/Fjord |
| 69-70 | Foothills |
| 71-72 | Lake |
| 73-75 | River |
| 76-79 | Forest |
| 80-83 | Coast |
| 84-88 | Hill |
| 89-93 | Mountain |
| 94-99 | Woods |
| 100 | Anomoly |

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#+TITLE: Major Plot Twist
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-5 | It was all a diversion. |
| 6-10 | A dark secret is revealed. |
| 11-15 | A trap is sprung. |
| 16-20 | An assumption is revealed to be false. |
| 21-25 | A secret alliance is revealed. |
| 26-30 | Your actions benefit an enemy. |
| 31-35 | Someone returns unexpectedly. |
| 36-40 | A more dangerous foe is revealed. |
| 41-45 | You and an enemy share a common goal. |
| 46-50 | A true identity is revealed. |
| 51-55 | You are betrayed by someone who was trusted. |
| 56-60 | You are too late. |
| 61-65 | The true enemy is revealed. |
| 66-70 | The enemy gains new allies. |
| 71-75 | A new danger appears. |
| 76-80 | Someone or something goes missing. |
| 81-85 | The truth of a relationship is revealed. |
| 86-90 | Two seemingly unrelated situations are shown to be connected. |
| 91-95 | Unexpected powers or abilities are revealed. |
| 96-100 | Roll twice more. Both results occur. If they are the same result, make it more dramatic. |

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#+TITLE: Mystical Backlash
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-4 | Your ritual has the opposite affect. |
| 5-8 | You are sapped of strength. |
| 9-12 | Your friend, ally, or companion is adversely affected. |
| 13-16 | You destroy an important object. |
| 21-24 | You collapse, and drift into a troubled sleep. |
| 29-32 | You hear ghostly voices whispering of dark portents. |
| 37-40 | You alert someone or something to your presence. |
| 45-48 | You affect or damage your surroundings, causing a disturbance or potential harm. |
| 53-56 | You suffer the loss of a sense for several hours. |
| 61-64 | Your ritual affects the target in an unexpected and problematic way. |
| 69-72 | You are tempted by dark powers. |
| 77-80 | You can't perform this ritual again until you acquire an important component. |
| 85-88 | Your ritual causes creatures to exhibit strange or aggressive behavior. |
| 93-96 | You are wracked with sudden sickness. |
| 17-20 | You inadvertently summon a horror. |
| 25-28 | You undergo a physical torment which leaves its mark upon you. |
| 33-36 | You are lost in shadow, and find yourself in another place without memory of how you got there. |
| 41-44 | You are not yourself, and act against a friend, ally, or companion. |
| 49-52 | You waste resources. |
| 57-60 | You lose your connection to magic for a day or so, and cannot perform rituals. |
| 65-68 | Your ritual reveals a surprising and troubling truth. |
| 73-76 | You see a troubling vision of your future. |
| 81-84 | You develop a strange fear or compulsion. |
| 89-92 | You are tormented by an apparition from your past. |
| 97-100 | Roll twice more. Both results occur. If they are the same result, make it worse. |

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#+TITLE: Elf Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Ahmeshki
Anatu
Anunna
Arakhi
Aralu
Mayatanay
Arsula
Atani
Balathu
Belesunna
Cybela
Dismashk
Ditani
Dorosi
Dotani
Ereshki
Etana
Faraza
Gamanna
Gezera
Hullata
Ibrahem
Ilsit
Jemshida
Kendalanu
Kerihu
Kinzura
Leucia
Mattissa
Mitunu
Naidita
Nebakay
Nessana
Ninsunu
Otani
Retenay
Seleeku
Sidura
Sinosu
Sumula
Sutahe
Tahuta
Tishetu
Ukames
Uktannu
Uralar
Utamara
Vidarna
Visapni
Zursan

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#+TITLE: Giant Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Chony
Banda
Jochu
Kira
Khatir
Chaidu
Atan
Buandu
Javyn
Khashin
Bayara
Temura
Kidha
Kathos
Tanua
Bashtu
Jaran
Othos
Khutan
Otaan
Martu
Baku
Tuban
Qudan
Denua

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#+TITLE: Ironlander Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Abella
Aeddon
Alban
Althus
Amara
Artiga
Avella
Bas
Bastien
Beca
Brynn
Cadigan
Caldas
Cera
Chenda
Delkash
Deshi
Edda
Elli
Elstan
Emelyn
Eos
Erin
Fanir
Farina
Flint
Glain
Gwen
Haf
Haleema
Hirsham
Ikram
Ishana
Ithela
Jaggar
Jelma
Kabeera
Kaivan
Kanno
Katania
Katja
Keeara
Keelan
Kendi
Khinara
Kiah
Kione
Kodroth
Kormak
Kynan
Lago
Leela
Lestara
Lio
Mai
Masias
Maura
Melia
Milla
Mira
Mona
Morell
Morien
Morter
Myrick
Nadira
Naila
Nakata
Nan
Nia
Nisus
Padma
Parcell
Pearce
Pemba
Pendry
Perella
Qamar
Quinn
Razeena
Sabine
Saskia
Serene
Sibila
Sidan
Sola
Solana
Tallus
Tegan
Temir
Tessa
Themon
Tio
Valeri
Willa
Wulan
Wynne
Zanita
Zhan
Zura
Adda
Aida
Akiya
Alina
Arasen
Asha
Basira
Bataar
Beltran
Bevan
Chandra
Cortina
Dag
Del
Delos
Eleri
Esra
Euros
Fara
Gethin
Ghalen
Giliana
Glynn
Griff
Hennion
Indirra
Irsia
Jebran
Jihan
Joa
Kai
Kalidas
Kalina
Kara
Kataka
Kato
Katrin
Kayu
Kenrick
Keyshia
Khulan
Kimura
Kori
Kotama
Kova
Kuno
Kuron
Lili
Lona
Lucia
Makari
Malik
Mattick
Maya
Menna
Mila
Morgan
Muna
Mura
Myrtle
Nakura
Namba
Nanda
Nazmi
Nekun
Okoth
Owena
Ranna
Reema
Reese
Reva
Rhian
Rhoddri
Sadia
Sarda
Sarria
Sayer
Segura
Selva
Sendra
Servan
Setara
Shekhar
Shona
Siorra
Tahir
Talan
Tamara
Taylah
Toran
Torgan
Torrens
Tristan
Verena
Vesna
Vigo
Wena
Yorath
Yuda

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#+TITLE: Troll Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Rattle
Scratch
Wallow
Groak
Gimble
Scar
Cratch
Creech
Shush
Glush
Slar
Gnash
Stoad
Grig
Bleat
Chortle
Cluck
Slith
Mongo
Creak
Burble
Vrusk
Snuffle
Leech
Herk

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#+TITLE: Varou Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Vata
Zora
Jasna
Charna
Tana
Soveen
Radka
Zlata
Leesla
Byna
Meeka
Iskra
Jarek
Darva
Neda
Keha
Zhivka
Kvata
Staysa
Evka
Vuksha
Muko
Dreko
Aleko
Vojan

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#+TITLE: Opportunities
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-25 | The terrain favors you, or you find a hidden path. |
| 26-45 | An aspect of the history or nature of this place is revealed. |
| 46-57 | You locate a secure area. |
| 58-68 | A clue offers insight or direction. |
| 69-78 | You get the drop on a denizen. |
| 79-86 | This area provides an opportunity to scavenge, forage, or hunt. |
| 87-90 | You locate an interesting or helpful object. |
| 91-94 | You are alerted to a potential threat. |
| 95-98 | You encounter a denizen who might support you. |
| 99-100 | You encounter a denizen in need of help. |

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#+TITLE: Pay The Price
#+AUTHOR: Howard Abrams
#+EMAIL: howard@imac.local
#+DATE: 2022-01-22 January
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-2 | Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest, and make it happen. |
| 3-5 | A trusted person or community loses faith in you, or acts against you. |
| 6-9 | A cared for person or community is exposed to danger. |
| 10-16 | You are separated from something or someone. |
| 17-23 | Your action has an unintended effect. |
| 24-32 | Something of value is lost or destroyed. |
| 33-41 | The current situation worsens. |
| 42-50 | A new danger or foe is revealed. |
| 51-59 | It causes a delay or puts you at a disadvantage. |
| 60-68 | It is harmful. |
| 69-77 | It is stressful. |
| 78-85 | A surprising development complicates your quest. |
| 86-90 | It wastes resources. |
| 91-94 | It forces you to act against your best intentions. |
| 95-98 | A friend/companion/ally is in harms way. |
| 99-00 | Roll twice more on this table. Both results occur. |

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#+TITLE: Ironsworn Oracle: Regions
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-08 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
| 1-12 | Barrier Islands |
| 13-24 | Ragged Coast |
| 25-34 | Deep Wilds |
| 35-46 | Flooded Lands |
| 47-60 | Havens |
| 61-72 | Hinterlands |
| 73-84 | Tempest Hills |
| 85-94 | Veiled Mountains |
| 95-99 | Shattered Wastes |
| 100 | Elsewhere |

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#+TITLE: Runes
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2022-01-04 January
#+TAGS: rpg ironsworn
- ᚠ FEHU (Livestock) Wealth, Abundance, Success, Security, Fertility.
- ᚢ URUZ (a Bull) Strength, Tenacity, Courage, Untamed Potential, Freedom.
- ᚦ THURISAZ (a Thorn) Reaction, Defense, Conflict, Catharsis, Regeneration.
- ᚨ ANSUZ (an Estuary) the Mouth, Communication, Understanding, Inspiration.
- ᚩ ANSUZ (ᚨ an Estuary, augmented with ᚠ, FEHU, Cattle) Songs and poetry
- ᚪ ANSUZ (ᚨ an Estuary, augmented slightly with ᚠ, FEHU, Cattle) Humor and comedy
- ᚫ ANSUZ (extended ᚨ an Estuary) sublime or extended communication, epic saga
- ᚱ RAIDHO (a Wagon) Travel, Rhythm, Spontaneity, Evolution, Decisions.
- KENNAZ (a Torch) Vision, Creativity, Inspiration, Improvement, Vitality.
- GEBO (a Gift) Balance, Exchange, Partnership, Generosity, Relationships.
- ᚹ WUNJO (Joy) Pleasure, Comfort, Harmony, Prosperity, Reward, Success.
- ᚼ HAGALAZ (Hail) Nature, Wrath, Being Tested, Overcoming Obstacles.
- ᚾ NAUTHIZ (Need) Restriction, Conflict, Willpower, Endurance, Self-Reliance.
- ISA (Ice) Clarity, Stasis, Challenges, Introspection, Watching & Waiting.
- ᛃ JERA (the Year) Cycles, Completion, Changes, Harvest, Reaping Rewards.
- ᛇ EIHWAZ (a Yew Tree) Balance, Enlightenment, Death, The World Tree.
- ᛈ PERTHRO (a Dice Cup) Fate, Chance, Mystery, Destiny, Secrets.
- ᛉ ALGIZ (an Elk) Protection, Defense, Instinct, Group Effort, Guardianship.
- ᛋ SOWILO (the Sun) Health, Honor, Resources, Victory, Wholeness, Cleansing.
- ᛏ TIWAZ (the god Tyr) Masculinity, Justice, Leadership, Logic, Battle.
- ᛒ BERKANA (a Birch Tree) Femininity, Fertility, Healing, Regeneration, Birth.
- EHWAZ (a Horse) Transportation, Movement, Progress, Trust, Change.
- ᛗ MANNAZ (Humanity) Individuality, Friendship, Society, Cooperation, Help.
- ᛚ LAGUZ (Water) Intuition, Emotions, Flow, Renewal, Dreams, Hopes & Fears.
- ᛜ INGUZ (a Seed) Goals, Growth, Change, Common Sense, The Hearth (Home).
- ᛟ OTHALA (Inheritance) Ancestry, Possessions, Heritage, Experience, Value.
- ᛞ DAGAZ (Dawn) Awakening, Certainty, Illumination, Completion, Hope.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

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#+TITLE: Runes
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2022-01-04 January
#+TAGS: rpg ironsworn
- ᚠ FEHU (Livestock) Wealth, Abundance, Success, Security, Fertility.
- ᚢ URUZ (a Bull) Strength, Tenacity, Courage, Untamed Potential, Freedom.
- ᚦ THURISAZ (a Thorn) Reaction, Defense, Conflict, Catharsis, Regeneration.
- ᚨ ANSUZ (an Estuary) the Mouth, Communication, Understanding, Inspiration.
- ᚱ RAIDHO (a Wagon) Travel, Rhythm, Spontaneity, Evolution, Decisions.
- KENNAZ (a Torch) Vision, Creativity, Inspiration, Improvement, Vitality.
- GEBO (a Gift) Balance, Exchange, Partnership, Generosity, Relationships.
- ᚹ WUNJO (Joy) Pleasure, Comfort, Harmony, Prosperity, Reward, Success.
- ᚼ HAGALAZ (Hail) Nature, Wrath, Being Tested, Overcoming Obstacles.
- ᚾ NAUTHIZ (Need) Restriction, Conflict, Willpower, Endurance, Self-Reliance.
- ISA (Ice) Clarity, Stasis, Challenges, Introspection, Watching & Waiting.
- ᛃ JERA (the Year) Cycles, Completion, Changes, Harvest, Reaping Rewards.
- ᛇ EIHWAZ (a Yew Tree) Balance, Enlightenment, Death, The World Tree.
- ᛈ PERTHRO (a Dice Cup) Fate, Chance, Mystery, Destiny, Secrets.
- ᛉ ALGIZ (an Elk) Protection, Defense, Instinct, Group Effort, Guardianship.
- ᛋ SOWILO (the Sun) Health, Honor, Resources, Victory, Wholeness, Cleansing.
- ᛏ TIWAZ (the god Tyr) Masculinity, Justice, Leadership, Logic, Battle.
- ᛒ BERKANA (a Birch Tree) Femininity, Fertility, Healing, Regeneration, Birth.
- EHWAZ (a Horse) Transportation, Movement, Progress, Trust, Change.
- ᛗ MANNAZ (Humanity) Individuality, Friendship, Society, Cooperation, Help.
- ᛚ LAGUZ (Water) Intuition, Emotions, Flow, Renewal, Dreams, Hopes & Fears.
- ᛜ INGUZ (a Seed) Goals, Growth, Change, Common Sense, The Hearth (Home).
- ᛟ OTHALA (Inheritance) Ancestry, Possessions, Heritage, Experience, Value.
- ᛞ DAGAZ (Dawn) Awakening, Certainty, Illumination, Completion, Hope.

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#+TITLE: Settlement Names
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg, ironsworn
Brackwater
Deepwater
Redcrest
Graycliff
Lonefort
Stonetower
Redhall
Cinderhome
Bearmark
Foxhollow
Eaglespire
Elkfield
Highmount
Stoneford
Frostwood
Whitefall
Grimtree
Three Rivers
Whitebridge
Timberwall
Highcairn
Thornhall
Darkwell
Fallowfield
Ravencliff
Boarwood
Wolfcrag
Elderwatch
Wyvern's Rest
Dragonshadow
Fool's Fall
Brokenhelm
Lostwater
Lastmarch
Swordbreak
Olgar's Stand
Firstmeet
Rojirra's Lament
Mournhaunt
Rockfall
Daveza
Khazu
Essus
Nabuma
Abon
Kazeera
Damula
Sova
Sina
Tiza
Windhaven
Bleakfrost
Frostcrag
Icebreak
Winterhome
Duskmoor
Stormrest
Springbrook
Springtide
Summersong
Ironhome
New Arkesh
Elisora
Elfbrook
Ghostwalk
Forsaken
Kei's Hall
Blackhelm
Nessana
Hope

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#+TITLE: Settlement Prefixes
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
- Axe
- Black
- Bleak
- Frost
- Glen
- Gray
- Great
- Green
- Grim
- High
- Long
- Lost
- Low
- Mourn
- New
- Raven
- Red
- Rock
- Shield
- Small
- Stone
- Storm
- Sword
- Thorn
- White
- Wolf
- Wood
- Yellow

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#+TITLE: Settlement Suffixes
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
- moor
- ford
- crag
- watch
- hope
- wood
- ridge
- stone
- haven
- [fall/falls]
- river
- field
- hill
- bridge
- mark
- cairn
- land
- hall
- mount
- rock
- brook
- barrow
- stead
- home
- wick
- dale

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#+TITLE: Settlement Trouble
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
- A leader falls
- Allies become enemies
- An innocent is accused
- Attack is imminent
- Beast on the hunt
- Betrayed from within
- Broken truce
- Conflict with firstborn
- Cursed past
- Dangerous discovery
- Dangerous tradition
- Dark secret revealed
- Debt comes due
- Disastrous accident
- Dreadful omens
- Families in conflict
- Important event threatened
- Important object is lost
- In league with the enemy
- In the crossfire
- Incompetent leadership
- Isolated by brutal weather
- Lost caravan
- Mysterious murders
- Mysterious phenomenon
- Natural disaster
- Nature strikes back
- Old wounds reopened
- Outsiders rejected
- Production halts
- Provisions are scarce
- Raiders prey on the weak
- Reckless warmongering
- Revolt against a leader
- Rival settlement
- Roll twice
- Sickness run amok
- Someone is captured
- Someone is missing
- Stranger causes discord
- Trade route blocked
- Unjust leadership
- Urgent expedition
- Vengeful outcast
- Wrathful haunt
- Corrupted by dark magic

18
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#+TITLE: Site Nature: Domain
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Barrow
- Cavern
- Frozen Cavern
- Icereach
- Mine
- Pass
- Ruin
- Sea Cave
- Shadowfen
- Stronghold
- Tanglewood
- Underkeep

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#+TITLE: Site Name: Description
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Abyssal
Ashen
Barren
Black
Blighted
Bloodied
Bloodstained
Broken
Chaotic
Crimson
Crumbling
Cursed
Dark
Deep
Desecrated
Dreaded
Elder
Endless
Fallen
Fell
Flooded
Forbidden
Forgotten
Forsaken
Frozen
Grey
Grim
Haunted
Hidden
High
Infernal
Iron
Lost
Nightmare
Ruined
Sacred
Scarred
Scorched
Secret
Shattered
Shrouded
Silent
Silver
Sundered
Sunken
Tainted
Undying
Unknown
Wasted
White

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#+TITLE: Site Name Detail
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+TAGS: rpg ironsworn
Ash
Bane
Banishment
Blades
Blight
Blood
Bone
Corruption
Darkness
Daybreak
Desolation
Despair
Doom
Dread
Fate
Frost
Fury
Gloom
Hope
Iron
Isolation
Lament
Lies
Light
Madness
Mist
Nightfall
Power
Prophecy
Rot
Runes
Sadness
Sanctuary
Secrets
Shadow
Silence
Souls
Specters
Spring
Stone
Storms
Strife
Terror
Torment
Treachery
Truth
Twilight
War
Winter
Wrath

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#+TITLE: Site Name: Namesake
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Akida
Andor
Arnorr
Aurvang
Breckon
Callwen
Dain
Edda
Erisia
Etana
Eysa
Farina
Garion
Haldorr
Issara
Jorund
Kajir
Kalida
Katarra
Keeara
Keelan
Kenrick
Khulan
Kodroth
Kolor
Kynan
Lindar
Milenna
Morien
Morraine
Nyrad
Radek
Saiven
Zhan
Ildar
Thrain
Jadina
Sidura
Sithra
Solana
Thorval
Thyri
Torgan
Valgard
Willa
Wulan
Wyland
Yala
Zakaria
Svala

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Selpulcher
Grave
Crypt
Mound
Tomb
Barrow

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Abyss
Caverns
Caves
Chasm
Depths
Hollow
Lair
Rift
Tunnels
Warren

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Icemark
Wintertide
Reach
Waste
Expanse
Barrens
Icefield
Icereach

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Lode
Dig
Forge
Mine
Tunnels
Cut

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Cliffs
Crags
Cut
Gap
Gorge
Heights
Highlands
Pass
Reach
Ridge
Way

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Citadel
Enclave
Fortress
Hall
Keep
Sanctuary
Sanctum
Spire
Temple
Tower
Castle

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Caves
Channel
Cove
Hollow
Pools
Gorge

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Bog
Fen
Lowland
Marsh
Mire
Morass
Quagmire
Floodlands
Slough
Wetlands

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Bastion
Citadel
Fortress
Garrison
Haven
Keep
Outpost
Refuge
Watch
Tower

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Weald
Tangle
Bramble
Briar
Thicket
Forest
Wilds
Wood

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Catacomb
Chambers
Den
Hall
Labryinth
Maze
Pit
Sanctum
Underkeep
Vault
Underhalls
Halls

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#+TITLE: Site Name: Unknown Place
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Abyss
Barrens
Barrow
Bastion
Bog
Bramble
Briar
Castle
Catacomb
Caverns
Caves
Chambers
Channel
Chasm
Citadel
Cliffs
Cove
Crags
Crypt
Cut
Den
Depths
Dig
Enclave
Expanse
Fen
Floodlands
Forest
Forge
Fortress
Gap
Garrison
Gorge
Grave
Hall
Halls
Haven
Heights
Highlands
Hollow
Icefield
Icemark
Icereach
Keep
Labryinth
Lair
Lode
Lowland
Marsh
Maze
Mine
Mire
Morass
Mound
Outpost
Pass
Pit
Pools
Quagmire
Reach
Refuge
Ridge
Rift
Sanctuary
Sanctum
Selpulcher
Slough
Spire
Tangle
Temple
Thicket
Tomb
Tower
Tunnels
Underhalls
Underkeep
Vault
Warren
Waste
Watch
Way
Weald
Wetlands
Wilds
Wintertide
Wood

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#+TITLE: Site Nature: Theme
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Ancient
Corrupted
Fortified
Hallowed
Haunted
Infested
Ravaged
Wild

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#+TITLE: Ironsworn Oracle: Themes
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: --December
#+TAGS: rpg, ironsworn
- Ability
- Advantage
- Ally
- Balance
- Barrier
- Battle
- Blood
- Bond
- Burden
- Community
- Corruption
- Creation
- Creature
- Danger
- Death
- Debt
- Decay
- Deception
- Desolation
- Destiny
- Direction
- Disease
- Dream
- Duty
- Enemy
- Faction
- Fame
- Family
- Fear
- Fellowship
- Freedom
- Greed
- Hate
- Health
- History
- Home
- Honor
- Hope
- Idea
- Innocence
- Knowledge
- Labor
- Land
- Language
- Law
- Leader
- Loss
- Love
- Memory
- Momentum
- Mysticism
- Nature
- Opinion
- Opportunity
- Passage
- Path
- Peace
- Portent
- Possession
- Power
- Price
- Pride
- Prize
- Problem
- Protection
- Quest
- Relationship
- Religion
- Renown
- Resource
- Revenge
- Risk
- Rival
- Ruin
- Rumor
- Safety
- Secret
- Shelter
- Solution
- Spirit
- Stranger
- Strategy
- Strength
- Structure
- Superstition
- Supply
- Survival
- Time
- Tool
- Trade
- Truth
- Vengeance
- Vow
- War
- Warning
- Weakness
- Wealth
- Weapon
- World
- Wound

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#+TITLE: Threat: Burgeoning Conflict
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Allow warmongers to gain influence
- Break a treaty
- Force a hasty decision
- Deepen suspicions
- Trigger a confrontation
- Subvert a potential accord
- Isolate the antagonists
- Draw new battle lines
- Reveal an unexpected aspect of the dispute
- Introduce a new person or faction to complicate the situation

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#+TITLE: Threat: Category
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Burgeoning Conflict
- Ravaging Horde
- Cursed Site
- Malignant Plague
- Scheming Leader
- Zealous Cult
- Environmental Calamity
- Power-Hungry Mystic
- Rampaging Creature

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#+TITLE: Threat: Cursed Site
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Unleash a creature or being
- Lure the unwary into its depths
- Offer promises of power
- Reveal a new aspect of its cursed history
- Expand its malignancy to surrounding lands
- Leave its mark on an inhabitant or visitor
- Reveal hidden depths
- Ensnare an important person or object
- Corrupt the environment
- Transform its nature

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#+TITLE: Threat: Environmental Calamity
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Devastate a place
- Block a path
- Threaten a community with imminent destruction
- Manifest unexpected effects
- Expand in scope or intensity
- Allow someone to take advantage
- Deprive of resources
- Isolate an important person or community
- Force refugees into hostile lands
- Disrupt natural ecosystems

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#+TITLE: Threat: Malignant Plague
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Manifest new symptoms or effects
- Infect someone important
- Expand to new territory or communities
- Allow someone to take advantage
- Allow someone to take the blame
- Create panic or disorder
- Force a horrible decision
- Lure into complacency
- Reveal the root of the sickness
- Undermine a potential cure

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#+TITLE: Threat: Power-Hungry Mystic
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Gain hidden knowledge
- Assault an enemy with magic
- Despoil a place through magic
- Forge a bond with ancient forces
- Create magical wards or protections
- Obtain a powerful artifact
- Tempt with power or secrets
- Recruit a follower or ally
- Sacrifice something in exchange for greater power
- Use magic to trick or deceive

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#+TITLE: Threat: Rampaging Creature
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Reveal a new aspect of its nature or abilities
- Expand its territory
- Make a sudden and brutal attack
- Control or influence lesser creatures
- Create confusion or strife
- Leave foreboding signs
- Lure the unwary
- Imperil an event
- Assert control over a location
- Threaten resources

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#+TITLE: Threat: Ravaging Horde
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Overrun defenses
- Gather resources
- Attack a location
- Expand forces
- Send forth a champion
- Undermine an opposing force from within
- Employ a new weapon
- Appoint or reveal a leader
- Create a diversion
- Cut off supplies or reinforcements

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#+TITLE: Threat: Scheming Leader
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Defeat an enemy
- Form a new alliance
- Usurp or undermine another leader
- Force the loyalty of a community or important person
- Enact a new law or tradition
- Rescind an old law or tradition
- Reveal a true intention
- Unravel an existing alliance
- Incite conflict
- Use an unexpected capability or asset

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#+TITLE: Threat: Zealous Cult
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
- Unlock secrets to greater power
- Appoint or reveal a leader
- Subvert opposition through devious schemes
- Spread the word of its doctrine
- Reveal its true nature or goal
- Overtake a faction or community
- Establish false credibility
- Lure new members or establish alliances
- Attack opposition directly
- Reveal a dire prophecy

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#+TITLE: Trap: Component
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Alarm
Barrier
Cold
Corruption/Radiant
Darkness
Debris
Decay
Denizen
Earth
Fall
Fear
Fire
Light
Magic
Overhead
Passage
Path
Pit
Poison
Projectile
Stone
Terrain
Toxin
Trigger
Water
Weapon

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#+TITLE: Trap: Event
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-27 December
#+TAGS: rpg ironsworn
Ambush
Attack
Block
Break
Change
Collapse
Conceal
Create
Crush
Cut
Divert
Drop
Enclose
Entangle
Imitate
Lure
Move
Obscure
Puncture
Release
Smother
Snare
Summon
Surprise
Trigger