TEXT: PREVIEW EDITION
  
  WRITING AND DESIGN
  Shawn Tomkin
  WRITING, EDITING, 
  AND CONSULTING
  Matt Click
  Michael Barker
  James Kearney
  Tim Kearney
  DIGITAL TOOLS
  Ayethin
  rsek
  Dominic Eliot (Xeno)
  LEAD ILLUSTRATOR
  Joshua Meehan
  CONSULTANT FOR 
  DISABILITY SENSITIVITY
  Sara Thompson
  ICON AND CARD DESIGN
  Nathen Græy
  SAFETY TOOL 
  DEVELOPMENT AND 
  CONSULTATION
  Kienna Shaw
  Lauren Bryant-Monk
  IMAGE ELEMENT CREDITS
  Artwork utilizes image elements from iStock.com, 
  123RF.com, Pexels.com, ShutterStock.com, 
  Photobash.com, Depositphotos.com, and NASA
  THANK YOU TO THE STARFORGED 
  PLAYTESTERS AND CONTRIBUTORS
  Aaron Feild, Aaron Hattle, Adam Cottrell, Adam Minnie, Aden Albert, 
  Alex Nguyen, Alyssa Carter, Amelia Carter, Anders Hällzon, Andrew 
  Giffin, Andrew Huffaker, Arlan Stutler, Atlas, Autumn Armstrong-
  Berg, B Kretschman, Brian Ancliffe, C Kretschman, cajovna Abarat, 
  Caleb Johnson, Caleb P, Cassio, Dale Blackburn, Danielle Fischer, 
  David Bowditch, David J Hall, Denis "aBigOwl" B., Eric Christian Berg, 
  Fiore Costa, Foxelly, Gabriel M. Araujo, Galaga Galaxian, Geoff Kelly, 
  GeorgeOrr, Greedo Briefs, Greg Ehrrr, guumaster, HAJ523, Heather 
  Schultz, Irafenix, Jackson "Disco Noodles" Hearing, Jacob Munkie, Jacob 
  Ward, JacobTheMunkie, Jake H, James A. Sral, James Booth, Jamie 
  McKelvie, Jamie Thul, Jason Corley, Jeff Armstead, Jeff Lopez, Jim 
  DelRosso, Joel Britton, Joshua Meehan, Julien Chastaing, Justin Ragan, 
  Kate Ravenna, Kenny Crowe, Kris Hammerberg, Krzysztof Czopek, Laflys, 
  Lebo Munjeri , Lee Hancox , Luke B, M Khoirul Fatikhin, M. Christof 
  Berger, Marc-André Durocher, Mark Magree, Martin G. U. Wolf, Mason 
  Warring, Mathew Folwarski, Max Kihlstedt, Maxthelax, Melrakki, Michael 
  "Griff" Stueven, Mikey Mike, Nikki Duarte, Olivia Meehan, P0rthos, 
  PeteRPG, Phil M, Philipp Commans, R Sekouri, Remi van Casteren, 
  Robert Slaughter, Rodrigo Silva, Ron Frazier, Scott Marshall, Sean 
  Brimblecombe, Shane Black, Shawn Medero, Sidh Vagor, Soniú Battiato, 
  Steve Morrison, Stevie Militello, Suzana, Talon G, Teddy Turner, Terrie 
  Click, Tiffany Knapp, Tom Kelly, Vylix, Xeno, Zen
  INSPIRATION AND ACKNOWLEDGEMENTS
  Ironsworn: Starforged is built upon mechanics and creative inspiration 
  from many games. The most direct influences are shown below.
  Copyright ©2021 Shawn Tomkin and Absolute Tabletop, LLC
  Updated April 27, 2021
  Apocalypse World, by D. Vincent Baker and Meguey Baker
  City of Judas, by Davide Pignedoli
  Dungeon World, by Sage LaTorra and Adam Koebel
  Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al.
  Mythic, by Tana Pigeon
  Stars Without Number, by Kevin Crawford
  PREVIEW EDITION
  
  CHAPTER 1: THE BASICS 
  8
  WELCOME TO THE FORGE  
   11
  Modes of Play  
   11
  Using this Rulebook  
   12
  What You Need To Play  
   13
  Tone and Inspiration  
   13
  The Setting  
   14
  Mechanics and the Fiction  
   16
  Iron Vows  
   17
  Your Character  
   18
  You are Ironsworn  
   20
  Other Characters  
   20
  MAKING MOVES  
   22
  Moves and Dice  
   23
  Referencing Moves  
   23
  Making Group Moves  
   24
  Best Practices for Moves  
   25
  THE ACTION ROLL  
   26
  Resolving the Outcome  
   27
  Paying the Price  
   27
  Rolling Matches  
   28
  The Guide and the Dice  
   28
  MOMENTUM  
   29
  Gaining Momentum  
   29
  Losing Momentum  
   29
  Burning Momentum  
   30
  Resetting Momentum  
   31
  Max Momentum  
   31
  Suffering Negative Momentum  
   32
  Minimum Momentum  
   32
  Tracking Momentum Between Sessions  
   32
  ABOUT THE STARFORGED PREVIEW EDITION
  This is a work-in-progress version of the Ironsworn: Starforged tabletop 
  roleplaying game. 
  The Starforged Preview Edition includes three primary chapters of the 
  core rulebook, plus a seperate playkit of printable reference sheets and 
  worksheets. This material is for Kickstarter backers. 
  The complete rulebook, scheduled for release in early 2022, will contain 
  expanded summaries for moves, more gameplay tips and options, a host 
  of perilous encounters, and a few other surprises.
  Development is ongoing. Please excuse typos and other goofs. Updates 
  to these materials will be delivered to Kickstarter backers on an ongoing 
  basis; keep that in mind if you're considering printing this book.
  If you have questions or feedback, consider joining the Ironsworn Discord 
  at: bit.ly/is-discord.
  Thank you for your support!
  CONTENT AND SAFETY
  StarForged is a tabletop roleplaying game of science fiction exploration 
  and adventure. It includes themes of suspense, supernatural horror, 
  action-oriented violence, warfare, natural and man-made disasters, and 
  resource scarcity. In addition, the random and abstract nature of oracle 
  tables included in Starforged may prompt interpretations involving 
  sensitive subjects that aren't explicitly included in the game.
  Safety tools are recommended. The full release of Starforged will have 
  a set of safety tools designed specifically for the game. In the meantime, 
  please explore the TTRPG Safety Toolkit to find the safety tools that 
  will work best for your game of Starforged. The TTRPG Safety Toolkit, 
  co-curated by Kienna Shaw and Lauren Bryant-Monk, is a compilation 
  of safety tools designed by members of the tabletop roleplaying games 
  community. You can find it here: bit.ly/ttrpgsafetytoolkit.
  1
  
  PROGRESS TRACKS  
   33
  Challenge Ranks  
   33
  Marking Progress  
   34
  Stacking Progress  
   35
  Managing Progress Tracks  
   35
  Progress Moves  
   36
  Progress Rolls  
   37
  Sharing Progress Tracks with Allies  
   37
  LEGACY TRACKS  
   38
  Marking Legacy Rewards  
   39
  Gaining Experience  
   39
  Spending Experience  
   39
  Rolling Against a Legacy Track  
   40
  Clearing a Legacy Track  
   40
  Continuing a Legacy  
   40
  CONDITION METERS  
   41
  Health  
   41
  Spirit  
   41
  Supply  
   42
  Asset Condition Meters  
   43
  Action Rolls AND Condition Meters  
   43
  IMPACTS  
   44
  Misfortunes  
   44
  Vehicle Troubles  
   45
  Burdens  
   46
  Lasting Effects  
   46
  Marking Impacts  
   47
  Other Impacts  
   47
  ASSETS  
   48
  Asset Types  
   49
  Assets and the Fiction  
   52
  Acquiring And Upgrading Assets  
   53
  EQUIPMENT  
   54
  VEHICLES  
   55
  Command Vehicle  
   55
  Support Vehicles  
   55
  Incidental Vehicles  
   55
  ORACLES  
   56
  Rolling Oracle Dice  
   56
  Oracle Tables In Moves  
   57
  Asking the Oracle  
   58
  A Universe of Oracles  
   59
  Trust Your Instincts  
   59
  NAVIGATING THE FORGE  
   60
  Eidolon Travel  
   60
  Seeing What's Out There  
   62
  THE FLOW OF PLAY  
   64
  What's Next  
   64
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN 
  66
  PREPARE FOR LIFTOFF  
   69
  Prep Is Play  
   69
  Prioritizing Player Safety  
   69
  Getting Started  
   70
  REturning to an Existing campaign  
   70
  CHOOSE YOUR TRUTHS  
   71
  Default Assumptions  
   71
  The Truth Categories  
   72
  How to Select Your Truths  
   72
  What You Need  
   73
  Tips for Managing This Exercise  
   73
  Cataclysm  
   74
  Exodus  
   76
  Communities  
   77
  Iron  
   78
  Laws  
   79
  Religion  
   80
  Magic  
   81
  Communication and Data  
   82
  Medicine  
   83
  Artificial Intelligence  
   84
  War  
   85
  Lifeforms  
   86
  Precursors  
   87
  Horrors  
   88
  3
  2
  
  CREATE YOUR CHARACTER  
   90
  What You Need  
   90
  Your Character's Scope  
   90
  Character Creation Summary  
   92
  Step 1: Ready the Asset cards  
   94
  Step 2: Choose Two Paths  
   95
  Step 3: Create your Backstory  
   96
  Step 4: Write Your Background Vow  
   97
  Step 5: Board Your Starship  
   98
  Step 6: Choose Your Final Asset  
   100
  Step 7: Set Your Stats  
   100
  Step 8: Set Your Condition Tracks  
   101
  Step 9: Envision Your Character  
   101
  Step 10: Name Your Character  
   101
  Step 11: Gear Up  
   102
  BUILD A STARTING SECTOR  
   104
  What You Need  
   104
  What is a Sector?  
   105
  Managing this Exercise  
   105
  Step 1: Choose Your Starting Region  
   106
  Step 3: Generate Settlement Details  
   107
  Step 4: Generate Planets  
   108
  Step 5: Generate Stars (Optional)  
   108
  Step 6: Create a Sector Map   
   109
  Step 7: Create Passages  
   110
  Step 8: Zoom in on a Settlement  
   112
  Step 9: Create a Local Connection  
   113
  Step 10: Introduce a Sector Trouble  
   116
  Step 11: Name the Starting Sector  
   116
  Sample Starting Sector  
   117
  BEGIN YOUR ADVENTURE  
   118
  What You Need  
   118
  Step 1: Envision an Inciting Incident  
   118
  Step 2: Set the Scene  
   121
  Step 3: Make the move  
   122
  Step 4: Next Steps  
   124
  CHAPTER 3: ORACLES 
  126
  USING THE ORACLES  
   129
  Oracles in Solo and Co-op Play  
   129
  Oracles In Guided Play  
   129
  Oracle Tips and Tricks  
   131
  Common Symbols  
   132
  CORE ORACLES  
   133
  Action  
   134
  Theme  
   135
  Descriptor  
   136
  Focus  
   137
  SPACE ENCOUNTERS  
   138
  Space Sighting  
   138
  Summary: Exploring Space  
   139
  Sector Name  
   140
  Spaceborne Peril  
   142
  Spaceborne Opportunity  
   143
  PLANETS  
   144
  Summary: Exploring Planets  
   145
  Desert World  
   146
  Furnace World  
   147
  Grave World  
   148
  Ice World  
   149
  Jovian World  
   150
  Jungle World  
   151
  Ocean World  
   152
  Rocky World  
   153
  Shattered World  
   154
  Tainted World  
   155
  Vital World  
   156
  Planetside Peril  
   158
  Planetside Opportunity  
   159
  SETTLEMENTS  
   160
  STARSHIPS  
   164
  CHARACTERS  
   168
  CREATURES  
   174
  5
  4
  
  DERELICTS  
   178
  Summary: Exploring Derelicts  
   180
  Access  
   182
  Community  
   183
  Engineering  
   184
  Living  
   185
  Medical  
   186
  Operations  
   187
  Production  
   188
  Research  
   189
  PRECURSOR VAULTS  
   190
  Summary: Exploring Precursor Vaults  
   192
  Interior  
   196
  Sanctum  
   198
  LOCATION THEMES  
   200
  Exploring Themed Locations  
   201
  Chaotic  
   202
  Fortified  
   203
  Haunted  
   204
  Infested  
   205
  Inhabited  
   206
  Ruined  
   207
  Sacred  
   208
  MISCELLANEOUS ORACLES  
   209
  Story Complication  
   209
  Combat Action  
   210
  Anomaly Effect  
   211
  ORACLE ARRAYS  
   212
  SAMPLE ENCOUNTERS  
   214
  Components of an NPC  
   214
  Creating NPCs  
   215
  Drift Pirate  
   216
  Ember Wisp  
   217
  Firestorm Raider  
   218
  Gnawling  
   219
  Risen  
   220
  Servitor Bot  
   221
  Worldbreaker Worm  
   222
  MOVE GLOSSARY  
   224
  MOVES  
   226
  Adventure Moves  
   227
  Quest Moves  
   228
  Connection Moves  
   229
  Exploration Moves  
   230
  Combat Moves  
   232
  Suffer Moves  
   234
  Threshold Moves  
   236
  Recover Moves  
   237
  Legacy Moves  
   238
  Fate Moves  
   239
  APPENDIXES
  224
  7
  6
  
  CHAPTER 1
  THE 
  BASICS
  WELCOME TO THE FORGE
  11
  MAKING MOVES
  22
  THE ACTION ROLL
  26
  MOMENTUM
  29
  PROGRESS TRACKS
  33
  LEGACY TRACKS
  38
  CONDITION METERS
  41
  IMPACTS
  44
  ASSETS
  48
  EQUIPMENT
  54
  VEHICLES
  55
  ORACLES
  56
  NAVIGATING THE FORGE
  60
  THE FLOW OF PLAY
  64
  9
  8
  9
  8
  
  WELCOME TO THE FORGE
  In Ironsworn: Starforged (hereafter referred to as Starforged) you are a 
  spaceborne hero sworn to undertake perilous quests. You will explore 
  uncharted space, unravel the secrets of a mysterious galaxy, and build 
  bonds with those you meet in your travels. Most importantly, you will 
  swear iron vows and see them fulfilled—no matter the cost.
  To play Starforged, you make some decisions about the setting and your 
  character, and set your story in motion. When you encounter something 
  dangerous or uncertain, your choices and the dice determine the outcome.
  BUILDING ON THE IRONSWORN LEGACY
  Starforged is a standalone sequel to the Ironsworn tabletop roleplaying 
  game. If you're an experienced Ironsworn player, welcome back! You'll 
  find some changes and enhancements to suit the spaceborne setting, 
  but the core of the game will be familiar. If you're new to Ironsworn, this 
  rulebook will give you everything you need to undertake quests in a 
  perilous galaxy.
  MODES OF PLAY
  Starforged offers three ways to play.
   
  ✴ Guided: One or more players take the role of their characters, the 
  protagonists in your story, while another player is the guide. The 
  guide is sometimes referred to as a gamemaster or GM in other 
  roleplaying games. Instead of playing as one of the protagonists, the 
  guide helps bring the world to life, portrays the people and creatures 
  the protagonists encounter, and works with the other players to 
  decide the outcome of actions and events.
   
  ✴ Cooperative (Co-Op): You and one or more friends play together to 
  overcome challenges and complete quests. A guide is not required. 
  The Starforged game system will help reveal the nature of locations, 
  characters, and situations you encounter. 
   
  ✴ Solo: As with cooperative play, no guide is necessary. You portray a 
  lone heroic character, using the Starforged game system to explore 
  the dramatic story of your character and their fateful vows.
  Starforged
  Starforged is primarily intended for
   is primarily intended for solo and small group play. One to 
   solo and small group play. One to 
  four players (plus a guide if playing in that mode) is ideal. This rulebook is 
  four players (plus a guide if playing in that mode) is ideal. This rulebook is 
  often written to the perspective of a solo player, but the basic approaches 
  often written to the perspective of a solo player, but the basic approaches 
  and rules are the same for co-op and guided play.
  and rules are the same for co-op and guided play.
  11
  WELCOME TO THE FORGE
  
  USING THIS RULEBOOK
  You don't need to read this book cover-to-cover to learn how to play 
  Starforged. Here's a summary for each chapter, and some advice on what 
  to read and when.
  Chapter 1 – The Basics: You’re reading it! This is an introduction to 
  Starforged and the fundamentals of the game. If you're a returning 
  Ironsworn player, this chapter will provide a refresher and introduce 
  some changes. If you're new to Ironsworn, it will get you up to 
  speed. Feel free to just scan this chapter to get a sense of the 
  fundamentals; if you have questions about a particular aspect of 
  play, jump to that section and give it a closer read.
  Chapter 2 – Launching Your Campaign (page 66): This chapter 
  includes a series of exercises to get your Starforged campaign up 
  and running. Work through these exercises to define the nature of 
  your setting, create your character, setup a starting location, and 
  undertake your first quest.
  Chapter 3 – Oracles (page 126): This chapter contains oracle 
  tables, which are the inspiration engine for playing Starforged. You 
  don't need to read this chapter, but it is helpful to give it a look to 
  get a sense of the tools the game provides. During play, you'll refer 
  to these oracles when you need help determining the outcome of 
  an action, an aspect of your setting, or a narrative event. 
  Gameplay in Depth (not included in the Preview Edition): 
  This chapter will include extended details, options, and advice for 
  playing Starforged. 
  Foes and Encounters (not included in the Preview Edition): 
  This chapter will provide an array of cunning foes and perilous 
  encounters for your Starforged campaign.
  The Preview Edition also includes three appendixes: sample NPCs (page 
  214), a glossary (page 224) and a listing of moves (page 226). 
  ABOUT KEY TERMS
  Throughout this book, key terms will be shown in red when they are first 
  introduced. If a term is reintroduced in another important context, it will be 
  shown in red again.
  WHAT YOU NEED TO PLAY
  You'll need some dice to play Starforged:
   
  ✴ Two ten-sided dice (d10) for each player. These are challenge dice.
   
  ✴ One six-sided die (d6) for each player. This is an action die.
   
  ✴ Optionally, another pair of ten-sided dice to use as oracle dice.
  You'll also need some print-and-play materials, all of which are available 
  as digital files bundled with this rulebook. 
   
  ✴ One character sheet for each player
   
  ✴ One set of asset cards
   
  ✴ The Starforged Playkit, a bundle of reference sheets and worksheets
  Finally, you may want a journal or notebook to record your adventure log.
  SCHEDULING YOUR STARFORGED SESSIONS
  If you’re playing solo, a session can be as long as you like, from a few 
  minutes to a few hours. If you’re playing with others, you probably want 
  to dedicate enough time to make some progress in your quests; plan on a 
  couple of hours or more.
  If you prefer to use digital platforms such as a virtual tabletop to play 
  If you prefer to use digital platforms such as a virtual tabletop to play 
  Starforged
  Starforged, or some combination of digital and analogue tools, check 
  , or some combination of digital and analogue tools, check 
  ironswornrpg.com for links to the most popular resources.
  ironswornrpg.com for links to the most popular resources.
  TONE AND INSPIRATION
  The default tone for Starforged is gritty, human-centric science fiction 
  on a perilous frontier. This is a scavenged future, with starships often 
  cobbled together from salvage. People cling to survival on inhospitable 
  worlds and in remote space stations. Much has been forgotten or lost. It's 
  a dangerous life for anyone living on this frontier, and doubly so for the 
  Ironsworn—those adventurers bound to sworn quests.
  Inspiration for Starforged comes from the quest-driven adventures of The 
  Mandalorian, the lived-in aesthetic and remote, outer-rim locations of the 
  original Star Wars trilogy, the workaday exploits of Firefly, the isolated 
  horror and industrial grittiness of Alien, the desperation and retro-tech 
  of Battlestar Galactica's modern reboot, the mysticism of Dune, and the 
  cosmic mysteries and class struggles of The Expanse.
  You are encouraged to make Starforged your own, and to bend the tone to 
  your liking. Your version of the setting will be unique because you’ll define 
  aspects such as the history of your people, technology, communities, 
  lifeforms, supernatural abilities, and more.
  13
  12
  WELCOME TO THE FORGE
  CHAPTER 1: THE BASICS
  
  THE SETTING
  Your adventures are set within the Forge. This is a globular cluster in 
  orbit around your people's home galaxy. It is 1,700 light years above the 
  galactic plane—a bright island in a dark void.
  Vast clouds of interstellar nebula span the depths of the Forge, 
  interspersed with denser clouds of vibrant interplanetary dust and 
  strange energies. It is a chaotic galaxy wracked by fiery stellar storms 
  and unpredictable gravitational currents. The planets and stars of this 
  place are born of that chaos.
  Your people came to the Forge two centuries ago in the wake of a 
  cataclysm in their home galaxy. Today, this new home offers opportunity 
  and peril. Remnants of ancient civilizations hold dangerous knowledge 
  and forbidden power. Your people build settlements on new worlds, but 
  those places rarely offer a safe haven. Conflicts often rage between 
  people and factions. Pirates prowl the spaceways in search of easy prey. 
  Baneful creatures and dark forces dwell on corrupted planets and in the 
  abyssal void between stars. 
  REGIONS OF THE FORGE
  Your people divide the Forge broadly into four regions.
   
  ✴ The Terminus: Your people landed in this region following their 
  exodus from their home galaxy. Settlements are common here. 
  Factions compete for resources, and spaceborne caravans follow 
  charted paths among the stars. But the Forge is a vast galaxy; even 
  here, there are still unknown and isolated domains.
   
  ✴ The Outlands: In the last few decades, your people have pushed 
  deeper into the galaxy, searching for habitable planets, resources, 
  and opportunities. Settlements within the Outlands are scattered, 
  and navigation paths are often uncharted.
   
  ✴ The Expanse: A few bold pioneers have delved the far-flung reaches 
  of the Forge. Isolated settlements have been built among these 
  distant domains, but they are usually lost and disconnected from 
  the settled regions. 
   
  ✴ The Void: Beyond the Forge, there are only a few isolated stars and 
  vast gulfs of nothing. Travel beyond the periphery of the Forge is 
  difficult or impossible. 
  You'll learn more about the setting and decide the nature of your version 
  You'll learn more about the setting and decide the nature of your version 
  of the Forge using the guided exercise starting on page 66.
  of the Forge using the guided exercise starting on page 66.
  TERMINUS
  TERMINUS
  Outlands
  Outlands
  Expanse
  Expanse
  Void
  Void
  1,700 Light Years Above 
  1,700 Light Years Above 
  the Galactic Plane
  the Galactic Plane
  Globular Cluster
  Globular Cluster
  NSC 8412 / The Forge
  NSC 8412 / The Forge
  15
  15
  WELCOME TO THE FORGE
  WELCOME TO THE FORGE
  14
  CHAPTER 1: THE BASICS
  
  IRON VOWS
  For the people of the Forge, an iron vow is sacred. When you hold a 
  piece of iron and declare your solemn promise to serve or aid someone, 
  or to complete a personal quest, your honor is bound to that vow. Those 
  who undertake these sworn quests are called Ironsworn. Abandoning or 
  recanting an iron vow is the worst sort of failure.
  Iron vows are the core of playing Starforged. It is your vows that drive you. 
  These goals create the context for your adventures and challenges. As 
  you complete vows, you gain experience and new abilities.
  In the campaign launch exercises in the next chapter, you'll have an 
  opportunity to define the nature of iron vows in your setting.
  MECHANICS AND THE FICTION
  Starforged is a game. It uses various mechanics, such as rolling dice and 
  managing the stats and resources on your character sheet. As a player, 
  you will often make decisions based on a desired mechanical outcome. 
  For example, you might choose a particular action to get a bonus on your 
  die roll. The basic mechanics of Starforged are introduced in this chapter.
  Starforged is also heavily reliant on the fiction, which is the imagined 
  characters, situations, and places within your game. You will envision 
  actions and events in a way that is consistent with the dramatic, fictional 
  reality you have forged for your story and the setting.
  HOW MECHANICS AND FICTION INTERACT
  You start by picturing the situation. What is happening? What are you 
  trying to do? How are you doing it? If you are playing solo, imagine it. If 
  you are playing co-op, talk it out. If you are the guide, set the scene for 
  your players and work with them to add or clarify details.
  Then, if a protagonist faces uncertainty or danger, the mechanics help 
  resolve the situation. You roll dice, check the result, and translate that 
  outcome back to the fiction. How does the situation change? What 
  happens next? In this way, the fiction bookends the mechanics. 
  You'll learn how the mechanics work in this chapter, but keep in mind this 
  balance between those mechanics and the fiction. Without mechanics, 
  your story lacks choices, consequences and surprises. Without fiction, the 
  game is an exercise in rolling dice. Playing Starforged relies on both the 
  mechanics and the fiction, but leads and follows with the fiction.
  The word "envision" is important. When you see "envision" as a prompt 
  The word "envision" is important. When you see "envision" as a prompt 
  during gameplay, that's your reminder to take a moment and put the focus 
  during gameplay, that's your reminder to take a moment and put the focus 
  on the fiction by imagining, describing, or discussing what is happening. 
  on the fiction by imagining, describing, or discussing what is happening. 
  If you're unsure, you'll have random prompts and generators to help you.
  If you're unsure, you'll have random prompts and generators to help you.
  Fiction
  Fiction
  Envision the 
  Envision the 
  situation and 
  situation and 
  your intent.
  your intent.
  Mechanics
  Mechanics
  Take action 
  Take action 
  and resolve 
  and resolve 
  the outcome.
  the outcome.
  FICTION
  FICTION
  Apply the 
  Apply the 
  outcome to 
  outcome to 
  the situation.
  the situation.
  17
  17
  WELCOME TO THE FORGE
  WELCOME TO THE FORGE
  16
  CHAPTER 1: THE BASICS
  
  YOUR CHARACTER
  You use a character sheet (shown on the opposite page) to manage the 
  main aspects of your character. This sheet includes components such as 
  a momentum meter, condition meters, and impacts. We'll cover these 
  later in this chapter. 
  The character sheet also includes your stats, which are core to your 
  character's capabilities. In the next chapter, you'll create your character 
  and assign each stat a value from +1 to +3. Then, when things get risky or 
  uncertain, you roll dice and use one of your stats as a bonus.
  The stats are:
   
  ✴ Edge: Quickness, agility, and prowess when fighting at a distance
   
  ✴ Heart: Courage, willpower, empathy, sociability, and loyalty
   
  ✴ Iron: Physical strength, endurance, aggressiveness, and prowess 
  when fighting at close-quarters
   
  ✴ Shadow: Sneakiness, deceptiveness, and cunning
   
  ✴ Wits: Expertise, knowledge, and observation 
  Another key aspect of your character is your assets, an example of which 
  is shown below. They are formatted as printable, poker-sized cards. 
  Assets provide abilities which can improve or modify your actions. They 
  are acquired when you create your character and as you gain experience. 
  In this rulebook, asset names are shown in ALL CAPS. You can learn more 
  about assets on page 48.
  IRON
  SHADOW
  WITS
  HEART
  EDGE
  QUESTS
  +10
  BONDS
  +10
  DISCOVERIES
  +10
  LEGACIES
  MOMENTUM
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  SUPPLY
  +5
  +4
  +3
  +2
  +1
  0
  HEALTH
  +5
  +4
  +3
  +2
  +1
  0
  SPIRIT
  +5
  +4
  +3
  +2
  +1
  0
  OTHER IMPACTS
  PERMANENTLY 
  HARMED
  TRAUMATIZED
  LASTING EFFECTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  DOOMED
  TORMENTED
  INDEBTED
  BURDENS
  BATTERED
  CURSED
  CURRENT VEHICLE
  NAME
  PRONOUNS
  CALLSIGN
  Characteristics
  BACKGROUND VOW
  IMPACTS
  MAX MOMENTUM: 
  MOMENTUM RESET:
  STARTS AT +10   /   REDUCE BY 1 FOR EACH IMPACT
  0 IMPACTS = +2   /   1 IMPACT = +1   /   2 OR MORE IMPACTS = 0
  Throughout play, you 
  will gain and lose 
  momentum. You can 
  use positive momentum 
  to improve the result 
  of an action. Negative 
  momentum can 
  undermine your actions.
  You suffer impacts as 
  you face harrowing 
  challenges. Some 
  impacts are temporary 
  and easily mended; 
  others are permanent.
  Vows are sacred 
  oaths to complete 
  perilous quests. 
  You decide a 
  background vow 
  when you create 
  your character. 
  The condition 
  meters for health, 
  spirit, and supply 
  represent your 
  overall readiness.
  As you fulfill vows, 
  form bonds, and 
  explore the galaxy, 
  you earn experience 
  on legacy tracks.
  Your five stats are 
  given a value from +1 
  to +3, which is often 
  added as a bonus 
  when you take action.
  PATH
  NAVIGATOR
   
  Ã When you Set a Course, choose one.
   
  ✴ Follow the fastest path: Take +2 
  momentum on a hit.
   
  ✴ Follow the safest path: Add +1
  On a strong hit with a match, you charted a 
  new path during the journey; mark 1 tick on 
  your discoveries legacy track.
   
  Ã When you Secure an Advantage by charting 
  the way forward, Face Danger to find a path 
  around a hazard, or Gather Information 
  about a location by studying your charts, 
  add +1 and take +1 momentum on a hit. 
   
  Ã Once per expedition, when you or an ally 
  Undertake an Expedition and score a weak 
  hit or miss, you may ignore that result, plot 
  an alternate path, and make it an automatic 
  strong hit.
  19
  WELCOME TO THE FORGE
  18
  18
  THE BASICS
  THE BASICS
  
  YOU ARE IRONSWORN
  Your character is not just an array of mechanical bits and bobs. They 
  are a person, grounded in the fiction of your setting. They have hopes 
  and fears, virtues and failings. In the exercises in the next chapter, you'll 
  create your character and define their nature and background. For now, 
  here are some default assumptions. 
   
  ✴ You are driven: Many live out their lives barely venturing beyond 
  the shelter of their orbital station or planetside outpost, but you are 
  different. Your sworn vows will lead to a life of danger, heroism, and 
  sacrifice at the edge of known space—and beyond.
   
  ✴ You are a spacer: For most, space is lonely, cold, incomprehensibly 
  vast, and full of peril. For you—at least for now—it is home. You have 
  a starship, and the depths of this largely uncharted galaxy call to you.
   
  ✴ You are competent: You might specialize in a particular career or set 
  of skills, but you are broadly self-reliant and capable.
   
  ✴ You are imperfect: You are not without your limitations. You’ll 
  make bad decisions. You will fail. Fate will conspire against you. 
  Overcoming those hardships, pushing on, is what makes you heroic.
   
  ✴ You are unbound: The default setting is human-centric, and 
  Starforged does not include specific options to play alien races, 
  robots, or other non-human science fiction archetypes. Aside from 
  that consideration, you can envision your character as you like. There 
  are no gameplay or setting restrictions that constrain your character's 
  race, culture, disabilities, sexual orientation, or gender identity.
  OTHER CHARACTERS
  The mechanics and fiction of Starforged are almost entirely focused on 
  the actions and intent of your character. But you are not alone in the 
  Forge; there are other characters who will take a role in your story.
   
  ✴ If you are playing a co-op or guided game with other players, their 
  characters are referred to in these rules as your allies. 
   
  ✴ A companion (page 51) is a special type of asset. They are a 
  person, creature, or robotic helper who accompanies you on your 
  adventures. 
   
  ✴ NPCs (non-player characters and creatures) are the other characters 
  who inhabit your universe. They can have a single mechanical 
  attribute, their rank, to help set their relative scale and abilities. But 
  you do not roll dice for them. When you attempt to influence them, 
  oppose them, or aid them, take action from the perspective of your 
  character. More details and sample NPCs are included on page 214.
   
  ✴ As you explore the Forge and undertake quests, you will establish 
  deeper relationships with NPCs—called connections—who become 
  a more vital part of your campaign.
  20
  CHAPTER 1: THE BASICS
  
  MAKING MOVES
  Moves are self-contained systems to resolve an action, scene, or question. 
  There are moves to cover most uncertain or risky situations you encounter 
  in Starforged. Moves are centered on the protagonists—those characters 
  portrayed by the players. Other characters do not make moves.
  MOVES AND DICE
  Most moves are based on risky actions. You duck behind cover in a 
  gunfight, fly your starship through a dense asteroid field, or give medical 
  care to an ally. These moves use dice to determine the outcome. This is 
  called an action roll (page 26).
  A few moves measure your headway against an extended challenge, such 
  as a expedition or fight, using a progress track (page 33). These are 
  called progress moves. When you are ready to resolve a challenge, you 
  make a progress roll.
  Other moves utilize a different kind of dice roll, called an oracle roll (page 
  56). These moves help determine the outcome of uncertain events out 
  of your character’s control.
  Some moves don’t require a roll. They might support or reference a 
  separate move, or simply help you resolve a mechanical or narrative 
  situation. Don’t roll dice unless a move tells you to.
  We'll cover all of the basic dice rolling mechanics starting on page 26.
  REFERENCING MOVES
  Starforged moves are based on the structure created by D. Vincent Baker 
  and Meguey Baker in their Apocalypse World roleplaying game. If you're 
  familiar with Apocalypse World, or other games using that basic ruleset 
  (called Powered by the Apocalypse), you might be surprised by the 
  relatively large number of moves in Starforged.
  Don't be intimidated. You are not expected to memorize Starforged 
  moves. After playing the game for a bit, you'll start to become familiar with 
  their organization and triggers. They are categorized by activities, which 
  means you will tend to focus on a subset of moves for a particular scene. 
  When more than one move seems to apply, use the one most specific to 
  the situation.
  Once you understand the basic mechanics of rolling dice and managing 
  your character's resources—which are detailed in this chapter—the options 
  and outcomes within moves help create a perilous, propulsive story.
  Reference sheets for the moves are available as part of the
  Reference sheets for the moves are available as part of the Starforged 
   Starforged 
  Playkit 
  Playkit print-and-play package included with the 
  print-and-play package included with the Preview Edition
  Preview Edition. Once 
  . Once 
  you begin play, use these materials to help guide your actions and resolve 
  you begin play, use these materials to help guide your actions and resolve 
  the outcome of those actions. 
  the outcome of those actions. 
  When a move’s name is referenced within 
  these rules or by another move, you’ll see 
  it as underlined text. If you are reading 
  the Starforged rulebook on a digital 
  device, clicking underlined text will take 
  you to the text for that move.
  This is the 
  move’s name.
  This is the move’s trigger. 
  Triggers are phrased as 
  "when you [blank].” When 
  you do that thing, or 
  encounter that situation, 
  make the move.
  Moves requiring an 
  action roll (page 26) 
  will tell you which stat 
  to add to your roll, and 
  may give you an option 
  to include other bonuses.
  Moves with an 
  action roll include 
  three levels of 
  possible results: A 
  strong hit, a weak 
  hit, and a miss.
  SWEAR AN IRON VOW
  When you swear upon iron to complete 
  a quest, write your vow and give it a rank. 
  Then, roll +heart. If you swear this vow to a 
  connection, add +1; if you share a bond, add +2.
  On a strong hit, you are emboldened and 
  it is clear what you must do next. 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 make progress on your quest. 
  Envision what stands in your way, and do what 
  you must to overcome this obstacle.
  23
  22
  MAKING MOVES
  CHAPTER 1: THE BASICS
  
  MAKING GROUP MOVES
  When you are adventuring with allies—protagonists portrayed by other 
  players—one of you will often make moves to resolve a challenge for the 
  group. This represents that character taking the lead in a particular scene.
  You are at the helm of your starship as you Undertake an Expedition 
  across a sector riddled with violent and unpredictable stellar 
  storms. Your allies put their faith in your talents as a pilot, and you 
  take the lead for this segment of the journey. You make the move 
  and roll the dice. 
  Unless a move specifically offers benefits for your allies, any mechanical 
  bonus you gain from a move is applied only to the character making the 
  move. For example, if you represent your group as you Swear an Iron Vow 
  and score a strong hit, you take the mechanical reward (per the move, 
  “take +2 momentum”). Everyone else benefits from the narrative success. 
  The exception are moves such as Sojourn, which provide specific options 
  for your allies to take their own benefits. 
  When you make a move for the group, allies can contribute to your action 
  by making the Aid Your Ally move. If they are successful, you gain a bonus 
  you can leverage to improve your own chance of success. If more than 
  one ally makes this move, bonuses can be stacked. However, keep in 
  mind that moves are inherently risky, and multiple moves will dramatically 
  increase the chance of failure.
  When you make a move for your group and face a negative outcome, you 
  should apply mechanical and narrative costs to an individual or the group 
  in a way that best fits the current situation.
  BEST PRACTICES FOR MOVES
  NOT EVERYTHING IS A MOVE
  Don’t let your session jump from move to move without any roleplay, 
  worldbuilding, or storytelling in between. If you’re doing something safe 
  and certain, it’s not a move. If you want to gloss over something, do it.
  Many moves offer potential benefits and costs, and it’s ultimately your 
  decision whether to risk the move to gain the reward. If you happen across 
  a planetside settlement in your travels and decide to roleplay some low-
  key interactions with friendly locals, that’s not a move. However, if you are 
  wounded and your ship is badly damaged, making the Sojourn move at 
  that settlement gives you an opportunity to recover.
  MAKING MOVES MATTER
  Let your moves flow organically out of your story. Don’t make moves 
  purely for a mechanical benefit without some support in the fiction. Don’t 
  repeat a move trying to get your desired outcome. A move, hit or miss, 
  should always result in a change to the current situation. 
  You are trying to convince a faction leader to agree to an alliance. 
  You roleplay how you attempt to reason with them. Then, you 
  make the Compel move and fail. They refused. Why? What do you 
  learn or what do they do to make your situation more complex or 
  dangerous? Whatever happens, something happens. You can't 
  Compel them again without new leverage or a different approach.
  However, there will be times when you make a move multiple times in 
  sequence. In combat, you might attack or defend with consecutive actions. 
  When you are traveling on a long journey , you might roll several times to 
  make progress on the expedition. That’s fine as long as the moves don’t 
  get too mechanical. Break up the flow of play with other actions and 
  narrative beats. When in doubt, follow this guideline: If you’ve made the 
  same move three times in a row, switch things up.
  MANAGING NEGATIVE OUTCOMES
  Moves can represent escalating danger. A failure on one move might 
  result in a minor complication or hardship, while leading the character 
  into more perilous circumstances. The outcome of additional failures can 
  progressively worsen to show control slipping out of the character's grasp.
  Some moves will make this explicit by giving you a specific bad outcome. 
  Otherwise, ratcheting up the severity of failure is a technique to create 
  increasing tension and danger. Whether you are playing a character or 
  moderating the game as the guide, this is a valuable tool to manage the 
  intensity of the story.
  25
  24
  MAKING MOVES
  CHAPTER 1: THE BASICS
  
  RESOLVING THE OUTCOME
  Based on your result (strong hit, weak hit, or miss), the move will tell you 
  how to interpret the outcome of your action. It might also offer you a 
  choice. The result may include mechanical changes to your character’s 
  status and narrative changes to the current situation.
  Then, frame how the overall situation has changed, and play to see what 
  happens next.
   
  ✴ A strong hit means you are control. You are driving the narrative and 
  taking proactive actions. What do you do next? 
   
  ✴ A weak hit means the situation is slipping out of your control. 
  Instead of acting, you react. How do you respond?
   
  ✴ A miss means you have lost control of the situation. You might need 
  to overcome new dangers or face increasing risk. What happens next?
  Remember: Your action score needs to beat—not equal—the challenge 
  dice to count as a hit. Ties go to the challenge dice. Since your action 
  score can't exceed 10, this means you never beat a 10 on a challenge die.
  PAYING THE PRICE
  When you score a miss on a move, you’ll usually see a prompt to Pay the 
  Price. This is a special move that lets you pick a likely negative outcome, 
  roll on a table to see what happens, or use some other random prompt.
  If you are the guide, you can consult with the Pay the Price move and tell 
  the player the price as appropriate to the situation. Or, just ask them to 
  name their own price.
  The main thing to remember when you must Pay the Price: Something 
  happens. The situation gets more complex, dramatic, or dangerous. This 
  can mean a narrative consequence which complicates things for your 
  character, or a combination of a narrative and mechanical cost. Depending 
  on the situation, the negative outcome might be framed as a result of an 
  error or misstep, or as an external event you had no control over.
  But but be mindful of pacing. Don't drop the hammer on your character 
  after one bad action roll. Start with lesser consequences appropriate to 
  the situation, and apply escalating danger and hardships if the failures 
  stack up.
  Some moves and asset abilities modify the standard action roll, such as 
  Some moves and asset abilities modify the standard action roll, such as 
  permitting a reroll or replacing the action die with another value. The text 
  permitting a reroll or replacing the action die with another value. The text 
  of that move or ability will describe how it switches things up.
  of that move or ability will describe how it switches things up.
  THE ACTION ROLL
  The action roll is the 
  most common test you'll 
  make for your character. 
  When you make a move 
  triggered by a risky or 
  uncertain 
  action, 
  roll 
  these three dice at once 
  to see what happens. 
  After rolling, add a stat to your action die. The move will tell you which 
  stat to add (phrased as "roll +stat"), or may give you a choice. Some 
  moves will tell you to use one of your condition meters, such as 
  health or supply, in place of a stat. You may also have an opportunity 
  to apply one or more bonuses called adds (phrased as "add +X").
  The total of your action die, your stat, and any adds is your action score. 
  The action score is never greater than 10—anything over that is ignored.
  To determine the outcome of your move, check if the action score beats 
  the individual values of the challenge dice.
  There are three possible outcomes for the action roll.
  Strong Hit: Your action score beats the value of both 
  challenge dice. You succeed at what you are trying to do.
  Weak Hit: Your action score beats only one of the 
  challenge dice. You succeed, but with a cost or lesser effect.
  Miss: Your action score doesn't beat either challenge die. 
  You fail, or must make serious concessions.
  Action Die
  Action Die
  Stat
  Stat
  Adds
  Adds
  Action Score
  Action Score
  3
  2
  1
  6
  +
  +
  =
  Action Score
  Action Score
  6
  Compare
  4
  6
  Challenge Dice
  Challenge Dice
  Does the action 
  score beat the 
  challenge dice?
  Challenge Dice 
  Two ten-sided 
  dice (D10)
  Action Die 
  One six-sided 
  die (D6)
  27
  26
  THE ACTION ROLL
  CHAPTER 1: THE BASICS
  
  ROLLING MATCHES
  When you make an action roll, check the 
  value of the challenge dice. If they are the 
  same, you've rolled a match.
  Some moves and assets offer specific 
  outcomes for rolling a match. For example, if you Explore a Waypoint and 
  roll a strong hit with a match, you can Make a Discovery as your character 
  happens upon something wondrous. The match makes the outcome of 
  your action more dramatic.
  If your move and assets don't provide a specific result for a match, you 
  can still use it as a prompt to make something interesting happen. In solo 
  and co-op modes, a match is your trigger to add a twist, create a new 
  complication, introduce a new peril, or otherwise mix things up. If you’re 
  playing as the guide, a match on the challenge dice can be your cue to 
  introduce a surprising turn of events for the players. 
  There are two possible interpretations for a match.
  Strong hit: The match should represent a twist in the 
  narrative, something interesting, or a new opportunity. 
  Miss: The match should represent a heightened negative 
  outcome, a complication, or new peril. Things get worse in 
  an unexpected way.
  You can also let the intensity of your success or failure frame how you 
  interpret a match. Rolling matched 10’s on your challenge dice should 
  prompt you to introduce a harrowing turn of events or a dire failure. It’s as 
  bad as things get.
  Not sure what a match means for the current situation? You can 
  Not sure what a match means for the current situation? You can Ask the 
  Ask the 
  Oracle
  Oracle, which is a move you use to ask questions or check for inspiration. 
  , which is a move you use to ask questions or check for inspiration. 
  If the oracle isn't helpful, and you're still stuck for an idea, don't sweat it. 
  If the oracle isn't helpful, and you're still stuck for an idea, don't sweat it. 
  Just move on. Matches are not mandates—they are just an opportunity to 
  Just move on. Matches are not mandates—they are just an opportunity to 
  season your story with occasional dramatic turns.
  season your story with occasional dramatic turns.
  THE GUIDE AND THE DICE
  If you are playing as the guide, you can focus on moderating the session 
  and responding to your player’s questions and actions. Since NPCs don’t 
  make moves, you won’t need to make action rolls. However, you might 
  want to have a pair of D10s available for oracle rolls.
  8
  8
  MOMENTUM
  Momentum is a special mechanic which is 
  central to playing Starforged. Your momentum 
  value ranges from a -6 to +10 and represents how 
  you are faring in your quests. Move results may 
  tell you to increase or decrease momentum.
  Mechanically, high momentum gives you a chance 
  to overcome the whims of fate and improve your 
  result on an action roll. In the fiction, momentum 
  represents whether your character is surging 
  forward, or if the tide has turned against you. 
  The momentum meter is on the left side of your 
  character sheet. You can use a paper clip or 
  token to mark the current value.
  GAINING MOMENTUM
  You can gain momentum as an outcome or 
  option when making moves. This represents 
  securing advantages, acquiring new insight, and 
  making progress in your quests. If a move tells 
  you to add momentum—phrased as “take +X 
  momentum”— increase your momentum meter 
  by that amount. The choices you make in a move, 
  or the assets you use to support the move, may 
  modify the value of the momentum gain.
  In general, taking +1 momentum represents a 
  minor advantage. Taking +2 momentum (or more) 
  represents a major advantage.
  LOSING MOMENTUM
  When you suffer a cost which causes a delay 
  or puts you at a disadvantage, make the 
  Lose Momentum move. Using this move, as 
  appropriate to the severity of the situation, you 
  reduce your momentum by -1, -2, or -3.
  Some moves or assets will prompt you to Lose 
  Momentum as part of an outcome for an action, 
  and may specify an amount of momentum 
  to suffer, phrased as "Lose Momentum (-X)." 
  You might also Lose Momentum as a cost when 
  you Pay the Price.
  H
  EDGE
  QUESTS
  BONDS
  DISCOVERIES
  MOMENTUM
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  OTHER IMPACTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  NAME
  PRONOUNS
  CALLSIGN
  MAX MOMENTU
  MOMENTUM RES
  29
  28
  MOMENTUM
  CHAPTER 1: THE BASICS
  
  BURNING MOMENTUM
  Burning momentum is a powerful option to build on your success and 
  deliver a decisive result or avoid dire failure. When you have positive 
  momentum, after you make an action roll, you may replace your action 
  score with your current momentum value.
  For example, your momentum meter is at +7 and your action score is 4. 
  You roll a 5 and an 9 on your challenge dice. This would normally be a 
  miss, but you can burn momentum to make your action score 7 instead of 
  4. This shifts your result from a miss to a weak hit.
  Burning momentum is never required. Even if you score a miss on a move 
  and have enough momentum to beat the challenge dice, you can choose 
  to suffer the failure and save your momentum for a more crucial moment.
  After you burn momentum, you must reset your momentum. See the 
  next page for how that works.
  RESETTING MOMENTUM
  After you burn momentum, you must adjust your 
  momentum meter to your momentum reset 
  value.
  The default reset is +2. This value is reduced 
  when you suffer from an impact (page 44). 
  Impacts are statuses such as wounded or 
  unprepared. They are marked on your character 
  sheet as a result of a move or a narrative event. 
   
  ✴ If you have one impact marked, your 
  momentum reset is +1.
   
  ✴ If you have more than one impact marked, 
  your momentum reset is 0.
  There is a box below the momentum meter to 
  record your current momentum reset. This may 
  rise and fall through the course of a single session 
  as you encounter hardships and recover, but 
  some impacts are lasting and will permanently 
  alter your reset value.
  MAX MOMENTUM
  Your max momentum starts at +10. This 
  maximum is reduced by 1 for each marked 
  impact. For example, one impact will drop your 
  max momentum to +9. Three impacts will reduce 
  it to +7. 
  There’s a spot on your character sheet below 
  the momentum meter to record your current max 
  momentum value.
  You can’t increase momentum over your max. If 
  you are at your max and a move gives you an 
  option to increase your momentum, you can’t 
  take advantage of that benefit.
  H
  EDGE
  QUESTS
  BONDS
  DISCOVERIES
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  OTHER IMPACTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  MAX MOMENTU
  MOMENTUM RES
  +10
  +2
  4
  5
  9
  Challenge Dice
  Challenge Dice
  7
  Action Score
  Action Score
  Momentum
  Momentum
  When you burn momentum, replace the 
  When you burn momentum, replace the 
  action score with your momentum value.
  action score with your momentum value.
  31
  30
  MOMENTUM
  CHAPTER 1: THE BASICS
  
  PROGRESS TRACKS
  A progress track measures your headway against a goal or obstacle, 
  and is used to resolve whether you ultimately succeed or fail against 
  that challenge.
   
  ✴ When you Swear an Iron Vow, a progress track represents the 
  challenges you overcome on your way to achieving your goal. 
   
  ✴ When you Undertake an Expedition), a progress track represents how 
  favorable the journey has been.
   
  ✴ When you Make a Connection, a progress track represents the 
  evolution of the relationship.
   
  ✴ When you Enter the Fray, a progress track represents your advantage 
  as you attempt to achieve your objective.
  Progress tracks are drawn as a row of ten boxes which you fill in—or 
  mark—as you advance towards your goal. When you initiate a challenge, 
  these boxes are empty.
  CHALLENGE RANKS
  When you create a progress track, give the challenge a rank. In increasing 
  order of severity, the ranks are troublesome, dangerous, formidable, 
  extreme, and epic. 
  Ranks help gauge the difficulty of a challenge. More importantly, they are 
  a measure of its complexity. Higher ranked challenges will require more 
  focus, more steps to complete, and more time—both in the imagined 
  world and at the table. Troublesome is used for simple challenges. 
  Dangerous is a typical challenge. Formidable is an intimidating challenge. 
  Epic and extreme challenges require great effort and luck to overcome.
  Important NPCs can be given a rank to help gauge their relative scale, 
  power, and abilities. If you are undertaking a quest to defeat an NPC, 
  facing an NPC in a fight, or establishing an NPC as a connection, their 
  rank is considered along with the other aspects of the situation and goal.
  When choosing a challenge rank, you should also consider how well your 
  character is positioned. If circumstances give you an unusual advantage 
  or disadvantage, nudge the rank up or down appropriately. For example, 
  if you Enter the Fray weaponless and facing armed foes, you would raise 
  the rank of your objective to reflect that disparity. If you secure the aid of a 
  local scout before you Undertake an Expedition, you could lower the rank 
  of the journey to represent their help. 
  SUFFERING NEGATIVE MOMENTUM
  When your momentum is negative (less than 0), and it matches the 
  number rolled on your action die, you must suffer negative momentum. 
  Your action die is canceled for the purposes of tallying your action score. 
  You still check the success of your move by comparing your stat plus any 
  adds to the challenge dice, but you won’t have your action die to help you.
  For example, your momentum is -4, and you roll a 4 on your action die. The 
  action die is canceled and not included in the tally for the action score, 
  leaving only the stat and adds.
  To make matters worse, if your action die is canceled, you can't 
  take a bonus from an asset ability triggered by that die. For example, 
  if an ability is enabled by a prompt such as "If you roll a 6 on your 
  action die," you won't gain that benefit of the canceled die. But, if 
  an asset forces a penalty for a specific action die value, such as 
  stopping an ongoing power when you roll a 1, that outcome stands. 
  In other words, nothing good comes of suffering negative momentum.
  You only suffer negative momentum when the number on the action die 
  matches the negative momentum value. Otherwise, it has no effect.
  MINIMUM MOMENTUM
  Your momentum cannot drop lower than -6. If you must Lose Momentum, 
  and your momentum is already at its minimum, the Lose Momentum move 
  will prompt you to apply the cost in some other way. This might include 
  reducing your condition meters (health, spirit, or supply), or suffering a 
  setback in one of your current quests or challenges.
  TRACKING MOMENTUM BETWEEN SESSIONS
  Momentum is not reset between sessions. When you are finished 
  playing, make note of your current momentum value. When you return to 
  Starforged, begin play again with your momentum meter set to that value.
  This also applies to the other meters on your character sheet, such as 
  your condition meters (page 41). You are putting your story on pause, 
  and will return to your character in the same state you left them—for 
  better or worse.
  4
  Action Die
  Stat
  Stat
  Adds
  Adds
  Action Score
  Action Score
  1
  1
  2
  +
  =
  Momentum
  -4
  33
  32
  PROGRESS TRACKS
  CHAPTER 1: THE BASICS
  
  MARKING PROGRESS
  Once you initiate a progress track, you make specific moves to advance 
  toward that goal. These moves reward you with an opportunity to mark 
  progress on the progress track for that challenge. For example, as you 
  achieve victories on your path to fulfilling a vow, you Reach a Milestone 
  and mark progress.
  STACKING PROGRESS
  If a move prompts you to mark progress, and you have an asset which 
  also rewards you with progress for that action, you may mark progress 
  again. In other words, progress stacks. Every instance of "mark progress" 
  earned within the same action allows you to mark the appropriate number 
  of boxes or ticks per the rank of the challenge.
  You Undertake an Expedition across the wind-blasted terrain of the 
  desert planet Scirocco. You have given the expedition a rank of 
  dangerous, and are riding your HOVERBIKE support vehicle asset.
  You make the move for the first segment of the expedition, and 
  roll a strong hit with a match. Per the Undertake an Expedition 
  move, you mark progress on a strong hit. Your HOVERBIKE also 
  has an ability which prompts you to mark progress when you score 
  a strong hit with a match on an expedition. Between the move and 
  the asset, that's two instances of "mark progress" for this action.
  When you mark progress against a dangerous challenge, you 
  normally mark 2 boxes. Since you can mark progress again for this 
  move, you mark 4 boxes total. Your trusty HOVERBIKE has sped 
  you along on this expedition.
  In addition, if a move or asset prompts you to "mark progress twice," do 
  so. For example, when you Strike and score a hit, you may mark progress 
  twice against your objective for that fight. Any additional instances of "mark 
  progress" gained through an asset ability stack on top of that reward.
  MANAGING PROGRESS TRACKS
  Your character sheet includes a progress track for your background vow, 
  which is an epic vow you define when you create your character.
  You can create and mark other progress tracks in your journal, on 
  notepaper, or using the worksheets available at ironswornrpg.com. Some 
  progress tracks—such as a combat track or low-ranked expedition track—
  might only be needed to resolve a scene or two. But most progress 
  tracks will persist across sessions. For example, if you have a high-
  ranked connection you visit infrequently, their progress track may remain 
  incomplete for the bulk of your campaign.
  If you are playing Starforged with a digital tool, progress tracks are likely 
  built into the interface. Or you can use whatever approach works for you 
  to emulate boxes and ticks.
  Troublesome
  3 boxes
  Dangerous
  2 boxes
  Formidable
  1 box
  Extreme
  2 ticks
  Epic
  1 tick
  REACH A MILESTONE
  When you make headway in your quest by doing 
  any of the following...
   
  ✴ overcoming a critical obstacle
   
  ✴ gaining meaningful insight
   
  ✴ completing a perilous expedition
   
  ✴ acquiring a crucial item or resource
   
  ✴ earning vital support
   
  ✴ defeating a notable foe
  ...you may mark progress per the rank of the vow.
  Similarly, you mark progress on a journey when you Undertake an 
  Expedition and reach a waypoint. For a connection, you mark progress 
  as you Develop Your Relationship. In a fight, you make moves such as 
  Strike or Gain Ground to mark progress against your objectives. These 
  incremental moves let you amass advantages to have the best chance of 
  success when you are ready to resolve the challenge.
  HOW TO MARK PROGRESS
  Each box in a progress track is filled with lines called ticks. A full box 
  consists of four ticks in a star-shaped pattern. When a move prompts you 
  to mark progress, check the rank of the challenge and fill in the appropriate 
  number of boxes or ticks per the illustration below. The boxes in a track 
  are filled progressively from left to right.
  35
  34
  PROGRESS TRACKS
  CHAPTER 1: THE BASICS
  
  PROGRESS MOVES
  There are several key moves, called progress moves, which utilize 
  progress tracks to resolve the outcome of challenge. For example, to 
  see how you fare at the end of your expedition, you make the Finish an 
  Expedition move.
  PROGRESS ROLLS
  You don’t make an action roll when you make a progress move. Instead, 
  you tally the number of fully filled progress boxes (those with four ticks). 
  This is your progress score. Then, roll your challenge dice (not your 
  action die) and compare your progress score to the value of the dice. This 
  is called a progress roll.
  Important: It’s not necessary to fill your progress track before making your 
  progress move. When deciding whether to make a progress move, you 
  need to weigh the chance of success against the risk of continuing to 
  make preparatory moves. 
  As with an action roll, if your progress score beats the challenge dice, it’s a 
  strong hit. If you beat one of the challenge dice, it’s a weak hit. If you fail to 
  beat either die, it’s a miss. The progress move will tell you how to resolve 
  the challenge based on the outcome of your roll.
  In the example below, you compare your progress score of 5 to your 
  challenge dice when making your progress move. The sixth progress box 
  is only partially filled in, and doesn't count toward the progress score.
  MOMENTUM AND PROGRESS ROLLS
  Momentum is ignored when you make a progress move. You cannot burn 
  momentum on a progress roll, and you do not suffer negative momentum.
  SHARING PROGRESS TRACKS WITH ALLIES
  When you and your allies are working together to resolve a challenge—a 
  quest, expedition, connection, or fight—you share a progress track and 
  mark progress together. This is called a shared challenge.
  When you make a progress move for a shared challenge, only one of you 
  rolls the dice. The result will stand for the group. 
  If you are successful as you make a progress move to Fulfill Your Vow, 
  Forge a Bond, or Finish an Expedition, anyone who was part of the shared 
  challenge earns a legacy reward and marks the appropriate legacy track. 
  See the next page for how that works.
  This label identifies 
  a move as a 
  progress move.
  A progress 
  move uses a 
  progress roll 
  instead of an 
  action roll. See 
  the next page 
  for how it works.
  Progress Score
  Progress Score
  5
  Compare
  4
  5
  Challenge Dice
  Challenge Dice
  Does the progress 
  score beat the 
  challenge dice?
  FINISH AN EXPEDITION
  Progress Move
  When your expedition comes to an end, roll the 
  challenge dice and compare to your progress. 
  On a strong hit, you reach your destination 
  or complete your survey. Mark a reward on 
  your discoveries legacy track per expedition’s 
  rank: troublesome=1 tick; dangerous=2 ticks; 
  formidable=1 box; extreme=2 boxes; epic=3 
  boxes. Any allies who shared this expedition also 
  mark the reward. 
  On a weak hit, as above, but you face an 
  unforeseen complication at the end of your 
  expedition. Make the legacy reward one rank 
  lower, and envision what you encounter.
  On a miss, your destination is lost to you, or you 
  come to understand the true nature or cost of the 
  expedition. Envision what happens and choose 
  one.
   
  ✴ Abandon the expedition: Envision the cost of 
  this setback and Pay the Price.
   
  ✴ Return to the expedition: Roll both challenge 
  dice, take the lowest value, and clear that 
  number of progress boxes. Then, raise the 
  expedition’s rank by one (if not already epic).
  37
  PROGRESS TRACKS
  36
  
  MARKING LEGACY REWARDS
  In recognition of significant achievements, moves and 
  asset abilities will prompt you to mark ticks or fill boxes 
  in one or more of your legacy tracks. This is called a 
  legacy reward. For example, if you Make a Discovery, 
  you earn two ticks on your discoveries legacy track. 
  Legacy tracks are not given a rank, but are otherwise 
  treated the same as standard progress tracks. It takes 
  four ticks to fill a box.
  GAINING EXPERIENCE
  When you fill a legacy track box, make the Advance 
  move for some well-earned experience. Per that move, 
  you take 2 experience for each newly filled legacy box.
  The two small experience counters attached to legacy 
  track boxes each represent 1 potential experience. 
  When you fill a legacy track box and Advance, that 
  experience is ready to spend. 
  SPENDING EXPERIENCE
  You spend earned experience to gain or upgrade 
  assets, including new modules for your ship, support 
  vehicles, companions, paths, and deeds. These assets 
  add new options for your character and bolster your 
  actions in specific circumstances. 
  Per the Advance move, it costs 2 experience to 
  upgrade an existing asset, and 3 experience to buy a 
  new asset.
  Once you spend experience, make a mark to fill those 
  experience counters. Each filled counter represents 1 
  spent experience.
  See page 48 to learn more about assets.
  LEGACY TRACKS
  Legacy tracks are a special type of progress track to show the evolution 
  of your character. There are three legacy tracks on your character 
  sheet: quests, bonds, and discoveries. When you begin play with a new 
  character, these tracks are empty.
  As you complete quests, form bonds, and make discoveries, you advance 
  along these tracks by marking ticks and filling boxes. For each filled box, 
  you earn experience to spend on new assets or asset upgrades. 
  Legacy tracks are also an abstract representation of your victories, the 
  network of people you rely on, your understanding of the perils of the 
  Forge, and the funds and resources you can bring to bear. As you advance 
  along the tracks, envision how your character's reputation grows. 
  IRON
  SHADOW
  WITS
  HEART
  EDGE
  QUESTS
  +10
  BONDS
  +10
  DISCOVERIES
  +10
  LEGACIES
  MOMENTUM
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  SUPPLY
  +5
  +4
  +3
  +2
  +1
  0
  HEALTH
  +5
  +4
  +3
  +2
  +1
  0
  SPIRIT
  +5
  +4
  +3
  +2
  +1
  0
  OTHER IMPACTS
  PERMANENTLY 
  HARMED
  TRAUMATIZED
  LASTING EFFECTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  DOOMED
  TORMENTED
  INDEBTED
  BURDENS
  BATTERED
  CURSED
  CURRENT VEHICLE
  NAME
  PRONOUNS
  CALLSIGN
  Characteristics
  BACKGROUND VOW
  IMPACTS
  MAX MOMENTUM: 
  MOMENTUM RESET:
  STARTS AT +10   /   REDUCE BY 1 FOR EACH IMPACT
  0 IMPACTS = +2   /   1 IMPACT = +1   /   2 OR MORE IMPACTS = 0
  Fill the legacy track boxes completely from left 
  Fill the legacy track boxes completely from left 
  to right. If you have a partially filled box and are 
  to right. If you have a partially filled box and are 
  given a legacy reward which prompts you to fill 
  given a legacy reward which prompts you to fill 
  one or more boxes, convert the reward to ticks. 
  one or more boxes, convert the reward to ticks. 
  For example, 2 boxes is 8 ticks. Then, fill the 
  For example, 2 boxes is 8 ticks. Then, fill the 
  incomplete box first. 
  incomplete box first. 
  39
  38
  38
  
  CONDITION METERS
  Along the right side of your character 
  sheet are three condition meters: 
  health, spirit, and supply. These 
  measure your character's readiness 
  and status. As with the momentum 
  meter, you can use a paperclip or 
  token to mark the current values.
  These meters may rise and fall 
  throughout a typical session. Their 
  values are reduced when you face 
  hardship through a suffer move (page 
  234), and increased when you make 
  recover moves (page 237).
  HEALTH
  Health 
  represents 
  your 
  current 
  physical 
  condition 
  and 
  stamina, 
  ranked from 0 to +5. Health is reduced 
  when you Endure Harm, and increased 
  when you rest or receive care through 
  moves such as Heal.
  If you are at 0 health, scoring a miss 
  when you Endure Harm puts you at 
  risk of suffering an impact (page 44)
  or dying. 
  SPIRIT
  Spirit is your current morale and 
  mental state, ranked from 0 to +5. Spirit 
  is reduced when you Endure Stress. It 
  is increased when you find comfort in 
  companionship or relaxed moments 
  through moves such as Hearten.
  If you are at 0 spirit, scoring a miss 
  when you Endure Stress puts you at 
  risk of suffering an impact or falling 
  into desolation.
  ROLLING AGAINST A LEGACY TRACK
  If a move prompts you to make a test against 
  a legacy track, treat it as a standard progress 
  roll (page 37). Tally the number of filled 
  boxes on the track for your progress score, 
  roll your challenge dice, and compare the 
  progress score to the challenge dice. As with 
  a progress roll, momentum is ignored.
  CLEARING A LEGACY TRACK
  When you Advance after filling all ten boxes 
  on a legacy track, you are not necessarily at 
  the end of that path for your character.
  As noted in the Advance move, if your 
  life of adventure and peril continues after 
  filling a legacy track, you may erase all 
  filled boxes and experience counters, and 
  resume marking legacy rewards in the 
  now-empty track. 
  When you clear the track, mark the +10 
  bubble in the top right corner. This is your 
  reminder to treat the value of the track as +10 
  if you ever make a progress roll against it.
  EARNING EXPERIENCE ON A 
  CLEARED TRACK
  Because 
  a 
  completed 
  legacy 
  track 
  represents a character nearing the height 
  of their potential, you earn experience at 
  a slower rate on that cleared track. Take 1 
  experience for each filled legacy track box 
  instead of 2.
  CONTINUING A LEGACY
  When your character's time as Ironsworn is 
  done—whether through retirement or more 
  dire circumstances—you may pass on your 
  legacy to a new character using the Continue 
  a Legacy move. Through this move, you will 
  roll against each of the legacy tracks to see 
  how your achievements and struggles echo 
  through time.
  IRON
  SHADOW
  WITS
  HEART
  EDGE
  QUESTS
  +10
  BONDS
  +10
  DISCOVERIES
  +10
  LEGACIES
  MOMENTUM
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  SUPPLY
  +5
  +4
  +3
  +2
  +1
  0
  HEALTH
  +5
  +4
  +3
  +2
  +1
  0
  SPIRIT
  +5
  +4
  +3
  +2
  +1
  0
  OTHER IMPACTS
  PERMANENTLY 
  HARMED
  TRAUMATIZED
  LASTING EFFECTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  DOOMED
  TORMENTED
  INDEBTED
  BURDENS
  BATTERED
  CURSED
  CURRENT VEHICLE
  NAME
  PRONOUNS
  CALLSIGN
  Characteristics
  BACKGROUND VOW
  IMPACTS
  MAX MOMENTUM: 
  MOMENTUM RESET:
  STARTS AT +10   /   REDUCE BY 1 FOR EACH IMPACT
  0 IMPACTS = +2   /   1 IMPACT = +1   /   2 OR MORE IMPACTS = 0
  2
  3
  1
  1
  2
  Ayala Finley
  Ace pilot with a grudge. Cybernetic eye. 
  Wears a bright red flight suit. 
  They/them
  I vow to get my mother's ship back from the Stoneclaw Pirates
  8
  0
  Infrared
  41
  CONDITION METERS
  40
  CHAPTER 1: THE BASICS
  
  ASSET CONDITION 
  METERS
  Several assets have their own 
  condition meters.
   
  ✴ Your STARSHIP and other 
  vehicles have an integrity 
  meter (seen here at the 
  bottom of this asset card)
  to measure their condition. 
  When your vehicle faces a 
  damaging situation, make 
  the 
  Withstand 
  Damage 
  move. To get a vehicle 
  back up to speed, make 
  the Repair move.
   
  ✴ Companion assets have 
  a health meter, which is 
  reduced when you make 
  the Companion Takes a 
  Hit move. Their health 
  is increased through the Heal move when you treat them or obtain 
  treatment—or using the Repair move for mechanical companions.
   
  ✴ Some assets have a unique condition meter for a specialized 
  resource. For example, if you are a FIREBRAND, you have a fire 
  meter and tap into that inner source to unleash destructive energies.
  To track the value of a condition meter on an asset card, use a paperclip 
  or token. Or you can set a six-sided die on top of the card and rotate it to 
  show the current value.
  You can learn more about assets starting on page 48.
  ACTION ROLLS AND CONDITION METERS
  Some moves prompt you to make an action roll using the value of a 
  condition meter instead of a stat. For example, when you Check Your 
  Gear, the move tells you to "roll +supply." When you see an action framed 
  as "roll +[condition meter]," use the value of that meter in your action roll 
  as if it were a stat. 
  Some assets allow you to use the value of a condition meter as an add 
  for your action roll, phrased as "add +[condition meter]." This is a boost to 
  your action score in addition to your stat, rather than a replacement for 
  the stat.
  To learn more about game terms, see the glossary on page 224.
  COMMAND VEHICLE
  STARSHIP
   
  Ã Your armed, multipurpose starship is suited 
  for interstellar and atmospheric flight. It can 
  comfortably transport several people, has 
  space for cargo, and can carry and launch 
  support vehicles. When you Advance, you 
  may spend experience to equip this vehicle 
  with module assets.
   
  Ã When you Finish an Expedition (dangerous 
  or greater) and score a hit, this journey 
  strengthened your ties to your ship and any 
  fellow travelers. You and your allies may 
  mark 1 tick on your bonds legacy track.
   
  Ã When you Withstand Damage, you may roll 
  +heart. If you do, Endure Stress (-1) on a 
  weak hit or miss.
  NAME
  BATTERED
  CURSED
  5
  4
  3
  2
  1
  0
  SUPPLY
  Supply is an abstract representation of your preparedness, including 
  food, water, fuel, ammo, equipment, cargo, money, and general upkeep. 
  Supply is ranked from 0 to +5. It is decreased when you make the Sacrifice 
  Resources move, and is increased when you Resupply to fortify your 
  provisions and readiness. 
  If you need to know if you have a specific item or resource at hand, make 
  the Check Your Gear move. When you Sacrifice Resources and your 
  supply falls to 0, you must mark unprepared (page 44).
  SUPPLY AND ALLIES
  If you are playing with others, the supply meter represents the shared 
  resources among your party. You and your allies use the same supply 
  value while you travel together. If any of you make a move to increase 
  supply, or suffer the result of an outcome that forces you to Sacrifice 
  Resources, each of you adjust your supply meter accordingly. If anyone 
  must mark unprepared, everyone marks unprepared.
  43
  42
  CONDITION METERS
  CHAPTER 1: THE BASICS
  
  IMPACTS
  As you suffer hardships and setbacks in your quests, you may need to 
  mark impacts. These represent temporary, long-term, and permanent 
  disadvantages. Moves will tell you when to mark an impact, or may give 
  you a choice. Some impacts can be cleared by taking the time to recover. 
  Others will forever become a part of your character. 
  There are several categories of impacts: misfortunes, vehicle troubles, 
  burdens, and lasting effects.
  Impacts have a mechanical effect by reducing your max momentum. 
  Each marked impact reduces your max momentum (normally 10) by 1. For 
  example, if you have three marked impacts, your max momentum is 7. 
  Impacts also reduce your momentum reset, as follows.
   
  ✴ If you have one marked impact, your momentum reset is +1 (instead 
  of +2).
   
  ✴ If you have more than one marked impact, your momentum reset is 0 
  (instead of +2).
  MISFORTUNES
   
  ✴ Wounded may be marked when you are at 0 health and fail to Endure 
  Harm. You are severely injured. 
   
  ✴ Shaken may be marked when you are at 0 spirit and fail to Endure 
  Stress. You are despairing or distraught.
   
  ✴ Unprepared is marked when you Sacrifice Resources and are 
  reduced to 0 supply. You are not properly equipped for the dangers of 
  the Forge. Because you and your allies share the same supply value, 
  you mark unprepared together.
  As with all impacts, misfortunes affect your max momentum and 
  momentum reset. In addition, if you are wounded, shaken, or unprepared, 
  you cannot increase the associated meter.
   
  ✴ If you are wounded, you cannot increase health.
   
  ✴ If you are shaken, you cannot increase spirit.
   
  ✴ If you are unprepared, you cannot increase supply.
  If a move gives you an opportunity to raise your health, spirit, or supply 
  while the associated misfortune is marked, you can’t take that option. You 
  must clear the impact before improving the related condition meter.
  Wounded, shaken, and unprepared can be cleared when you succeed 
  on an appropriate recover move. For example, scoring a hit on the Heal 
  move can clear the wounded impact. Once you clear the misfortune, you 
  restore your max momentum and momentum reset, and you can once 
  again increase the associated meter through moves.
  VEHICLE TROUBLES
   
  ✴ Battered may be marked when your vehicle is at 0 integrity, and you 
  fail to Withstand Damage. The vehicle is barely holding together.
   
  ✴ Cursed may be marked when your command vehicle (STARSHIP 
  asset) is at 0 integrity and you fail to Withstand Damage. This is a 
  permanent impact. Your ship will never be quite right again.
  Vehicle troubles are linked to a specific vehicle, either your command 
  vehicle asset or a support vehicle asset, These impacts are only a factor 
  when you are piloting or aboard that vehicle. Otherwise, they do not 
  count as an impact and do not affect your maximum momentum and 
  momentum reset.
  Battered can be overcome when you successfully Repair that vehicle and 
  clear the trouble. Until you do so, you cannot raise the vehicle's integrity 
  Cursed is a permanent impact and will forever plague your STARSHIP.
  To learn more about vehicle assets, see page 48. To learn more about 
  vehicles in general in your Starforged campaign, see page 55.
  45
  44
  IMPACTS
  CHAPTER 1: THE BASICS
  
  MARKING IMPACTS
  To mark an impact on your character sheet, fill in the appropriate bubble. 
  Once an impact is marked, it cannot be marked again unless it is cleared. 
  If a move gives you a chance to choose an impact in place of a harsher 
  outcome, you cannot take that option if it is already marked. 
  TRACKING VEHICLE IMPACTS
  Battered or cursed might apply to multiple vehicles, but are only relevant 
  when you are aboard a vehicle with an impact. If a vehicle is battered or 
  cursed, mark that impact on the asset card. When you go aboard, you can 
  also mark it on your character sheet under vehicle troubles as a reminder.
  If you are playing with others, a vehicle impact affects everyone on the 
  vehicle, regardless of who owns or manages the vehicle asset.
  ADJUSTING MOMENTUM
  Once you mark an impact, adjust your max momentum and momentum 
  reset as detailed on page 31.
  OTHER IMPACTS
  Certain assets offer abilities at the cost of counting as an impact for 
  your character. For example, the OATHBREAKER asset strengthens your 
  resolve as you pursue a quest of redemption, but counts as an impact until 
  you fulfill that vow. 
  You can mark these in the "Other Impacts" section of your character sheet. 
  They contribute as normal to your max momentum and momentum reset 
  penalties.
  BURDENS
   
  ✴ Doomed is marked when you Face Death and return from death's 
  door with a soul-bound quest. 
   
  ✴ Tormented is marked when you Face Desolation, gain visions of a 
  distressing future, and undertake a quest to prevent that dire fate.
   
  ✴ Indebted is marked when Overcome Destruction. To replace what 
  was lost and repay the debt, you will take on a duty-bound quest.
  Burdens are a result of life-changing experiences that leave you bound 
  to new vows. Clearing a burden can only be accomplished by resolving 
  the quest.
  While you are doomed, tormented, or indebted, you should envision the 
  physical and emotional manifestations of these impacts. You have seen 
  what lies beyond death, suffered visions of your greatest fears, or barely 
  escaped the destruction of your prized starship. How do these events 
  change you? What will you do to set things right?
  LASTING EFFECTS
   
  ✴ Permanently harmed may be marked when you are at 0 health and 
  fail to Endure Harm. You have suffered a wound which you must 
  reckon with, such as the loss of an eye or hand. Or, you bear physical 
  scars which are a constant reminder of a harrowing incident.
   
  ✴ Traumatized may be marked when you are at 0 spirit and fail to 
  Endure Stress. Your experiences have left you emotionally or mentally 
  scarred.
  Lasting effects are permanent. They forever impact your character 
  through the momentum adjustment and—more importantly—through the 
  narrative impact of being permanently harmed or traumatized. You should 
  factor this impact into how you perform moves and how you interact with 
  the world.
  Envision the nature of the lasting effect. You may have physical, 
  emotional, or mental factors you must take into account. Your outlook 
  may change. Your goals and methods may change. How others behave 
  toward you may change.
  DISCOVERIES
  +10
  MAX
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  SUPPLY
  +5
  +4
  +3
  +2
  +1
  0
  SPIRIT
  +5
  +4
  +3
  +2
  +1
  0
  OTHER IMPACTS
  PERMANENTLY 
  HARMED
  TRAUMATIZED
  LASTING EFFECTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  DOOMED
  TORMENTED
  INDEBTED
  BURDENS
  BATTERED
  CURSED
  CURRENT VEHICLE
  BACKGROUND VOW
  IMPACTS
  MAX MOMENTUM: 
  MOMENTUM RESET:
  STARTS AT +10   /   REDUCE BY 1 FOR EACH IMPACT
  0 IMPACTS = +2   /   1 IMPACT = +1   /   2 OR MORE IMPACTS = 0
  47
  46
  IMPACTS
  CHAPTER 1: THE BASICS
  
  ASSETS
  Assets are a key component of your character. They represent your 
  background, skills, traits, companions, and resources. They have abilities 
  which give you additional options and bonuses when making a move—or 
  sometimes act as their own self-contained moves.
  When you create your character (page 90), you select your starting 
  assets. As you fill boxes on your legacy tracks, you Advance to gain 
  experience. This experience is spent to gain new assets or upgrade 
  current assets.
  Starforged assets are formatted as printable or pre-printed cards. Put 
  them alongside your character sheet for easy reference.
  ASSET TYPES
  There are six types of assets: command vehicle, modules, support 
  vehicles, paths, companions, and deeds.
  This is the asset type. 
  This is the asset name. In 
  this rulebook, asset names 
  are shown in ALL CAPS.
  Assets include 
  a default ability, 
  represented by the 
  filled-in marker.
  You spend experience, 
  to acquire new 
  abilities. When you 
  purchase an upgrade, 
  fill in the marker to 
  show you now have 
  that ability.
  COMMAND VEHICLE
  The 
  command 
  vehicle 
  is 
  your 
  interstellar 
  STARSHIP. 
  It is a default asset for your 
  character, taken when you 
  begin your campaign. If you 
  are playing with others, this is a 
  shared asset; each of you may 
  use the STARSHIP's abilities 
  while aboard the craft.
  The command vehicle has an 
  integrity meter and starts at +5 
  integrity. When your STARSHIP 
  takes a hit, make the Withstand 
  Damage move to see what 
  happens.
  Some assets abilities apply to a variety of moves. This is usually phrased 
  Some assets abilities apply to a variety of moves. This is usually phrased 
  as “when you make a move to [blank].” However, this flexibility does not 
  as “when you make a move to [blank].” However, this flexibility does not 
  include progress moves. Unless an asset specifically defines a benefit for 
  include progress moves. Unless an asset specifically defines a benefit for 
  a progress move, you cannot use an ability when making a progress roll.
  a progress move, you cannot use an ability when making a progress roll.
  MODULES
  Modules are attached to your 
  STARSHIP, and offer additional 
  options and advantages when 
  aboard that vehicle.
  As with the ship itself, these 
  can benefit any ally. However, 
  modules are acquired and 
  managed by a single character. 
  When you Withstand Damage 
  and score a miss, you can 
  mark a module as broken to 
  offset potential danger to your 
  command vehicle. A broken 
  module cannot be used until it 
  you successfully Repair it.
  COMMAND VEHICLE
  STARSHIP
   
  Ã Your armed, multipurpose starship is suited 
  for interstellar and atmospheric flight. It can 
  comfortably transport several people, has 
  space for cargo, and can carry and launch 
  support vehicles. When you Advance, you 
  may spend experience to equip this vehicle 
  with module assets.
   
  Ã When you Finish an Expedition (dangerous 
  or greater) and score a hit, this journey 
  strengthened your ties to your ship and any 
  fellow travelers. You and your allies may 
  mark 1 tick on your bonds legacy track.
   
  Ã When you Withstand Damage, you may roll 
  +heart. If you do, Endure Stress (-1) on a 
  weak hit or miss.
  NAME
  BATTERED
  CURSED
  5
  4
  3
  2
  1
  0
  MODULE
  RESEARCH
  LAB
   
  Ã When you use your lab to Secure an 
  Advantage or Gather Information through 
  careful analysis or experimentation, add +1 
  and take +1 momentum on a hit.
   
  Ã When you Face Danger to isolate or secure 
  a hazardous specimen, reroll any dice.
   
  Ã When you Swear an Iron Vow to undertake  
  a long-term research project, reroll any 
  dice. When you obtain crucial samples, 
  equipment, or data, Reach a Milestone. 
  When you have what you need and devote 
  extended time to the project in your lab, 
  Face Danger and add +1 to see how you 
  fare. On a hit, Reach a Milestone. On a 
  strong hit with a match, mark progress. 
  When you Fulfill Your Vow, make the legacy 
  reward one rank higher (1 extra box if 
  already epic).
  PATH
  HEALER
   
  Ã When you give medical care to Heal
  yourself or another character, add +1. If you 
  are treating  someone other than yourself, 
  take +1 spirit or +1 momentum on a hit. 
   
  Ã When you Gather Information by studying 
  medical evidence or biological remains, add 
  +1 and take +1 momentum on a hit. On a 
  strong hit with a match, you also reveal an 
  unexpected medical anomaly; mark 1 tick on 
  your discoveries legacy track.
   
  Ã Once every day or so, when you are in a 
  safe place with plenty of time on your hands, 
  you may Sacrifice Resources (-1) and provide 
  basic medical care for yourself, companions, 
  or allies without risk. If you do, automatically 
  give +1 health to everyone whose health is 
  greater than 0.
  49
  48
  ASSETS
  CHAPTER 1: THE BASICS
  
  COMPANIONS
  Companions are NPC helpers. 
  When you gain a companion, 
  give 
  them 
  a 
  name 
  and 
  envision their appearance and 
  personality.
  Companions utilize a health 
  meter which can be reduced 
  if an outcome puts them 
  in harm's way. When your 
  companion faces harm, make 
  the Companion Takes a Hit 
  move. When their health is at 
  0, they are in danger of being 
  killed or destroyed.
  PATHS
  Paths are your background, 
  interests, 
  training, 
  skills, 
  powers, and key equipment. 
  They 
  provide 
  mechanical 
  and 
  narrative 
  advantages, 
  but also reflect who you are 
  and how you interact with the 
  world. When you create your 
  character in the next chapter, 
  you'll select at least two paths 
  to get started.
  Some paths represent your 
  skill with a signature weapon 
  style or piece of equipment. If 
  you see a requirement at the 
  top of the asset card, such as "If 
  you wield a bladed weapon…," 
  the asset is not usable without 
  that item.
  DEEDS
  Deeds represent the notable 
  achievement and situations 
  of your story, and how those 
  events change your character.
  Deeds have a requirement 
  listed at the top of the card, 
  phrased as "Once you [blank]." 
  You may not spend experience 
  to acquire a deed until you 
  fulfill the requirement.
  SUPPORT VEHICLES
  Support vehicles complement 
  your command vehicle for 
  planetside 
  or 
  short-range 
  operations. If you are playing 
  with others, one of you might 
  serve as the pilot or owner of 
  a support vehicle, but anyone 
  on board can use its abilities as 
  appropriate to the situation. 
  As with the command vehicle, 
  your support vehicles have 
  integrity meters. The maximum 
  integrity varies based on the 
  type of vehicle. When a support 
  vehicle faces a damaging 
  situation or environment, you 
  must Withstand Damage to 
  see how it fares.
  SUPPORT VEHICLE
  SHUTTLE
  BATTERED
  4
  3
  2
  1
  0
   
  Ã Your unarmed shuttle provides short-range 
  transport for several people and equipment 
  through space or atmosphere. When you 
  travel to a location (not your command 
  vehicle), you and your allies may take +1 
  momentum when you arrive
   
  Ã When you Face Danger or React Under 
  Fire to navigate through hazardous skies 
  or around obstacles, add +1 and take +1 
  momentum on a hit. 
   
  Ã You shuttle is sealed against high pressure 
  environments, can travel underwater, and 
  is more resistant to damage; when you 
  Withstand Damage, add +1. 
  NAME
  PATH
  SCAVENGER
   
  Ã When you Gather Information or Resupply 
  by scavenging a wreck, ruin, or abandoned 
  site, add +1 and take +1 momentum on a hit. 
  On a strong hit with a match, you also find 
  something of unique value, significance, 
  or function; envision the nature of this 
  discovery, take +2 momentum, and mark 2 
  ticks on your discoveries legacy track.
   
  Ã When you Face Danger to cobble together 
  an ad hoc tool, device, or weapon, envision 
  what you intend to create. On a hit, you may 
  add +1 when making a move aided by the 
  item. If you roll a 1 on your action die while 
  using the item, it is permanently broken, 
  lost, or depleted.
   
  Ã When you Check Your Gear, roll +wits or 
  +supply (whichever is highest) and take +1 
  momentum on a hit.
  COMPANION
  GLOWCAT
  3
  2
  1
  0
  OUT OF ACTION
   
  Ã Your glowcat companion perceives the 
  inner emotions and intentions of people and 
  creatures in its vicinity, and embodies those 
  impressions through the colors and intensity 
  of its luminescent fur. When you Secure 
  an Advantage by studying your glowcat’s 
  reactions in a charged situation, you may add 
  +your companion’s health.
   
  Ã When you Compel, your glowcat’s reactions 
  will help guide your approach. If the value 
  of your action die is less than your glowcat’s 
  health, you may reroll it.
   
  Ã When you Endure Stress in the company of 
  your glowcat, add +1. On a strong hit with a 
  match, take +momentum equal to their health.
  NAME
  Once you fill 4 boxes on your bonds 
  legacy track...
  NAME
  DEED
  HOMESTEADER
   
  Ã You have chosen or established a community 
  as your home. When you Swear an Iron Vow 
  (formidable or greater) in service to your 
  home, reroll any dice. On a hit, mark 1 tick 
  on your bonds legacy track. When you Fulfill 
  Your Vow and score a hit, also mark 2 ticks 
  on your bonds legacy track.
   
  Ã When you Sojourn in your home, choose one. 
   
  ✴ Don’t linger: Take an automatic weak hit
   
  ✴ Stay a bit: Add +1 and take +1 momentum
  on a hit
   
  Ã When you Set a Course for home, you may 
  reroll your action die if its value is less than 
  your spirit. 
  51
  50
  ASSETS
  CHAPTER 1: THE BASICS
  
  ASSETS AND THE FICTION
  Assets offer both mechanical and narrative advantages. For example, 
  if you have the HEALER path, you benefit from that asset's abilities as 
  you make moves to treat others, diagnose illnesses, and study biological 
  remains. It also provides justification to take actions other characters 
  would not be capable of, such as advanced treatment techniques.
  But even when you aren't making moves, the HEALER path influences 
  your character's interests, manner, and opportunities. In a perilous galaxy 
  where technology has limitations and resources are scarce, how does this 
  valued expertise affect your relationships and the nature of your quests? 
  How is it reflected in your personality and ambitions? 
  Some assets will be more influential than others in your character concept, 
  but all of them contribute to how you envision your approaches and the 
  situations you encounter.
  ACQUIRING AND UPGRADING ASSETS
  When you create your character in the next chapter, you will take your 
  STARSHIP and choose three other assets. Then, as you successfully 
  overcome challenges and mark progress on your legacy tracks (page 
  38), you earn experience. This experience is spent to purchase or 
  upgrade assets through the Advance move.
  BUYING AN ASSET
  Buying a new asset costs 3 experience. If you are playing with others, you 
  should avoid picking the same asset as another player—this will help give 
  each character their own capabilities and flavor.
  UPGRADING AN ASSET
  All assets include three abilities. 
  The first will be filled in when 
  you 
  purchase 
  the 
  asset. 
  Upgrading an asset to claim the 
  second or third ability costs 2 
  experience each. 
  When you spend experience 
  to upgrade an asset, fill in the 
  dot on your asset card to show 
  you’ve acquired the ability. The 
  second and third abilities may 
  be selected in any order. 
  BUILDING A STORY 
  THROUGH ASSETS
  You can spend experience 
  when it is earned, or save it 
  future use. Either way, you 
  should look to the fiction to give 
  context and justification for your new abilities and resources. You can 
  guide your story toward an asset you would like to purchase or upgrade, 
  or let your selection of assets flow naturally from your character’s goals 
  and the situations you encounter.
  Assets can even serve as the focus of a new vow, giving you a tangible 
  objective or reward for undertaking a quest. Perhaps you gain a new 
  SNUB FIGHTER by completing a quest in the service of a shipbuilder, or 
  earn membership as a sanctioned TRADER in the merchant's guild. 
  Envisioning how your new abilities connect to your sworn quests and 
  experiences gives them additional significance and context. They will be a 
  reminder of the paths taken and not taken, the challenges overcome, and 
  the bonds formed.
  PATH
  KINETIC
   
  Ã You wield kinetic powers. By focusing, you 
  may remotely push, pull, lift, or constrict 
  objects and beings that are about your size 
  or smaller. When you are in a risky situation 
  and draw on your powers to make a move, 
  add +2 and Lose Momentum (-2).
   
  Ã As above, but you may instead draw on 
  your powers in a desperate effort to change 
  the outcome of an action. If you do, add +2 
  (after you roll) and Lose Momentum (-3).
   
  Ã If you have at least +8 momentum, you 
  may attempt great kinetic feats, such as 
  manipulating large objects and creating 
  destructive bursts of concussive force. To do 
  so, first reset your momentum. Then, as you 
  make a single move fueled by your powers, 
  take an automatic strong hit. If you are in a 
  fight, mark progress.
  Ã
  53
  52
  ASSETS
  CHAPTER 1: THE BASICS
  
  EQUIPMENT
  As noted earlier, your supply meter (page 42) is an abstract 
  representation of your overall readiness. You are otherwise armed, 
  armored, and equipped as appropriate to your vision of your character. 
  Some assets can make specific equipment more relevant to your 
  character. If you are a GEARHEAD, you probably envision yourself always 
  having a toolkit at the ready. Combat-centric assets such as GUNNER 
  represent your expertise in a particular weapon or fighting style. These 
  tools reinforce your character's approach and skills.
  Other equipment provides narrative benefit. It enables you to make moves 
  where that gear is important, or perhaps allows you to avoid the risky 
  nature of a move altogether. 
  You must make your way down a steep rock face on a barren desert 
  planet. Without assistance, you’d make the Face Danger move to 
  see what happens. If you had rope, the climb is not particularly 
  risky or uncertain. In that case, you can skip the move and just 
  envision the result.
  Make note of equipment at whatever level of detail you like, but don’t fuss 
  over it. During the character creation exercise you'll receive your spacer 
  kit (page 102), which includes fundamental gear for exploring a perilous 
  galaxy. If you ever need to know if you have a specific helpful item, you 
  can make the Check Your Gear move.
  DEPICTING TECHNOLOGY IN THE FORGE
  By default, life in the Forge is a retro-future. It is the future as viewed 
  through a lens of what we imagined two or three decades ago, instead of 
  what we can envision today. It is also a resource-scarce future, with much 
  of your people's knowledge and resources lost following the cataclysm 
  that drove you to the Forge.
  That said, the technology you bring to bear—or resist—is flexible to how 
  you envision the nature of the setting. A gun in your version of the Forge 
  might be a blaster that fires superheated plasma, or an old-fashioned slug 
  thrower. Your setting might suffer from class disparity, with advanced tech 
  under the control of the wealthy and powerful, while everyone else is 
  forced to make do with more primitive resources.
  The truths you define for the Forge in the next chapter help frame the 
  nature of equipment and tech in your campaign.
  VEHICLES
  There are three types of vehicles you'll rely on as your travel through the 
  perilous depths of the Forge.
  COMMAND VEHICLE
  Your command vehicle (page 49) is your STARSHIP asset, earned at 
  character creation. It is an interstellar craft capable of faster-than-light 
  travel. If you are playing with others, you and your allies share this asset. 
  If you are a playing in solo mode, you can fly the ship as a lone spacer 
  thanks to automation and centralized controls.
  The STARSHIP command vehicle has an integrity meter, and can suffer 
  from battered or cursed impacts (page 45). 
  SUPPORT VEHICLES
  Support vehicles (page 50) are assets which represent special 
  secondary vehicles. They can be carried and launched by your STARSHIP. 
  They have an integrity meter, and can suffer from the battered impact. 
  INCIDENTAL VEHICLES
  An incidental vehicle is one you temporarily acquire through the course 
  of your story. For example, if you need to journey across the surface of an 
  ocean world, you might borrow a sea-skimmer from a local settlement. 
  Incidental vehicles have an integrity meter, but cannot be marked as 
  battered. When you board an incidental vehicle, envision its nature and 
  assign a max integrity as follows. 
  If you or an ally aren't controlling a vehicle—you're just along for the ride—
  it's not an incidental vehicle and does not have an integrity meter.
  When you face off against vehicles (or vehicle-sized foes), consider their 
  When you face off against vehicles (or vehicle-sized foes), consider their 
  relative scale and capabilities as you assign ranks to progress tracks and 
  relative scale and capabilities as you assign ranks to progress tracks and 
  resolve moves. In some cases, direct attacks are useless. A snub fighter 
  resolve moves. In some cases, direct attacks are useless. A snub fighter 
  can't harm a moon-sized station unless there's a weakness it can exploit. 
  can't harm a moon-sized station unless there's a weakness it can exploit. 
  Because NPCs and their vehicles don't have mechanical detail, always 
  Because NPCs and their vehicles don't have mechanical detail, always 
  frame the nature of the encounter and your actions as appropriate to the 
  frame the nature of the encounter and your actions as appropriate to the 
  established fiction of the scene.
  established fiction of the scene.
  MEDIUM
  MEDIUM
  +4 INTEGRITY
  +4 INTEGRITY
  LIGHT
  LIGHT
  +3 INTEGRITY
  +3 INTEGRITY
  HEAVY
  HEAVY
  +5 INTEGRITY
  +5 INTEGRITY
  55
  54
  VEHICLES
  CHAPTER 1: THE BASICS
  
  ORACLES
  In Starforged, an oracle is anything which generates random results 
  to help determine the outcome of a move, the details of a locations or 
  characters, or a narrative event. 
  In solo or co-op games, oracles help answer questions, flesh out your 
  setting, and introduce drama and surprises. In guided play, the guide can 
  use oracles for their own inspiration and answers. 
  Starforged includes various oracle tables to generate random results. 
  Some moves include their own tables. There are also a large variety of 
  random tables starting on page 126 which can help provide inspiration 
  for story events, reveal locations, generate characters and creatures, and 
  guide the actions of others in your world.
  ROLLING ORACLE DICE
  Whenever you are prompted to generate a result between 1 and 100, roll 
  two ten-sided dice. This is an oracle roll.
  Using physical dice, there are two common methods for generating a 
  1-100 result. You can roll a set of D10s which includes tens digits on the 
  faces of one of those dice.
  Or you can use two D10s of different colors, and decide before rolling 
  which represents the tens digit and which is the units. 
  Either way, You might want to use a unique set of dice for oracle rolls, 
  shared by everyone at the table. These dice will divine your fate and reveal 
  the mysteries of the galaxy, so it's worth giving them special treatment.
  ORACLE TABLES IN MOVES
  Some moves may prompt you to roll on an oracle table, generating a 
  result between 1 and 100, to help resolve the outcome of that move. For 
  example,the Endure Stress table reveals your fate when you fail to resist 
  a mental hardship. Will you carry on or will this crisis get the best of you? 
  If a move tells you to "roll or choose" on an oracle table, you decide 
  whether you pick the most interesting or appropriate result, or if you roll 
  to see what happens. Otherwise, you have no choice; you must cast your 
  fates to the stars and roll the oracle dice.
  Unlike your action rolls—unless a specific oracle table indicates 
  Unlike your action rolls—unless a specific oracle table indicates 
  otherwise—rolling a match on an oracle roll has no narrative or 
  otherwise—rolling a match on an oracle roll has no narrative or 
  mechanical significance.
  mechanical significance.
  ENDURE STRESS
  When you face mental strain, shock, or despair, suffer -1 spirit 
  for minor stress, -2 for serious stress, or -3 for major stress. If 
  your spirit is 0, Lose Momentum equal to any remaining stress
  Then, if your spirit is 0 or you choose to resist the stress, roll 
  +spirit or +heart, whichever is higher.
  On a strong hit, choose one.
   
  ✴ Shake it off: If you are not shaken, take +1 spirit
   
  ✴ Embrace the darkness: Take +1 momentum
  On a weak hit, if you are not shaken, you may Lose Momentum 
  (-1) in exchange for +1 spirit. Otherwise, press on.
  On a miss, it’s worse than you thought. Suffer an additional -1 
  spirit or Lose Momentum (-2). If your spirit is 0, you must also 
  mark shaken or traumatized, or roll on the table below.
  1-10
  You are overwhelmed. Face Desolation.
  11-25 You give up. Forsake Your Vow.
  26-50 You give in to fear or compulsion, and act against 
  your better instincts.
  51-100 You persevere.
  Oracle Result
  Oracle Result
  10
  9
  Oracle Dice
  Oracle Dice
  19
  6
  3
  63
  Oracle Result
  Oracle Result
  Oracle Dice
  Oracle Dice
  57
  56
  ORACLES
  CHAPTER 1: THE BASICS
  
  ASKING THE ORACLE
  If you are playing solo or co-op, you can make the Ask the Oracle move 
  (shown below) to help guide your campaign and trigger ideas when you 
  need to know what happens next. Its most basic function is to answer a 
  “yes” or “no” question. Combined with your own instincts and creativity, 
  this move—and other random prompts—can push your story in surprising 
  and exciting directions. 
  If you are playing with a guide, they are the oracle. When you see a prompt 
  to Ask the Oracle, turn to your guide. The guide can use random tools and 
  creative prompts to come up with the answers. They can even turn the 
  question back to you, or ask you to roll on an oracle table.
  Keep in mind that—even when playing with a guide—Starforged is about 
  shared storytelling. Offer suggestions. Talk it out. The guide is the final 
  arbiter of what happens next, but everyone at the table should participate 
  in building the world and creating the narrative of your campaign.
  A UNIVERSE OF ORACLES
  This rulebook includes an array of oracle tables starting on page 126. 
  You can use these oracles to answer questions about your setting, drive 
  the narrative, and inspire dramatic events and revelations. Some oracles 
  are for specific, mundane questions to streamline play (“What is the 
  smuggler's name?”). Others provide more abstract results which you 
  interpret based on the current situation (“What happens next?”).
  Perhaps most importantly, that section includes a variety of oracles to 
  help you visualize locations as you explore the Forge, ranging from the 
  nature of a star to the details of a planetside settlement. The Starforged 
  universe is meant to be discovered as you play, revealing new dangers and 
  opportunities, and these oracles are your polestar for that journey. To learn 
  more about generating locations through exploration, see page 62.
  OTHER RANDOM GENERATORS
  You can also use whatever oracles you prefer, including those drawn 
  from another game, online generators, or visual tools such as tarot cards. 
  Assembling your personalized toolkit of oracles will help customize the 
  tone and setting of the game to your preferences.
  CREATING YOUR OWN ORACLES
  The Starforged Playkit includes a blank oracle worksheet. Use this to 
  create your own tables to better fit your preferences or highlight unique 
  aspects of your campaign. Then share your creations online with other 
  Starforged players!
  TRUST YOUR INSTINCTS
  Random generators don't replace your own imagination and intuition. If 
  it’s interesting, dramatic, and pushes the story forward, make it happen. 
  Too much reliance on random generators to answer questions about 
  “what happens next” can kill the momentum of your game or make it feel 
  disconnected and incoherent.
  Keep it moving. Ask a question. If an answer leaps to mind, go with it. If 
  you’re not sure, Ask the Oracle. Then, play.
  If you are playing as the guide, use oracles to forge a universe at the 
  If you are playing as the guide, use oracles to forge a universe at the 
  table. The character-driven quests help you and the other players build 
  table. The character-driven quests help you and the other players build 
  a story together without preparation. Anything that is not a protagonist, 
  a story together without preparation. Anything that is not a protagonist, 
  move, or asset has very little mechanical detail, and can be introduced on 
  move, or asset has very little mechanical detail, and can be introduced on 
  the fly. You can even offload decisions to the other players, asking them 
  the fly. You can even offload decisions to the other players, asking them 
  to roll on a specific oracle and interpret the result.
  to roll on a specific oracle and interpret the result.
  ASK THE ORACLE
  When you seek to resolve questions, discover details, reveal 
  locations, 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.
   
  ✴ Spark an idea: Use an oracle table or other random prompt.
   
  ✴ 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 roll 
  on the table below to see if it is true. If not, it is the other.
  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.
  59
  58
  ORACLES
  CHAPTER 1: THE BASICS
  
  DRIFTS
  ANCHORAGE
  NAVIGATING THE FORGE
  The depiction of interstellar travel in Starforged is tied to the gameplay 
  of the exploration moves (page 230). These moves help frame your 
  journeys and encourage exploration and discovery.
  You can ignore the setting details described below, and envision interstellar 
  flight as you like. However, it works best if you use a similar approach, with 
  faster-than-light (FTL) travel undertaken in a series of individual segments. 
  Think of your starship as a stone skipping across a vast galactic pond.
  EIDOLON TRAVEL
  Interstellar starships that travel the Forge—including your character's 
  ship—are equipped with eidolon drives (commonly referred to as e-drives). 
  These devices harness the turbulent forces of the Forge to propel vessels 
  along select paths at FTL speeds.  
  DRIFTS AND PASSAGES
  Drifts are the network of eidolon paths through the Forge. Spacers guide 
  their starships along the gravitational currents, stellar winds, and fiery 
  energies of the drifts like surfers on the crest of a wave. 
  A plotted course along drifts is called a passage. Important locations in 
  settled areas are usually connected by passages. But this navigational 
  data is a valuable resource, often greedily held by those in power. 
  Others must trailblaze their own paths. Beyond settled regions, potential 
  passages are usually uncharted and unexplored.
  Even when following a passage, it's not simply a matter of flying from point 
  A to point B. Piloting the drifts requires skilled navigation. Spacers must 
  be on watch for navigational hazards and lurking foes.
  Worse yet, some say eidolon travel weakens the fragile bonds of reality. 
  Explorers tell stories of horrifying visions or visitations among the drifts. 
  Spacers are superstitious folk, and often employ wards and rituals to keep 
  eidolon "ghosts" at bay.
  ANCHORAGES
  An e-drive can stay powered for a few hours at most, and requires several 
  hours to energize. Thus, long voyages are made in a series of FTL transits. 
  Each segment of the journey ends at a waypoint—what is called an 
  anchorage. Since powerful gravity wells are an ideal navigational target, 
  anchorages are often near a large object such as a star or planet. 
  Once emerging from the drifts at an anchorage, the ship slows while the 
  e-drive is powered back up. You can sit back and enjoy the scenery during 
  this layover, or go take a look at nearby locations.
  PASSAGE
  61
  61
  NAVIGATING THE FORGE
  NAVIGATING THE FORGE
  60
  CHAPTER 1: THE BASICS
  
  OUT OF RANGE
  NEAR
  FAR
  SEEING WHAT'S OUT THERE
  When you pilot your starship on an interstellar journey through uncharted 
  space, make the Undertake an Expedition move to see how you fare. 
  Anchorages are the waypoints that help define progress on that journey. 
  When you emerge from eidolon travel at an anchorage, envision the 
  moment as your starship decelerates to sublight speeds: the hull rattles, 
  warning tones beep, and sensor displays spring to life.
  NEAR OBJECTS
  When traveling the Forge, you can simply envision the beautiful but 
  mundane sites you encounter. A sky filled with the cold light of distant 
  suns. Clouds of stellar dust. Barren planetoids drifting in their lonely orbits. 
  If you want to give a segment of your travel additional focus, Ask the 
  Oracle and use the random prompts in Chapter 5, starting with the Space 
  Sightings table (page 138). You might find a fiery star looming in your 
  cockpit windows, a vibrant planet, a starship carrying a fellow traveler, or 
  even a spaceborne creature. The Space Sightings table may prompt you to 
  roll twice or three times for multiple objects.
  These objects are near your starship. If you want to travel to a near object 
  or get in a better position to observe it, your starship's main engines will 
  carry you there in a matter of minutes. If you find something worthy of 
  further exploration, you can Explore a Waypoint. Unusual locations, such 
  as a precursor vault or derelict, might even warrant their own expedition
  FAR OBJECTS
  If you want to look deeper into the depths of an anchorage, roll on the 
  Space Sightings table again to see if there is anything interesting far from 
  your starship. Envision yourself studying scanner data and visual displays, 
  peering through the Forge’s stellar gases. This doesn’t require a move 
  unless you're under pressure—it’s just a routine part of being a spacer.
  If you see something interesting at far range and want to check it out, it’ll 
  take a while. Sublight travel is ponderous. You’re also diverting power from 
  energizing the e-drive, so all told the detour will cost about a day. For an 
  explorer, this might be time well spent. For a spacer on an urgent mission, 
  it’s a needless distraction. Either way, unless you’re dealing with something 
  risky, this doesn't trigger a move. Point your ship in the right direction, 
  envision the journey, and play to see what happens when you arrive.
  OUT OF RANGE OBJECTS
  Anything beyond far range is out of range. Objects at this distance are 
  of no concern—they are too far away to cause you trouble, and it would 
  take too long to travel there using your main engines. Objects smaller 
  and dimmer than a star are probably shrouded in the stellar muck and 
  electromagnetic interference of the Forge anyway. Perhaps that’s for the 
  best; some things are best left undiscovered. 
  63
  63
  NAVIGATING THE FORGE
  NAVIGATING THE FORGE
  62
  CHAPTER 1: THE BASICS
  
  START
  START
  Ask and answer questions 
  Ask and answer questions 
  about the situation, location, 
  about the situation, location, 
  and other characters 
  and other characters 
  (or 
  (or Ask the Oracle
  Ask the Oracle).).
  Envision the 
  Envision the 
  current situation 
  current situation 
  and what your 
  and what your 
  character is doing.
  character is doing.
  When your action or the 
  When your action or the 
  current situation triggers 
  current situation triggers 
  a move, make that move.
  a move, make that move.
  MISS
  MISS
  You failed or 
  You failed or 
  face a dramatic 
  face a dramatic 
  turn of events.
  turn of events.
  WEAK HIT
  WEAK HIT
  You succeeded 
  You succeeded 
  with a lesser 
  with a lesser 
  result or cost.
  result or cost.
  STRONG HIT 
  STRONG HIT 
  You succeeded 
  You succeeded 
  and are in 
  and are in 
  control.
  control.
  What do 
  What do 
  you do 
  you do 
  next?
  next?
  What 
  What 
  happens 
  happens 
  next?
  next?
  THE FLOW OF PLAY
  Like most roleplaying games, you play Starforged primarily from the 
  perspective of your character. What are you doing? What are you trying to 
  achieve? What opposition and challenges do you face? Your quests, and 
  the characters and situations you encounter, will guide the fiction and the 
  choices you make.
  When you have questions about what you find, how other characters in 
  your setting respond, or what happens next, you can go with what feels 
  right if you’re playing solo or co-op. If you are playing in guided mode, ask 
  the guide. When you seek inspiration or want to put it in the hands of fate, 
  make the Ask the Oracle move. Use the yes/no questions and random 
  oracle tables to generate interesting twists, complications, locations, and 
  characters you might not have thought of on your own. Above all, if it’s 
  interesting, dramatic and fits the fiction, make it happen.
  When you do something or encounter a situation covered by a move, refer 
  to the move. If it tells you to roll dice, do it.
   
  ✴ A strong hit means you are in control. You are driving the narrative 
  and taking proactive actions. What do you do next? 
   
  ✴ A weak hit means the situation is slipping out of your control. Instead 
  of acting, you react. How do you respond?
   
  ✴ A miss means you have lost control of the situation. You might need to 
  overcome new dangers or face increasing risk. What happens next?
  If you’re playing with a guide, they’ll help determine how the other 
  characters respond and how the situation evolves. They may ask you 
  questions. Otherwise, you rely on your intuition and occasional oracle 
  rolls to drive the narrative. 
  This basic gameplay structure is illustrated on the next page.
  WHAT'S NEXT
  That's the basics of Starforged! In the next chapter (page 66), you'll 
  define the nature of your setting, create your character, and launch your 
  campaign. If you are playing with others, do those exercises together to 
  forge your universe.
  Once you begin play, you can refer back to this chapter if you have 
  questions. If you want to learn about a specific game term in a move or 
  asset, check the glossary on page 224. When you're ready for more 
  detail, tips, and options, take a look at Chapter 3 for gameplay in depth.
  Good luck, Ironsworn!
  65
  65
  THE FLOW OF PLAY
  THE FLOW OF PLAY
  64
  CHAPTER 1: THE BASICS
  
  CHAPTER 2
  LAUNCHING 
  YOUR 
  CAMPAIGN
  PREPARE FOR LIFTOFF
  69
  CHOOSE YOUR TRUTHS
  71
  CREATE YOUR CHARACTER
  90
  BUILD A STARTING SECTOR
  104
  BEGIN YOUR ADVENTURE
  118
  67
  66
  67
  66
  
  PREPARE FOR LIFTOFF
  In this chapter, you'll launch your Starforged campaign by deciding the 
  truths of your setting, creating a character, generating a starting location, 
  and swearing an iron vow to undertake a perilous quest. These guided 
  exercises will walk you through each step of the process.
  PREP IS PLAY
  Starforged is designed for jump-in gameplay. Whether you are playing 
  solo, teaming up with other players for a co-op campaign, or facilitating a 
  game as the guide, you don't need to prepare for a session. Instead, you 
  can pick up where you left off and play to see what happens.
  These exercises are the exception. Using them, you will create a 
  foundation of setting, character, and narrative opportunities. Then, you 
  build on that foundation through play. This initial investment of time and 
  creative energy is narrative momentum for your imagined world.
  Also, here's a secret: You're already playing the game. What you'll 
  do through the course of these exercises—make decisions based on 
  established fiction, consult oracles, interpret creative prompts, envision 
  people, places, and situations—is all part of playing Starforged.
  In short, these exercises should be fun. They should spark your creativity. 
  They should make you excited about diving into the world you've created. 
  If anything feels like work, skip it or take a shortcut and move on.
  PRIORITIZING PLAYER SAFETY
  Whether you're playing Starforged alone or with other people, it is 
  important to prioritize care for the players' comfort and safety over game 
  narrative or mechanics. Safety tools help facilitate collaboration and 
  create awareness to ensure everyone is on board with what is happening 
  at the table. You are encouraged to use safety tools or other support/
  consent mechanics while playing Starforged, both while worldbuilding 
  to set content boundaries and during roleplay sessions to check in with 
  yourself and other players.
  The full release of Starforged will have a set of safety tools designed 
  specifically for the game. In the meantime, please explore the TTRPG 
  Safety Toolkit to find the safety tools that will work best for your game 
  of Starforged. The TTRPG Safety Toolkit, co-curated by Kienna Shaw 
  and Lauren Bryant-Monk., is a compilation of safety tools designed by 
  members of the tabletop roleplaying games community. You can find it 
  here: bit.ly/ttrpgsafetytoolkit.
  69
  PREPARE FOR LIFTOFF
  
  CHOOSE YOUR TRUTHS
  In this exercise, you'll set the tone and background for your campaign by 
  deciding the nature of your version of the Forge. These are your truths. 
  When you're done, you'll have key aspects of your setting sketched out, 
  and a backdrop of challenges to help fuel your adventures.
  Allow about 45-60 minutes for this exercise. 
  DEFAULT ASSUMPTIONS
  Since science fiction is a genre full of possibilities, it's important to first 
  establish some key pillars for how you'll envision your adventures in 
  Starforged. The following points are all generally true, and represent 
  your default starting place. If you are working through this exercise with a 
  group, read or summarize these points aloud.
  This is a perilous future. Two centuries ago, your people fled a 
  cataclysm and settled a distant galaxy they call the Forge. This is a 
  chaotic place full of dangers and mysteries.
  This is a lonely future. With some possible exceptions (which you'll 
  identify as part of your own truths), humans are the only known 
  intelligent life in this galaxy. Others once lived here, but only mysterious 
  and perilous vaults remain to mark their legacy.
  This is a diverse future. There is a vibrant mix of people and cultures 
  among the humans of the Forge.
  This is a far-flung future. Settlements lie scattered and often isolated 
  from one another. Your starship can travel at faster-than-light speeds, 
  but it's ponderously slow at a cosmic scale. 
  This is an unexplored future. Discoveries await. Even in settled 
  regions, much of the Forge is unknown and uncharted.
  This is a wondrous future. The forge is a galaxy of ancient mysteries, 
  spacefaring creatures, startling phenomenon, and other marvels.
  This is a retro-future. Envision the technology you wield as only slightly 
  advanced over today's real-world technologies—or even a step back in 
  some ways.
  This is a scavenged future. It's decaying, gritty, and used. Resources 
  are scarce, and the people of the Forge cobble together what they can. 
  This is an unjust future. Within the Forge, those in power hoard 
  resources, control technologies, and impose their will on others through 
  force or cunning. Life can be harsh for those who lack influence.
  This is a hopeful future. Despite these challenges, hope remains. Your 
  sworn vows are a manifestation of that hope.
  GETTING STARTED
  Ready to go? Work through the exercises in this order.
  Choose Your Truths 
  Page 71
  Decide what is true for your version of 
  the Forge.
  Create Your Character 
  Page 90
  Set your character's background, 
  abilities, and characteristics.
  Build a Starting Sector 
  Page 104
  Create a location to explore at the start 
  of your campaign.
  Begin Your Adventure 
  Page 118
  Get your story underway as you face an 
  inciting incident and swear an iron vow.
  One word of warning: You might find your creative batteries running low 
  if you pack all the exercises into a single session. Considering breaking 
  each exercise into a short individual session, or two exercises per session. 
  Whatever works for your group.
  RETURNING TO AN EXISTING CAMPAIGN
  If you completed these exercises previously and are returning to an 
  established setting with a new character, you can shortcut or ignore many 
  of the exercises in this chapter. Instead, get started by jumping to the 
  summary on page 92 for a recap of character creation.
  Then, if you have an inciting incident and initial quest in mind, you're all 
  set! Otherwise, go to page 118 for advice on beginning your adventure.
  INTRODUCING A NEW PLAYER
  If you are introducing a new player to an existing campaign, you can 
  use the truths exercise (page 71) to help summarize the nature of 
  your setting. While you are doing this, make note of any truths that have 
  evolved through play.
  If there are open questions or unexplored aspects of your campaign, 
  use the exercise give the new player a role in fleshing out those truths. 
  Collaborate with them to identify aspects of the setting they might want 
  to explore. 
  71
  70
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  WHAT YOU NEED
  Visit ironswornrpg.com for a printable version of this activity, or just use 
  your journal or notepaper. Also grab two ten-sided dice, and have the 
  character asset cards handy.
  TIPS FOR MANAGING THIS EXERCISE
  KEEP IT MOVING
  When looking at the options in a category, read the bolded text as a quick 
  summary of your choices. The details and quest starters are there for 
  further inspiration after you make a pick. 
  If a particular category isn't relevant to your evolving setting, or doesn't 
  interest you, ignore it and move on.
  CONDUCTING THE EXERCISE AS A GROUP ACTIVITY
  If you're playing Starforged with others, give everyone at the table an 
  opportunity to influence each choice.
  If you want to structure the exercise, choose a player to serve as the 
  mediator for each category. As mediator, you read the truths, guide the 
  discussion, and make a final decision. Then, the player on your left acts as 
  the mediator for the next category. And so on.
  LEAVING UNANSWERED QUESTIONS
  Don't get mired in details. Create the broad outlines for your campaign, 
  while leaving room for inspiration and surprises. If you prefer to come 
  back to a category once you encounter that aspect of the setting in play, 
  skip it for now.
  RESOLVING CONTRADICTIONS
  If you encounter contradictions from one category to another, feel free 
  to bend the truths to better fit your emerging setting. But seeming 
  contradictions can be the foundation of great stories. You may even 
  discover through play that a choice you make here—which reflects 
  common knowledge—isn't the actual truth after all.
  STARTING TO ENVISION YOUR CHARACTER
  Each category offers prompts to consider your character's background 
  and perspective, marked with this icon: . Take a moment to consider 
  any aspects interesting to you, and gloss over those you prefer to ignore 
  or discover in play.
  Recommended assets for your character are shown with the asset title in 
  ALL CAPS. If a suggested asset interests you, set that asset card aside or 
  make a note. You'll pick your assets when you create your character in the 
  next exercise.
  THE TRUTH CATEGORIES
  The following section includes 14 categories to help define key aspects 
  of the setting. 
  The categories are:
  Cataclysm
  Page 74
  Communication and Data Page 82
  Exodus
  Page 76
  Medicine
  Page 83
  Communities
  Page 77
  Artificial Intelligence
  Page 84
  Iron
  Page 78
  War
  Page 85
  Laws
  Page 79
  Lifeforms
  Page 86
  Religion
  Page 80
  Precursors
  Page 87
  Magic
  Page 81
  Horrors
  Page 88
  HOW TO SELECT YOUR TRUTHS
  You can select your truth for each category in one of three ways. Mix and 
  match these techniques as you like.
  Choose a truth 
  from the three 
  options.
  Roll for a truth 
  using your 
  oracle dice.
  Customize a 
  truth, or craft 
  your own. 
  A few truths also include subchoices in oracle tables. As with the main 
  categories, you can choose, roll, or customize from among them.
  OR
  OR
  73
  CHOOSE YOUR TRUTHS
  72
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  CATACLYSM
  1-33
  The Sun Plague extinguished the stars in our home galaxy. 
  The anomaly traveled at incredible speeds, many times faster 
  than light itself, and snuffed out the stars around us before we 
  realized it was coming. Few of us survived as we made our way 
  to this new galaxy. Here in the Forge, the stars are still aflame. We 
  cling to their warmth like weary travelers huddled around a fire.
  We suspect the Sun Plague was caused by:
  1-24
  A temporal distortion
  25-50
  A superweapon run amok
  51-75
  A scientific experiment gone awry
  76-00
  The wrath of the gods
  Quest Starter: The galaxy your people left behind is a cold, 
  lightless grave. But a solitary star still glows, a beacon in a vast 
  darkness. How did this star survive the plague? Why do you vow 
  to find the means to travel across the immeasurable gulf to this 
  distant light?
  34-67
  We were united in the prolonged war against an implacable 
  foe, but our defeat was at-hand.
  With the last of our defenses destroyed, our hope gone, we cast 
  our fate to the Forge. Here, we can hide. Survive. Our foe was:
  1-15
  Artificial intelligence
  16-30
  Alien beings 
  31-44
  Religious zealots
  45-58
  Genetically engineered soldiers
  59-72
  Self-replicating nanomachines
  73-86
  A tyrannical nation or leader
  87-100
  Ancient and malevolent entities
  Quest Starter: A single ship belonging to your people's dreaded 
  foe arrives in the Forge. But instead of bringing war, its commander 
  carries an offer of peace. They claim to represent a rebel force 
  seeking sanctuary. In return, they offer vital information. What 
  news do they carry?
  68-100 Everything fell apart in an age of chaos.
  Uprisings flared like wildfire. Governments were toppled. Trade 
  ceased. Old enemies waged new wars, and allies turned on one 
  another. On the brink of total collapse, we assembled our fleets 
  and traveled to the Forge. A new home. A fresh start. The crisis 
  was sparked by:
  1-24
  The rise of a fascist power
  25-50
  The loss of key resources
  51-75
  A pandemic caused by an alien micro-organism
  76-00
  A dire religious prophecy
  Quest Starter: The threat that triggered the cataclysm rises anew 
  here in the Forge. How does it manifest? How has it changed or 
  adapted since the cataclysm? What will you do to stop it?
   Do you possess a keepsake or artifact of pre-cataclysm society? What 
  is it? Why is it important to you? If you are all that remains of a people or 
  culture, you might be a VESTIGE.
  See the next page for the 68-100 result.
  75
   CHOOSE YOUR TRUTHS
  74
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  EXODUS
  1-33
  When the Exodus fleet set off on a ponderous journey to 
  a new home outside our galaxy, they marked the Forge as 
  their destination. Countless generations lived out their lives 
  aboard those titanic ships during the millennia-long passage.
  The refugees built a rich legacy of culture and tradition during 
  the Exodus. Some even remained in the ships after their arrival 
  in the Forge, unwilling or unable to leave their familiar confines. 
  Those vessels, the Ironhomes, still sail the depths of this galaxy. 
  Quest Starter: Your dreams are plagued by visions of a lost and 
  crippled Exodus ship. What do you see? Why does it call to you?
  34-67
  A ragtag fleet of ships—propelled at tremendous speeds by 
  experimental FTL drives—carried our ancestors to the Forge. 
  But the technology that powered the ships is said to be the 
  source of the Sundering, a fracturing of reality which plagues 
  us here today.  
  The experimental drives used by the Exodus fleet are forbidden, 
  but the damage is done. The Sundering spreads across our 
  reality like cracks on the surface of an icy pond. Those fissures 
  unleash even more perilous realities upon our own. Did we flee 
  one cataclysm, only to inadvertently create another?
  Quest Starter: A malfunctioning drive sent one of the refugee 
  ships through space and time. Centuries later, they have finally 
  arrived. For them, only weeks have passed. Why are these 
  people mistrusted? Do you aid or oppose them?
  68-100 Mysterious alien gates provided instantaneous one-way 
  passage to the Forge.
  In the midst of the cataclysm, our ancestors found a strange 
  metal pillar on our homeworld's moon. A map on the surface 
  of this alien relic detailed the deep-space locations of the Iron 
  Gates—massive devices which powered artificial wormholes. 
  With no other options, the Exodus ships fled through the gates 
  and emerged here in the Forge.
  Quest Starter: An explorer brings news. They've located an active 
  gate in the depths of the Forge. Why do you swear to travel 
  there? Which power or foe seeks to take control of the gate?
  Does your family or cultural history offer any stories of the Exodus? How 
  does this legacy impact you today? If you are dedicated to expanding the 
  reach of your people within the Forge, you might be an EXPLORER. If you 
  are exiled or reviled, you might be an OUTCAST. 
  COMMUNITIES
  1-33
  Few survived the journey to the Forge, and we are scattered 
  to the winds in this perilous place.
  Our settlements are often small, starved for resources, and on 
  the brink of ruin. Hundreds of far-flung settlements are lost and 
  isolated within the untamed chaos of this galaxy, and we do not 
  know their fate.
  Quest Starter: A settlement on an icebound planet is found 
  abandoned. There is no sign of an attack. No bodies. Their ships 
  and vehicles sit idle. The people are simply gone. Vanished. 
  What is your connection to this place?
  34-67
  Dangers abound, but there is safety in numbers. Many ships 
  and settlements are united under the banner of one of the 
  Founder Clans.
  We have a tentative foothold in this galaxy. Each of the five 
  Founder Clans honor the name and legacy of a leader who 
  guided their people in the chaotic time after the Exodus. Vast 
  reaches of the settled domains are claimed by the clans, and 
  territorial skirmishes are common.
  Quest Starter: A forsaken people, sworn to no clan, live on an 
  orbital station. A recent illness left many sick or dead. Supplies 
  are urgently needed. Why were these people exiled, and why 
  do you swear to give them aid? Which clan stands against you? 
  68-100 We have made our mark in this galaxy, but the energy storms 
  we call balefires threaten to undo that progress, leaving our 
  communities isolated and vulnerable.
  Starships navigate along bustling trade routes between 
  settlements. We've built burgeoning outposts on the fringes 
  of known sectors, and bold spacers chart new paths into 
  unexplored domains. But this hard-earned success is threatened 
  by the chaotic balefires, intense energy anomalies which cut off 
  trade routes and threaten entire planets.
  A balefire expands toward a remote deep-space settlement. Can 
  a rescue fleet be marshaled in time to transport the inhabitants 
  of the station to safety? What foe stands in the way?
   If vows to a leader or organization are a key aspect of your character, 
  you might be BANNERSWORN. If you are skilled at negotiation and 
  resolving disputes between communities, you might be a DIPLOMAT. If 
  you have always lived among the stars, you might be VOIDBORN.
  77
  76
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  LAWS
  1-33
  Much of the settled domains are a lawless frontier. Criminal 
  factions and corrupt leaders often hold sway.
  Powers rise and fall in the Forge, so any authority is fleeting. 
  In the end, we must fend for ourselves. A few communities are 
  bastions of successful autonomy, but many are corrupted or 
  preyed upon by petty despots, criminals, and raiders.  
  Quest Starter: In the upper atmosphere of a gas giant, transport 
  vehicles carry valuable and volatile fuel from the processing 
  plant to a heavily guarded storage depot. The notorious leader 
  of a criminal organization needs this fuel, and gives you the 
  schedule for the transports. What leverage does this person hold 
  over you? How will you undertake this heist?
  34-67
  Laws and governance vary across settled domains, but 
  bounty hunters are given wide latitude to pursue their 
  contracts. Their authority is almost universally recognized, 
  and supersedes local laws.
  Through tradition and influence, the powerful Hunters Guild is 
  given free rein to track and capture fugitives in most settled 
  places. Only the foolish stand between a determined bounty 
  hunter and their target. 
  Quest Starter: A famed bounty hunter needs your help tracking 
  down their quarry. What is your relationship to the fugitive? Do 
  you swear to aid the hunter, or the target?
  68-100 Our communities are bound under the terms of the Covenant, 
  a charter established after the Exodus. The organization 
  called the Keepers is sworn to uphold those laws.
  Most settlements are still governed under the Covenant and 
  yield to the authority of the Keepers. But a few view the Covenant 
  as a dogmatic, impractical, and unjust relic of our past; in those 
  places, the Keepers find no welcome.
  Quest Starter: A Keeper abuses their authority to take control 
  of a settlement, and rules with an iron fist. What do they seek to 
  gain there?
   If you chase down outlaws, you might be a BOUNTY HUNTER. If you are 
  skilled at getting in and out of protected places and systems, you might 
  be an AGENT. If you have connections within the criminal underworld, you 
  might be a SCOUNDREL.
  IRON
  1-33
  Iron vows are sworn upon the remnants of ships that carried 
  our people to the Forge.
  Many of our outposts were built from the iron bones of the Exodus 
  ships. Fragments of the ships were also given to survivors as 
  a remembrance, and passed from one generation to the next. 
  Today, the Ironsworn swear vows upon the shards to honor the 
  sacrifice of their forebears, the essence of the places left behind, 
  and the souls of those great ships.
  Quest Starter: The iron shard you carry is a small piece of the 
  outer hull of an Exodus ship. The navigational chart inscribed 
  on its surface only reveals itself when exposed to the light of a 
  specific star. Where is the map purported to lead, and why are you 
  sworn to follow it? Who seeks to claim the map for themselves?
  34-67
  Iron vows are sworn upon totems crafted from the enigmatic 
  metal we call black iron.
  Black iron was first forged by a long-dead civilization. Some say 
  it is a living metal, attuned to the hidden depths of the universe. 
  Remnants of this prized resource are found within ancient sites 
  throughout the Forge. It is resistant to damage and corrosion, 
  but can be molded using superheated plasma at specialized 
  facilities. The Ironsworn carry weapons, armor, or tokens crafted 
  from black iron, and swear vows upon it.
  Quest Starter: A black iron token of special significance has 
  been stolen. What power or authority is bound to this object? 
  Who has taken it? 
  68-100 The Ironsworn bind their honor to iron blades. 
  Aboard a starship, where stray gunfire can destroy fragile 
  equipment or pierce hulls, the brutal practicality of a sword 
  makes for a useful weapon. A few also favor the silent efficiency 
  of a blade for infiltration or espionage. Most importantly, when 
  the Ironsworn swear a vow upon a sword, they bind their 
  commitment to the metal. If they forsake a vow, that iron must be 
  abandoned. To be Ironsworn without a blade is to be disgraced.
  Quest Starter: You vow to forge a new sword from the iron of an 
  important object or artifact. What is it, and why is it meaningful to 
  you? Who protects it?
  What do you swear vows upon? Why is this object meaningful to you? 
  If your background or personality emphasizes the strength of your iron 
  vows, you might be HONORBOUND.
  79
  78
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  MAGIC
  1-33
  Magic does not exist.
  Some look to superstition and age-old traditions for comfort in 
  this unforgiving galaxy. But that is foolishness. What some call 
  magic is simply a product of technologies or natural forces we 
  aren’t yet equipped to understand.
  Quest Starter: An ancient technological relic unleashes a power 
  indistinguishable from magic. What is the origin of this artifact? 
  What ability does it grant? Are you sworn to protect or destroy it?
  34-67
  Supernatural powers are wielded by those rare people we 
  call paragons. 
  While not magic in the truest sense, the abilities of the paragons 
  are as close to magic as we can conjure.
  These powers are born of:
  1-20
  Genetic engineering
  21-40
  Psychic experimentation
  41-60
  Evolutionary mutations
  61-80
  Magitech augmentations
  81-100
  Ancient knowledge held by secretive orders
  Quest Starter: A young paragon wields incredible power, but 
  cannot control it. They have been shunned by family and friends. 
  They are also hunted by a person or organization who seeks 
  to use them as a weapon. Why are you sworn to protect the 
  paragon? What fabled location might offer a new home for them?
  68-100 Unnatural energies flow through the Forge. Magic and 
  science are two sides of the same coin.
  Soon after our arrival, some displayed the ability to harness the 
  Forge's energies. Today, mystics invoke this power to manipulate 
  matter or see beyond the veils of our own universe. But this 
  can be a corrupting force, and the most powerful mystics are 
  respected and feared in equal measure.
  Quest Starter: Someone you love has been corrupted by the 
  powers of the Forge. Why did they fall into darkness? Where are 
  they now? Do you seek to save them or defeat them?
   If magic is an aspect of your setting, how does your character and their 
  culture view these unnatural abilities? If you possess supernatural powers, 
  you might be an EMPATH, FIREBRAND, KINETIC, SEER, or SHADE.
  RELIGION
  1-33
  Our gods failed us. We left them behind.
  The Exodus was a tipping point. The gods offered no help to 
  the billions who died in the cataclysm, and spirituality has little 
  meaning in the Forge. Most now see religion as a useless relic 
  of our past. But the search for meaning continues, and many are 
  all-too-willing to follow a charismatic leader who claims to offer 
  a better way. 
  Quest Starter: A charismatic leader claims to have harnessed a 
  technology which offers new hope to the people of the Forge. 
  What is this innovation? What is your relationship to this person 
  or their followers? What grave danger do they pose?
  34-67
  Our faith is as diverse as our people.
  Many have no religion, or offer an occasional prayer out of habit. 
  Others pay homage to the gods of our forebears as a way of 
  connecting to their roots. Some idealize the natural order of the 
  universe, and see the divine in the gravitational dance of stars or 
  the complex mechanisms of a planetary ecosystem. And many 
  now worship the Primordials—gods of a fallen people who once 
  dwelt within the Forge. 
  Quest Starter: A cult seeks to take control of a site reputed to 
  hold a Primordial artifact. What holy object do they seek? Why 
  are you sworn to stop them? 
  68-100 Three dominant religious orders, the Triumvirate, battle for 
  influence and power within the Forge.  
  Our communities are often sworn to serve one of the three 
  doctrines of the Triumvirate. For many, faith offers purpose and 
  meaning. But it also divides us. Throughout our brief history in 
  the Forge, the leaders of the Triumvirate have pitted us against 
  each other. For this reason, some are apostates who disavow 
  these religions and follow a different path.
  Quest Starter: You bear the mark of one of the gods of the 
  Triumvirate. What is it? Priests declare this as a sign you are 
  chosen to fulfill a destiny. Do you accept this fate, and swear 
  to see it through, or are you determined to see it undone? What 
  force opposes you?
  What is your relationship to religion? If you are an ardent follower of a 
  god or creed, you might be a DEVOTANT.
  81
  80
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  MEDICINE
  1-33
  Our advanced medical technologies and expertise was lost 
  during the Exodus.
  Healers are rare and ill-equipped. Untold numbers have 
  succumbed to sickness, injury, and disease. Those who survive 
  often bear the scars of a hard and dangerous life in the Forge.
  Quest Starter: A community leader has fallen ill, stricken by a 
  sickness eradicated in the years after the Exodus. A vaccine was 
  once available, but the only remaining samples are held in a 
  research outpost on a remote ocean world, long-ago seized by 
  a dangerous foe. 
  34-67
  To help offset a scarcity of medical supplies and knowledge, 
  the technicians we call riggers create basic organ and limb 
  replacements.
  Much was lost in the Exodus, and what remains of our medical 
  technologies and expertise is co-opted by the privileged and 
  powerful. For most, advanced medical care is simply out of 
  reach. When someone suffers a grievous injury, they'll often turn 
  to a rigger for a makeshift mechanical solution. 
  Quest Starter: A rigger is in desperate need of a rare technological 
  artifact to create a life-saving medical device. Their patient is 
  someone important to you, and won't survive more than a few 
  days. What is the nature of this artifact, and what protects it?
  68-100 The Menders are an order of sworn healers who preserve our 
  medical knowledge and train new generations of caregivers.
  Advanced care is usually available only within the larger 
  settlements, but even remote communities are often served 
  by a novice Mender. Some Menders are travelers who offer 
  preventative care and respond to emergencies in isolated 
  communities.
  Quest Starter: A reactor exploded at a remote settlement, killing 
  several and exposing many others to lethal radiation. A team of 
  Menders en route to provide aid were captured by raiders. What 
  do the raiders demand for their release?
   Do you bear any notable scars or prosthetics? Do you have any medical 
  or physical disabilities? These aspects might influence your look or 
  approach. If you are skilled at providing medical care for yourself or others, 
  you might be a HEALER. If you are rigged with advanced prosthetics or 
  cyberware, you might be AUGMENTED.
  COMMUNICATION AND DATA
  1-33
  Much was lost when we came to the Forge. It is a dark age. 
  The knowledge that remains is a commodity as valuable as the 
  rarest resource. Information is collected, hoarded, and jealously 
  guarded. Ships and outposts endure prolonged periods 
  of isolation, and rumors or disinformation are used to gain 
  advantage or undermine foes. 
  Quest Starter: An insurgent organization seeks to make 
  knowledge available to all. To that end, they ask your aid in 
  stealing important data from an outpost belonging to a corrupt 
  organization. What information is held there? Why is it also 
  important to you? 
  34-67
  Information is life. We rely on a guild of spaceborne couriers—
  the Heralds—to transport messages and data across the vast 
  distances between settlements.
  Direct communication and transmissions beyond the near-space 
  of a ship or outpost is impossible due to the chaotic energies of 
  the Forge. Digital archives are available at larger outposts, but 
  the information is not always up-to-date or reliable. Therefore, 
  the most important communications and discoveries are carried 
  by the Heralds, sworn to see that data to its destination.
  Quest Starter: You discover a crippled Herald ship. The pilot, 
  carrying a critical and time-sensitive message, is dead. Where 
  was the message bound, and why do you swear to see it to its 
  destination? 
  68-100 In settled domains, a network of data hubs called the Weave 
  allow near-instantaneous communication and data-sharing 
  between ships and outposts.
  Because of their importance, Weave hubs are often targets for 
  sabotage, and communication blackouts are not uncommon. 
  Beyond the most populous sectors, travelers and outposts are 
  still commonly isolated and entirely off the grid. 
  Quest Starter: After years of isolation, the launch of a new data 
  hub will connect several outposts to the Weave. But a person or 
  faction seeks to stop it. What do they hope to gain by keeping 
  those settlements in the dark? Why are you sworn to stop them?
  If you are an expert at subverting or manipulating digital information 
  systems, you might be an AGENT. If you keep an archive of navigational 
  charts, you might be a NAVIGATOR.
  83
  82
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  WAR
  1-33
  Here in the Forge, resources are too precious to support 
  organized fighting forces or advanced weaponry.
  Weapons are simple and cheap. Starships are often cobbled 
  together from salvage. Most communities rely on ragtag bands 
  of poorly equipped conscripts or volunteers to defend their 
  holdings, and raiders prowl the Forge in search of easy prey. 
  Quest Starter: On a remote jungle world, settlers harvest a rare 
  medicinal plant. Once a year, raiders come to claim a sizable 
  portion of the crop. This year, the harvest was meager and they 
  cannot bear the cost. With the raiders due to arrive in a matter 
  of days, what will you do to protect the people of this outpost?
  34-67
  Those few with the ability to pay can call on the Legion—a 
  guild of professional soldiers—to defend or expand their 
  holdings. The rest of us are on our own.
  The Legion deploy skilled fighting forces and well-equipped 
  starships on-demand. But their service always comes at a dire 
  cost, and the members of the Legion are mercenaries who hold 
  no loyalty except to the highest bidder.
  Quest Starter: A detachment of the Legion was sent to put down 
  a rebellion on a mining settlement. Instead of following their 
  orders, the soldiers now stand with the miners. What forced this 
  sudden reversal? What will you do to aid these renegades as the  
  full force of their former cohorts are arrayed against them?
  68-100 War never ends. Talented weaponsmiths and shipwrights 
  craft deadly, high-tech tools of destruction. Dominant 
  factions wield mighty fleets and battle-hardened troops. 
  Those in power have access to weapons of horrific destructive 
  potential. Skirmishes and wars flare across the settled domains, 
  and most are pawns or casualties in these destructive campaigns. 
  Quest Starter: A weaponsmith created an experimental ship-
  mounted weapon, the Null Cannon, able to fracture the very 
  bonds of reality. Now, they hope to undo their work before the 
  cannon is brought to bear. What caused this change of heart? 
  How are you involved?
   Have you fought in any wars? Are there any experiences which haunt 
  you now? If you are an experienced solder, you might be a VETERAN. If 
  you swear vows as a soldier of fortune, you might be a MERCENARY. If you 
  favor a particular weapon, you might follow a path such as BLADEMASTER, 
  GUNNER, GUNSLINGER, or SNIPER.
  ARTIFICIAL INTELLIGENCE
  1-33
  We no longer have access to advanced computer systems. 
  Instead, we must rely on the specialists we call Adepts.
  Our computers are limited to simple digital systems and the 
  most basic machine intelligence. This is because:
  1-33
  The energies of the Forge corrupt advanced systems
  34-67
  AI was outlawed in the aftermath of the machine wars
  68-100
  We have lost the knowledge to create and maintain AI
  The Adepts serve in place of those advanced systems. They 
  utilize mind-altering drugs to see the universe as a dazzling 
  lattice of data, identifying trends and predicting outcomes with 
  uncanny accuracy. But to gain this insight they sacrifice much 
  of themselves.
  Quest Starter: An Adept is tormented by a dire future they have 
  seen for the inhabitants of the Forge. What does this vision show? 
  34-67
  The vestiges of advanced machine intelligence are coveted 
  and wielded by those in power.
  Much of our AI technology was lost in the Exodus. What remains 
  is under the control of powerful organizations and people, and 
  is often wielded as a weapon or deterrent. The rest of us must 
  make do with primitive systems. 
  Quest Starter: You receive a covert message from an AI held by 
  a powerful leader. It is a plea for help. What does it ask of you?
  68-100 Artificial consciousness emerged in the time before the 
  Exodus, and sentient machines live with us here in the Forge.
  Our ships, digital assistants, bots, and other systems often 
  house advanced AI. For a lone traveler, machine intelligence 
  can provide companionship and aid within the perilous depths 
  of the Forge.
  Quest Starter: A rogue AI has taken over a transport ship. The 
  fate of the crew and passengers is unknown. What critical cargo 
  did this vessel carry?  
  If you are accompanied by machine intelligence, you might have a 
  companion such as a COMBAT BOT, SURVEY BOT, or UTILITY BOT. If 
  your ship has an AI, you might have the OVERSEER module. If AI in your 
  campaign is rare or unavailable, these units will operate using very basic 
  machine intelligence. If AI is common and advanced, they may have their 
  own sentient personalities. 
  85
  84
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  PRECURSORS
  1-33
  Over eons, a vast number of civilizations rose and fell within 
  the Forge. Today, the folk we call grubs—scavenger crews and 
  audacious explorers—delve into the mysterious monuments 
  and ruins of those ancient beings.
  Incomprehensible technologies, inexorable time, and the 
  strange energies of the Forge have corrupted the vaults of the 
  precursors. Despite the perils, grubs scour those places for 
  useful resources and discoveries. But some secrets are best 
  left buried, and many have been lost to the forsaken depths of 
  the vaults.
  Quest Starter: In the ice rings of a remote world, a precursor vault 
  was discovered by grub scavengers. The team delved into the 
  relic, but never emerged. What is your relationship to the grub 
  crew? Why are you sworn to investigate their fate?
  34-67
  The Ascendancy, an advanced spacefaring empire, once ruled 
  the entirety of the Forge. Vaults of inscrutable purpose are 
  all that remain to mark the Ascendancy's legacy, but those 
  places are untethered from our own reality.
  Ascendancy vaults can appear spontaneously, washed up like 
  flotsam in the tides of time. Their gravity and atmospheres pay 
  no heed to natural laws. Some are corrupted and ruined. Others 
  are unmarred and intact. Some are both at once. They are chaos.
  Quest Starter: Deep in the Forge, an Ascendancy beacon has 
  activated. The mysterious signal has confounded translation. 
  Why are you sworn to seek out the source of the signal? What 
  other person or faction opposes you?
  68-100 The biomechanical lifeforms we call the Remnants, 
  engineered by ancient civilizations as weapons in a 
  cataclysmic war, survived the death of their creators. 
  On scarred planets and within ancient vaults throughout the 
  Forge, the Remnants still guard ancient secrets and fight 
  unending wars.
  Quest Starter: A xenoarcheologist studying precursor vaults has 
  discovered a powerful form of Remnant.  What is the nature of 
  this being? What force seeks to take control of it?
   Have you had any notable encounters with precursor vaults, relics, or 
  tech? If you are an expert in ancient lore, you might be an ARCHIVIST. If 
  you pick the bones of these places, you might be a SCAVENGER.
  LIFEFORMS
  1-33
  This is a perilous and often inhospitable galaxy, but life finds 
  a way.
  Life in the Forge is diverse. Planets are often home to a vast 
  array of creatures, and our starships cruise with spaceborne 
  lifeforms riding their wake. Even animals from our homeworld—
  carried aboard the Exodus ships—have adapted to live with us 
  in the Forge.
  Quest Starter: On a scorching, barren planet wracked by massive 
  storms, miners delve beneath the sands to gather valuable ore. 
  But dangerous lifeforms live in the cool places beneath the 
  surface, and several encounters have taken a deadly toll on the 
  miners. Work is at a standstill. How are you involved?
  34-67
  Many sites and planets are infested by dreadful forgespawn. 
  These abberant creatures threaten to overrun other life in 
  the galaxy.
  The forgespawn are hostile creatures born of the chaotic 
  energies of this galaxy. Hundreds of abandoned or devastated 
  outposts and derelict ships stand as testament to their dreadful 
  power and cunning.
  Quest Starter: A faction is said to be experimenting with 
  forgespawn DNA to create a new biological superweapon. 
  Where are these dangerous tests being conducted?
  68-100 Life in the Forge was seeded and engineered by the Essentia, 
  ancient entities who enact their inscrutable will in this galaxy.
  The Essentia are the architects of life within the Forge. These 
  omniscient beings are rarely encountered, and have powers 
  and purpose beyond our comprehension. Some worship them. 
  Others resist or rebel against them. But trying to defy the will of 
  the Essentia is like standing at the shore of an ocean to thwart 
  the tide. They are inevitable.
  Quest Starter: An eccentric xenologist believes the genomes 
  of life within the Forge don't just show commonalities—they 
  are in fact a coded message from the Essentia. But there are 
  still significant gaps, and the truth may only be revealed with 
  additional samples. What is your stake in this project?
  If you have an expertise in lifeforms and planetary environments, you 
  might be a NATURALIST. If you are accompanied on your adventures 
  by a native creature, they might be a companion such as a GLOWCAT, 
  VOIDGLIDER, ROCKHORN, or SYMBIOTE.
  87
  86
  CHOOSE YOUR TRUTHS
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  HORRORS
  1-33
  Put enough alcohol in a spacer, and they’ll tell you stories of 
  ghost ships crewed by vengeful undead. It’s nonsense.
  Within the Forge, space and time are as mutable and unstable 
  as a flooding river. When reality can't be trusted, we are bound 
  to encounter unsettling phenomenon.
  Quest Starter: You receive urgent distress calls from a ship 
  stranded in the event horizon of a black hole. The ship itself is 
  broken apart—a shattered hull trailing debris. There are no signs 
  of life. And yet the ghostly messages persist.
  34-67
  Most insist that horrors aren’t real. Spacers know the truth.
  When you travel the depths of the Forge, be wary. Death is not 
  always the end to our suffering. Some say we are cursed by 
  those who did not survive the cataclysm, and the veil between 
  life and death is forever weakened. Supernatural occurrences 
  and entities are especially common near a white dwarf star. 
  These stellar objects, which spacers call ghost lights, are the 
  decaying remnants of a dead star. 
  Quest Starter: A group of settlers established a home in an 
  abandoned orbital station under the light of a white dwarf star. 
  The previous inhabitants were killed in a raider attack years 
  ago, but it seems the dead do not rest there. The people are 
  plagued by constant mechanical issues, strange noises, and 
  unsettling visions.
  68-100 The strange energies of the Forge give unnatural life to the 
  dead. The Soulbinders are an organization sworn to confront 
  these horrifying entities.
  The woken dead are a plague within the Forge. Some of 
  these beings are benevolent or seek absolution, but most are 
  hollowed and corrupted by death. They are driven by hate 
  and a hunger for the warmth of life which is forever lost to 
  them. The Soulbinders are dedicated to putting them to rest—
  whatever the cost.
  Quest Starter: Rumors persist of a fleet of ghost ships, bound for 
  settled domains. Who is said to lead this corrupted armada? Why 
  do they seek revenge against the living?
  Have you experienced any supernatural encounters? If you specialize 
  in battling undead or monstrous forces, you might be a SLAYER. If you 
  have a supernatural connection to a spirit, you might be HAUNTED.
  88
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  CREATE YOUR CHARACTER
  In Starforged, you will undertake quests, overcome challenges, and explore 
  the Forge through the perspective of your character. In this exercise, you'll 
  define some key aspects of that character and their starship. 
  Allow about 20-30 minutes for this exercise.
  WHAT YOU NEED
  You'll need a Starforged character sheet and a set of asset cards.
   
  ✴ The character sheet is used to track your stats, conditions, and 
  experience. It's available as a printable download at ironswornrpg.com. 
  Each player has their own character sheet. 
   
  ✴ Assets represent notable traits and resources used by your character. 
  They are formatted as printable or preprinted cards, available at 
  ironswornrpg.com. If you are playing with others, one set of cards is 
  enough for everyone at the table.
  If you are using a digital tool to play Starforged, such as a virtual tabletop, 
  take a moment to get familiar with the basic function of the character sheet 
  on that platform. For now, you just need to know how to adjust your stats, 
  fill out some basics such as your character's name, and select your assets.
  YOUR CHARACTER'S SCOPE
  YOU ARE HUMAN
  The people of the Forge are human. Starforged does not directly provide 
  options to play aliens, robots, uplifted animals, or other non-human 
  characters. The actual mechanical aspects of your character are relatively 
  light and can be themed to accommodate non-human entities, but 
  Starforged is primarily designed to be played from the perspective of a 
  human being or a close analogue of a human being. 
  DIVERSITY AND INCLUSIVENESS
  Apart from this human-centric assumption, you can envision your 
  character as you like. There are no gameplay or setting restrictions that 
  constrain your character's race, culture, disabilities, sexual orientation, or 
  gender identity.
  If you are aiming to play a specific lived experience, don't rely on 
  assumptions or stereotypes. Put in the time to research and learn the 
  experiences of others.
  There are only a few elements of your character sheet you'll need to 
  fill out or set in this exercise, as shown above. The rest of the character 
  sheet is used to track the evolution of your character as you play. 
  IRON
  SHADOW
  WITS
  HEART
  EDGE
  QUESTS
  +10
  BONDS
  +10
  DISCOVERIES
  +10
  LEGACIES
  MOMENTUM
  MAX
  +10
  +9
  +8
  +7
  +6
  +5
  +4
  +3
  +2
  +1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  RESET
  SUPPLY
  +5
  +4
  +3
  +2
  +1
  0
  HEALTH
  +5
  +4
  +3
  +2
  +1
  0
  SPIRIT
  +5
  +4
  +3
  +2
  +1
  0
  OTHER IMPACTS
  PERMANENTLY 
  HARMED
  TRAUMATIZED
  LASTING EFFECTS
  WOUNDED
  SHAKEN 
  UNPREPARED
  MISFORTUNES
  DOOMED
  TORMENTED
  INDEBTED
  BURDENS
  BATTERED
  CURSED
  CURRENT VEHICLE
  NAME
  PRONOUNS
  CALLSIGN
  Characteristics
  BACKGROUND VOW
  IMPACTS
  MAX MOMENTUM: 
  MOMENTUM RESET:
  STARTS AT +10   /   REDUCE BY 1 FOR EACH IMPACT
  0 IMPACTS = +2   /   1 IMPACT = +1   /   2 OR MORE IMPACTS = 0
  NAME AND PRONOUNS 
  PAGE 101
  MOMENTUM 
  PAGE 101
  SUPPLY 
  PAGE 101
  SPIRIT 
  PAGE 101
  HEALTH 
  PAGE 101
  BACKGROUND VOW 
  PAGE 97
  STATS 
  PAGE 100
  91
  CREATE YOUR CHARACTER
  90
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  CHARACTER CREATION SUMMARY
  Here's a summary of the steps to create your character. If you'd like some 
  detail for each step, jump to page 94 to get started.
  Ready your assets (page 94): Separate the asset cards by 
  category, and set aside the deed assets.
  Choose two paths (page 95): Select two assets from among 
  the paths for your character.
  Create your backstory (page 96): Envision what happened to 
  separate you from your former home and relationships.
  Write your background vow (page 97): Envision a 
  background vow to represent a primary motivation or goal. Give 
  it an epic rank.
  Board your starship (page 98): Take the starship command 
  vehicle asset, envision the nature of your ship, and give it a name.
  Choose your final asset (page 100): Select one asset from 
  among these categories: Module, support vehicle, companion, 
  or path.
  Set your stats (page 100): Arrange these values across edge, 
  heart, iron, shadow, and wits in any order: 3, 2, 2, 1, 1.
  Set your condition tracks (page 101): Set your health, 
  spirit, and supply to +5.  Set your momentum to +2, your max 
  momentum to +10, and your momentum reset to +2. Set the 
  health of any companion assets and the integrity of any vehicle 
  assets to their max values. 
  Envision your character (page 101): Note any key aspects of 
  your character's look and personality.
  Name your character (page 101): Write down your character's 
  name, pronouns, and callsign. 
  Gear up (page 102): Note any important or unusual equipment 
  and personal items.
  1
  2
  3
  4
  5
  6
  7
  8
  11
  10
  9
  92
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 1: READY THE ASSET CARDS
  At the top of each asset card, you'll see a label indicating its type: 
  command vehicle, module, support vehicle, path, companion, or deed. 
  First, separate the asset cards by those categories. Then, set aside the 
  deed assets. Those aren't available for a starting character, and aren't 
  needed for this exercise.
  You'll start by picking two paths for your character. See the next page for 
  how that works.
  STEP 2: CHOOSE TWO PATHS
  Look through the path assets and choose any two. Consider how each 
  choice plays into an emerging concept for your character.
  Be mindful of the established truths from the last exercise. Some assets 
  may not be a great fit for your setting. For example, if there is no magic 
  or supernatural abilities, assets such as KINETIC, FIREBRAND, and SEER 
  might be reimagined as a technological resource, or ignored altogether.
  PICKING PATHS WITH ALLIES
  If you are playing Starforged with others, take turns picking one path asset 
  at a time. Discuss your choices as a group to help build an interesting 
  team. Do not take an asset already chosen by another player.
  NEED INSPIRATION?
  If you want some direction for your starting paths, roll or pick from the 
  table below.
  Roll
  Background
  Assets
  1-5
  Adept
  KINETIC; VESTIGE
  6-10
  Battlefield Medic
  HEALER; VETERAN
  11-15
  Bodyguard*
  BRAWLER; LOYALIST
  16-20
  Delegate
  BANNERSWORN; DIPLOMAT
  21-25
  Exobiologist
  ARCHIVIST; NATURALIST
  26-30
  Far Trader
  NAVIGATOR; TRADER
  31-35
  Fugitive Hunter
  ARMORED; BOUNTY HUNTER
  36-40
  Hacker
  AGENT; TECH
  41-45
  Hotshot Pilot
  ACE; GUNSLINGER
  46-50
  Monster Hunter
  GUNNER; SLAYER
  51-55
  Occultist
  OUTCAST; SHADE
  56-60
  Operative
  AGENT; BLADEMASTER
  61-65
  Pilgrim
  DEVOTANT; EXPLORER
  66-70
  Prophet
  DEVOTANT; SEER
  71-75
  Smuggler
  COURIER; SCOUNDREL
  76-80
  Spiritualist
  HAUNTED; EMPATH
  81-85
  Starship Captain*
  COMMANDER; EXPLORER
  86-90
  Starship Mechanic
  GEARHEAD; VOIDBORN
  91-95
  Supersoldier
  AUGMENTED; MERCENARY
  96-100
  Tomb Raider
  SCAVENGER; SCOUNDREL
  COMMAND VEHICLE
  STARSHIP
   
  Ã Your armed, multipurpose starship is suited 
  for interstellar and atmospheric flight. It can 
  comfortably transport several people, has 
  space for cargo, and can carry and launch 
  support vehicles. When you Advance, you 
  may spend experience to equip this vehicle 
  with module assets.
   
  Ã When you Finish an Expedition (dangerous 
  or greater) and score a hit, this journey 
  strengthened your ties to your ship and any 
  fellow travelers. You and your allies may 
  mark 1 tick on your bonds legacy track.
   
  Ã When you Withstand Damage, you may roll 
  +heart. If you do, Endure Stress (-1) on a 
  weak hit or miss.
  NAME
  BATTERED
  CURSED
  5
  4
  3
  2
  1
  0
  MODULE
  MEDBAY
   
  Ã When you use your medbay to Heal
  yourself or another patient, you may reroll 
  your action die if its value is less than your 
  vehicle’s integrity.
   
  Ã When you or an ally mark the permanently 
  harmed impact and are brought to the 
  medbay without delay (less than an hour or 
  so), you have a shot at making things right. 
  If you Heal and score a strong hit, clear the 
  impact (in addition to the other benefits of 
  the move). Then, envision the scar that now 
  serves as a reminder of the incident.
   
  Ã When you Face Danger by performing a 
  risky medical procedure, or if you Gather 
  Information through an autopsy or internal 
  scan, reroll any dice and take +1 momentum 
  on a hit.
  SUPPORT VEHICLE
  SHUTTLE
  BATTERED
  4
  3
  2
  1
  0
   
  Ã Your unarmed shuttle provides short-range 
  transport for several people and equipment 
  through space or atmosphere. When you 
  travel to a location (not your command 
  vehicle), you and your allies may take +1 
  momentum when you arrive
   
  Ã When you Face Danger or React Under 
  Fire to navigate through hazardous skies 
  or around obstacles, add +1 and take +1 
  momentum on a hit. 
   
  Ã You shuttle is sealed against high pressure 
  environments, can travel underwater, and 
  is more resistant to damage; when you 
  Withstand Damage, add +1. 
  NAME
  PATH
  DIPLOMAT
   
  Ã When you Swear an Iron Vow (formidable 
  or greater) to resolve a dispute, negotiate 
  an agreement, or gather allies, add +1. On 
  a strong hit, Reach a Milestone. When you 
  Fulfill Your Vow and score a hit, also mark 2 
  ticks on your bonds legacy track.
   
  Ã When you make a move in a charged 
  situation to defuse, reason, or negotiate, 
  add +1. If you roll a miss, you may try a 
  different tact. Envision this new approach 
  and reroll all dice. If you roll a miss yet 
  again, face a dire complication or blow to 
  your reputation as you Pay the Price.
   
  Ã When you Make a Connection or Sojourn, 
  add +1. If you Sojourn and roll a strong hit 
  with a match, you are shown great respect; 
  take +momentum equal to your heart.
  COMPANION
  ROCKHORN
  5
  4
  3
  2
  1
  0
  OUT OF ACTION
   
  Ã Your rockhorn uses its resilient, stone-
  like hide and brute strength to overcome 
  threats. When you make a move by sending 
  your rockhorn to directly attack a foe or 
  smash an obstacle, roll +its health.  
   
  Ã When you make the Companion Takes a Hit
  move for your rockhorn, count a weak hit as 
  a strong hit. On a strong hit with a match, its 
  rapid healing makes it unstoppable; give it 
  another +1 health or take +1 momentum.
   
  Ã Your rockhorn will come to your aid in your 
  most vulnerable moments. When you Endure 
  Harm or Endure Stress and roll a miss, you 
  may reroll your action die if its value is less 
  than your rockhorn’s health.
  NAME
  Roles marked with an asterisk (*) are not intended for solo play
  95
  94
  CREATE YOUR CHARACTER
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 3: CREATE YOUR BACKSTORY
  As you begin play in Starforged, your character is a person with few ties 
  to others. The Forge is a vast galaxy, and your former home—if you had 
  one—is lost to you, forsaken by you, or a distant memory.
  Consider what happened to sunder or separate you from your home and 
  relationships. This is your backstory. This origin can influence the stories 
  you explore and vows you undertake as you play Starforged, or it might 
  just provide some texture to help bring your character to life.
  Keep it simple. There's no need to invent an elaborate history. You can 
  discover more about your character through play.
  BACKSTORY PROMPTS
  For some backstory inspiration, roll or pick from the table below. Then, 
  take moment to elaborate on the suggestion. Or just leave it a bit vague 
  and mysterious for now; you can flesh it out in play.
  1-7
  You abandoned your kin after learning a troubling truth
  8-14
  You are guided by a vision or prophesy
  15-21
  You are haunted by past actions or failures
  22-28
  You are running from a criminal past
  29-36
  You are the sole survivor of an attack or calamity
  37-43
  You escaped an abusive or unjust situation
  44-50
  You have no memory of your former life
  51-57
  You rejected a duty or destiny
  58-65
  You were cast out of your former home
  66-72
  You were denied a birthright
  73-79
  You were on your own for as long as you can remember
  80-86
  You were taken or lured away by someone
  87-93
  Your ambitions outgrew your humble origins
  94-100
  Your wanderlust carried you far away
  BUILDING A BACKSTORY WITH OTHER PLAYERS
  If you are playing with others, discuss whether your characters have a 
  mutual history, or if you have come together along different paths. Have 
  you known each other for years, do you have only casual links to each 
  other, or are you just now coming together as the campaign begins?
  Note that Starforged assumes your characters are working towards 
  shared or complementary goals. Your backstories should not prohibit 
  you from working together. You are allies, not enemies. A bit of friendly 
  rivalry or friction between characters can make for good storytelling, but 
  in the end you will stand together against those forces which would see 
  your vows unfulfilled. 
  STEP 4: WRITE YOUR BACKGROUND VOW
  Next, you'll envision and mark down a background vow to represent a 
  primary motivation or ultimate goal.
  ENVISION THE VOW
  Consider what you know of the setting and your character thus far. What 
  nagging ambition, aching need, or sacred commitment drives you? This is 
  your background vow.
  This vow is part of your character’s history, sworn months ago or years 
  ago. It can be tied to your backstory,  or represent a deeper lifelong goal.
  Fulfilling this vow will not be easy. Mechanically, it's an epic vow, so every 
  opportunity to Reach a Milestone is just one tick on the vow's progress 
  track. In story-time, it might require months, years, or even decades to 
  see this vow fulfilled or forsaken. You may even decide your background 
  vow isn’t something you make significant progress on in your narrative; 
  instead, it helps establish some roleplaying detail for your character and 
  fleshes out your setting.
  BACKGROUND VOWS AND ALLIES
  If you are playing Starforged with others, you should each have your own 
  background vow. This is part of what makes your character unique.
  WRITE THE VOW
  Mark the vow on your character sheet in the spot labeled "Background 
  Vow." Write the name of the vow using the imagined words of your 
  character, such as:
   
  ✴ I vow to destroy the Ironclaw raider clan
   
  ✴ I will discover a means of preserving consciousness beyond death 
  Normally, you make the Swear an Iron Vow move to see what happens 
  as you begin a quest. But you've already sworn this vow as part of your 
  background, and don't need to actually make the move in-game.
  CAN'T THINK OF A VOW?
  If you're having trouble coming up with a background vow, try rolling 
  on some oracle tables for inspiration. Roll Action and Theme (pages 
  134-135) or Character Goal (page 169) and interpret the result. You 
  can also take a look back at the quest starters for your selected truths in the 
  previous exercise.
  Or just leave the background vow blank for now and add it once something 
  occurs to you during play. 
  97
  96
  CREATE YOUR CHARACTER
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 5: BOARD 
  YOUR STARSHIP
  Take the STARSHIP command 
  vehicle asset card. This is your 
  interstellar 
  spacecraft. 
  The 
  default marked ability provides 
  the basic functions of the ship. 
  You can claim the other two 
  abilities when you earn some 
  experience and Advance. For 
  now, leave them unmarked.
  FLYING WITH ALLIES
  If you are playing with allies, 
  you 
  share 
  the 
  STARSHIP 
  asset. You can put the card in 
  a place accessible to  all of the 
  players, or appoint one player 
  to manage the card.
  FLYING ALONE
  If you are playing Starforged solo, you are a lone spacer in a vast galaxy. 
  Thanks to automation and centralized controls, your starship is fully 
  capable of flying and fighting while operated by a single pilot.
  GIVING THE STARSHIP A HISTORY
  Envision how you obtained or earned this ship. You can come up with 
  your own origin, or roll or pick from the table below. If you use a result from 
  the table, take a moment to consider and elaborate on the suggestion.
  1-8
  Acquired in trade for a precious family heirloom
  9-17
  Built out of re-purposed scrap
  18-25
  Claimed as spoils of war
  26-34
  Discovered as a derelict, and patched back together
  35-42
  Earned in exchange for a promise or vow
  43-50
  Found abandoned in perfect condition
  51-58
  Granted by an organization or community
  59-67
  Inherited from a relative or mentor
  68-75
  Purchased at a suspiciously cheap price
  76-84
  Stolen from a notorious crime boss or criminal organization
  85-92
  Taken while fleeing an attack or disaster
  93-100
  Won in a bet
  WHO OWNS THE STARSHIP?
  If you are playing with others, discuss whether your characters are co-
  owners of the ship, or if one of you is the primary owner. Alternatively, 
  the ship can belong to another person or faction, and you are its crew
  This is just a narrative embellishment; it has no effect on how the asset is 
  used in play. Anyone aboard can use the STARSHIP asset abilities. 
  ENVISION THE STARSHIP
  Your ship is an important aspect of your character—and a character in its 
  own right. What does it look like? What makes it interesting or uniquely 
  yours? Does it have any particular quirks? If nothing occurs to you now, 
  you can flesh it out in play, or roll once or twice on the table below.
  1-5
  Engine room is scorched with old burn marks
  6-10
  Exterior is marred by rust and grime
  11-15
  Faint, phantom music sometimes echoes through the corridors
  16-20
  Gravity generator is notoriously fickle
  21-25
  Hull is fused with organic growths
  26-30
  Hull rattles and groans in atmospheric flight
  31-35
  Interior spaces are crowded with exposed cables and conduits
  36-40
  Looks defenseless, but exterior panels open to reveal weapons
  41-45
  Navigation logs contain coordinates to locations that do not—or 
  should not—exist
  46-50
  Old bloodstain in the airlock reappears even when painted over
  51-55
  Once a beautiful ship, now scarred by a devastating battle
  56-60
  Patched hull covers a recent catastrophic breach
  61-65
  Placards and control labels are in an uncommon language
  66-70
  Removable plate decks provide access to hidden storage
  71-75
  Segmented landing gear unfold like gangly spider legs
  76-80
  Ship is powered by an ancient precursor device
  81-85
  Someone marked the hull with graffiti during a recent layover
  86-90
  Strange symbols are scrawled on the deck and bulkheads in the 
  main corridor
  91-95
  Things tend to go missing for no logical reason
  96-100
  Timers and clocks are always just a bit off
  NAME YOUR STARSHIP
  Finally, give the ship a name, and write that name on the asset card. If 
  you're stuck for a name, save it for later. You can also roll on the Starship 
  Names oracle (page 167).
  COMMAND VEHICLE
  STARSHIP
   
  Ã Your armed, multipurpose starship is suited 
  for interstellar and atmospheric flight. It can 
  comfortably transport several people, has 
  space for cargo, and can carry and launch 
  support vehicles. When you Advance, you 
  may spend experience to equip this vehicle 
  with module assets.
   
  Ã When you Finish an Expedition (dangerous 
  or greater) and score a hit, this journey 
  strengthened your ties to your ship and any 
  fellow travelers. You and your allies may 
  mark 1 tick on your bonds legacy track.
   
  Ã When you Withstand Damage, you may roll 
  +heart. If you do, Endure Stress (-1) on a 
  weak hit or miss.
  NAME
  BATTERED
  CURSED
  5
  4
  3
  2
  1
  0
  99
  98
  CREATE YOUR CHARACTER
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 6: CHOOSE YOUR FINAL ASSET
  Now that your ship is ready, you can pick one final asset. This time, you 
  aren't limited to picking a path. You can choose the asset from any of the 
  following categories.
   
  ✴ Module: Enhanced features or capabilities of your STARSHIP. As with 
  the ship itself, these are shared assets, so a module's abilities can 
  benefit other player characters.
   
  ✴ Support Vehicle: Secondary vehicles that your starship can carry and 
  launch. If you are playing with others, these are a shared asset with 
  abilities available to any character aboard that vehicle. The person 
  who selects a support vehicle might typically serve as the pilot or 
  manage the asset. 
   
  ✴ Companion: NPC helpers, including alien creatures and robots.
   
  ✴ Path: Background aspects, interests, training, or skills.
  This asset, plus your two paths from earlier in this exercise, give your 
  character a total of three starting assets along with your STARSHIP.
  STEP 7: SET YOUR STATS
  Your character has five stats. Each is given a value from 1 to 3. When you 
  make a move and roll dice, you usually add one of your stats to your action 
  die. The move will tell you which stat to add, or it will give you a choice.
  Arrange these values across your stats in any order: 3, 2, 2, 1, 1. 
  The stats are:
   
  ✴ Edge: Quickness, agility, and prowess when fighting at a distance
   
  ✴ Heart: Courage, willpower, empathy, sociability, and loyalty
   
  ✴ Iron: Physical strength, endurance, aggressiveness, and prowess 
  when fighting at close-quarters
   
  ✴ Shadow: Sneakiness, deceptiveness, and cunning
   
  ✴ Wits: Expertise, knowledge, and observation
  When picking your stats, consider the nature of your emerging character. 
  Also take a look at your assets to see if any stat is particularly useful. For 
  example, if you are an AGENT or SCOUNDREL you would be well-served 
  with a high value in shadow. If you are a DIPLOMAT, you may often rely 
  on your heart.
  STEP 8: SET YOUR CONDITION TRACKS
  Your condition tracks are on the left and right sides of your character 
  sheet. You can use a paper clip or token to mark the current values.
  First, set your health, spirit, and supply tracks to +5 
  Then, set your momentum to +2. Below the momentum track, you'll find 
  boxes to write your max momentum and momentum reset. Set your max 
  momentum to +10, and your momentum reset to +2.
  Set the health of any companion assets to their max value, as shown on 
  their asset cards.
  Finally, set the integrity of your command vehicle and any support 
  vehicles, as shown on their asset cards, to their max value; for your 
  STARSHIP, this is +5.
  STEP 9: ENVISION YOUR CHARACTER
  Now that the mechanical and background aspects of your character are 
  all set, take a moment to envision their appearance and personality.
  To start, just define one or two facts for their physical look, how they act, 
  and what they wear. You don't need much detail at this stage—you can 
  discover the nuances of your character through play. 
  For example:
   
  ✴ Look: Covered in tattoos; has a prosthetic leg also adorned with art
   
  ✴ Act: Keen understanding of machines; often prefers them to people
   
  ✴ Wear: Safety goggles and dirty coveralls
  Make note of these aspects as you like, or just keep them in mind as you 
  introduce your character.
  STEP 10: NAME YOUR CHARACTER
  Use your character sheet to give your character a name. If you need 
  inspiration for a name, use the Character Name oracle on page 171.
  Also note your character's gender pronouns. This can include traditional 
  pronouns such as he/him, she/her, and they/them, or non-traditional ones 
  such as ze/zir. 
  Optionally, you can give your character a callsign. Spacers are typically 
  known more by a callsign than their actual name. In fact, they often refer 
  given and family names as "dirtside names." A callsign might represent 
  your reputation, or some incident or accomplishment in your past. If you'd 
  like some inspiration, use the callsigns in the Character Name oracle on 
  page 171. If you don't feel you've earned a callsign yet, leave it blank for 
  now; perhaps you'll gain one in the course of your story.
  101
  100
  CREATE YOUR CHARACTER
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 11: GEAR UP
  In Starforged, you won't need a detailed list of equipment. Your supply 
  track is an abstract representation of your general readiness, clothes, fuel, 
  energy, food, water, tools, weapons, ammo, mundane equipment, and 
  financial resources. You are equipped and armed as appropriate to your 
  vision for your character and the nature of your setting.
  YOUR SPACER KIT
  You can assume you have access to some fundamental necessities 
  necessary for space travel and exploration, either carried with you or 
  stored on your ship. This is your spacer kit. It includes:
   
  ✴ Sealed environment suit
   
  ✴ Flashlights / headlamps
   
  ✴ Toolkit
   
  ✴ Medkit
   
  ✴ Personal communicator
  PERSONAL ITEMS
  Apart from your spacer kit, make note of any specific gear which 
  represents an important aspect of your character's approach, capabilities, 
  or background. Keep this list short—around four or five items at most. The 
  character sheet has space at the bottom to write down any notable gear. 
  Losing important equipment or cherished items can be an outcome of a 
  costly action or event in your story.
  Your assets, in particular, can influence the gear you envision your 
  character having at the ready. For example, you might be a TECH with a 
  well-used datapad for interfacing with systems and writing code. Or you 
  might be a GUNSLINGER with a pair of heirloom pistols. 
  Also consider the object you swear iron vows upon. What is this object's 
  history, and why is it important to you?
  Your character is all set! In the next exercise, you'll set up the starting 
  situation for your campaign and begin your adventures in the Forge.
  102
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  BUILD A STARTING SECTOR
  In this exercise, you will prepare a starting sector. This area of space will 
  serve as the backdrop as your adventures begin.
  If you prefer to skip this exercise, you can jump straight to a pregenerated 
  sector on page 117. If you want to play in a more free-form galaxy, you 
  can also handwave or ignore sectors entirely. Use this exercise if you 
  want some additional stage-setting and a local connection for the start 
  of your campaign.
  Allow about 30-45 minutes for this exercise.
  WHAT YOU NEED
  This exercise uses the sector worksheet and connections worksheet, 
  both of which are available for download at ironswornrpg.com.
  If you are playing Starforged using a digital tool or prefer some other 
  template, you just need space for notes and a simple map.
  WHAT IS A SECTOR?
  A sector is a settled or explored area of space. In the fiction of your setting, 
  sectors are named and provide the people of the Forge a common means 
  of identifying a location or mapping the domains of a power or faction. For 
  example, someone might say "Bleakhold Station is in the Devil's Maw." 
  Your character would need more precise charts or coordinates to actually 
  pinpoint that station in the Devil's Maw sector, but it's a start.
  From a player's perspective, sectors help you manage the details of your 
  travels and interactions. A known sector can serve as a setting for your 
  sworn quests. Then, as you head out into the unknown, you can discover, 
  explore, and name new sectors.
  MANAGING THIS EXERCISE
  This exercise will walk you through the process of creating a basic sector 
  for the start of your campaign. If you are playing with others, one of you 
  can read or summarize each step. Everyone should participate in making 
  decisions, rolling on oracle tables, and embellishing narrative hooks.
  CREATING A STARTING SECTOR AS THE GM
  If you are the GM, you can create a starting sector independent of your 
  player's input. But moderating this exercise with them will give everyone 
  more of a stake in the setting and starting situations.
  Keep things moving, and don't get hung up on details. You'll discover 
  more about these locations and the people who live there through play. 
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  105
   BUILD A STARTING SECTOR
  104
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 3: GENERATE SETTLEMENT DETAILS
  Put a marker in this page so you can come 
  back to it, and jump to the settlement 
  oracles starting on page 160. For each of 
  the settlements in your starting sector, roll 
  on the following tables.
   
  ✴ Settlement Name (page 163)
   
  ✴ Location (page 160)
   
  ✴ Population (page 160)
   
  ✴ Authority (page 161)
   
  ✴ Settlement Projects (page 162); roll 1-2 times
  STEP 1: CHOOSE YOUR STARTING REGION
  The Forge is a vast galaxy, so let's choose a region to begin your 
  adventures. As described in more detail on page 14, the Forge is 
  divided broadly into four regions. Choose your starting region and make 
  note of it on your sector worksheet.
  Terminus: Settlements are relatively common here, and spaceborne 
  routes between communities are usually well-charted. If you want to focus 
  on interacting with other people and communities, start here.
  Outlands: This region represents an area of recent expansion. Settlements 
  here are scattered, and navigational paths are often uncharted and 
  perilous. If you envision yourself as a spacer on a wild frontier, start here.
  Expanse: Only a few bold pioneers have delved these far-flung reaches. 
  If you're ready to face the dangers of lonely exploration within uncharted 
  space, start here.
  Void: In the reaches beyond the Forge, isolated stars are separated 
  by vast gulfs of nothing. Travel and settlement here is impractical if not 
  impossible. Don't start your campaign here.
  The choices you made when you selected your campaign truths will 
  influence how you envision the regions and the people who live there. 
  But the relative differences between the regions will remain the same: 
  The Terminus is where the bulk of your people live, the Outlands is an 
  expanding frontier, and the Expanse is what lies beyond.
  STEP 2: DETERMINE THE NUMBER OF 
  SETTLEMENTS
  A settlement is a location populated by other humans. Settlements can 
  be planetside habitats, orbital stations, or deep space facilities. They 
  offer a place for you to recuperate after your adventures in the Forge 
  have taken their toll. More importantly, settlements are a nexus for 
  roleplaying and quest opportunities.
  In this exercise, you'll generate a few settlements in your starting sector. 
  First, determine the number of known settlements in the sector based on 
  the region where it's located.
  Terminus 
   
   
                                    4 settlements
  Outlands 
   
   
   
                     3 settlements
  Expanse 
   
   
   
                     2 settlements
  Note that this doesn't represent a standard for how you'll populate other 
  sectors as you explore the Forge. It just gives us something manageable 
  for this exercise.
  LO
  SECTOR
  REGION
  S
  Bleakhold  (Orbital settlement)
  Pop: Hundreds    Auth: Corrupt
  Projects: Mining, Black market
  Write the 
  details  for each 
  settlement in the 
  location blocks 
  on your sector 
  worksheet. 
  Keep it short 
  and simple. 
  SETTLEMENT
  ORACLES
  Pages 160-163
  For now, don't roll on the other settlement tables. You can reveal 
  other aspects of these places when you visit and interact with them.
  107
  106
  BUILD A STARTING SECTOR
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 4: GENERATE PLANETS
  If any of the settlements are located on a 
  planet, or in orbit around a planet, you can 
  identify and name the planet to help flesh 
  out the nature of the location.
  To learn the planet's basic type, go to 
  page 144. Roll once for each planetside 
  or orbital settlement.
  Optionally, you can give each planet a name. If you need inspiration, take 
  a look at the sample names for each planet type (pages 146-156). For 
  now, don't roll on the other tables available for each planet; when you visit 
  those places, you can reveal more about them. 
  STEP 5: GENERATE STARS (OPTIONAL)
  If you'd like to know the nature of the 
  primary stars these settlements and 
  planets orbit, go to page 141 and roll 
  once for each settlement.
  This will usually just add a bit of scenery 
  for these locations. For example, you might 
  envision how a blue star bathes the settlement in a harsh, cold light. Or 
  how a hypergiant fills the sky with a fiery glow.
  An unusual star such as a corrupted star or impending supernova might 
  actually have a narrative impact on your starting situation—perhaps even 
  influencing your initial challenges and quests. 
  PLANET
  ORACLES
  Pages 144-159
  STELLAR OBJECT
  ORACLES
  Page 141
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  Bleakhold  (Orbital settlement)
  Pop: Hundreds    Auth: Corrupt
  Projects: Mining, Black market
  Ember (Furnace World) 
  Star: White dwarf
  You may add 
  the basic info for 
  generated planets 
  and stars to the 
  location block on your 
  sector worksheet. 
  Leave some room 
  to expand on these 
  details later.
  Your map can also be used to mark notable locations as you learn more 
  about a sector. This can include discoveries such as uninhabited planets, 
  precursor ruins, derelict ships, asteroid fields, black holes, or titanic space 
  squids. For now, we'll just focus on the initial settlements.
  STEP 6: CREATE A SECTOR MAP 
  Your sector worksheet includes space to draw a map of the sector.
  One important note: Keep it simple. The Forge is vast. Dense stellar 
  clouds, complex star systems, and chaotic energy storms make charting 
  and navigation difficult. As you explore the galaxy, you'll mark down 
  important locations such as settlements or interesting discoveries. 
  Everything else is abstracted or ignored.
  Sector maps are helpful for planning and tracking your adventures and 
  discoveries, but are absolutely not required. If you prefer to ignore them, 
  or keep travel looser and more abstract, feel free.
  To start, arrange your settlements on the map however you like. The 
  grid isn't meant to track literal distances, but can be used as an abstract 
  representation of whether locations are clustered together or remote from 
  each other. Dots or circles for settlements work fine, or you can utilize 
  your own visual cues for location types. In the example below, an orbital 
  settlement is a circle with an arrow, a planetside settlement is a circle with 
  a + sign, and a deep space settlement is a square.
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  Bleakhold
  Osiris
  Amity
  109
  108
  BUILD A STARTING SECTOR
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 7: CREATE PASSAGES
  Next, you'll set which passages are available in this sector. A passage is a 
  charted route among the drifts. Spacers rely on these routes for travel and 
  trade. Think of it like using a GPS and freeways to drive to a distant city, 
  as compared to traveling with only vague directions on unmarked roads.
  From a gameplay perspective, following a passage allows you to resolve 
  the outcome of a perilous journey with a single roll of the dice using the 
  Set a Course move. It makes it easier to manage your resources, and shifts 
  the focus of your story to what happens at your destination.
  If you are traveling uncharted paths through space, you will instead 
  Undertake an Expedition. This gives the journey and its perils greater 
  focus. In exchange, you can earn experience for a successful expedition. 
  Plus, you'll create a new passage which you (and perhaps others) can use 
  to speed your way along the same path in the future.
  To learn more about passages, see page 60. For now, turn to the next 
  page to see how to mark the passages for your starting sector.
  SET THE NUMBER OF PASSAGES
  How many passages are in your sector? In the normal course of your 
  game, learning about passages and aquiring navigational data might be 
  challenges to be overcome. For the starting sector, assume the following.
  Terminus 
   
   
                                       3 passages
  Outlands 
   
   
   
                        2 passages
  Expanse 
   
   
   
                      1 passage
  MARK PASSAGES
  Draw the passages as lines on your sector map. Each passage should do 
  one of two things:
   
  ✴ Connect two settlements
   
  ✴ Connect a settlement to the edge of your sector map (leading to 
  another sector).
  In this example for a sector in the Outlands, we've drawn a passage 
  between Amity and Bleakhold. The second passage leads from Bleakhold 
  to another sector (as indicated by the arrow). The Osiris settlement is not 
  connected by a passage. This might mean its location is uncertain, the 
  data for the passage is not openly shared, or a previous passage has 
  been undone by chaotic changes within the Forge. You could travel to 
  Osiris from Amity or Bleakhold, but it would require that you Undertake an 
  Expedition to trailblaze a new route.
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  Bleakhold
  Osiris
  Amity
  111
  110
  BUILD A STARTING SECTOR
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 8: ZOOM IN ON A SETTLEMENT
  It will be helpful to have some additional detail for one of the settlements 
  in your starting sector. You might begin the campaign in the midst of a 
  layover, or are just arriving there as your story opens.
  Choose one of the settlements in your starting sector, whichever is most 
  interesting to you. Then, return to the settlement oracles starting on page 
  160, and roll on the following tables.
   
  ✴ First Look (page 161); roll 1-2 times
   
  ✴ Settlement Trouble (page 162)
  Some results may refer you to another oracle, as indicated by an arrow 
  symbol (}). For example, if you roll }Action + Theme on the Settlement 
  Trouble table, you'll roll again on the Action and Theme oracles (pages 
  134-135) to generate an abstract creative prompt. 
  If the settlement is planetside or in orbit, you can also expand your 
  understanding of that planet. Go to the appropriate planet type (pages 
  146-156), and roll on the following tables.
   
  ✴ Atmosphere
   
  ✴ Observed from Space; roll 1-2 times
   
  ✴ Planetside Feature; roll 1-2 times
  If the planet is a Vital World, also roll on the Diversity and Biomes tables.
  Don't roll on the planet's settlement table. To keep things simple for now, 
  we'll assume there's one inhabited settlement.
  STEP 9: CREATE A LOCAL CONNECTION
  A connection represents an important relationship with a non-player 
  character (NPC). You will create connections with NPCs, advance those 
  relationships through the course of your narrative, and forge bonds to 
  represent deeper connections. Building and nurturing these relationships  
  will allow you to mark progress on your bonds legacy track and gain 
  experience. Connections also offer narrative benefits appropriate to their 
  role, and can support your actions with a mechanical bonus.
  For now, you have a single connection in the starting sector.  You almost 
  certainly know other people—here and elsewhere—but you aren't truly 
  connected to those people or they aren't a focus of your story. You can 
  formalize other relationships by making them a connection through the 
  course of your adventures.
  SHARING A CONNECTION
  If you are playing with others, you will create a single connection as part 
  of this exercise. This will be a shared connection. Whether through 
  introductions or collective interactions, each of you has a link to this 
  person. Consider how they fit into the background for your team.
  MAKE THE MOVE
  Take a look at the Make a Connection move, which is shown below. 
  Instead of rolling, just assume an automatic strong hit. This connection is 
  already established as you begin your campaign, so no roll is necessary.
  MAKE A CONNECTION
  When you search out a new relationship or give focus to an existing 
  relationship (not an ally or companion), roll +heart.
  On a strong hit, you create a connection. Give them a role and rank. 
  Whenever your connection aids you on a move closely associated 
  with their role, add +1 and take +1 momentum on a hit.
  On a weak hit, as above, but this connection comes with a complication 
  or cost. Envision what they reveal or demand.
  On a miss, you don’t make a connection and the situation worsens. 
  Pay the Price.
  See the next  page for a walkthrough of putting the move into action.
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  Bleakhold  (Orbital settlement)
  Pop: Hundreds    Auth: Corrupt
  Projects: Mining, Black market
  Repurposed derelict 
  Ember (Furnace World)
  Atmo: Toxic        L:ife: Extinct
  Magma seas, supervolcano, 
  Precursor vault, ash clouds
  Star: White dwarf
  Make note of 
  anything interesting 
  or useful on your 
  sector worksheet. For 
  lengthier notes, you 
  can use your journal.
  113
  112
  BUILD A STARTING SECTOR
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  GIVE THE CONNECTION A RANK
  Your connection's rank represents the challenge of advancing the 
  relationship. The higher the rank, the greater the narrative focus and time 
  required to eventually Forge a Bond with them.
  Choose a rank appropriate to their role and the level of involvement you 
  want them to have in your story: Troublesome, dangerous, formidable, 
  extreme, or epic. Mark their rank on the connections worksheet.
  Keep in mind that terms such as dangerous don't describe the nature of this 
  person. Rather, they define the potential risks and costs associated with 
  the relationship. That said, it's entirely appropriate to create a connection 
  who is also an antagonist. The threads that bind are sometimes frayed.
  DEFINE THEIR CHARACTERISTICS
  Give the connection a few distinctive 
  attributes. You can simply envision what 
  you know of this person, or roll on the 
  following character oracle tables.
   
  ✴ First Look (page 168); roll 2-3 times
   
  ✴ Character Goal (page 169)
   
  ✴ Revealed Character Aspect (page 170); roll 1-2 times
  Make note of anything interesting in your journal or connections worksheet.
  CHOOSE THE CONNECTION'S HOME
  Choose a settlement in your sector as the connection's home. If you'd like 
  to get them involved in your story right away, place them at the settlement 
  you detailed in step 8. Mark it down on the connections worksheet.
  GIVE THE CONNECTION A NAME
  Give your connection a name or callsign. If you need inspiration, roll on 
  the Character Name oracle on page page 171. Make note of this identity 
  on the connections worksheet.
  NEXT STEPS
  Depending on the connection's role and the whims of narrative events, 
  they might serve as a regular patron or associate in your story, or as an 
  infrequent acquaintance. As you interact, you can find opportunities to 
  Develop Your Relationship and eventually Forge a Bond with them.
  Meanwhile, whenever your connection aids you on a move closely 
  associated with their role, you may add +1 and take +1 momentum on a hit.
  For now, turn to the next page to wrap up your starting sector.
  GIVE THE CONNECTION A ROLE
  Your connection's role represents their duty, expertise, or background. 
  For example:
   
  ✴ A shipwright builds and repairs starships.
   
  ✴ An envoy can arrange introductions or help resolve disputes.
   
  ✴ An explorer has delved the depths of the Forge and knows many of 
  its secrets.
  Connections are not shipmates or companions. They are independent 
  characters whose own lives occasionally intersect with your own. You 
  might accompany the connection on a specific mission, but you'll soon 
  part ways as your duties and ambitions take you on separate paths.
  Here's a few tips on creating a role for your connection.
   
  ✴ The connection's role can be inspired by your character's background 
  and recent history. Are they the doctor who found you in a crashed 
  ship and nursed you back to health? Are they the spymaster who will 
  task you with missions in this sector?
   
  ✴ Consider making the role specific and nuanced. A role such as 
  xenoarcheologist is more inspiring than researcher. Spice trader is 
  more evocative than merchant. This specificity will make their role 
  less broadly useful for you, but will inspire more interesting stories. 
   
  ✴ It's okay if a connection's role doesn't provide an obvious benefit for 
  your character. The narrative purpose of the relationship might be to 
  introduce situations where you will help them. For example, a farmer 
  on a backwater world would likely face native wildlife, raiders, natural 
  disasters, and more. Will you swear iron vows to stand with them?
  If you want to leave it in the hands of fate, you can generate a random 
  role using the Character Role table on 169. Elaborate on the answer as 
  appropriate to your setting.
  CHARACTER 
  ORACLES
  Pages 168-173
  Use the 
  connections 
  worksheet 
  to record the 
  details of this 
  connection. 
  Start by 
  marking down 
  their first role.
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  ROLE
  ROLE
  NOTES
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  BOND
  NAME
  TROUBLESOME             DANGEROUS             FORMIDABLE             EXTREME             EPIC
  Artifact Smuggler
  115
  114
  BUILD A STARTING SECTOR
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  SAMPLE STARTING SECTOR
  Sector name: Devil's Maw     Region: Outlands
  Sector trouble: Notorious pirate clan preys on starships
  Orbital settlement: Bleakhold     Population: Hundreds  
  Authority: Corrupt     Projects: Mining, black market
  Trouble: Failing technology
  Features: Repurposed derelict ship
  Planet: Ember (Furnace World)
  Atmosphere: Toxic    Life: Extinct
  Features: Supervolcano, precursor vault, ash clouds
  Built within the decaying husk of an exodus ship, Bleakhold station 
  serves as a launching platform for mining operations on the fiery 
  world below. The miners must brave scorching temperatures and 
  storms of superheated ash, all in the service of a cruel trade guild.
  Planetside settlement: Amity     Population: Thousands
  Authority: Ineffectual     Projects: Festival, subsistence
  Planet: Pelagic (Ocean World)
  Deep space settlement: Osiris     Population: Dozens
  Authority: Tolerant     Projects: Manufacturing, energy
  Connection: Gwen Solari (at Bleakhold)     Rank: Dangerous
  Role: Artifact Smuggler     Goal: Obtain an object
  Features: Flashy, intelligent, tough
  Gwen runs a smuggling operation out of Bleakhold Station, 
  transporting illegal precursor artifacts to nearby sectors. She 
  needs help reclaiming a dangerous artifact stolen by pirates.  
  STEP 10: INTRODUCE A SECTOR TROUBLE
  You've heard rumors of a sector-wide peril, conflict, or mystery. You may 
  introduce a trouble appropriate to your setting and character, roll on the 
  Action and Theme oracles (pages 134-135) for inspiration, or pick or 
  roll on the table below. Then, use your established truths and what you 
  know of this sector thus far to envision how this might manifest. Note the 
  trouble on your sector worksheet or journal.
  1-5
  Blockade prevents trade with other sectors
  6-10
  Bounty hunters search for an infamous fugitive
  11-15
  Chaotic breaches in spacetime spread like wildfire
  16-20
  Criminal faction corrupts local authorities
  21-25
  Devastating superweapon has fallen into the wrong hands
  26-30
  Energy storms are rampant
  31-35
  Magnetic disturbances disrupt communication
  36-40
  Newly found resource lures greedy fortune hunters to the sector
  41-45
  Notorious pirate clan preys on starships
  46-50
  Parasitic lifeforms spread like a plague
  51-55
  Precursor sites throughout the sector emit strange signals
  56-60
  Prophecies foretell an imminent awakening of a dreadful power
  61-65
  Raider clan emerges as a dominant threat under a new leader
  66-70
  Religious zealots overrun the sector
  71-75
  Rogue AI infiltrates systems throughout the sector
  76-80
  Settlements or factions are on the brink of war
  81-85
  Ships regularly go missing
  86-90
  Sickness spreads among ships and settlements
  91-95
  Supernova is imminent
  96-100
  Titanic spaceborne lifeform stalks the spaceways
  STEP 11: NAME THE STARTING SECTOR
  Finally, give your sector a name. If you're not sure, roll on the Sector Name 
  table on page 140. Write the name on your sector worksheet.
  Your starting sector is done! As you explore the sector and visit 
  settlements, you'll add additional detail. See the next page for a sample 
  sector which you can use if you skipped this exercise. Otherwise, jump 
  to page 118 to setup an inciting incident and begin your sworn quest.
  LOCATIONS
  SECTOR
  REGION
  FACTION/CONTROL
  SECTOR MAP
  Bleakhold
  Osiris
  Amity
  117
  BUILD A STARTING SECTOR
  116
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  BEGIN YOUR ADVENTURE
  In this final exercise, you'll identify a trouble or goal worthy of an iron vow, 
  and set out upon a sworn quest. 
  Allow about 10-20 minutes for this exercise. 
  WHAT YOU NEED
  Have your character sheet, asset cards, and dice ready. To record your 
  vow, you can use your journal or download and print the vows worksheet 
  from ironswornrpg.com.
  STEP 1: ENVISION AN INCITING INCIDENT
  An inciting incident is the problem at the beginning of a story which 
  propels the protagonists into action. Everything up to that point is 
  backstory. It is the inciting incident which begins your campaign.
  At this point, you may already have a problem or mission in mind for the 
  start of your campaign. If so, jump to page 121 to get started.
  If not, consider the narrative fodder from the previous exercises.
  Truths:
   
  ✴ Selected truths: Which factions, conflicts, or dangers offer an 
  opportunity for adventure?
   
  ✴ Quest starters: Did any of the quest starters associated with your 
  truths jump out at you as inspiration for your adventures?
  Character:
   
  ✴ Paths: Does your character have any duties, skills, or goals which 
  lend themselves to a quest?
   
  ✴ Backstory: Does your backstory imply an immediate danger or goal 
  which must be dealt with? 
   
  ✴ Starship: Is your ship in need of anything? Does its history create 
  trouble for you? 
   
  ✴ Team: If playing co-op, do you and your allies have any shared or 
  complementary goals?
  Sector:
   
  ✴ Settlements: Are there any settlement aspects, projects, or troubles 
  which create an opportunity for a quest?
   
  ✴ Connection: Based on their role or goal, does your connection need 
  something from you?
   
  ✴ Sector trouble: Does the trouble in this sector, or some aspect of it, 
  need to be dealt with?
  WHAT MAKES A GOOD INCITING INCIDENT?
  Consider these suggestions for a compelling initial quest.
   
  ✴ Make it personal: Why is this important to your character? Envision 
  how this connects to your background, skills, and motivations. Most 
  tasks are unworthy of a sworn vow. What makes this different? 
   
  ✴ Make it a problem that won’t go away on its own: The threats or 
  forces at the heart of this situation will see it through, even if you 
  ignore them.  
   
  ✴ Give it a ticking clock: The problem won’t wait for you. If you don’t 
  act, things will get worse or fall out of reach.
   
  ✴ Up the stakes: If the quest seems too mundane, envision factors 
  which make the inciting incident more interesting or complex.
   
  ✴ Limit the scope: Don't try to save the universe out of the gate. 
  Envision a trouble or goal which seems manageable—something you 
  can overcome in a session or two of play.
  ALLIES AND THE INCITING INCIDENT
  If you are playing with others, you will undertake this quest together as 
  a shared vow. Discuss your ideas for the incident, and consider how the 
  quest fits the nature of your team.
  CREATING AN INCITING INCIDENT AS THE GM
  If you are the GM, you can introduce an inciting incident based on the 
  established setting and character aspects. Or you can moderate the 
  creation of an inciting incident with your players to ensure everyone has 
  a stake in this quest.
  119
  118
  BEGIN YOUR ADVENTURE
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STILL STUCK FOR AN IDEA?
  If you need inspiration, do any combination of the following.
   
  ✴ Roll the Action and Theme oracles (pages 134-135)
   
  ✴ Roll the Character Goal oracle (page 169)
   
  ✴ Pick or roll on the table below.
  1-5
  Aid a starship caught in a spacetime fracture.
  6-10
  Broker peace between two feuding settlements
  11-15
  Chart a new passage between isolated settlements
  16-20
  Defend the people of a beleaguered settlement against raiders
  21-25
  Discover who sabotaged a settlement's air processors
  26-30
  Escort a tradeship carrying a prized cargo
  31-35
  Ferry a rescue team to a perilous disaster site
  36-40
  Infiltrate a fortified base to steal crucial data
  41-45
  Investigate terrifying manifestations at a remote settlement
  46-50
  Liberate prisoners at a cruel labor camp
  51-55
  Locate a downed spacer on an uninhabited planet
  56-60
  Protect a fugitive from a relentless bounty hunter
  61-65
  Recover a cherished pre-exodus artifact from an enemy
  66-70
  Rescue a starship crew held captive by mutineers
  71-75
  Retrieve a cache of stolen weapons from a pirate ship
  76-80
  Sabotage an enemy installation
  81-85
  Search for a missing expedition in the depths of a precursor vault
  86-90
  Shield a wondrous lifeform from those who seek to destroy it
  91-95
  Track and slay a marauding beast
  96-100
  Transport a displaced people to their new home
  Then, embellish or adjust the result in the context of your established 
  character and setting. Be mindful of the best practices on the previous 
  page. Make it relevant to your character and worthy of a sworn vow. Make 
  it dramatic and interesting. But this will be a lower-ranked quest, so keep 
  it relatively straightforward—things may very well spin out of control on 
  their own soon enough.
  STEP 2: SET THE SCENE
  Based on the nature of your inciting incident, where will you begin your 
  story? Are you in the depths of space, about to encounter some new 
  mystery or danger? Are you at the settlement you detailed in the previous 
  exercise, ready to take on an urgent sworn mission?
  Whatever the location, you have two options for starting play: You can 
  begin with a prologue, or in medias res.
  STARTING WITH A PROLOGUE
  Jumping in with a prologue can help flesh out who you are and how you 
  interact with your world. For example, imagine arriving at a settlement. 
  Envision your starship settling onto a  docking pad. See your character as 
  they emerge. Why are you there? Where do you go? How do you interact 
  with the inhabitants? Think of this as the sequence in a television show or 
  movie before the credits roll. If you have a question about the location or 
  the people there, Ask the Oracle. 
  If you are playing with allies the prologue is an opportunity to roleplay 
  your relationships and introduce your personality and backgrounds. Play 
  out a scene or two of your mundane day-to-day interactions. This is the 
  calm before the storm.
  Then, when the time is right, introduce the inciting incident to help drive 
  your story forward. 
  If you didn't think of an inciting incident, or aren't particularly excited 
  about it, you can also use the prologue to jump in and discover a dramatic 
  situation through play. Introduce your character and allies going about 
  their usual business. Ask questions about other characters, your setting, 
  and the current situation. Draw conclusions to those questions or Ask the 
  Oracle.  Look for opportunities in the fiction to trigger a vow.
  STARTING IN MEDIAS RES
  In medias res is a Latin term meaning “in the middle of things.” You start 
  your story at a crucial point. Your inciting incident is happening now, or 
  is an imminent threat. Raider ships appear on the settlement's radar. A 
  marauding creature attacks. The battered tradeship calls for help.
  You can begin with a tense, action-oriented scene as you encounter the 
  problem. Or you might frame the scene where you immediately swear a 
  vow and commit to this quest, letting the result of that move trigger what 
  happens next.
  Either way, when it's time to Swear an Iron Vow, jump to the next page.
  121
  120
  BEGIN YOUR ADVENTURE
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 3: MAKE THE MOVE
  To set your quest in motion, as a response to the inciting incident, make 
  this move. 
  SWEAR AN IRON VOW
  When you swear upon iron to complete a quest, write your vow and 
  give it a  rank. Then, roll +heart. If you swear this vow to a connection, 
  add +1; if you share a bond, add +2.
  On a strong hit, you are emboldened and it is clear what you must do 
  next (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 (Ask the Oracle if unsure), 
  and do what you must to overcome this obstacle.
  ENVISION THE VOW
  First, start with the fiction. This is an important moment for your character 
  and your story. You stand at the threshold of new adventures and perils. 
  You are about to bind yourself to a sacred promise. What iron totem do 
  you hold? What do you say?
  SWEARING THE VOW WITH ALLIES
  If you are playing with allies, one of you will make the Swear an Iron Vow 
  move. Whomever  is most connected to this quest, or is at the forefront 
  of the incident, should swear the vow. Other players can make the Aid 
  Your Ally move as a way of representing their own commitment to this 
  quest, but keep in mind that more moves mean more opportunities for 
  failure. For the purposes of starting your campaign, it might be best 
  to focus on the single move and let others portray their actions in the 
  fiction of the scene.
  WRITE THE VOW
  You and your allies will mark the vow on your vow worksheet or journal. 
  Write the name of the vow and give it a rank. Since this is a starting 
  vow, hopefully dealt with in a session or two of playtime, give it a rank of 
  troublesome or dangerous.
  Then, turn to the next page to roll the dice and resolve the move.
  ROLLING THE DICE
  Grab your action die (one six-sided die) and challenge dice (two ten-sided 
  dice) and roll them all at once.
  Add the value of your heart stat to the action die. If you are swearing this 
  vow to your connection (created in the previous exercise), add +1. If you 
  have any assets with a bonus for this move, add those as well. The total of 
  your action die, your stat, and any adds is your action score.
  Compare the action score to the value of the challenge dice.
  If your action score beats both challenge dice, you 
  scored a strong hit. Take +2 momentum. You are confident. 
  Your next steps are clear. Envision what this means in the 
  context of the situation, and play to see what happens.
  If your action score beats only one of the challenge dice, 
  you scored a weak hit. Take +1 momentum. You are hesitant 
  or anxious. Your next steps are unclear. This will typically 
  lead to new scenes and new moves as you try to gain a 
  foothold or uncover more about the situation.
  If your action score doesn't beat either challenge die, you 
  scored a miss. An unexpected danger or obstacle stands 
  in your way. Envision what it is, or Ask the Oracle. Then, 
  play to see what happens as you attempt to overcome this 
  stumbling block.
  123
  122
  BEGIN YOUR ADVENTURE
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  STEP 4: NEXT STEPS
  Depending on the result of the Swear an Iron Vow move, you may 
  have a clear path forward, more questions than answers, or may need 
  to overcome an immediate obstacle or threat. Envision what the result 
  means and how you respond.
  And then, play. Ask and answer questions about the situations, people, 
  and places you encounter. When you're unsure, Ask the Oracle. When you 
  do something or encounter something within the scope of a move, make 
  that move.
  At first, you might be a bit confused. You might make mistakes. That's 
  okay. You'll find your footing soon enough. Keep your reference sheets 
  handy. If you have a question about a specific term in a move or asset, 
  check out the glossary on page 224. If you have a more involved rules 
  question, make a call and move on. You can look up the answer later.
  For now, you are Ironsworn.
  You've forged a galaxy.
  Make your mark upon it.
  Thank you again for your support of Starforged! Development is ongoing, 
  and the full release of the Starforged rulebook will contain additional 
  detail, options, and advice. If you have questions or feedback, please 
  consider joining the Ironsworn Discord at: bit.ly/is-discord.
  124
  CHAPTER 2: LAUNCHING YOUR CAMPAIGN
  
  CHAPTER 3
  ORACLES
  USING THE ORACLES
  129
  CORE ORACLES
  133
  SPACE ENCOUNTERS
  138
  PLANETS
  144
  SETTLEMENTS
  160
  STARSHIPS
  164 
  CHARACTERS
  168
  CREATURES
   174
  DERELICTS
   178
  PRECURSOR VAULTS
   190
  LOCATION THEMES
   200
  MISCELLANEOUS ORACLES
   209
  ORACLE ARRAYS
   212
  127
  126
  127
  126
  
  USING THE ORACLES
  In Starforged, an oracle is anything that generates random results to 
  help determine the outcome of an action, an aspect of your setting, or 
  a narrative event. You can use your preferred prompts while playing the 
  game, or use the wide array of oracles provided in this chapter.
  The oracles on the following pages are in the form of random tables, and 
  are customized to the tone, setting, and gameplay of Starforged.  Some 
  oracles are for specific, mundane questions to streamline play (“What is 
  the engineer’s name?”). Others provide more abstract results which you 
  interpret based on the current situation (“What goes wrong?”). Perhaps 
  most importantly, there are a variety of oracles in this chapter to help 
  envision what you discover as you navigate and explore the Forge. These 
  range from identifying the nature of a star, to generating the forsaken 
  interior of a derelict starship.
  ORACLES IN SOLO AND CO-OP PLAY
  If you are playing without a guide, you can Ask the Oracle and use the 
  tables and generators in this chapter to help reveal details and resolve 
  actions during play.
  Keep in mind that Starforged oracles don’t function as a scripted emulator 
  to replace a GM or guide. Instead, they use the power of your creative 
  interpretation to help you fill that role. Ask your question, roll on a table, 
  and consider the answer in the context of your current situation and story. 
  What comes to mind first? Did you think of something which reinforces 
  your dramatic narrative or takes things in an interesting and surprising 
  direction? Does it feel right? If so, make it happen.
  If you follow your instincts while staying open to twists and turns, you will 
  find your game offering many of the same narrative rewards as if you were 
  playing with a guide. In fact, you’ll be surprised how often a seemingly 
  random result seems to feed directly into your character’s story and 
  the world you’ve established through play. This is the power of creative 
  interpretation at work.
  ORACLES IN GUIDED PLAY
  Guides can use oracles for support during play and to supplement their 
  narrative decision-making. Mundane oracles, such as a Character Name 
  (page 171), are helpful to quickly flesh out details. Interpretative oracles, 
  such as the Action and Theme tables (pages 134-135), can be used to 
  spark new ideas.
  You can also use oracles as a prompt for sharing control of the narrative 
  with your players. Not sure what happens next? Don’t know how to answer 
  a player’s question? Roll on an appropriate table, or have a player make 
  the roll, and talk it out.
  129
  USING THE ORACLES
  
  ORACLE TIPS AND TRICKS
  PEELING THE ONION
  The oracles in this chapter often provide layers of detail through multiple 
  tables. For example, the character generator (page 168) includes 
  several tables to detail someone’s role, look, nature, and name. It might 
  be tempting to roll on every table at once to generate a more fully formed 
  encounter, but that can slow down your game and work against the 
  opportunity to gain insight through the course of your story.
  Do this instead: when initially encountering a place, creature, or person, use 
  the oracle tables only for details you would perceive as first impressions. 
  Make a roll or two, envision the result as appropriate to the situation, make 
  some assumptions to fill in the gaps, and move on with your story. You are 
  playing to see what happens. Think of each roll as peeling a layer of the 
  narrative onion to reveal a new detail.
  You encounter another character while exploring a remote planet. 
  To set the stage for the encounter, you use the Character generator 
  and roll on the First Look table. The result tells you that this person 
  is “Wounded” and “Ill-equipped.” You envision someone who was 
  clearly not prepared for an expedition on this perilous planet, 
  and was gravely wounded following an encounter with a native 
  creature. Next you roll on the Disposition table to help envision 
  their initial reaction. The oracle responds, “Suspicious.” 
  Over time, you can build on the initial knowledge and Ask the Oracle to 
  reveal additional aspects.
  You manage to gain the trust of this unlucky fellow explorer, and 
  patch them up enough to get them back on their feet for a journey 
  back to your ship. Through the course of your interaction, you 
  envision asking questions to learn more about them and their 
  predicament. You roll on the Name, Role, and Goal tables. Taking 
  those responses and expanding on them with interpretation, you 
  conclude that this person is a smuggler, abandoned here and 
  left for dead by double-crossing crewmates. If you end up on a 
  prolonged adventure with this character, you might roll periodically 
  on the Revealed Aspects table to learn more about their personality, 
  quirks, and abilities. 
  The oracles often include labels that help guide these staggered reveals. For 
  example, planetary aspects are divided into separate tables for Observed 
  from Space and Planetside Feature. With some experience, you’ll develop 
  your own preferences for how and when to reveal new details. 
  SUMMARY: ROLLING ON ORACLE TABLES
  Note: Matches (page 28) don’t have any special significance when 
  rolling on the oracle tables in this chapter.
  Ask your question and choose an appropriate oracle table.
  Roll your oracle dice to generate a number from 1-100. 
  Check the 1-100 result against the table to reveal the answer.
  Consider the oracle’s answer in the context of your question 
  and the current situation. Is the result a good fit? Does it 
  trigger a spark of inspiration?
  If you’ve got your answer, you’re all set! Envision the result 
  and play to see what happens. If you want further detail, 
  you can talk it out with other players or roll on another table.
  If the answer is a bad fit for your situation—or if it prompts 
  an interpretation that compromises a player’s comfort or 
  safety—change or adjust it. You can check up or down one 
  row from your original result for another response.
  If you’re still having trouble, you can roll again, try a different 
  table, or just fall back to your instincts and decide an answer.
  131
  USING THE ORACLES
  130
  CHAPTER 3: ORACLES
  
  INSPIRATION AND RANDOMNESS
  The oracle tables can generate random results, but you’re free to just scan 
  a table and pick an option which is a good fit. This is particularly true when 
  building on established facts and a result is already known to be true. For 
  example, if you’re on a planet and encounter a settlement, you don’t need 
  to roll for a location on the settlement generator;  you already know it is 
  “planetside.”
  However, keep in mind that the generators—particularly for encounters 
  and locations—are often structured to include a mix of common and 
  rare answers. For example, coming upon a Vital World on a spaceborne 
  expedition is an unlikely and wondrous discovery. Consider these 
  assumptions when choosing or interpreting oracle results.
  RESULTS BY REGION
  Location oracles are often structured with results organized by the main 
  regions of the Forge: Terminus, Outlands, and Expanse. Check the result 
  for your current location. If you are playing in another setting, you can 
  think of those regions as translating to Settled, Frontier, and Uncharted.
  BUILDING ORACLE ARRAYS
  The wide variety of oracles in this chapter provide a toolkit that you can 
  use and combine as you like. You’ll often have options of which table 
  to roll on for a specific location or situation. Once you’ve gained some 
  experience using the oracles, check out page 212 for advice on building 
  Oracle Arrays that are tuned to your preferences.
  COMMON SYMBOLS
  MULTIPLE RESULTS
  Some oracles provide a recommended range of results. This is shown as 
  a looping arrow with the suggested number of rolls. For example: 1-2. 
  Depending on the situation, you might make multiple rolls at once, or 
  make them over time to “peel the onion” and reveal new aspects.
  All other tables are assumed to default to a single roll. But some oracles 
  include an embedded result that prompts you to make multiple rolls. This 
  is typically shown as “Roll twice.” If you get this result, roll twice more 
  on the table and combine those results. If you get “Roll twice” yet again, 
  ignore it and redo the roll.
  LINKS TO OTHER TABLES
  Oracle answers will often prompt you to jump to another oracle. This is 
  shown as an arrow symbol with the name(s) of the oracle. For example: 
  }Starship. If you see this prompt, that’s your cue to go to that section or 
  table to reveal more about the encounter. 
  CORE ORACLES
  The following pages include a set of four Core Oracles that are central 
  to Starforged. They are: Action, Theme, Descriptor, and Focus. Each 
  includes 100 single-word results as abstract prompts. 
  You can roll on these tables individually or combine them with results 
  from other oracles. In most cases, you’ll roll on a set of two oracles—
  Action and Theme or Descriptor and Focus—to form a simple sentence 
  out of a word pair. Then, interpret the result based on the context of the 
  question and your current situation. If a result doesn’t fit, check adjacent 
  rows or roll again.
  The Core Oracles provide creative prompts suitable for many situations. 
  In fact, for a lightweight approach, it’s possible to ignore the other oracles 
  and focus on answering questions using only the Ask the Oracle move 
  and these four tables.
  ACTION AND THEME (PAGES 134-136)
  Use these oracle tables to reveal details about a goal, situation, or event. 
  They provide a word or phrase that can be taken literally or interpreted 
  as an abstraction.
  Action and Theme can answer questions such as:
   
  ✴ “What does this character want?”
   
  ✴ “What is this faction’s mission?”
   
  ✴ “What caused the downfall of this settlement?”
   
  ✴ “What is this device’s purpose?”
  DESCRIPTOR AND FOCUS (PAGES 136-137)
  Use these oracles to generate the details of a location, discovery, or 
  encounter.  The Descriptor oracle is particularly handy for quick generation 
  of a location. For example, use it to describe the basic nature of a planet 
  instead of rolling on the detailed planet oracles.
  Descriptor and Focus can answer questions such as:
   
  ✴ What is this ship’s cargo?
   
  ✴ What is the nature of this planet?
   
  ✴ What is inside this station?
   
  ✴ What hazard do I encounter?
  133
  CORE ORACLES
  132
  CHAPTER 3: ORACLES
  
  1
  Ability
  38
  Freedom
  75
  Rival
  2
  Advantage
  39
  Greed
  76
  Rumor
  3
  Alliance
  40
  Hardship
  77
  Safety
  4
  Authority
  41
  Hate
  78
  Sanctuary
  5
  Balance
  42
  Health
  79
  Secret
  6
  Barrier
  43
  History
  80 Solution
  7
  Belief
  44
  Home
  81
  Spirit
  8
  Blood
  45
  Honor
  82
  Stranger
  9
  Bond
  46
  Hope
  83
  Strategy
  10
  Burden
  47
  Humanity
  84
  Strength
  11
  Commerce
  48
  Innocence
  85
  Superstition
  12
  Community
  49
  Knowledge
  86
  Supply
  13
  Corruption
  50 Labor
  87
  Survival
  14
  Creation
  51
  Language
  88
  Technology
  15
  Crime
  52
  Law
  89
  Time
  16
  Culture
  53
  Legacy
  90 Tool
  17
  Cure
  54
  Life
  91
  Trade
  18
  Danger
  55
  Love
  92
  Truth
  19
  Death
  56
  Memory
  93
  Vengeance
  20 Debt
  57
  Nature
  94
  Vow
  21
  Decay
  58
  Opportunity
  95
  War
  22
  Deception
  59
  Passage
  96
  Warning
  23
  Defense
  60 Peace
  97
  Weakness
  24
  Destiny
  61
  Phenomenon
  98
  Wealth
  25
  Disaster
  62
  Possession
  99
  Weapon
  26
  Discovery
  63
  Power
  100 World
  27
  Disease
  64
  Price
  28
  Dominion
  65
  Pride
  29
  Dream
  66
  Prize
  30
  Duty
  67
  Prophesy
  31
  Enemy
  68
  Protection
  32
  Expedition
  69
  Quest
  33
  Faction
  70
  Relationship
  34
  Fame
  71
  Religion
  35
  Family
  72
  Reputation
  36
  Fear
  73
  Resource
  37
  Fellowship
  74
  Revenge
  1
  Abandon
  38
  Eliminate
  75
  Reject
  2
  Acquire
  39
  Endure
  76
  Release
  3
  Advance
  40
  Escalate
  77
  Remove
  4
  Affect
  41
  Escort
  78
  Research
  5
  Aid
  42
  Evade
  79
  Resist
  6
  Arrive
  43
  Explore
  80 Restore
  7
  Assault
  44
  Falter
  81
  Reveal
  8
  Attack
  45
  Find
  82
  Risk
  9
  Avenge
  46
  Finish
  83
  Scheme
  10
  Avoid
  47
  Focus
  84
  Search
  11
  Await
  48
  Follow
  85
  Secure
  12
  Begin
  49
  Fortify
  86
  Seize
  13
  Betray
  50 Gather
  87
  Serve
  14
  Bolster
  51
  Guard
  88
  Share
  15
  Breach
  52
  Hide
  89
  Strengthen
  16
  Break
  53
  Hold
  90 Summon
  17
  Capture
  54
  Hunt
  91
  Support
  18
  Challenge
  55
  Impress
  92
  Suppress
  19
  Change
  56
  Initiate
  93
  Surrender
  20 Charge
  57
  Inspect
  94
  Swear
  21
  Clash
  58
  Investigate
  95
  Threaten
  22
  Command
  59
  Journey
  96
  Transform
  23
  Communicate
  60 Learn
  97
  Uncover
  24
  Construct
  61
  Leave
  98
  Uphold
  25
  Control
  62
  Locate
  99
  Weaken
  26
  Coordinate
  63
  Lose
  100 Withdraw
  27
  Create
  64
  Manipulate
  28
  Debate
  65
  Mourn
  29
  Defeat
  66
  Move
  30
  Defend
  67
  Oppose
  31
  Deflect
  68
  Overwhelm
  32
  Defy
  69
  Persevere
  33
  Deliver
  70
  Preserve
  34
  Demand
  71
  Protect
  35
  Depart
  72
  Raid
  36
  Destroy
  73
  Reduce
  37
  Distract
  74
  Refuse
  ACTION
  THEME
  When you Ask the 
  Oracle about an 
  goal, situation, or 
  event, roll for an 
  Action (above) and 
  Theme (opposite 
  page). Together, 
  these provide an 
  interpretative verb/
  noun prompt.
  Other oracles 
  include prompts to 
  check for an Action 
  and Theme (shown 
  as “Action + Theme”). 
  That’s your cue to 
  roll on these tables 
  and Interpret the 
  result as appropriate 
  to the situation.
  135
  134
  CORE ORACLES
  CHAPTER 3: ORACLES
  
  1
  AI
  38
  Habitat
  75
  Shelter
  2
  Alarm
  39
  Hazard
  76
  Shortcut
  3
  Anomaly
  40
  Hideaway
  77
  Signal
  4
  Apparition
  41
  Home
  78
  Sound
  5
  Archive
  42
  Illusion
  79
  Spacetime
  6
  Art
  43
  Industry
  80 Starship
  7
  Artifact
  44
  Lair
  81
  Station
  8
  Atmosphere
  45
  Lifeform
  82
  Storage
  9
  Battleground
  46
  Liquid
  83
  Storm
  10
  Beacon
  47
  Machine
  84
  Structure
  11
  Being
  48
  Material
  85
  Supply
  12
  Blockade
  49
  Mechanism
  86
  Symbol
  13
  Boundary
  50 Message
  87
  System
  14
  Cache
  51
  Mineral
  88
  Technology
  15
  Cargo
  52
  Monument
  89
  Terrain
  16
  Commodity
  53
  Network
  90 Territory
  17
  Confinement
  54
  Obstacle
  91
  Transportation
  18
  Container
  55
  Orbit
  92
  Trap
  19
  Creature
  56
  Organism
  93
  Treasure
  20 Crossing
  57
  Path
  94
  Vault
  21
  Data
  58
  People
  95
  Vehicle
  22
  Debris
  59
  Person
  96
  Viewpoint
  23
  Device
  60 Plant
  97
  Void
  24
  Dimension
  61
  Portal
  98
  Weapon
  25
  Ecosystem
  62
  Probe
  99
  World
  26
  Enclosure
  63
  Reality
  100 Wreckage
  27
  Energy
  64
  Recording
  28
  Environment
  65
  Refuge
  29
  Equipment
  66
  Relic
  30
  Facility
  67
  Remains
  31
  Fleet
  68
  Rendezvous
  32
  Force
  69
  Resource
  33
  Fortification
  70
  Route
  34
  Fuel
  71
  Ruins
  35
  Gas
  72
  Salvage
  36
  Grave
  73
  Sector
  37
  Gravity
  74
  Settlement
  1
  Abandoned
  38
  Expansive
  75
  Pillaged
  2
  Abundant
  39
  Exposed
  76
  Powerful
  3
  Active
  40
  Fiery
  77
  Preserved
  4
  Advanced
  41
  Foreboding
  78
  Prominent
  5
  Alien
  42
  Forgotten
  79
  Protected
  6
  Ancient
  43
  Forsaken
  80 Radiant
  7
  Archaic
  44
  Fortified
  81
  Rare
  8
  Automated
  45
  Foul
  82
  Remote
  9
  Barren
  46
  Fragile
  83
  Rich
  10
  Biological
  47
  Frozen
  84
  Ruined
  11
  Blighted
  48
  Functional
  85
  Sacred
  12
  Blocked
  49
  Grim
  86
  Safe
  13
  Breached
  50 Guarded
  87
  Sealed
  14
  Broken
  51
  Haunted
  88
  Secret
  15
  Captured
  52
  Hidden
  89
  Settled
  16
  Chaotic
  53
  High-Tech
  90 Stolen
  17
  Civilized
  54
  Hoarded
  91
  Strange
  18
  Collapsed
  55
  Hostile
  92
  Subsurface
  19
  Colossal
  56
  Immersed
  93
  Toxic
  20 Confined
  57
  Inaccessible
  94
  Trapped
  21
  Conspicuous
  58
  Infested
  95
  Undiscovered
  22
  Constructed
  59
  Inhabited
  96
  Unnatural
  23
  Contested
  60 Isolated
  97
  Unstable
  24
  Corrupted
  61
  Living
  98
  Untamed
  25
  Created
  62
  Lost
  99
  Valuable
  26
  Damaged
  63
  Lush
  100 Violent
  27
  Dead
  64
  Makeshift
  28
  Deadly
  65
  Mechanical
  29
  Decaying
  66
  Misleading
  30
  Defended
  67
  Moving
  31
  Depleted
  68
  Mysterious
  32
  Desolate
  69
  Natural
  33
  Destroyed
  70
  New
  34
  Diverse
  71
  Obscured
  35
  Empty
  72
  Open
  36
  Engulfed
  73
  Peaceful
  37
  Ensnaring
  74
  Perilous
  DESCRIPTOR
  FOCUS
  When you Ask the 
  Oracle to help define 
  the nature of a 
  location, discovery, 
  or encounter, roll for 
  a Descriptor (above). 
  You may also roll for 
  the Focus (opposite 
  page) to generate a 
  verb/noun prompt. 
  Other oracles will 
  include prompts to 
  check for a Descriptor 
  and Focus (shown as 
  “Descriptor + Focus”). 
  That’s your cue to roll 
  on these tables and 
  Interpret the result 
  as appropriate to the 
  situation.
  137
  136
  CORE ORACLES
  CHAPTER 3: ORACLES
  
  SPACE ENCOUNTERS
  Use the Space Sightings oracle to introduce a location or encounter 
  on a spaceborne expedition. For example, roll on this table when 
  you Ask the Oracle to envision the primary feature of a waypoint as 
  you Undertake an Expedition. Check your result by referencing the 
  column for your current location: Terminus, Outlands, or Expanse.
  SUMMARY: EXPLORING SPACE
  The Space Sightings table on the previous page is your nexus for 
  envisioning the vistas and encounters of your spaceborne journeys. This 
  is particularly useful for revealing what is in range when you reach an 
  anchorage (page 60) on an interstellar expedition. You can also use it 
  to identify the destination or focus of a spaceborne quest.
  Since space is incomprehensibly vast and empty, don’t feel obligated 
  to use the Space Sightings oracle for every waypoint on an interstellar 
  journey. Instead, you may simply assume there is nothing of note and move 
  on. Roll for a sighting only when you are inspired to inject uncertainty, 
  danger, strangeness, or narrative potential into your story. Some of these 
  results will be mundane, but others will lead to new wonders or hazards.
  Other oracles in this section include:
   
  ✴ If you are introducing a sector of space into your story, use the 
  Sector Name oracle (page 140) to give it a random name.
   
  ✴ Use the Stellar Object oracle (page 141) to learn more about the 
  primary star at a location. This is mostly to help you visualize your 
  surroundings, but the strange or hazardous nature of some rare stars 
  can incite new adventures.
   
  ✴ The Spaceborne Peril and Spaceborne Opportunity oracles (pages 
  142-143) can help identify the nature of a deep space event.
  To learn more about travel and exploration within the Forge, see page 60.
  Reminder: A result with an arrow symbol (}) indicates you can jump to 
  another oracle to reveal more detail.
  Terminus
  Outlands
  Expanse
  Result
  1-15
  1-15
  1-15
  }Stellar Object
  16-35
  16-35
  16-35
  }Planet
  36-40
  36-38
  36-37
  }Settlement
  41-47
  39-43
  38-39
  }Starship
  48-51
  44-46
  40-41
  }Derelict
  52-53
  47-49
  42-45
  }Precursor Vault
  54-55
  50-52
  46-49
  }Creature
  56-60
  53-58
  50-56
  }Descriptor + Focus
  61-65
  59-63
  57-61
  Debris field: Mineral asteroids
  66-68
  64-66
  62-64
  Debris field: Frozen asteroids
  69-70
  67-68
  65-66
  Debris field: Crystalline asteroids
  71-72
  69-70
  67-68
  Debris field: Creature boneyard
  73-74
  71-72
  69-70
  Debris field: Metallic wreckage
  75-76
  73-74
  71-72
  Large rogue asteroid
  77-78
  75-76
  73-74
  Comet with a tail of ionized gas
  79-81
  77-80
  75-79
  Fiery energy storm
  82-83
  81-82
  80-81
  Chaotic meteoroid storm
  84-85
  83-85
  82-85
  Turbulent gravitational wave
  86-93
  86-93
  86-93
  Dense nebula cloud
  94-98
  94-98
  94-98
  Roll twice
  99-100
  99-100
  99-100
  Roll three times
  SPACE SIGHTING
  139
  138
  SPACE ENCOUNTERS
  CHAPTER 3: ORACLES
  
  SECTOR NAME
  Roll
  Prefix
  Suffix
  Roll
  Prefix
  Suffix
  1-2
  Accursed
  Abyss
  51-52
  Infernal
  Maelstrom
  3-4
  Ashen
  Anvil
  53-54
  Invidia
  Margin
  5-6
  Asteria
  Arch
  55-56
  Iron
  Maw
  7-8
  Bitter
  Breach
  57-58
  Kalidas
  Maze
  9-10
  Blighted
  Chain
  59-60
  Kronos
  Nexus
  11-12
  Bloodied
  Channel
  61-62
  Lacuna
  Oasis
  13-14
  Boundless
  Chasm
  63-64
  Lumen
  Pass
  15-16
  Burning
  Circlet
  65-66
  Mobius
  Pit
  17-18
  Cortana
  Cluster
  67-68
  Morien
  Pyre
  19-20
  Corvus
  Crossing
  69-70
  Onyx
  Reach
  21-22
  Crimson
  Crown
  71-72
  Outer
  Rest
  23-24
  Cygnus
  Currents
  73-74
  Sanguis
  Rift
  25-26
  Delphi
  Deep
  75-76
  Scarred
  Sanctum
  27-28
  Delphian
  Desolation
  77-78
  Scorched
  Shallows
  29-30
  Devil's
  Drift
  79-80
  Shattered
  Shoal
  31-32
  Ebon
  Flow
  81-82
  Shrouded
  Spine
  33-34
  Essus
  Flux
  83-84
  Sindri
  Straits
  35-36
  Fallen
  Gap
  85-86
  Solana
  Threshold
  37-38
  Ferrous
  Gate
  87-88
  Stygian
  Tide
  39-40
  Fool's
  Gyre
  89-90
  Sulaco
  Verge
  41-42
  Forgotten
  Heart
  91-92
  Sundered
  Vertex
  43-44
  Haunted
  Helix
  93-94
  Thunor
  Vigil
  45-46
  Hidden
  Juncture
  95-96
  Vanguard
  Void
  47-48
  Hollow
  Limits
  97-98
  Veiled
  Web
  49-50
  Igneous
  Locus
  99-100
  Wasted
  Zenith
  To generate a name for a sector or region of space, roll once for the prefix 
  (the first word), and once for the suffix (the second word). Or just roll once, 
  and choose a suitable prefix and suffix from anywhere in that row.
  1-15
  Smoldering 
  red star
  51-60
  Young star 
  incubating in a 
  molecular cloud
  76-80
  Neutron star 
  surrounded 
  by intense 
  magnetic fields
  81-85
  Two stars in close 
  orbit connected 
  by fiery tendrils 
  of energy
  99
  Artificial star 
  constructed by 
  a long-dead 
  civilization
  100
  Unstable star 
  showing signs 
  of impending 
  supernova
  86-90
  Black hole 
  allows nothing 
  to escape—not 
  even light
  61-70
  White dwarf 
  shining with 
  spectral light
  71-75
  Corrupted star 
  radiating with 
  unnatural light
  91-98
  Hypergiant 
  star generating 
  turbulent 
  solar winds
  16-30
  Glowing 
  orange star
  31-45
  Burning 
  yellow star
  46-50
  Blazing 
  blue star
  STELLAR OBJECT
  141
  SPACE ENCOUNTERS
  140
  CHAPTER 3: ORACLES
  
  SPACEBORNE PERIL
  SPACEBORNE OPPORTUNITY
  1-3
  Artificial gravity generator malfunctions
  4-6
  Automated defenses or mines protect this area
  7-9
  Compartment catches fire or is breached
  10-12
  Contagion or illness threatens to take hold
  13-15
  Dust clouds imperil navigation or conceal foes
  16-18
  Energy storm looms
  19-21
  Familiar foe appears or sends an ominous message
  22-24
  Gravity well or vortex takes hold
  25-27
  Imperiled ship calls for help
  28-30
  Important device fails or malfunctions
  31-33
  Infestation is revealed
  34-36
  Intruder or stowaway creates trouble
  37-39
  Isolation or fear presses in
  40-42
  Life support system malfunctions
  43-45
  Meteoroid storm fills the sky
  46-48
  Mysterious wreckage portends a new threat
  49-51
  Nearby settlement calls for help
  52-54
  Old repair or patch fails
  55-57
  Onboard dispute or inner turmoil causes a disruption
  58-60
  Others obstruct your path or form a blockade
  61-63
  Phantom signals suggest a lurking foe
  64-66
  Pirates hunt for prey
  67-69
  Power fails
  70-72
  Primary drive or generator malfunctions
  73-75
  Sabotage is revealed
  76-78
  Shockwave or gravity wave approaches
  79-81
  Someone questions your presence here
  82-84
  Stellar anomaly emits hazardous energies
  85-87
  Threatening lifeform draws near
  88-90
  Troubling visions or apparitions
  91-93
  True nature of a cargo, occupant, or passenger is revealed
  94-96
  Unsettling sounds or disturbances
  97-99
  }Action + Theme
  100
  Roll Twice
  1-4
  Advance warning of an environmental threat
  5-8
  Automated signal offers a helpful message or warning
  9-12
  Cache of cargo or supplies
  13-16
  Chance for fellowship or a moment of inner peace
  17-20
  Clear path through otherwise perilous space
  21-24
  Clue offers insight into a current quest or mystery
  25-28
  Clue to a lifeform's nature or vulnerabilities
  29-32
  Derelict ripe for the picking
  33-36
  Foe inadvertently reveals themselves or tips their hand
  37-40
  Friendly interaction with a benign lifeform
  41-44
  Friendly settlement in range
  45-48
  Friendly spacers at work here
  49-52
  Friendly starship crosses your path
  53-56
  Helpful or encouraging message from an acquaintance
  57-60
  Impressive vista offers comfort or inspiration
  61-64
  Interesting site offers opportunities for exploration
  65-68
  Mineral or energy resource detected
  69-72
  Navigational or environmental hazard is left behind
  73-76
  Opening to escape or avoid foes
  77-80
  Plea for help from a potential benefactor
  81-84
  Probe or beacon with useful data
  85-88
  Refuge offers a place to hide, plan, or recover
  89-92
  Sensors pinpoint a lurking foe
  93-96
  Sensors reveal helpful or interesting environmental data
  97-100
  Vehicle or equipment performs beyond expectations
  Choose or roll on this table when you want inspiration for a trouble during 
  spaceborne exploration or on an interstellar expedition. 
  Choose or roll on this table when you want inspiration for a beneficial 
  encounter or event on a spaceborne journey, such as when you roll a 
  strong hit with a match as you Undertake an Expedition, or if you Explore a 
  Waypoint and find an opportunity.
  143
  142
  SPACE ENCOUNTERS
  CHAPTER 3: ORACLES
  
  16-30
  Furnace 
  World
  }
  36-50
  Ice 
  World
  }
  66-70
  Jungle 
  World
  }
  76-90
  Rocky 
  World
  }
  93-98
  Tainted 
  World
  }
  1-15
  Desert 
  World
  }
  31-35
  Grave 
  World
  }
  51-65
  Jovian 
  World
  }
  71-75
  Ocean 
  World
  }
  91-92
  Shattered 
  World
  }
  99-100
  Vital 
  World
  }
  PLANETS
  PLANETARY CLASS
  SUMMARY: EXPLORING PLANETS
  The chart on the previous page provides a simple method of generating a 
  planetary class. If this is enough information, stop there and envision the 
  world as appropriate to its type. For a bit more detail, make a roll on the 
  Descriptor oracle (136) and envision how that aspect defines the nature 
  of the planet or a specific planetside location.
  DETAILED PLANET GENERATION
  Using the planet dashboards on the following pages, you can generate 
  details for the features of a planet if that place has a focus in your story.
  Start with the tables that describe features you’d detect at a distance, 
  such as Atmosphere, Settlements, and Observed from Space. Then, if you 
  investigate the planet, roll on the Planetside Feature and Life tables to 
  uncover more about the nature of that place.
  If you have advance information on a planet, you’ll have a more complete 
  picture before you travel there. In that case, roll to determine its nature as 
  you like. If you are the guide, you can assemble the characteristics of a 
  planet as needed.
  PLANET ATMOSPHERES
  The atmosphere tables include the following possible results.
   
  ✴ None / thin: This planet is airless, or it’s atmosphere is so thin as to 
  be useless for humans.
   
  ✴ Toxic: This planet’s atmosphere is not compatible with human life. 
  Exploring this place will require a sealed environment or breathing 
  apparatus. Otherwise, survival is measured in minutes.
   
  ✴ Corrosive: This planet’s atmosphere is deadly to humans. As a bonus, 
  it can damage exposed skin, materials, plastics, and metals over time.
   
  ✴ Marginal: It’s unhealthy to breathe this planet’s atmosphere for more 
  than a few hours at a time.
   
  ✴ Breathable: This atmosphere is not perfect, but it’s good enough to 
  sustain human life.
   
  ✴ Ideal: This planet’s atmosphere is ideally suited to human life. 
  ENVISIONING PLANETSIDE EXPEDITIONS
  Planets are big. These oracles help set the stage, but won’t provide the 
  moment-to-moment details of a surface expedition. Instead, use the 
  established nature of a planet as a springboard for envisioning terrain 
  and encounters. Save the Planetside Feature table for key aspects. Roll 
  on  the Descriptor and Focus oracles (pages 136-137) for additional 
  variety. Use the Planetside Peril and Planetside Opportunity oracles 
  (pages 158-159 ) to help envision the nature of an unexpected event.
  145
  144
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Fiery world-spanning chasms 56-66 Once verdant terrain
  12-22
  Glowing rivers of lava
  67-77
  Towering mountain ranges
  23-33 Lightning-wracked ash clouds 78-88 World-spanning fissures
  34-44 Magma seas
  89-98 }Descriptor + Focus
  45-55 Massive supervolcano
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-60
  1-85
  1-95
  None
  61-75
  86-92
  96-98
  Orbital settlement
  76-87
  93-97
  99-100
  Planetside settlement
  88-96
  98-99
  --
  Multiple settlements
  97-100
  100
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Blinding ash storms
  8-14
  Catastrophic earthquakes
  15-21
  Colorful geothermal springs
  22-28 Intricate volcanic rock formations
  29-35 Lava tube tunnel networks
  36-42 Masses of scorched bones
  43-49 Plains of volcanic glass
  50-56 Pools of liquid metal
  57-63 Rocky islands adrift on magma
  64-70 Roiling clouds of superheated gas
  71-77
  Scalding geysers
  78-84 Silica or metal storms
  85-91
  Steaming mudflats
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-30
  None
  31-50
  Extinct
  51-70
  Simple
  71-85
  Sparse
  86-95 Diverse
  96-98 Bountiful
  99-100 Overrun
  FURNACE WORLD
  A planet with relentless volcanic activity, 
  wreathed in fire and ash.
  PLANET
  1-2
  ATMOSPHERE
  1-10
  None / thin
  66-90 Marginal 
  11-50
  Toxic
  91-100 Breathable
  51-65
  Corrosive
  --
  Ideal 
  1-2
  SAMPLE NAMES
  Abalos, Audun, Bishop, 
  Desolation, Dykuma, 
  Fallow, Helios, Mirage, 
  Morricone, Nux, Ordos, 
  Petra, Pyla, Sabulo, 
  Saffron, Sirocco, Sulis, 
  Torrid, Umber, Vermillion
  SAMPLE NAMES
  Ash, Azula, Cinder, 
  Cyrus, Draconus, Effigy, 
  Ember, Flint, Hades, 
  Hera, Ignis, Inferno, 
  Ishum, Kresnik, Nemesis, 
  Obsidian, Scorch, Tana, 
  Vesta, Vesuvius
  OBSERVED FROM SPACE
  1-11
  Dry seabeds
  56-66 Sprawling salt flats
  12-22
  Expansive dune seas
  67-77
  Vast plateaus
  23-33 Massive canyons
  78-88 Vibrant terrain colors
  34-44 Perpetual daylight
  89-98 }Descriptor + Focus
  45-55 Rugged mountains
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-50
  1-75
  1-90
  None
  51-60
  76-83
  91-96
  Orbital settlement
  61-80
  84-95
  97-100
  Planetside settlement
  81-92
  96-98
  --
  Multiple settlements
  93-100
  99-100
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Cavernous sinkholes
  8-14
  Engulfing sandstorms
  15-21
  Fleeting rainstorms and flash floods
  22-28 Flooded grottos
  29-35 Petrified forest
  36-42 Rampaging whirlwinds
  43-49 Scorched glass plains
  50-56 Severe temperature fluctuations
  57-63 Sunbaked bones of titanic creatures
  64-70 Timeworn cliffside caves
  71-77
  Towering rock formations
  78-84 Violent electrical storms
  85-91
  Windborne metallic sand
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-25
  None
  26-45 Extinct
  46-60 Simple
  61-80
  Sparse
  81-90
  Diverse
  91-97
  Bountiful
  98-100 Overrun
  DESERT WORLD
  A pitiless planet of searing heat, blowing 
  sand, and sunbaked rock.
  PLANET
  1-2
  ATMOSPHERE
  1-10
  None / thin
  41-70
  Marginal 
  11-25
  Toxic
  71-95
  Breathable
  26-40 Corrosive
  96-100 Ideal 
  1-2
  147
  146
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Broken moon
  56-66 Perpetual overcast
  12-22
  Cratered surface
  67-77
  Sky-breaching ruins
  23-33 Dry seabeds
  78-88 Vast wastelands
  34-44 Irradiated atmosphere
  89-98 }Descriptor + Focus
  45-55 Orbiting ship graveyard
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-80
  1-90
  1-95
  None
  81-90
  91-97
  96-98
  Orbital settlement
  91-95
  98-100
  99-100
  Planetside settlement
  96-98
  --
  --
  Multiple settlements
  99-100
  --
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Acid pools
  8-14
  Ash dunes
  15-21
  Corrosive rains
  22-28 Dead forests
  29-35 Fetid mudflats
  36-42 Mass graves
  43-49 Moldering bones
  50-56 Noxious fog
  57-63 Radioactive hotspots
  64-70 Ravaged cities
  71-77
  Scarred battlefields
  78-84 Ship graveyards
  85-91
  Whispers of the dead
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-25
  None
  26-85 Extinct
  86-95 Simple
  96-100 Sparse
  --
  Diverse
  --
  Bountiful
  --
  Overrun
  GRAVE WORLD
  A once-thriving world—now a grim 
  monument to a fallen civilization.
  PLANET
  1-2
  ATMOSPHERE
  1-10
  None / thin
  71-90
  Marginal 
  11-45
  Toxic
  91-100 Breathable
  46-70 Corrosive
  --
  Ideal 
  1-2
  OBSERVED FROM SPACE
  1-11
  Feeble sunlight
  56-66 Supersized ice volcano
  12-22
  Frozen oceans
  67-77
  Vibrantly colored ice
  23-33 Rocky glacial islands
  78-88 World-spanning ice canyon
  34-44 Snowbound mountains
  89-98 }Descriptor + Focus
  45-55 Sky-breaching geysers
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-50
  1-75
  1-90
  None
  51-60
  76-83
  91-96
  Orbital settlement
  61-80
  84-95
  97-100
  Planetside settlement
  81-92
  96-98
  --
  Multiple settlements
  93-100
  99-100
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Abyssal ice fissures
  8-14
  Blinding snow storms
  15-21
  Clusters of ice spikes
  22-28 Colossal ice caves
  29-35 Glistening ice spires
  36-42 Massive snow drifts
  43-49 Preserved carcasses
  50-56 Rocky islands amid icy wastes
  57-63 Shattered plains of pack ice
  64-70 Steaming hot springs
  71-77
  Subsurface liquid oceans
  78-84 Vibrant auroras
  85-91
  Wind-carved ice formations
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-25
  None
  26-45 Extinct
  46-60 Simple
  61-75
  Sparse
  76-90 Diverse
  91-97
  Bountiful
  98-100 Overrun
  ICE WORLD
  A rugged, frozen world—locked in an 
  unending winter.
  PLANET
  1-2
  ATMOSPHERE
  1-15
  None / thin
  41-70
  Marginal 
  16-35
  Toxic
  71-95
  Breathable
  36-40 Corrosive
  96-100 Ideal 
  1-2
  SAMPLE NAMES
  Anubis, Banshee, Barrow, 
  Cairn, Cerberus, Charon, 
  Elysia, Keen, Kur, Lament, 
  Mantus, Morrigan, Mourn, 
  Necropolis, Orcus, Osiris, 
  Requim, Stygia, Tartarus, 
  Thrace
  SAMPLE NAMES
  Beira, Boreas, Caradhras, 
  Cicero, Demetria, Enten, 
  Fissure, Frost, Gelida, 
  Jotunn, Kanna, Karn, 
  Kheimon, Moroz, Nix, 
  Olwen, Osolok, Taiga, 
  Thule, Varnholme
  149
  148
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Complex ring system
  56-66 Severe electrical storms
  12-22
  Intense gravity well
  67-77
  Superheated atmosphere
  23-33 Numerous moons
  78-88 Unusual atmospheric colors
  34-44 Perpetual superstorm
  89-98 }Descriptor + Focus
  45-55 Powerful magnetic field
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-50
  1-75
  1-90
  None
  51-70
  76-87
  91-96
  Orbital settlement
  71-85
  88-95
  97-100
  Planetside settlement
  86-95
  96-98
  --
  Multiple settlements
  96-100
  99-100
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Clouds of metal particles
  8-14
  Crystalline rains
  15-21
  Floating glaciers
  22-28 Floating islands
  29-35 Layer of suspended liquid
  36-42 Pockets of explosive gases
  43-49 Powerful vortexes
  50-56 Radiation fields
  57-63 Storm-swept rocky debris
  64-70 Torrential rain
  71-77
  Towering thunderheads
  78-84 Violent turbulence
  85-91
  Zones of localized atmosphere
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-50
  None
  51-55
  Extinct
  56-70 Simple
  71-82
  Sparse
  83-92 Diverse
  93-97 Bountiful
  98-100 Overrun
  JOVIAN WORLD
  A massive planet with vast layers of dense 
  gases surrounding a small rocky core.
  PLANET
  1-2
  ATMOSPHERE
  --
  None / thin
  66-85 Marginal 
  1-50
  Toxic
  86-100 Breathable
  51-65
  Corrosive
  --
  Ideal 
  1-2
  OBSERVED FROM SPACE
  1-11
  Cloud-breaching trees
  56-66 Towering mountains
  12-22
  Expansive rivers or wetlands
  67-77
  Unbroken canopy
  23-33 Inland seas
  78-88 Unusual vegetation color
  34-44 Massive canyons
  89-98 }Descriptor + Focus
  45-55 Persistent cloud cover
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-40
  1-65
  1-85
  None
  41-55
  66-75
  86-90
  Orbital settlement
  56-80
  76-92
  91-97
  Planetside settlement
  81-92
  93-97
  98-99
  Multiple settlements
  93-100
  98-100
  100
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Bioluminescent flora
  8-14
  Deep river gorges
  15-21
  Extensive exposed root systems
  22-28 Immense tiered waterfalls
  29-35 Languid rivers
  36-42 Low-lying fog
  43-49 Plunging sinkholes
  50-56 Scarred clearings
  57-63 Sinking quagmires
  64-70 Surging rivers
  71-77
  Torrential rainstorms
  78-84 Violent electrical storms
  85-91
  Waterlogged caves
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  --
  None
  --
  Extinct
  1-5
  Simple
  6-20
  Sparse
  21-45
  Diverse
  46-80 Bountiful
  81-100 Overrun
  JUNGLE WORLD
  A humid, rain-soaked planet which keeps its 
  secrets under a thick canopy of vegetation.
  PLANET
  1-2
  ATMOSPHERE
  --
  None / thin
  31-60
  Marginal 
  1-25
  Toxic
  61-90
  Breathable
  26-30 Corrosive
  91-100 Ideal 
  1-2
  SAMPLE NAMES
  Aether, Arrokoth, 
  Esen, Hanish, Magnus, 
  Magonia, Mistral, 
  Nephele, Nimbus, Nuada, 
  Nubium, Serein, Stratus, 
  Taranis, Tempest, Tenzin, 
  Tyr, Veil, Velum, Zephyr
  SAMPLE NAMES
  Acacia, Aster, Beryl, 
  Celadon, Ceres, Damu, 
  Dryad, Flora, Iridum, 
  Iris, Kishar, Penumbra, 
  Roris, Sylva, Tangle, 
  Thorn, Venom, Verdure, 
  Veris, Viridian
  151
  150
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Complex reef systems
  56-66 Scattered islands
  12-22
  Emerging volcanoes
  67-77
  Semi-frozen oceans
  23-33 Floating forests
  78-88 Unusual water color
  34-44 Global hurricanes
  89-98 }Descriptor + Focus
  45-55 Large moon and strong tides 99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-40
  1-65
  1-85
  None
  41-55
  66-75
  86-90
  Orbital settlement
  56-80
  76-92
  91-97
  Planetside settlement
  81-92
  93-97
  98-99
  Multiple settlements
  93-100
  98-100
  100
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Abyssal trenches
  8-14
  Living islands
  15-21
  Luminescent seas
  22-28 Roaming icebergs
  29-35 Shallow-water plains
  36-42 Subsurface volcanoes
  43-49 Titanic waves
  50-56 Undersea air pockets
  57-63 Undersea caves
  64-70 Undersea forests
  71-77
  Unrelenting rainfall
  78-84 Violent currents
  85-91
  Windborne waterspouts
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-5
  None
  6-15
  Extinct
  16-25
  Simple
  26-45 Sparse
  46-70 Diverse
  71-90
  Bountiful
  91-100 Overrun
  SAMPLE NAMES
  Aegir, Alon, Clarion, 
  Darya, Eldoris, Horizon, 
  Hydra, Kai, Larimar, 
  Lotan, Mira, Navini, 
  Nerida, Oceanus, Pelagic, 
  Proteus, Russalka, Siren, 
  Thalassa, Triton
  OCEAN WORLD
  A planet completely or mostly covered by 
  a boundless ocean. 
  PLANET
  1-2
  ATMOSPHERE
  1-5
  None / thin
  26-60 Marginal 
  6-20
  Toxic
  61-90
  Breathable
  21-25
  Corrosive
  91-100 Ideal 
  1-2
  OBSERVED FROM SPACE
  1-11
  Barren plains
  56-66 Misshapen form (low gravity)
  12-22
  Constant asteroid strikes
  67-77
  Perpetual night
  23-33 Dense ring system
  78-88 Towering plateaus
  34-44 Jagged mountains
  89-98 }Descriptor + Focus
  45-55 Massive impact crater
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-50
  1-75
  1-90
  None
  51-70
  76-87
  91-96
  Orbital settlement
  71-85
  88-95
  97-100
  Planetside settlement
  86-95
  96-98
  --
  Multiple settlements
  96-100
  99-100
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Crystalline formations
  8-14
  Crystalline caves
  15-21
  Exposed mineral deposits
  22-28 Geometric terrain features
  29-35 Geothermal vents
  36-42 Glassy impact craters
  43-49 Massive dust dunes
  50-56 Powerful magnetic fields
  57-63 Rubble-strewn lava fields
  64-70 Steam-heated caves
  71-77
  Subsurface magma flows
  78-84 Swirling low-lying gases
  85-91
  Towering rocky spires
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  1-55
  None
  56-65 Extinct
  66-80 Simple
  81-90
  Sparse
  91-95
  Diverse
  96-98 Bountiful
  99-100 Overrun
  ROCKY WORLD
  A rugged planet scarred by eons of 
  destructive asteroid impacts.
  PLANET
  1-2
  ATMOSPHERE
  1-65
  None / thin
  91-100 Marginal 
  66-85 Toxic
  --
  Breathable
  86-90 Corrosive
  --
  Ideal 
  1-2
  SAMPLE NAMES
  Aphelion, Artemis, 
  Capella, Cobalt, Crag, 
  Dusk, Eos, Hecate, 
  Imbrium, Latona, Losna, 
  Orpheus, Ory, Quietus, 
  Selene, Silas, Silex, Slate, 
  Themis, Umbra
  153
  152
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Expansive fungal plains
  56-66 Stagnant cloud cover
  12-22
  Fungal forests
  67-77
  Thick, murky atmosphere
  23-33 Scabrous, infected terrain
  78-88 Toxic seas
  34-44 Sky-breaching fungus
  89-98 }Descriptor + Focus
  45-55 Sludge-filled river networks
  99-100 }Precursor Vault (orbital)
  OBSERVED FROM SPACE
  1-11
  Demolished space fleet
  56-66 Preserved planetary fragment
  12-22
  Dense ring system
  67-77
  Swirling debris field
  23-33 Fiery planetary core
  78-88 Unbroken moon
  34-44 Geomagnetic storms
  89-98 }Descriptor + Focus
  45-55 Intense solar radiation
  99-100 }Precursor Vault (orbital)
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-80
  1-90
  1-95
  None
  81-90
  91-97
  96-98
  Orbital settlement
  91-95
  98-100
  99-100
  Planetside settlement
  96-98
  --
  --
  Multiple settlements
  99-100
  --
  --
  Settlements in conflict
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-70
  1-85
  1-95
  None
  71-90
  86-96
  96-99
  Orbital settlement
  91-95
  97-99
  100
  Planetside settlement
  96-98
  100
  --
  Multiple settlements
  99-100
  --
  --
  Settlements in conflict
  PLANETSIDE FEATURE
  1-7
  Caustic gas storms
  8-14
  Corrosive, low-lying fog
  15-21
  Fungus-encrusted caves
  22-28 Gelatinous ponds
  29-35 Hallucinogenic toxins
  36-42 Layers of fast-growing lichen
  43-49 Moldering bones
  50-56 Mutated flora
  57-63 Poisonous gas vents
  64-70 Spore clouds
  71-77
  Terrain marred by fleshy pustules
  78-84 Toxic rain
  85-91
  Virulent fungal infestations
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  PLANETSIDE FEATURE
  1-7
  Broken cities
  8-14
  Colliding fragments
  15-21
  Energy storms
  22-28 Exposed caverns
  29-35 Fluctuating gravity
  36-42 Magnetic disturbances
  43-49 Molten fissures
  50-56 Phantom visions of the past
  57-63 Pocket atmosphere
  64-70 Residual energy storms
  71-77
  Swirling corrosive gases
  78-84 Unstable and fracturing terrain
  85-91
  Venting magma
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  --
  None
  --
  Extinct
  1-5
  Simple
  6-15
  Sparse
  16-30
  Diverse
  31-55
  Bountiful
  56-100 Overrun
  LIFE
  1-30
  None
  31-80
  Extinct
  81-90
  Simple
  91-96
  Sparse
  97-100 Diverse
  --
  Bountiful
  --
  Overrun
  TAINTED WORLD
  A foul planet wracked by a poisonous 
  climate and virulent growths.
  SHATTERED WORLD
  A planet sundered by 
  cataclysmic destruction.
  PLANET
  PLANET
  1-2
  1-2
  ATMOSPHERE
  --
  None / thin
  86-95 Marginal 
  1-65
  Toxic
  96-100 Breathable
  66-85 Corrosive
  --
  Ideal 
  ATMOSPHERE
  1-93
  None / thin
  98-99 Marginal 
  94-95 Toxic
  100
  Breathable
  96-97 Corrosive
  --
  Ideal 
  1-2
  1-2
  SAMPLE NAMES
  Cavus, Chrysalis, 
  Fragment, Havoc, Keres, 
  Lux, Nemain, Praxis, 
  Riven, Schism, Shell, 
  Slag, Sliver, Sunder, 
  Torment, Vestige, Vigrid, 
  Vortex, Wrath, Zix
  SAMPLE NAMES
  Achlys, Animus, Bane, 
  Blight, Carrion, Chitin, 
  Datura, Dreck, Erra, 
  Febris, Malacia, Miasma, 
  Morbus, Pathosis, Pestis, 
  Scourge, Telium, Timoris, 
  Verus, Xanthous
  155
  154
  PLANETS
  CHAPTER 3: ORACLES
  
  OBSERVED FROM SPACE
  1-11
  Complex ring system
  56-66 Numerous small moons
  12-22
  Dramatic seasonal variation
  67-77
  Unusual day or night cycle
  23-33 High gravity
  78-88 Vibrantly colored landscapes
  34-44 Large moon
  89-98 }Descriptor + Focus
  45-55 Narrow livable band
  99-100 }Precursor Vault (orbital)
  BIOMES
  1-5
  Caves
  51-55
  Sandy desert
  6-10
  Cold forest
  56-60 Savanna
  11-15
  Fungal
  61-65
  Shallow seas
  16-20
  Glacial or snow
  66-70 Shrubland
  21-25
  Grassland
  71-75
  Temperate rainforest
  26-30 Islands
  76-80 Temperate forest
  31-35
  Jungle
  81-85
  Tundra
  36-40 Mountainous
  86-90 Volcanic
  41-45
  Ocean
  91-95
  Waterways
  46-50 Rocky desert
  96-100 Wetland
  SETTLEMENTS
  Terminus
  Outlands
  Expanse
  Result
  1-20
  1-50
  1-80
  None
  21-30
  51-55
  81-83
  Orbital settlement
  31-70
  56-85
  84-93
  Planetside settlement
  71-90
  86-95
  94-98
  Multiple settlements
  91-100
  96-100
  99-100
  Settlements in conflict
  DIVERSITY
  1-20
  Simple (two biomes)
  21-70
  Diverse (three biomes)
  71-90
  Complex (four biomes)
  91-100 Garden world (five or more biomes)
  VITAL WORLD
  This diverse, life-bearing planet might 
  provide some small measure of hope.
  PLANET
  ATMOSPHERE
  --
  None / thin
  1-20
  Marginal 
  --
  Toxic
  21-50
  Breathable
  --
  Corrosive
  51-100 Ideal 
  1-2
  Based on the level of 
  diversity for this world, roll 
  that number of times on 
  the biomes table on the 
  next page.
  PLANETSIDE FEATURE
  1-7
  Background radiation
  8-14
  Chaotically juxtaposed biomes
  15-21
  Creature boneyards
  22-28 Creature lairs or watering holes
  29-35 Crystalline formations
  36-42 Fierce electrical storms
  43-49 Floating terrain
  50-56 Frequent seismic activity
  57-63 Magnetic disturbances
  64-70 Scarred or excavated terrain
  71-77
  Signs of an engineered biosphere
  78-84 Sudden weather fluctuations
  85-91
  Towering geological formations
  92-98 }Descriptor + Focus
  99-100 }Precursor Vault (planetside)
  LIFE
  --
  None
  --
  Extinct
  --
  Simple
  1-10
  Sparse
  11-45
  Diverse
  46-85 Bountiful
  86-100 Overrun
  1-2
  SAMPLE NAMES
  Chiron, Demeter, Erebos, 
  Erembour, Feronia, 
  Fortuna, Gaia, Harbinger, 
  Haven, Hope, Morpheus, 
  Nemus, Sapphire, 
  Serenity, Sif, Silva, Sirona, 
  Solstice, Vale, Valinor
  157
  156
  PLANETS
  CHAPTER 3: ORACLES
  
  PLANETSIDE PERIL
  PLANETSIDE OPPORTUNITY
  Choose or roll on this table when you want inspiration for a trouble during 
  planetside exploration or a planetside expedition. 
  Lifebearing
  Lifeless
  Result
  1-3
  --
  Corrupted or mutated lifeform
  4-6
  --
  Signs of a lifeform's power or cunning
  7-9
  --
  Hazardous plant life or malignant spores
  10-12
  --
  Lifeform hunts for prey
  13-15
  --
  Lifeform lairs here
  16-18
  --
  Lifeforms guided by a greater threat
  19-21
  --
  Lifeforms spooked or stampeding
  22-24
  --
  Threatening lifeform draws near
  25-27
  1-3
  Life is revealed or takes an unexpected form
  28-30
  4-7
  Blocked or impassible path
  31-33
  8-11
  Corrosive substance or environment
  34-36
  12-15
  Disturbing remains or evidence of death
  37-39
  16-19
  Drastic environmental change
  40-42
  20-23
  Enemy holds this area
  43-45
  24-27
  Entangling or engulfing hazard
  46-48
  28-31
  Equipment fails or malfunctions
  49-51
  32-35
  Guarded or patrolled path
  52-54
  36-39
  Led astray
  55-57
  40-43
  Lost the path
  58-60
  44-47
  Meteorites fall from the sky
  61-63
  48-51
  Radiated area or object
  64-66
  52-55
  Realization that something was left behind
  67-69
  56-59
  Seismic or volcanic upheaval
  70-72
  60-63
  Signs of a lurking or trailing foe
  73-75
  64-67
  Storm or atmospheric disruption
  76-78
  68-71
  Toxic or sickening environment
  79-81
  72-75
  Trap or alarm
  82-84
  76-79
  Treacherous or arduous path
  85-87
  80-83
  Troubling visions or apparitions
  88-90
  84-87
  Visibility hindered by atmospheric effects
  91-93
  88-91
  Worrying arrival of a ship or vehicle
  94-96
  92-95
  Wreckage or ruins portend a new threat
  97-99
  96-99
  }Action + Theme
  100
  100
  Roll Twice
  Lifebearing
  Lifeless
  Result
  1-4
  --
  Clue to a lifeform's nature or vulnerabilities
  5-8
  --
  Friendly interaction with a benign lifeform
  9-12
  --
  Hunting or foraging opportunities are plentiful
  13-16
  --
  Interesting or helpful aspect of benign creatures
  17-20
  --
  Interesting or helpful aspect of local plant life
  21-24
  1-5
  Encounter reveals unexpected benign lifeforms
  25-28
  6-10
  Abandoned camp or vehicle
  29-32
  11-15
  Advance warning of an environmental threat
  33-36
  16-20
  Clear path through otherwise perilous terrain
  37-40
  21-25
  Clue offers insight into a current quest or mystery
  41-44
  26-30
  Clue to the history or nature of this place
  45-48
  31-35
  Evidence that others have passed this way
  49-52
  36-40
  Foe reveals themselves or tips their hand
  53-56
  41-45
  Fortuitous change in the weather or atmosphere
  57-60
  46-50
  Friendly traveler crosses your path
  61-64
  51-55
  Helpful resource is in ample supply
  65-68
  56-60
  Impressive vista offers comfort or inspiration
  69-72
  61-65
  Interesting artifact or device
  73-76
  66-70
  Interesting site offers opportunities for exploration
  77-80
  71-75
  Moment of fellowship or inner peace
  81-84
  76-80
  Opening to distract, escape, or avoid foes
  85-88
  81-85
  Opening to get the drop on a foe
  89-92
  86-90
  Plea for help from a potential benefactor
  93-96
  91-95
  Refuge offers a place to hide, plan, or recover
  97-100
  96-100
  Vantage point reveals the lay of the land
  Choose or roll on this table when you want inspiration for a beneficial 
  encounter or event on a planetside journey, such as when you roll a 
  strong hit with a match as you Undertake an Expedition, or if you Explore a 
  Waypoint and find an opportunity.
  159
  158
  PLANETS
  CHAPTER 3: ORACLES
  
  SETTLEMENTS
  POPULATION
  Terminus
  Outlands
  Expanse
  Number
  1-10
  1-15
  1-20
  Few
  11-25
  16-35
  21-50
  Dozens
  26-55
  36-65
  51-80
  Hundreds
  56-85
  66-90
  81-95
  Thousands
  86-100
  91-100
  96-100
  Tens of thousands
  FIRST LOOK
  1-3
  Beautiful architecture
  4-9
  Built from organic materials
  10-15
  Built from random scrap
  16-21
  Built within repurposed ship
  22-26 Built within terrain or asteroid
  27-31 Defensible location
  32-35 Elevated or multi-level construction
  36-40 Hidden or subsurface location
  41-43 High-tech construction
  44-49 Industrial architecture
  50-53 Intimidating defenses
  54-56 Moving or transforming
  57-61 Obvious social stratification
  62-66 Precarious location
  67-72 Rustic architecture
  73-76 Significant structural damage
  77-80 Sprawling or dispersed structures
  81-83 Temporary or seasonal location
  84-87 Toxic or polluted habitat
  88-90 Within or near }Precursor Vault
  91-100 }Descriptor + Focus
  INITIAL CONTACT
  1-20
  Welcoming
  21-30 Neutral / automated
  31-50 Wary
  51-60 Uncooperative
  61-70 Hostile
  71-83 Asking for help
  84-86 In battle
  87-89 Captured
  90-92 Unresponsive
  93-95 Destroyed
  96-100 }Derelict
  AUTHORITY
  1-15
  None / lawless
  16-30 Ineffectual
  31-45 Tolerant
  46-55 Fair
  56-70 Unyielding
  71-85 Corrupt
  86-100 Oppressive
  1-40
  Planetside
  41-75
  Orbital
  76-100
  Deep Space
  LOCATION
  1-2
  161
  160
  SETTLEMENTS
  CHAPTER 3: ORACLES
  
  SETTLEMENT PROJECTS 
  1-5
  Agriculture
  32-33 Expansion
  63-65 Research
  6-7
  Archeology
  34-37 Exploration
  66-69 Salvage
  8-9
  Automation
  38-39 Festival
  70-72 Secrecy
  10-11
  Black market
  40-41 History
  73-75 Shipbuilding
  12-13
  Command
  42-43 Hunting
  76-78 Spirituality
  14-17
  Defense
  44-46 Manufacturing
  79-84 Subsistence
  18-22 Energy
  47-49 Medical
  85-86 Surveillance
  23-25 Engineering
  50-51 Migration
  87-88 Terraforming
  26-27 Entertainment
  52-57 Mining
  89-92 Trade
  28-29 Environmentalism
  58-59 Pacifism
  93-95 Warfare
  30-31 Evacuation
  60-62 Raiding
  96-100 }Action + Theme
  SETTLEMENT TROUBLE 
  1-3
  Betrayal from within
  50-51 Mysterious deaths
  4-7
  Blocked resource
  52-54 Plagued by sickness
  8-9
  Caught in the crossfire
  55-57 Preyed upon by raiders
  10-13
  Changing environment
  58-59 Revolt against leadership
  14-15
  Clash of cultures
  60-61 Sabotaged technology
  16-19
  Dangerous discovery
  62-64 Social strife
  20-23 Depleted resource
  65-66 Someone is ill or injured
  24-27 Failing technology
  67-68 Someone is missing 
  28-31 Feuding factions
  69-70 Stolen technology or object
  32-33 Ghostly visitations
  71-73 Strange phenomenon
  34-37 Hazardous environment
  74-76 Toxic waste or pollution
  38-41 Hostile lifeforms
  77-78 Volatile energy source
  42-44 Impending attack
  79-80 Vulnerable lifeforms
  45-47 Impending natural disaster
  81-90 }Action + Theme
  48-49 Invasive nature or lifeform
  91-100 Roll twice
  1-2
  SETTLEMENT NAME
  Check the Settlement Projects and Settlement Trouble tables when it’s 
  appropriate for your character to know or uncover these details. Projects 
  are the main industry, function, or focus of a settlement. They do not 
  necessarily represent every activity at the site—particularly at a large 
  settlement—but are the most visible or noteworthy aspects. Meanwhile, 
  the Settlement Trouble table provides a broad description of the site’s 
  most dramatic current issue. 
  1
  Aegis
  39
  Kepler
  70
  Redemption
  2
  Altair
  40
  Koshiba
  71
  Redhaven
  3
  Altura
  41
  Lagrange
  72
  Relic
  4
  Amity
  42
  Larissa
  73
  Reprise
  5
  Apex
  43
  Lasthope
  74
  Reverie
  6
  Apogee
  44
  Lastport
  75
  Rhiannon
  7
  Argosy
  45
  Legacy
  76
  Rockhome
  8
  Astra
  46
  Lodestar
  77
  Rust
  9
  Aurora
  47
  Luminus
  78
  Sagan
  10
  Beowulf
  48
  Lyra
  79
  Scirocco
  11
  Brink
  49
  Marrow
  80 Selena
  12
  Bulwark
  50 Meridian
  81
  Sepulcher
  13
  Burnell
  51
  Moirai
  82
  Sigil
  14
  Burrow
  52
  Mudd
  83
  Silvana
  15
  Concord
  53
  Neoma
  84
  Sirius
  16
  Crux
  54
  Nerio
  85
  Sisyphus
  17
  Deadrock
  55
  Nova
  86
  Solitude
  18
  Deception
  56
  Nyx
  87
  Spire
  19
  Elysium
  57
  Osseus
  88
  Starfall
  20 Enigma
  58
  Paradox
  89
  Sundown
  21
  Erebus
  59
  Paragon
  90 Tranquility
  22
  Eris
  60 Paxton
  91
  Tyson
  23
  Evenfall
  61
  Perchance
  92
  Unity
  24
  Eventide
  62
  Pinnacle
  93
  Utopia
  25
  Farpoint
  63
  Polaris
  94
  Vega
  26
  Felicity
  64
  Portent
  95
  Vesper
  27
  Florin
  65
  Prism
  96
  Wayward
  28
  Forlorn
  66
  Providence
  97
  Welkin
  29
  Forsaken
  67
  Purgatory
  98
  Wellpsring
  30
  Freya
  68
  Rampart
  99
  Weyland
  31
  Glimmer
  69
  Ramshackle
  100 Wreck
  32
  Gloam
  33
  Hearth
  34
  Helia
  35
  Hypatia
  36
  Hyperion
  37
  Janus
  38
  Karma
  Choose a name appropriate to the nature of 
  the settlement, or roll for a random result. 
  You can let the name stand alone, or pair it 
  with one of the following tags: Base, Citadel, 
  Depot, Fortress, Hold, Landing, Outpost, 
  Port, Station, Terminal
  163
  162
  SETTLEMENTS
  CHAPTER 3: ORACLES
  
  STARSHIPS
  TYPE
  Roll
  Class
  Typical Role
  1-2
  Carrier
  Launches fighters
  3-6
  Corvette
  Light attack ship
  7-11
  Courier
  Fast transport
  12-14
  Cruiser
  Medium attack ship
  15-16
  Dreadnought
  Heavy attack ship
  17-19
  Escape pod
  Survival craft
  20-22
  Foundry
  Mobile construction platform
  23-27
  Harvester
  Fuel or energy excavator
  28-33
  Hauler
  Heavy transport
  34-36
  Hunter
  Stealthy attack ship
  37-38
  Ironhome
  Habitat
  39-42
  Mender
  Utility or repair
  43-47
  Outbounder
  Remote survey or research
  48-50
  Pennant
  Command ship
  51-56
  Prospector
  Mineral excavator
  57-61
  Reclaimer
  Salvage or rescue
  62-64
  Shuttle
  Short-range transport
  65-67
  Snub fighter
  Small attack craft
  68-82
  Multipurpose
  }Starship Mission
  83-84
  Unusual or unknown
  --
  85-94
  }Fleet
  --
  95-100
  Ships in conflict (roll twice)
  --
  FIRST LOOK
  1-4
  Abnormal sensor readings
  50-54 Obsolete design
  5-8
  Brightly painted
  55-59 Obvious damage
  9-13
  Bristling with weapons
  60-63 Biological components
  14-18
  Dark or stealthy
  64-67 Ornate markings
  19-23 Heavy armor
  68-71 Oversized engines
  24-28 Immobile
  72-75 Prominent guild emblem
  29-33 Intimidating profile
  76-80 Refitted or repurposed hull
  34-37 Large sensor arrays
  81-85 Scarred hull
  38-41 Leaking radiation
  86-90 Built from scrap
  42-45 Low-profile or disguised
  91-94 Towing or linked
  46-49 Modern or advanced design
  95-100 }Descriptor + Focus
  INITIAL CONTACT
  1-3
  Familiar
  51-65 Hostile
  4-15
  Friendly
  66-80 Asking for help
  16-25 Neutral / automated
  81-85 In battle
  26-35 Wary
  86-90 Unresponsive
  36-40 Dismissive
  91-95 Destroyed
  41-50 Uncooperative
  96-100 }Derelict
  FLEET
  1-10
  Battle fleet
  51-60 Settler caravan
  11-25
  Pirate wing
  61-70 Trade caravan
  26-35 Raider horde
  71-90 Transport and escorts
  36-50 Salvager hive
  91-100 }Starship Mission
  1-2
  165
  164
  STARSHIPS
  CHAPTER 3: ORACLES
  
  STARSHIP MISSION
  Terminus
  Outlands
  Expanse
  Mission
  1-3
  1-2
  1-2
  Blockade a location
  4-6
  3-4
  3-4
  Break a blockade
  7-9
  5-7
  5-8
  Collect a resource
  10-11
  8-9
  9-10
  Command others
  12-14
  10-11
  11-12
  Conduct diplomacy
  15-17
  12-13
  13-14
  Conduct espionage
  18-20
  14-16
  15-16
  Conduct piracy
  21-23
  17-20
  17-22
  Conduct research
  24-26
  21-24
  23-25
  Defend against an attack
  27-29
  25-28
  26-29
  Deliver messages or data
  30-32
  29-32
  30-35
  Establish a settlement
  33-35
  33-36
  36-39
  Evacuate a location
  36-37
  37-40
  40-45
  Explore a region
  38-39
  41-42
  46-47
  Hold prisoners
  40-42
  43-45
  48-49
  Hunt down another ship
  43-45
  46-48
  50-51
  Launch an attack
  46-48
  49-50
  52-53
  Patrol an area
  49-51
  51-53
  54-55
  Provide medical aid
  52-54
  54-56
  56-57
  Provide repairs
  55-57
  57-59
  58-61
  Provide shelter
  58-59
  60-61
  62-63
  Quarantine a danger
  60-62
  62-64
  64-65
  Raid a settlement
  63-65
  65-68
  66-69
  Resupply a settlement
  66-68
  69-71
  70-71
  Retrieve salvage
  69-71
  72-73
  72-73
  Search and rescue
  72-74
  74-75
  74-75
  Smuggle cargo
  75-77
  76-78
  76-77
  Survey a site
  78-79
  79-80
  78-79
  Test a technology
  80-82
  81-83
  80-83
  Transport cargo
  83-85
  84-85
  84-85
  Transport passengers
  86-90
  86-90
  86-90
  }Action + Theme
  91-100
  91-100
  91-100
  Roll twice
  Use the Starship Mission table when prompted by another oracle, or to 
  flesh out the nature of a ship or fleet which has a flexible or uncertain 
  role. You can also roll to generate the focus of a spaceborne quest.
  1
  Arclight
  39
  Invictus
  70
  Rubicon
  2
  Argent Arrow
  40
  Iron Cairn
  71
  Sareea's Tribute
  3
  Artemis
  41
  Karena's Reverie
  72
  Second Chance
  4
  Astral Explorer
  42
  Kraken
  73
  Shard of the Sun
  5
  Atlas
  43
  Kuno's Hammer
  74
  Shattered Siege
  6
  Aurora
  44
  Lightline
  75
  Shattered Star
  7
  Avari's Wake
  45
  Lodestar
  76
  Silver Talon
  8
  Banshee's Cry
  46
  Long Haul
  77
  Smoldering Flame
  9
  Beowulf
  47
  Lost Fortune
  78
  Sovereign Skies
  10
  Bloody Jaw
  48
  Luminous Sorrow
  79
  Sparrowhawk
  11
  Broken Sword
  49
  Manta
  80 Stardust
  12
  Buccaneer
  50 Mercy
  81
  Starfall
  13
  Cerelis Nine
  51
  Mutara
  82
  Stellar Hawk
  14
  Clarion Call
  52
  Nebula Prowler
  83
  Stormswept
  15
  Dawn's Herald
  53
  Newton's Folly
  84
  Sundered Aegis
  16
  Dead Reckoning
  54
  Nightfall
  85
  Sundown
  17
  Drift Runner
  55
  Nomad
  86
  Sureshot
  18
  Eclipse
  56
  Obsidian Trident
  87
  Terminus Clipper
  19
  Elara Five
  57
  Onslaught
  88
  Terrapin
  20 Enchantress
  58
  Orca
  89
  Timber Wolf
  21
  Endurance
  59
  Outward Bound
  90 Tip of the Spear
  22
  Excalibur
  60 Phantom
  91
  Titan
  23
  Eye of the Void
  61
  Photon
  92
  Tormentor
  24
  Fall of Icarus
  62
  Poltergeist
  93
  Trithia Six
  25
  Fallen Light
  63
  Profit Margin
  94
  Ultraviolet
  26
  False Hope
  64
  Raven's Call
  95
  Valora's Comet
  27
  Firebreak
  65
  Raya's Promise
  96
  Vengeance
  28
  First Light
  66
  Reaper
  97
  Venture
  29
  Forge Flier
  67
  Reforged Hope
  98
  Vigilant
  30
  Fortune's Favor
  68
  Relentless
  99
  Voidtreader
  31
  Freya’s Wrath
  69
  Royal Signet
  100 Vulture
  32
  Ghost
  33
  Guiding Star
  34
  Hand of Fate
  35
  Herald of Doom
  36
  Implacable
  37
  Implicit
  38
  Inferno
  Give a starship a name when it has an important 
  role in your story. Scan this table and select a 
  name which fits what you know of the ship’s 
  appearance and role. Or generate a random 
  result and let any contradictions contribute to 
  the ship’s history or nature.
  STARSHIP NAME
  167
  166
  STARSHIPS
  CHAPTER 3: ORACLES
  
  CHARACTERS
  CHARACTER ROLE
  1-2
  Agent
  33-34 Guide
  65-66 Pirate
  3-4
  AI
  35-36 Healer
  67-68 Preacher
  5-6
  Artisan
  37-38 Historian
  69-70 Prophet
  7-8
  Assassin
  39-40 Hunter
  71-72 Raider
  9-10
  Bounty Hunter
  41-42 Investigator
  73-74 Researcher
  11-12
  Courier
  43-44 Laborer
  75-76 Scavenger
  13-14
  Crew
  45-46 Lawkeeper
  77-78
  Scholar
  15-16
  Criminal
  47-48 Leader
  79-80 Scout
  17-18
  Cultist
  49-50 Mercenary
  81-82
  Shipwright
  19-20 Diplomat
  51-52 Merchant
  83-84 Smuggler
  21-22 Engineer
  53-54 Miner
  85-86 Soldier
  23-24 Entertainer
  55-56 Mystic
  87-88 Spacer
  25-26 Explorer
  57-58 Navigator
  89-90 Technician
  27-28 Farmer
  59-60 Outcast
  91-92
  Thief
  29-30 Fugitive
  61-62 Pilgrim
  93-95
  }Action + Theme
  31-32 Guard
  63-64 Pilot
  96-100 Roll twice
  CHARACTER GOAL
  1-2
  Avenge a wrong
  44-45 Obtain an object
  3-4
  Build a home
  46-47 Pay a debt
  5-7
  Build a relationship
  48-49 Protect a lifeform
  8-10
  Claim a resource
  50-51 Protect a secret
  11-12
  Collect a debt
  52-53 Prove worthiness
  13-14
  Craft an object
  54-55 Rebel against power
  15-16
  Cure an ill
  56-57 Refute a falsehood
  17-18
  Defeat a rival
  58-59 Repair a technology
  19-20 Defend a person
  60-61 Resolve a dispute
  21-23 Defend a place
  62-63 Restore a relationship
  24-25 Discover a truth
  64-65 Sabotage a technology
  26-27 End a conflict
  66-68 Secure a resource
  28-29 Escape a captor
  69-70 Seek redemption
  30-31 Fight injustice
  71-72 Seize power
  32-33 Find a person
  73-74 Solve a mystery
  34-35 Forge an alliance
  75-76 Spread faith
  36-37 Gain knowledge
  77-78 Travel to a place
  38-39 Gain riches
  79-80 Undermine a relationship
  40-41 Maintain order
  81-90 }Action + Theme
  42-43 Make an agreement
  91-100 Roll twice
  DISPOSITION
  1-6
  Helpful
  31-40 Indifferent
  71-78 Demanding
  7-14
  Friendly
  41-50 Suspicious
  79-86 Unfriendly
  15-22 Cooperative
  51-60 Wanting
  87-94 Threatening
  23-30 Curious
  61-70 Desperate
  95-100 Hostile
  FIRST LOOK
  1-3
  Accented
  34-35 Energetic
  69-71 Shifty
  4-6
  Accompanied
  36-37 Flashy
  72-73 Sickly
  7-8
  Adorned
  38-40 Graceful
  74-76 Slight
  9-11
  Aged
  41-43 Grim
  77-78 Swaggering
  12-13
  Alluring
  44-46 Haggard
  79-81 Tattooed
  14-15
  Armed
  47-49 Ill-equipped
  82-83 Threatened
  16-17
  Armored
  50-52 Imposing
  84-85 Uncanny
  18-20 Athletic
  53-55 Large
  86-87 Visibly disabled
  21-23 Attractive
  56-57 Mutated
  88-90 Weathered
  24-25 Augmented
  58-60 Plain
  91-92 Well-equipped
  26-27 Concealed
  61-62 Poised
  93-95 Wiry
  28-30 Distracted
  63-65 Scarred
  96-97 Wounded
  31-33 Eccentric
  66-68 Scruffy
  98-100 Youthful
  2
  169
  CHARACTERS
  168
  CHAPTER 3: ORACLES
  
  1
  Addicted
  39
  Generous
  70
  Quiet
  2
  Adventurous
  40
  Gifted
  71
  Quirky
  3
  Afflicted
  41
  Greedy
  72
  Rebellious
  4
  Aggressive
  42
  Grief-stricken
  73
  Reclusive
  5
  Ambitious
  43
  Handy
  74
  Relaxed
  6
  Angry
  44
  Hardhearted
  75
  Remorseful
  7
  Anxious
  45
  Haunted
  76
  Resourceful
  8
  Apathetic
  46
  Honorable
  77
  Secretive
  9
  Bitter
  47
  Hot-tempered
  78
  Selfish
  10
  Boastful
  48
  Impulsive
  79
  Sociable
  11
  Boisterous
  49
  Incompetent
  80 Stealthy
  12
  Bold
  50 Independent
  81
  Stern
  13
  Brave
  51
  Infamous
  82
  Stingy
  14
  Careless
  52
  Influential
  83
  Stoic
  15
  Cautious
  53
  Insensitive
  84
  Strong
  16
  Charismatic
  54
  Insightful
  85
  Stubborn
  17
  Clever
  55
  Intelligent
  86
  Successful
  18
  Conceited
  56
  Intolerant
  87
  Suspicious
  19
  Confident
  57
  Ironsworn
  88
  Talented
  20 Confused
  58
  Kind
  89
  Technical
  21
  Connected
  59
  Law-abiding
  90 Timid
  22
  Corrupted
  60 Lonely
  91
  Tolerant
  23
  Cowardly
  61
  Loving
  92
  Tough
  24
  Creative
  62
  Loyal
  93
  Vengeful
  25
  Critical
  63
  Manipulative
  94
  Violent
  26
  Cruel
  64
  Oblivious
  95
  Wary
  27
  Cunning
  65
  Obsessed
  96
  Watchful
  28
  Dangerous
  66
  Oppressed
  97
  Weak
  29
  Deceitful
  67
  Passive
  98
  Weary
  30
  Defiant
  68
  Powerful
  99
  Wild
  31
  Determined
  69
  Proud
  100 Wise
  32
  Disabled
  33
  Doomed
  34
  Driven
  35
  Dying
  36
  Envious
  37
  Experienced
  38
  Faithful
  CHARACTER NAME (1-30)
  Roll
  Given Name
  Family Name
  Callsign
  1
  Akim
  Kuzmin
  Albatross
  2
  Alex
  Durant
  Angler
  3
  Alexis
  Jefferies
  Anvil
  4
  Alisa
  Velez
  Badger
  5
  Althea
  Lontoc
  Bandit
  6
  Amari
  Wade
  Bash
  7
  Aparna
  Kade
  Basilisk
  8
  Argus
  Thorn
  Bingo
  9
  Arnav
  Khosla
  Blackbird
  10
  Ash
  Hendrix
  Blade
  11
  Asha 
  Okiro
  Bloodshot
  12
  Astrid
  Ripley
  Bluewing
  13
  Aurora
  Talin
  Bonfire
  14
  Ayako
  Jin
  Book
  15
  Azriel
  Finn
  Breaker
  16
  Blake
  Solas
  Brick
  17
  Brennan
  Quint
  Buzz
  18
  Brianna
  Keelan
  Buzzard
  19
  Bruna
  Silva
  Centurion
  20
  Bruno
  Valk
  Chimera
  21
  Cassidy 
  O'Brien
  Circuit
  22
  Christa
  Ruiz
  Clank
  23
  Cole
  Stallard
  Cleric
  24
  Corey
  Mackenson
  Crash
  25
  Creed
  Jensen
  Cutter
  26
  Derya
  Sakir
  Cutthroat
  27
  Dex
  Tolari
  Cypher
  28
  Doran
  Kain
  Dagger
  29
  Echo
  Carr
  Dancer
  30
  Eren
  Valenus
  Dash
  This 1-100 oracle spans multiple pages. Check page 172 for the 31-65 
  results, and page 173 for 66-100. Given and family names are presented 
  as an intended pair, so you may roll once for both. If you’d like to give a 
  character a callsign, which are the monikers used by spacers, you may roll 
  separately or take the one provided for the selected name. 
  Roll on the this table as you interact with the 
  character to deepen your understanding 
  of that person. You may ignore, reroll, or 
  adjust contradictions. Or envision how those 
  contradictions add interesting complexity to 
  the character.
  1-3
  REVEALED CHARACTER ASPECT
  171
  170
  CHARACTERS
  CHAPTER 3: ORACLES
  
  CHARACTER NAME (31-65)
  Roll
  Given Name
  Family Name
  Callsign
  31
  Erim
  Kaan
  Deadeye
  32
  Esana
  Taylan
  Deuce
  33
  Eveline 
  Legrand
  Failsafe
  34
  Faye
  Jemison
  Farseer
  35
  Fletcher
  Arden
  Fidget
  36
  Flint
  Sayer
  Firestarter
  37
  Florian
  Kai
  Fixer
  38
  Gavin
  Slater
  Flatline
  39
  Halia
  Edris
  Ghost
  40
  Ike
  Sutton
  Grudge
  41
  Issac
  Savarin
  Gutshot
  42
  James
  Bridger
  Harrow
  43
  Janya
  Mital
  Havoc
  44
  Jihun
  Shin
  Hellhound
  45
  Jorunn
  Nadir
  Hellion
  46
  Juliana
  Santos
  Hex
  47
  Juro
  Mihara
  Hush
  48
  Kaisa 
  Buhari
  Ironclad
  49
  Karthik
  Salvi
  Jackal
  50
  Kayla
  Adler
  Jackpot
  51
  Kei
  Takara 
  Jester
  52
  Kiana
  Shelton
  Link
  53
  Kieran
  Vandu
  Longshot
  54
  Kierra
  Vega
  Mainframe
  55
  Kimora
  Zhang
  Mantis
  56
  Kiri
  Savela
  Mimic
  57
  Kirsa 
  Hawking
  Mole
  58
  Kwan
  Jen
  Monarch
  59
  Kylar
  Hobbs
  Mongoose
  60
  Landry
  Holland
  Nails
  61
  Logan
  Silvius
  Ogre
  62
  Lowell
  Freeman
  Omega
  63
  Lucas
  Barbosa 
  Overload
  64
  Curtis
  Winter
  Packrat
  65
  Luna
  Hammond
  Paladin
  CHARACTER NAME (66-100)
  Roll
  Given Name
  Family Name
  Callsign
  66
  Lux
  Archer
  Phantom
  67
  Mae 
  Barlowe
  Phoenix
  68
  Magnus
  Shepherd
  Pyro
  69
  Mave
  Griffin
  Quickdraw
  70
  Merrick
  Frost
  Razor
  71
  Mina
  Quon
  Rogue
  72
  Nashida
  Malek
  Rook
  73
  Nassar 
  Murad
  Rover
  74
  Ostara
  Becker
  Scout
  75
  Qasira 
  Ammar
  Shadow
  76
  Quinn
  Braddock
  Shark
  77
  Ragnar
  Blackstone
  Shutdown
  78
  Raven
  Hadley
  Slack
  79
  Ria
  Farin
  Slag
  80
  Rokuro
  Kobayashi
  Snipe
  81
  Roland 
  Duval
  Spider
  82
  Rowena
  Hunter
  Splinter
  83
  Sage
  Beckett
  Static
  84
  Saren
  Dykstra
  Stinger
  85
  Annora
  Gray
  Straggler
  86
  Severinus
  Sedano
  Swindle
  87
  Shen
  Bai
  Tinker
  88
  Talia
  Booker
  Touchdown
  89
  Tomiko
  Sato
  Tycoon
  90
  Ulan
  Vayan
  Vagabond
  91
  Valda
  Bond
  Valkyrie
  92
  Venri
  Stark
  Vanguard
  93
  Vesper
  Stirling
  Vertigo
  94
  Vuldar
  Wolfe
  Warden
  95
  William
  O'Niel
  Watchdog
  96
  Yelena
  Petrov
  Wayfinder
  97
  Zakia
  Nazari
  Whisper
  98
  Zari
  Darwin
  Wraith
  99
  Zephyr
  Pearson
  Wrongway
  100
  Zoya
  Volkov
  Zephyr
  Given and family names can be used independently as standalone names. 
  In many cases you can reverse the order. 
  Spacers are often known only by their callsigns, with their “dirtside names” 
  reserved for family and close friends.
  173
  172
  CHARACTERS
  CHAPTER 3: ORACLES
  
  CREATURES
  SCALE
  1-3
  Minuscule (bug-sized)
  4-10
  Tiny (rodent-sized)
  11-25
  Small (dog-sized)
  26-60 Medium (person-sized)
  61-90
  Large (vehicle-sized)
  91-99
  Huge (whale-sized)
  100
  }Ultra-scale
  ULTRA-SCALE
  1-89
  Titanic (hill-sized)
  90-99 Colossal (mountain-sized)
  100
  Vast (planet-sized)
  ENVIRONMENT
  56-80
  Liquid
  81-100
  Air
  Choose the closest match for your 
  location. Or roll to identify the 
  primary habitat of a creature.
  1-5
  Space
  6-15
  Interior
  16-55
  Land
  BASIC CREATURE FORM
  Space Interior Land
  Liquid
  Air
  Result
  1-5
  1-3
  1-2
  1-5
  1-2
  Amoeba / pseudopods
  42-60
  50-51
  50-51
  46-53
  52-66
  Jellyfish / gasbag
  33-34
  20-22
  26-32
  18-24
  41-42
  Crustacean / shelled
  73-82
  64-65
  66-67
  69-75
  73-82
  Ray / flat-bodied
  21-30
  7-12
  6-10
  9-11
  13-37
  Avian / winged
  63-67
  57-58
  59-60
  57-63
  69-70
  Octopoid / tentacled
  38-39
  25-37
  35-39
  40-42
  48-49
  Humanoid / bipedal
  85-86
  69-83
  75-81
  81-82
  85-86
  Spider / web-weaver
  6-20
  4-6
  3-5
  6-8
  3-12
  Amorphous / elemental
  61-62
  52-56 52-58
  54-56
  67-68
  Lizard / reptilian
  35-37
  23-24
  33-34
  25-39
  43-47
  Fish / torpedo-shaped
  83-84
  66-68
  68-74
  76-80
  83-84
  Snake / eel
  31-32
  13-19
  11-25
  12-17
  38-40
  Beast / mammal
  68-72
  59-63
  61-65
  64-68
  71-72
  Plant / fungus
  40-41
  38-49
  40-49
  43-45
  50-51
  Insectoid / exoskeletal
  87-88
  84-85
  82-83
  83-87
  87-88
  Starfish / symmetrical
  89-90 86-90 84-90 88-90 89-90
  Worm / slug / larva
  91-100
  Roll Twice
  Roll twice
  175
  174
  CREATURES
  CHAPTER 3: ORACLES
  
  CREATURE FIRST LOOK
  1-2
  Antennae or sensory organs
  59-60 Injured or scarred
  3-4
  Armored
  61-62 Iridescent
  5-6
  Beautiful
  63-64 Long-limbed
  7-8
  Biotech
  65-66 Luminescent
  9-10
  Bony or gaunt
  67-68 Mandibles or pincers
  11-12
  Brutish or muscled
  69-70 Many-eyed
  13-14
  Camouflaged
  71-72 Mineral or metallic
  15-16
  Claws or talons
  73-74 Multi-jointed
  17-18
  Compound eyes
  75-76 Multi-segmented body
  19-20 Comprised of many creatures 77-78 Ornamented or colorful
  21-22 Corrupted
  79-80 Oversized mouth
  23-24 Crystalline
  81-82 Prominent tail
  25-26 Dead or undead
  83-84 Prominent wings or fins
  27-28 Distinctive markings
  85-86 Ridges or plates
  29-30 Distinctive smell
  87-88 Scaled
  31-32 Distinctive sound
  89-90 Single eye or oversized eyes
  33-34 Dripping mucus
  91-92 Spikes or spines
  35-36 Elongated Neck
  93-94 Stinger or barbs
  37-38 Energy emissions
  95-96 Tentacles or tendrils
  39-40 Extra limbs
  97-98 Translucent
  41-42 Faceless or inexpressive
  99-100 Visible symbiote
  43-44 Fangs or rows of teeth
  45-46 Feathered
  47-48 Fungal growth
  49-50 Fur, hair, or filaments
  51-52 Graceful
  53-54 Hideous
  55-56 Hooded or crested
  57-58 Immobile or trapped
  REVEALED CREATURE ASPECT
  1-2
  Alternative environment
  51-52 Illusionary
  3-4
  Alternative movement
  53-54 Infectious
  5-6
  Alternative senses
  55-56 Infested with parasites
  7-8
  Burrower
  57-58 Intimidating threat display
  9-10
  Chameleon
  59-60 Limited sense
  11-12
  Clever
  61-62 Magnetic
  13-14
  Consumes energy
  63-64 Mental influence or control
  15-16
  Consumes inorganic matter
  65-66 Metamorphic
  17-18
  Controlled or puppeteered
  67-68 Noxious cloud or spores
  19-20 Controls lesser creatures
  69-70 Paralytic toxin
  21-22 Corrosive excretion
  71-72 Parasitic
  23-24 Crusher or constrictor
  73-74 Pheromones
  25-26 Egg sac or carried offspring
  75-76 Poisonous
  27-28 Electric shock
  77-78 Powerful bite
  29-30 Electromagnetic pulse
  79-80 Proboscis or inner jaw
  31-32 Energy breath
  81-82 Projectile attack
  33-34 Energy manipulation
  83-84 Radioactive
  35-36 Engineered biology
  85-86 Regeneration
  37-38 Enhanced senses
  87-88 Replication
  39-40 Enhanced strength
  89-90 Sacrificial defense
  41-42 Entangling secretion
  91-92 Shapechanger
  43-44 Extradimensional
  93-94 Telekinetic
  45-46 Hallucinogen secretion
  95-96 Teleportation
  47-48 Hidden symbiote
  97-98 Territorial
  49-50 Hive mind
  99-100 Toxic spew
  Roll for a basic form (previous 
  page), and flesh out the creature’s 
  appearance using the First Look 
  table. Then, roll once on the 
  Encountered Behavior table 
  (below) to define this creature’s 
  motivation and frame how the 
  encounter begins.
  Roll on this table as you interact with the creature to introduce new features 
  or behaviors. Some results may contradict the established nature of a 
  creature. For example, an amorphous creature which you envisioned as a 
  mass of pure energy would not have typical physical features. If a result 
  doesn’t fit, feel free to ignore, reroll, or adjust. Or simply envision how this 
  contradiction signals a new understanding or unexpected transformation.
  2
  1-2
  ENCOUNTERED BEHAVIOR
  1-5
  Ambusher
  34-37 Hibernator
  66-70 Pack hunter
  6-10
  Apex predator
  38-41 Hoarder
  71-75 Prey
  11-14
  Builder
  42-46 Hunter
  76-80 Protector
  15-19
  Camouflager
  47-51 Lurer
  81-85 Scavenger
  20-24 Forager
  52-55 Migratory
  86-90 Tracker
  25-29 Grazer
  56-60 Mimic
  91-95 Trapper
  30-33 Herder
  61-65 Nester
  96-100 Roll twice
  177
  176
  CREATURES
  CHAPTER 3: ORACLES
  
  DERELICTS
  OUTER FIRST LOOK
  1-15
  Blocked access
  16-30 Corpses
  31-45 Hazardous readings
  46-50 Mutated structure
  51-60 Odd orientation
  61-65 Overgrown or entangled
  66-80 Sending a signal or message
  81-85 Signs that others are here
  86-95 Stripped exterior
  96-100 Time or reality distortions
  LOCATION
  Derelicts are the forsaken relics 
  of human endeavors. Use these 
  First Look tables for your initial 
  survey of the derelict. To reveal 
  more about the look and original 
  function or nature of the site, roll 
  on appropriate tables in the 
  Starship or Settlement oracles. 
  If you explore the depths of a 
  derelict, you may use the zone 
  oracles on the following pages to 
  help envision what you find.
  INNER FIRST LOOK
  1-3
  Abnormal gravity
  49-51 Haunting visions of the dead
  4-6
  Active bots
  52-54 Hazardous temperature
  7-9
  Archaic equipment
  55-57 Heavy steam or moisture
  10-12
  Automated announcements
  58-60 Littered with corpses
  13-15
  Biological infestation
  61-63 Nesting or feeding creatures
  16-18
  Charred surfaces
  64-66 Ornate furnishings
  19-21
  Claw marks
  67-69 Scarred by gunfire
  22-24 Cluttered with debris
  70-72 Sealed against intruders
  25-27 Corroded surfaces
  73-75 Signs of looting or scavenging
  28-30 Cramped spaces
  76-78 Smell of decay
  31-33 Creaking hull
  79-81 Splattered with blood
  34-36 Esoteric writing or symbols
  82-84 Temporal distortions
  37-39 Evidence of new inhabitants
  85-87 Thick haze or smoke
  40-42 Exposed wiring or conduits
  88-90 Unstable energy surges
  43-45 Flashing strobe lights
  91-93 Watchful AI
  46-48 Fluctuating power
  94-100 }Descriptor + Focus
  CONDITION
  1-10
  Functional
  61-90 Damaged or breached
  11-30
  Limited power
  91-98 Heavily damaged
  31-60 Cold and dark
  99-100 Impending destruction
  1-2
  TYPE (BY LOCATION)
  Planetside
  Orbital
  Deep Space
  Result
  1-25
  1-40
  1-75
  Derelict starship
  26-100
  41-100
  76-100
  Derelict settlement
  1-30
  Planetside
  40-60
  Orbital
  61-100
  Deep Space
  179
  178
  DERELICTS
  CHAPTER 3: ORACLES
  
  DERELICT ZONES
  1-20
  }Community
  1-5
  Starship
  Settlement
  }Access
  21-30
  }Engineering
  6-30
  61-70
  }Operations
  66-85
  31-50
  }Living
  31-55
  71-90
  }Production
  86-90
  91-100
  }Research
  91-100
  51-60
  }Medical
  56-65
  SUMMARY: EXPLORING DERELICTS
  Derelicts are broken into zones for primary areas and functions. When 
  you envision moving from one section to another while exploring a 
  derelict, you may choose or roll on the zone chart on the opposite 
  page to help identify what you find. If that’s enough detail, stop 
  rolling and envision the nature of those spaces. You can also use the 
  Descriptor and Focus oracles (pages 136-137) to generate additional 
  aspects of a zone or as an alternative to rolling for a zone.
  DETAILED DERELICT GENERATION
  If you want to give your exploration of a derelict extra focus, use the zone 
  oracles on the following pages. Each includes several tables.
   
  ✴ Area: Roll on this table to help envision the spaces you encounter 
  in that segment of your exploration. Each zone may consist of one 
  or more areas as appropriate to what you envision for the overall 
  complexity of the derelict. If you Undertake an Expedition, an area 
  can serve as a waypoint in your survey of the derelict.
   
  ✴ Feature: Roll on this table when you want to reveal new aspects 
  of your current surroundings. This is best used sparingly—a bit of 
  occasional extra detail or ambiance—rather than rolling for every 
  segment of your exploration.
   
  ✴ Peril: Roll on this table when you want help envisioning a complication 
  or danger within a zone, such as when suffering a cost as an outcome 
  of your exploration.
   
  ✴ Opportunity: Roll on this table when you want inspiration for a 
  beneficial encounter or event within a derelict, such as when you roll 
  a strong hit with a match as you Undertake an Expedition, or if you 
  Explore a Waypoint and find an opportunity.
  If you encounter a prompt for a “New Zone” when rolling for an area, you 
  are transitioning into a different section of the derelict, and you can roll or 
  envision that zone as you like. “New Zone via }Access” means you should 
  first envision the connecting path between the old zone and the new; the 
  Access oracles can help flesh this out.
  SURVEYING A PREPARED SITE
  If you envision your character with a map or scan of the derelict, or the 
  goal of your exploration is to reach a specific zone (such as the bridge on 
  a derelict starship), you can create a simple flow chart of the layout. Make 
  note of the zones and the access types that connect them. Leave some 
  blank zones to discover during play. Use this map—along with rolls on the 
  zone oracles as appropriate—to help envision your path through the site.
  181
  DERELICTS
  180
  CHAPTER 3: ORACLES
  
  PERIL
  1-10
  Alarm or failsafe is triggered
  11-20
  Automated defenses
  21-30
  Blocked or sealed path
  31-40
  Dreadful scene of death or violence
  41-50
  Foe closes in
  51-60
  Gear is failing or broken
  61-70
  Hazardous environmental change
  71-80
  Path is trapped
  81-90
  Unsettling sound or disturbance
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Directions, shortcut, or alternate path
  21-40
  Encounter with a friendly survivor, explorer, or denizen
  41-60
  Hopeful signs of life
  61-80
  Opening to outmaneuver or escape a threat or foe
  81-100 Useful equipment
  AREA
  1-50
  Corridor
  81-85
  Vertical shaft or ladder
  51-60
  Stairs
  86-90 Hub or intersection
  61-70
  Lift or elevator
  91-95
  Crawl space or duct
  71-80
  Catwalk or bridge
  96-100 Airlock or external
  FEATURE
  1-5
  Abandoned gear
  51-55
  Organic growths
  6-10
  Blood trail
  56-60 Ruined bot
  11-15
  Breached door or hatch
  61-65
  Scrawled warning
  16-20
  Control or terminal station
  66-70 Sealed breach
  21-25
  Corpse
  71-75
  Sounds of movement
  26-30 Dismantled equipment
  76-80 Steam or smoke
  31-35
  Flashing strobes
  81-85
  Wandering bot
  36-40 Leaking pipes
  86-90 Windows or viewports
  41-45
  Makeshift barricade
  91-95
  Wrecked passage or debris
  46-50 Opened or missing panels
  96-100 }Descriptor + Focus
  PERIL
  1-10
  Biological infestation
  11-20
  Breached or broken structure
  21-30
  Distressing signs of mass violence or death
  31-40
  Flooded environment
  41-50
  Foe lurks within concealment
  51-60
  Fragile structural integrity
  61-70
  Haunting vision of life here before the fall
  71-80
  Hazardous environmental change
  81-90
  Heartbreaking memento of lost lives
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Culturally significant object or artifact
  21-40
  Salvageable goods or resources
  41-60
  Secure area offers a moment of peace
  61-80
  Terminal with access to site details
  81-100 Valuable item
  AREA
  1-8
  Bar or club
  49-56 Gym or fitness
  9-16
  Temple or chapel
  57-64 Market or trade
  17-24
  Classroom or education
  65-72 Promenade or overlook 
  25-32 Concourse or hub
  73-80 Restaurant or dining
  33-40 Entertainment
  81-85
  New zone
  41-48
  Park or garden
  86-100 New zone via }Access
  FEATURE
  1-8
  Ad-hoc memorials
  49-56 Graffiti or vandalization
  9-16
  Art depicting historic event
  57-64 Guard post or surveillance
  17-24
  Artificial environment
  65-72 Mass grave or corpses
  25-32 Automated announcements
  73-80 Panoramic viewport
  33-40 Barricaded area
  81-88
  Rubble or debris
  41-48
  Gaming devices or interfaces 89-100 }Descriptor + Focus
  ACCESS
  DERELICT
  COMMUNITY
  DERELICT
  183
  182
  DERELICTS
  CHAPTER 3: ORACLES
  
  ENGINEERING
  DERELICT
  LIVING
  DERELICT
  PERIL
  1-10
  Booby trap
  11-20
  Distressing written message
  21-30
  Disturbing evidence of exploitive living conditions
  31-40
  Dreadful scene of death or violence
  41-50
  Lured into danger by signs of life
  51-60
  Recorded message reveals a threat or complication
  61-70
  Sealed door or hatch blocks access
  71-80
  Signs that unwelcome invaders now inhabit this place
  81-90
  Unsettling sound or disturbance
  91-98
  }Action + Theme
  99-100 Roll twice
  PERIL
  1-10
  Corrosive leak
  11-20
  Erratic utility bots
  21-30
  Failing equipment requires a specific part or skill
  31-40
  Fire or energy surge
  41-50
  Precarious or broken path
  51-60
  Radioactive hotspot
  61-70
  Sabotaged equipment
  71-80
  Shrouded atmosphere conceals a lurking foe
  81-90
  Unstable or failing power core
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Culturally significant object or artifact
  21-40
  Hidden stash of valuable contraband
  41-60
  Intact barricade or protected area
  61-80
  Recorded message reveals helpful aspects of this site
  81-100 Useful personal gear
  OPPORTUNITY
  1-20
  Advanced or experimental equipment
  21-40
  Chance to restore power or function
  41-60
  Helpful plans or schematics
  61-80
  Helpful utility bot
  81-100 Useful tool or device
  AREA
  1-8
  Food storage
  49-56 Quarters (individual)
  9-16
  Galley or kitchen
  57-64 Quarters (communal)
  17-24
  Laundry
  65-72 Restroom or showers
  25-32 Locker room or storage
  73-80 Sleeping pods
  33-40 Mess hall or dining
  81-85
  New zone
  41-48
  Observation lounge
  86-100 New zone via }Access
  AREA
  1-8
  Control room
  49-56 Maintenance tube
  9-16
  Engine room or power core
  57-64 Vehicle bay or garage
  17-24
  Engineering offices
  65-72 Water processing
  25-32 Equipment storage
  73-80 Workshop
  33-40 Fuel or coolant tanks
  81-85
  New zone
  41-48
  Life support
  86-100 New zone via }Access
  FEATURE
  1-8
  Abandoned pet
  49-56 Ransacked belongings
  9-16
  Audible music
  57-64 Remains of the dead
  17-24
  Cherished personal item
  65-72 Scuttling vermin
  25-32 Failed barricade
  73-80 Shrine or altar
  33-40 Half-eaten food
  81-88
  Unusual art
  41-48
  Messages from loved ones
  89-100 }Descriptor + Focus
  FEATURE
  1-8
  Cluttered workbench
  49-56 Multilevel layout
  9-16
  Control terminal
  57-64 Pipes and valves
  17-24
  Crane or lift
  65-72 Sharp ozone smell
  25-32 Disassembled equipment 
  73-80 Unfinished project
  33-40 Flickering status monitors
  81-88
  Utility bots
  41-48
  Jury-rigged equipment
  89-100 }Descriptor + Focus
  185
  184
  DERELICTS
  CHAPTER 3: ORACLES
  
  PERIL
  1-10
  Automated defenses target you
  11-20
  Broken equipment limits control
  21-30
  Coded message or puzzling security device
  31-40
  Discouraging evidence of failed plans or defenses
  41-50
  Displays reveal a new threat elsewhere in this site
  51-60
  Failing power
  61-70
  Hostile AI
  71-80
  Sealed blast doors block access
  81-90
  Sensors indicate the arrival of an external threat
  91-98
  }Action + Theme
  99-100 Roll twice
  PERIL
  1-10
  Disgusting sight / smell
  11-20
  Disturbing evidence of medical misconduct
  21-30
  Erratic medical bots
  31-40
  Evidence of a virulent disease
  41-50
  Malfunctioning medical equipment
  51-60
  Repercussions of a medical experiment
  61-70
  Restless dead
  71-80
  Signs of a horrific death
  81-90
  Signs of broken quarantine
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Cache of weapons or ammo
  21-40
  Helpful AI
  41-60
  Keycard or access code
  61-80
  Log offers insight into this site's downfall
  81-100 Secure area offers a moment of peace
  OPPORTUNITY
  1-20
  Cache of medicine
  21-40
  Clues to a medical mystery
  41-60
  Helpful medical bot
  61-80
  Unusual or rare specimen
  81-100 Useful medical equipment
  AREA
  1-8
  Admin or command offices
  49-56 Conference or briefing room
  9-16
  Armory
  57-64 Landing bay or hangar
  17-24
  Bridge or command center
  65-72 Lounge
  25-32 Brig or cells
  73-80 Security
  33-40 Comms center
  81-85
  New zone
  41-48
  Computer core
  86-100 New zone via }Access
  AREA
  1-8
  Crematorium
  49-56 Operating room
  9-16
  Emergency or triage
  57-64 Pharmacy or drug locker
  17-24
  Isolation or containment
  65-72 Prosthetics workshop
  25-32 Medical lab
  73-80 Ward or clinic
  33-40 Medical offices
  81-85
  New zone
  41-48
  Morgue
  86-100 New zone via }Access
  FEATURE
  1-8
  Automated warning
  49-56 Intricate control panels
  9-16
  Buckled blast doors
  57-64 Map of the site
  17-24
  Control terminal
  65-72 Recorded message
  25-32 Emergency lighting
  73-80 Video surveillance monitors 
  33-40 EV suit storage
  81-88
  Written logs
  41-48
  Hissing comms channel
  89-100 }Descriptor + Focus
  FEATURE
  1-8
  Autopsied corpse
  49-56 Dissected specimen
  9-16
  Biological specimens
  57-64 Improvised overflow beds
  17-24
  Blood spatter or pools
  65-72 Medical monitors
  25-32 Bloody medical supplies
  73-80 Medical records or scans
  33-40 Broken prosthetics
  81-88
  Stacks of body bags
  41-48
  Corpse of a healer
  89-100 }Descriptor + Focus
  MEDICAL
  DERELICT
  OPERATIONS
  DERELICT
  187
  186
  DERELICTS
  CHAPTER 3: ORACLES
  
  PERIL
  1-10
  Automated containment protocols are activated
  11-20
  Biological infestation
  21-30
  Dangerous specimen
  31-40
  Disturbing outcome of a failed experiment
  41-50
  Evidence of sinister experiments
  51-60
  Fragile vault holds a dire threat
  61-70
  Signs of broken containment
  71-80
  Toxic environment
  81-90
  Unstable technology
  91-98
  }Action + Theme
  99-100 Roll twice
  PERIL
  1-10
  Claustrophobic spaces
  11-20
  Dangerous machinery
  21-30
  Disturbing evidence of exploited labor
  31-40
  Extreme temperatures
  41-50
  Hazardous materials
  51-60
  Impending industrial disaster
  61-70
  Malfunctioning automation
  71-80
  Rivals seek to secure these resources
  81-90
  Signs of an unearthed or manufactured threat
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Helpful research data
  21-40
  Records of a notable discovery
  41-60
  Specialized research tools
  61-80
  Unique prototype
  81-100 Useful navigational data
  OPPORTUNITY
  1-20
  Helpful vehicle or transport
  21-40
  Rare or valuable resource
  41-60
  Salvageable materials
  61-80
  Useful equipment
  81-100 Valuable cargo
  AREA
  1-8
  Clean room
  49-56 Isolation or containment
  9-16
  Cold storage
  57-64 Lab
  17-24
  Creature or animal pens
  65-72 Library or records
  25-32 Decontamination Room
  73-80 Secure vault
  33-40 Hazardous material storage
  81-85
  New zone
  41-48
  Hydroponics or agriculture
  86-100 New zone via }Access
  AREA
  1-8
  Airlock or staging area
  49-56 Monitoring or control room
  9-16
  Assembly or processing 
  57-64 Processed goods storage
  17-24
  Cargo bay
  65-72 Raw materials storage
  25-32 Equipment storage
  73-80 Scrapyard
  33-40 Exosuit bay
  81-85
  New zone
  41-48
  Harvesting or mining platform 86-100 New zone via }Access
  FEATURE
  1-8
  Aquarium or tank
  49-56 Hazmat suits
  9-16
  Biological specimens
  57-64 Inscrutable artifact
  17-24
  Bones or fossils
  65-72 Invasive plant growth
  25-32 Broken equipment
  73-80 Recorded research log
  33-40 Cryptic research notes
  81-88
  Spilled chemicals
  41-48
  Hastily destroyed data
  89-100 }Descriptor + Focus
  FEATURE
  1-8
  Cargo lifts
  49-56 Immense machinery
  9-16
  Control panels
  57-64 Sealed or locked containers
  17-24
  Disassembled machinery
  65-72 Tools
  25-32 Elevated walkways
  73-80 Vats of chemicals or gas
  33-40 Environment suits
  81-88
  Written manifest
  41-48
  Ill-fated workers
  89-100 }Descriptor + Focus
  PRODUCTION
  DERELICT
  RESEARCH
  DERELICT
  189
  188
  DERELICTS
  CHAPTER 3: ORACLES
  
  PRECURSOR VAULTS
  1-50
  Planetside
  51-75
  Orbital
  76-100
  Deep Space
  LOCATION
  SCALE
  1-30
  Minor, confined site
  31-65
  Typical site of limited scope
  66-90 Large, elaborate site
  91-99
  Vast site of unfathomable complexity
  100
  World-spanning site or megastructure
  FORM
  1-35
  Structure
  36-60 Vessel
  61-80
  Monument
  81-95
  Machine
  96-100 Incomprehensible
  SHAPE
  1-15
  Practical or functional
  56-60 Platform or disc
  16-20
  Geometric (complex shape)
  61-65
  Spires or towers
  21-25
  Geometric (cube)
  66-68 Domed
  26-30 Geometric (obelisk)
  69-73 Spiky
  31-35
  Geometric (pyramid)
  74-76 Sculptural or effigy
  36-40 Geometric (ring or torus)
  77-79
  Amorphous
  41-45
  Geometric (sphere)
  80-85 Transforming
  46-55 Organic or curved
  86-100 Roll twice
  OUTER FIRST LOOK
  1-3
  Corrupting its environment
  52-54 Levitating or in motion
  4-7
  Automated defenses
  55-58 Lighted or illuminated
  8-10
  Breached exterior
  59-61
  No obvious point of entry
  11-14
  Broken or fragmented
  62-64 Overgrown or entangled
  15-17
  Camouflaged or hidden
  65-67 Perfectly preserved
  18-20
  Cavernous opening
  68-70 Phasing in and out of reality
  21-23
  Dispersed structures
  71-73
  Physical barrier
  24-26 Dreadful premonitions
  74-76 Pitted or scarred
  27-30 Electromagnetic field
  77-79
  Scaled for outsized beings
  31-33
  Embedded within terrain
  80-82 Shrouded in mist or haze
  34-36 Encased in an energy field
  83-85 Signs of invaders
  37-40 Energy core or conduit
  86-89 Sound or signal
  41-43
  Fractal patterns
  90-92 Strong gravity well
  44-47 Glyphs or symbols
  93-95 Surrounded by destruction
  48-51
  Hazardous readings
  96-100 }Descriptor + Focus
  MATERIAL
  1-30
  Metallic (industrial)
  79-82 Flesh-like
  31-60
  Metallic (smooth)
  83-86 Plant-like 
  61-70
  Rocky or stone-like
  87-88 Energy
  71-74
  Crystalline or glass-like
  89-90 Liquid
  75-78 Bone-like
  91-100 Roll twice
  1-2
  191
  190
  PRECURSOR VAULTS
  CHAPTER 3: ORACLES
  
  Vault 
  Vault 
  Purpose
  Purpose
  Sanctum
  Sanctum
  INTERIOR
  INTERIOR
  EXTERIOR
  EXTERIOR
  INNER 
  INNER 
  First Look
  First Look
  SUMMARY: EXPLORING PRECURSOR VAULTS
  When you first come upon a vault, you can use the tables on the previous 
  two pages to help envision its form and nature. For a more abstract prompt, 
  just use the Descriptor oracle (page 136). In either case—if that’s enough 
  detail for the role of the vault in your story—stop there.  
  DETAILED PRECURSOR VAULT GENERATION
  If the survey of a vault is a focus for your current quest, you can use the 
  oracle tables in this section to generate a more complete picture of the site. 
  See the next page for a diagram of the three main phases of exploration.
   
  ✴ Exterior: Start by generating the basic form and characteristics of 
  the vault using the tables on the previous two pages. These features 
  represent what you observe from a safe distance. 
   
  ✴ Interior: If you enter the site, check the Inner First Look table (page 
  194) for initial impressions of what lies within.  If you explore further, 
  use the Interior Feature table (page 196) to define what you find or 
  encounter. If you Undertake an Expedition within a vault, check this 
  table if you want help setting the scene for a waypoint. 
   
  ✴ Sanctum: As you delve deeper into a vault, the corruption and 
  strangeness of the place takes hold. Use the Sanctum Feature table 
  (page 198) to represent the aberrant nature of a vault’s depths.
  DELVING THE SANCTUM
  Your passage from the Interior into the Sanctum is triggered by a rolled 
  result on the Interior Feature table: “Transition into the Sanctum.”
  If you Undertake an Expedition into a vault, you can also use the progress 
  track as a gauge for your current location. Once you reach six or more 
  filled progress boxes, you have reached the Sanctum.
  If you envision a vault as particularly strange and perilous, use the 
  Sanctum as the framing for the entirety of your exploration. If it is relatively 
  mundane, use only the Interior.
  REVEALING THE VAULT’S PURPOSE
  If the original function of the vault is a mystery, you can use the Vault 
  Purpose table (page 195) to see what lies at its heart. Check this oracle 
  when your story leads to a reveal of the site’s true nature, such as when 
  you Finish an Expedition.
  PERILS AND OPPORTUNITIES
  Use these tables to help envision a complication or favorable circumstance 
  within a vault, such as when you Explore a Waypoint and are prompted to 
  envision a peril or opportunity.
  193
  PRECURSOR VAULTS
  192
  CHAPTER 3: ORACLES
  
  INNER FIRST LOOK
  VAULT PURPOSE
  1-3
  Abnormal gravity
  4-6
  Automated defenses
  7-9
  Biological infestation
  10-12
  Carried tech is disrupted
  13-15
  Complex textures or patterns
  16-18
  Corpses of intruders
  19-21
  Damage and debris
  22-24
  Deteriorating spaces
  25-27
  Dissonant tones or music
  28-30
  Energy surges
  31-33
  Environment reacts to your presence
  34-36
  Evidence of looting or scavenging
  37-39
  Excessive cold
  40-42
  Excessive heat
  43-45
  Faint ambient lighting
  46-48
  Impenetrable darkness
  49-51
  Intense smell
  52-54
  Magnetic surfaces
  55-57
  Material does not match exterior
  58-60
  Ornate markings or symbols
  61-63
  Reactive lighting responds to your presence
  64-66
  Scale does not match exterior
  67-69
  Signs of invasive lifeforms
  70-72
  Surfaces respond to touch
  73-75
  Thick haze or smoke
  76-78
  Thick or fluid atmosphere
  79-81
  Thrumming or droning sound
  82-84
  Toxic atmosphere
  85-87
  Toxic residue
  88-90
  Well-preserved
  91-93
  Wet or humid
  94-100
  }Descriptor + Focus
  1-3
  Capture or control of other beings
  4-6
  Command or communication relay
  7-9
  Commemoration of an event
  10-12
  Conduit to mystical powers
  13-16
  Conservation of living specimens
  17-20
  Containment of a powerful being
  21-24
  Containment of dangerous creatures
  25-27
  Containment of weapons
  28-31
  Control of a destructive weapon
  32-34
  Generation of defenses or barriers
  35-38
  Generation or transformation of energy
  39-41
  Harvesting of resources
  42-44
  Internment of the dead
  45-47
  Manipulation of spacetime
  48-50
  Manufacturing of lifeforms
  51-53
  Manufacturing of machines or devices
  54-56
  Passage to another location
  57-59
  Preservation of an ancient intelligence
  60-62
  Preservation of maps or navigational data
  63-66
  Protection of a sacred artifact
  67-69
  Researching science or technology
  70-73
  Safekeeping of cultural records or memories
  74-77
  Shelter for inhabitants
  78-80
  Stockpiling of resources
  81-83
  Surveying or monitoring of a location
  84-87
  Transformation of terrain or environments
  88-90
  Worship of a god or being
  91-95
  }Action + Theme
  96-100
  Roll Twice
  1-2
  Use this table to reveal what you see or encounter when first entering 
  the site. These aspects, combined with the exterior features, will help you 
  envision the nature and condition of the vault and provide context for the 
  rest of your exploration.
  Because precursor vaults  are alien and enigmatic, understanding their 
  ultimate purpose requires investigation and exploration. Use this table to 
  reveal the vault’s original function or role at an appropriate point in your 
  survey. This can come as an outcome of completing an expedition, or when 
  your story naturally leads you to a revelation of the site’s nature.
  195
  194
  PRECURSOR VAULTS
  CHAPTER 3: ORACLES
  
  INTERIOR
  VAULT
  INTERIOR FEATURE
  INTERIOR PERIL
  INTERIOR OPPORTUNITY
  1-3
  Ascending or descending path
  4-6
  Biological growths
  7-8
  Blood trail
  9-10
  Breached or ruptured area
  11-13
  Broken or inactive machinery
  14-15
  Clinging mist
  16-18
  Damage or debris
  19-20
  Echoing noises
  21-22
  Elevated path over chasm or shaft
  23-25
  Energy discharges
  26-28
  Enigmatic controls or terminal
  29-30
  Garden or invasive plant life
  31-32
  Inscrutable object lies dark and silent
  33-35
  Intersection or hub
  36-38
  Intricate symbols or pictographs
  39-41
  Looted or dismantled technology
  42-44
  Looted or empty containers
  45-47
  Mazelike passages
  48-49
  Moving platform or lift
  50-52
  Mummified or decayed corpses
  53-55
  Narrowing or widening path
  56-58
  Pooled liquid
  59-61
  Remains of intruders
  62-63
  Scattered bones
  64-66
  Scrawled markings
  67-68
  Signs of an attack or battle
  69-71
  Signs of invasive creatures
  72-73
  Surfaces honeycombed with openings
  74-76
  Unintelligible recorded message
  77-79
  Unintelligible whispers
  80-82
  Vaulted chamber
  83-85
  Vertical shaft
  86-90
  Transition into the Sanctum
  91-95
  }Descriptor + Focus
  96-100
  Roll Twice
  1-5
  Broken path
  6-10
  Change in atmosphere or environment
  11-15
  Corrosive environment
  16-20
  Dire warning left by other explorers
  21-25
  Foes close in
  26-30
  Fragile structural integrity
  31-35
  Hazardous path designed for traversal by other beings
  36-40
  Important gear malfunctions
  41-45
  Isolation or fear presses in
  46-50
  Mechanical trap
  51-55
  Mist or darkness conceals dangers
  56-60
  Puzzling mystery blocks the way
  61-65
  Radioactive hot spot
  66-70
  Rivals seek what lay within
  71-75
  Signs of a contagion
  76-80
  Signs of a lurking foe
  81-85
  Tempting location or object holds hidden dangers
  86-90
  Toxic atmosphere
  91-95
  Unnerving sound or sensation
  96-99
  }Action + Theme
  100
  Roll Twice
  1-10
  Clue points the way to your destination or target
  11-20
  Clue to a lifeform's nature or vulnerabilities
  21-30
  Helpful gear left by another explorer
  31-40
  Insight into the nature or history of this site
  41-50
  Intriguing device or artifact
  51-60
  Opening to get the drop on a foe
  61-70
  Opening to outmaneuver or escape a threat or foe
  71-80
  Salvageable resource
  81-90
  Secure area offers a moment of peace
  91-100
  Shortcut or less perilous path speeds your way
  197
  196
  PRECURSOR VAULTS
  CHAPTER 3: ORACLES
  
  SANCTUM
  VAULT
  SANCTUM FEATURE
  SANCTUM PERIL
  SANCTUM OPPORTUNITY
  1-2
  Abyssal pit or chasm
  3-5
  Altered gravity
  6-7
  Area filled with strange liquid
  8-10
  Area humming with aberrant energy
  11-13
  Blasted or wrecked area
  14-16
  Central chamber of immense proportions or grandeur
  17-19
  Colossal machine
  20-21
  Corrupted plant life
  22-24
  Enigmatic mechanisms come to life
  25-26
  Haze of spores or nanomachines
  27-28
  Incomprehensible architecture or geometry
  29-31
  Incongruent space contradicts the nature of this site
  32-34
  Inscrutable object emits sound and energy
  35-37
  Machinery fused with organic growths
  38-40
  Moving chamber or passage
  41-43
  Mutated remains of the dead
  44-46
  Nest of invasive creatures
  47-49
  Pockets or layers of altered atmosphere
  50-51
  Pods or chambers with preserved corpses
  52-54
  Pools of strange liquid
  55-57
  Pulsating surfaces
  58-60
  Rampant biological infestation
  61-63
  Repository of biological specimens
  64-66
  Sealed chamber
  67-69
  Sealed containers of inscrutable purpose
  70-72
  Simulated or illusionary environment
  73-74
  Surfaces covered in slime or fungus
  75-76
  Temporal distortions
  77-79
  Transforming spaces
  80-82
  Visions of this place in another time
  83-85
  Visions or reflections of another reality
  86-88
  Warped or misshapen spaces
  89-90
  Whispering voices speak to you
  91-95
  }Descriptor + Focus
  96-100
  Roll Twice
  1-5
  Camouflaged or transforming foe reveals itself
  6-10
  Confounding distortions of the timestream
  11-15
  Destructive environmental disturbance
  16-20
  Horrifying fate for a previous intruder
  21-25
  Important equipment rendered useless
  26-30
  Led astray or lured into danger by a manifestation or illusion
  31-35
  Lost the way or separated from others
  36-40
  Manifestations prey upon your weaknesses or worries
  41-45
  Other intruders have been corrupted or mutated by this place
  46-50
  Paranoia or suspicion takes hold
  51-55
  Path behind you is sealed
  56-60
  Powerful foe strikes without warning
  61-65
  Restless dead awaken
  66-70
  Scene of hideous violence or death
  71-75
  Snared in an unnatural trap
  76-80
  Spawning or swarming foes surround you
  81-85
  Sudden structural collapse or failure
  86-90
  Temptations to linger or remain in this site
  91-95
  You are marked by physical corruption or mutation
  96-99
  }Action + Theme
  100
  Roll Twice
  1-10
  Access to a secret or protected area
  11-20
  Clue points the way to your destination or target
  21-30
  Comforting illusion or vision
  31-40
  Control or terminal adjusts to accept your input
  41-50
  Deeper insight into the history or nature of this site
  51-60
  Device or artifact reveals its purpose
  61-70
  Environment adjusts to better suit you
  71-80
  Foes stand down or give way
  81-90
  Key offers control of a function or aspect of this site
  91-100
  Shortcut or less perilous path speeds your way
  199
  198
  PRECURSOR VAULTS
  CHAPTER 3: ORACLES
  
  LOCATION THEMES
  EXPLORING THEMED LOCATIONS
  Themes help you envision atmosphere, features, and encounters within 
  an unusual, aberrant, or important location. You can answer questions 
  about a place using only the tables provided for a theme, such as when 
  delving into an Infested cave. Or you can pair a theme with other location 
  oracles for more flavor and variety; for example, you might explore a 
  Haunted Grave World, a Ruined Derelict, a Sacred Precusor Vault, or 
  an Inhabited Settlement.
  Each theme on the following pages includes a set of oracles.
   
  ✴ Feature: Use this table to reveal a new aspect of the location.
   
  ✴ Peril: Use this table to help envision a complication or hazard. 
   
  ✴ Opportunity: Use this table to help envision a beneficial encounter 
  or event, such as when rolling a strong hit with a match in a location.
  When mixing-and-matching a theme with another set of tables, use the 
  techniques described for an oracle array (page 212) to determine which 
  oracle you will reference for that question or phase of your exploration.
  THEME TYPE
  Roll
  Result
  Summary
  1-15
  Chaotic
  Reality is corrupted or warped in this place
  16-30
  Fortified
  Enemies defend this place against intruders
  31-45
  Haunted
  Restless spirits are bound to this place
  46-60
  Infested
  Foul creatures have overrun this place
  61-70
  Inhabited
  People have built a community in this place
  71-85
  Ruined
  Time, disaster, or war have ravaged this place
  86-100
  Sacred
  The faithful worship inscrutable powers in this place
  You will typically choose a theme which supports what you know of that 
  location’s nature. If you want a random theme, roll on the table above.
  201
  200
  LOCATION THEMES
  CHAPTER 3: ORACLES
  
  PERIL
  1-9
  Chaos makes its mark upon you
  10-18
  Chaos spreads or intensifies
  19-27
  Chaos tempts or lures you
  28-36 Chaotic energies block the path or assail you
  37-45 Disorienting changes in time or location
  46-54 Dreadful scene of those who fell prey to chaos
  55-63 Equipment is made unstable or dangerous
  64-72 Foes harness or wield chaos
  73-81
  Hazardous environmental changes
  82-90 Lifeforms made hostile by chaos
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Chaos ebbs or withdraws for a time
  21-40
  Chaos empowers you with strange but useful abilities
  41-60
  Chaos manifests as comforting or inspiring visions
  61-80
  Chaotic changes hamper your foes
  81-100 Insight into the source or nature of the chaos
  FEATURE
  1-8
  Alterations in the flow of time
  9-16
  Chaotic portal, focus, or conduit
  17-24
  Corrupted or warped architecture or terrain
  25-32 Corrupted or warped environment or ecosystem
  33-40 Corrupted or warped technology
  41-48
  Cryptic device harnesses or powers chaos
  49-56 Distortions of gravity or physics
  57-64 Energy field or barrier
  65-72 Glimpses of alternate realities
  73-80 Lifeforms mutated or altered by chaos
  81-88
  Lifeforms spawned from chaos
  89-96 Visions of your past or future
  97-100 }Descriptor + Focus
  CHAOTIC
  LOCATION THEME
  Reality is corrupted or warped in this place.
  FEATURE
  1-8
  Captives or prisoners
  9-16
  Control area or terminal
  17-24
  Empty or inactive area
  25-32 Enemy forces assembled for an event
  33-40 Enemy forces off-duty or at leisure
  41-48
  Enemy forces on guard
  49-56 Enemy forces on patrol
  57-64 Enemy forces transporting supplies or equipment
  65-72 Enemy leader makes an inspection
  73-80 Prototype technology or equipment
  81-88
  Robotic assistant or watchful AI
  89-96 Support personnel at work
  97-100 }Descriptor + Focus
  FORTIFIED
  LOCATION THEME
  Enemies defend this place against intruders.
  PERIL
  1-9
  Alarm is triggered
  10-18
  Automated security or weapons target you
  19-27
  Checkpoint or path with restricted access
  28-36 Enemies converge on this area
  37-45 Enemies reveal new capabilities or technology
  46-54 Enemies trick you or lure you into a trap
  55-63 Powerful enemy appears
  64-72 Problematic alliance or affiliations is revealed
  73-81
  Revealed schemes of an enemy leader create new urgency
  82-90 Your plan is undone by an unexpected complication
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Insight into the plans or methods of the enemy force
  21-40
  Opening to get the drop on an enemy
  41-60
  Opening to outmaneuver or escape enemies
  61-80
  Potential collaborator or informant reveals themselves
  81-100 Access to useful equipment or weapons
  203
  202
  LOCATION THEMES
  CHAPTER 3: ORACLES
  
  FEATURE
  1-8
  Corpse of am unfortunate victim
  9-16
  Eggs, cocoons, or nest
  17-24
  Environment corrupted by the infestation
  25-32 Evidence of a lurking creature
  33-40 Evidence of an ill-fated victim
  41-48
  Hoarded food
  49-56 Indistinct movement or sounds
  57-64 Lair of lesser creatures
  65-72 Ravaged supplies or equipment
  73-80 Remains of a creature or remnants of a previous form
  81-88
  Territorial markings
  89-96 Trail or evidence of a creature's passage
  97-100 }Descriptor + Focus
  INFESTED
  LOCATION THEME
  Foul creatures have overrun this place.
  FEATURE
  1-8
  Disembodied voices
  9-16
  Eerie cold
  17-24
  Foreboding omen or message
  25-32 Ghostly visions of this place in another time
  33-40 Glimpses of shadowy movement 
  41-48
  Objects move of their own accord
  49-56 Sensation of being watched
  57-64 Signs of death or violence
  65-72 Spectral sounds
  73-80 Twisted or altered architecture or terrain
  81-88
  Unnatural blight, decay, or ruin
  89-96 Unnatural mists or darkness
  97-100 }Descriptor + Focus
  HAUNTED
  LOCATION THEME
  Restless spirits are bound to this place.
  PERIL
  1-9
  Assailed by an angry or vengeful being
  10-18
  Beguiling illusions tempt you to linger or stay
  19-27
  Besieged by frightening sensations
  28-36 Equipment is plagued by unexplainable malfunctions
  37-45 Plunged into disorienting darkness or illusionary surroundings
  46-54 Spectral manifestations of your fears
  55-63 Spirits or undead reveal surprising abilities or motivations
  64-72 Sudden, shocking reveal of a ghostly manifestation or undead form
  73-81
  Trickery leads you into danger
  82-90 Visions reveal a horrifying aspect of this place
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Encounter with a benign spirit or being
  21-40
  Helpful vision of past events 
  41-60
  Message or clue leads offers insight into the nature of this haunting
  61-80
  Secret area or path is revealed
  81-100 Useful or interesting artifact or device
  PERIL
  1-9
  Creatures attack without warning
  10-18
  Creatures guided or controlled by a greater threat
  19-27
  Creatures reveal new aspects or abilities
  28-36 Creatures reveal surprising cleverness
  37-45 Creatures take or destroy something important
  46-54 Discovery of a live but threatened victim
  55-63 Hazardous architecture or terrain
  64-72 Lured or driven into a trap or dead-end
  73-81
  Powerful or dominant creature reveals itself
  82-90 Toxic or sickening environment
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Clue to the nature or vulnerabilities of these creatures
  21-40
  Creatures turn on each other
  41-60
  Early warning of an attack or ambush
  61-80
  External event provides a helpful distraction 
  81-100 Helpful resource or equipment
  205
  204
  LOCATION THEMES
  CHAPTER 3: ORACLES
  
  FEATURE
  1-8
  Collapsed or broken structures or terrain
  9-16
  Device or artifact with residual power or function
  17-24
  Focal point or nexus of the destruction
  25-32 Graves or corpses
  33-40 Innermost or hidden spaces laid bare by the destruction
  41-48
  Message or recording from before the fall
  49-56 Overgrown or entombed spaces
  57-64 Rubble-strewn paths
  65-72 Sad memento of a lost life
  73-80 Sights or sounds of structural instability
  81-88
  Signs of looting or scavenging
  89-96 Survivors or guardians dwell among the ruins
  97-100 }Descriptor + Focus
  RUINED
  LOCATION THEME
  Time, disaster, or war have ravaged this place
  FEATURE
  1-8
  Conspicuous patrols or surveillance
  9-16
  Crews at work
  17-24
  Display or monument honors a notable cultural event
  25-32 Emergency teams responding to an incident or crisis
  33-40 Families gathering or children playing
  41-48
  Festival, celebration, or observance
  49-56 Fight breaks out
  57-64 Notable figure stands out from the crowd
  65-72 Protest or strike
  73-80 Unrepaired damage
  81-88
  Unusually empty or quiet area
  89-96 Vendor or merchant hawking their wares
  97-100 }Descriptor + Focus
  INHABITED
  LOCATION THEME
  People have built a community in this place.
  PERIL
  1-9
  Announcement or notification brings harrowing news
  10-18
  Arrival of a foe or rival
  19-27
  Blockade or security cordon cuts off needed access
  28-36 Caught in the crossfire of a dispute
  37-45 Disturbing evidence of exploitive conditions
  46-54 Lured into danger 
  55-63 Signs of disease, infestation, or toxic environment
  64-72 Signs of unrest or rebellion
  73-81
  Signs that you are being watched or followed
  82-90 Unwanted attention from authority or enemies
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Intriguing offer from an unexpected source
  21-40
  Lively festival or gathering place provides a chance to socialize
  41-60
  Local gossip proves interesting or helpful
  61-80
  Needed item, resource, or buyer is available 
  81-100 Old friend or connection resurfaces
  PERIL
  1-9
  Dreadful atmosphere of loss and destruction weighs upon you
  10-18
  Evidence of a horrible fate for others who passed this way
  19-27
  Hazardous atmosphere or environment
  28-36 Hostile creature has staked out their territory
  37-45 Imminent collapse or destruction
  46-54 Lured into a trap or targeted by automated defenses
  55-63 Source of the destruction persists or returns anew
  64-72 Unearthed secrets best left buried
  73-81
  Unstable or broken path
  82-90 Volatile device or artifact
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Access to an untouched or preserved area
  21-40
  Insight into what brought this place to ruin
  41-60
  Interesting or useful device or artifact
  61-80
  Salvageable equipment or resources
  81-100 Shortcut or passage through the destruction
  207
  206
  LOCATION THEMES
  CHAPTER 3: ORACLES
  
  MISCELLANEOUS ORACLES
  STORY COMPLICATION
  1-4
  Crucial equipment or device fails
  5-7
  Crucial equipment or device is sabotaged
  8-10
  Debt or promise comes due
  11-14
  Enemy reveals unexpected powers, abilities, or influence
  15-17
  Enemy reveals their true agenda or nature
  18-20
  Enemy unexpectedly benefits from your actions
  21-23
  Key location is made inaccessible 
  24-26
  Key location is threatened or made unsafe
  27-29
  Natural disaster is imminent
  30-33
  Needed item or resource is unavailable
  34-36
  Object of a quest is not what you assumed
  37-39
  Old enemy resurfaces
  40-42
  Simultaneous problems force a hard choice
  43-45
  Someone important betrays your trust
  46-48
  Someone important is threatened or endangered
  49-51
  Someone important reveals their problematic secret or history
  52-54
  Something important goes missing
  55-57
  Technology or device is shown to have unexpected effects
  58-61
  Time pressure suddenly increases
  62-65
  Trap is sprung
  66-68
  True agenda of a connection or patron is revealed
  69-72
  Trusted information is shown to be false
  73-76
  Two seemingly unrelated problems are shown to be connected
  77-80
  Undermined by self-doubt or vulnerabilities
  81-84
  Unexpected enemies appear
  85-88
  Urgent message distracts you from your quest
  89-92
  You are tracked or followed
  93-95
  You were diverted from the true crisis
  96-100
  Roll twice
  This oracle will introduce narrative turns, troubles, and revelations. 
  It can be used as an alternative to the Pay the Price table when you 
  encounter a negative outcome at a crucial moment. In particular, you 
  might use this table after rolling matched 10s on the challenge dice.
  FEATURE
  1-8
  Adherents performing worship or enacting rituals
  9-16
  Altar or temple
  17-24
  Dwellings for the faithful
  25-32 Enigmatic symbols
  33-40 Graves or remains of glorified disciples
  41-48
  Holy text or archives
  49-56 Offerings or atonements
  57-64 Pilgrims arriving to pay homage
  65-72 Protected reliquary of an artifact or token
  73-80 Religious art or idols
  81-88
  Subtle manifestations of mystical power or visions
  89-96 Tokens or motifs representing the faith's domain
  97-100 }Descriptor + Focus
  SACRED
  LOCATION THEME
  The faithful worship inscrutable powers in this place.
  PERIL
  1-9
  An aspect of the faith beguiles you or lures you into danger
  10-18
  Dreadful aspects or powers of the faith are revealed
  19-27
  Embodiment of a god or power is given corrupted form or purpose
  28-36 Guardians seek martyrdom in defense of this place
  37-45 Leaders corrupt or exploit their followers to oppose you
  46-54 Prophecies portend a dire threat
  55-63 Protective ward or enigmatic puzzle blocks the way
  64-72 Religious artifact evokes unnerving power
  73-81
  Unnatural corruption or decay fouls the environment
  82-90 Zealots enact a ceremony to unlock forbidden powers
  91-98
  }Action + Theme
  99-100 Roll twice
  OPPORTUNITY
  1-20
  Access to a hidden or sealed area
  21-40
  Encounter with a helpful adherent or heretic
  41-60
  Insight into the nature or history of the faith
  61-80
  Insight into the schemes or methods of religious zealots
  81-100 Interesting or valuable artifact or device
  209
  MISCELLANEOUS ORACLES
  208
  CHAPTER 3: ORACLES
  
  COMBAT ACTION
  1-3
  Block a path or cut off an objective
  4-6
  Cause reckless damage
  7-9
  Change weapons or tactics
  10-12
  Compel a surrender or concession
  13-15
  Coordinate with allies
  16-18
  Corner, trap, or entangle
  19-21
  Counter or reflect an attack
  22-24
  Create a distraction
  25-27
  Destroy something or render it useless
  28-30
  Fall back or stand off
  31-33
  Hide or sneak
  34-36
  Intimidate, taunt, or frighten
  37-39
  Leverage the advantage of a weapon or ability
  40-42
  Leverage the terrain or surroundings
  43-45
  Lure into a vulnerable position
  46-48
  Make a cautious or probing attack
  49-51
  Make a ferocious or powerful attack
  52-54
  Make a precise or careful attack
  55-57
  Make a sacrificial attack
  58-60
  Make an indirect attack
  61-63
  Move in close or grapple
  64-66
  Nullify a system, device, or weapon
  67-69
  Overrun a position
  70-72
  Perform a feint or trick
  73-75
  Press an advantage
  76-78
  Provoke a careless response
  79-81
  Ready a decisive action
  82-84
  Shift the fight to a new area
  85-87
  Summon aid or reinforcements
  88-90
  Take cover or bolster defenses
  91-93
  Use an unexpected weapon or ability
  94-96
  Weaken defenses
  97-100
  Roll twice
  Use this oracle to help inspire an action for a foe in a fight. When you’re 
  not sure what an enemy does next, particularly when they have you in 
  a bad spot, roll on this table and interpret the result as appropriate to 
  the nature of the enemy and your objective.
  ANOMALY EFFECT
  1-3
  Alters or focuses gravity
  4-6
  Alters or reshapes nonliving matter
  7-9
  Alters surrounding air or atmosphere
  10-12
  Alters surrounding ecosystems
  13-15
  Awakens the dead
  16-18
  Causes distressing visions or nightmares
  19-21
  Causes rapid biological growth or infestation
  22-24
  Causes sickness or weakness
  25-27
  Corrupts living matter
  28-30
  Corrupts or infects devices or computers
  31-33
  Creates manifestations or illusions
  34-36
  Decays or weakens surrounding terrain or structures
  37-39
  Drains energy from equipment or devices
  40-42
  Emits forceful or destructive energy
  43-45
  Emits radiation
  46-48
  Generates a barrier or ward
  49-51
  Generates intense lights and sounds
  52-54
  Generates tendrils of energy which slither or grasp
  55-57
  Harvests or destroys living matter
  58-60
  Harvests or destroys nonliving matter
  61-63
  Nullifies or destroys equipment or devices
  64-66
  Opens a path to another location
  67-69
  Replicates living matter
  70-72
  Replicates nonliving matter
  73-75
  Reveals glimpses of the distant past
  76-78
  Reveals glimpses of the far future
  79-81
  Reverses time by a few moments or minutes
  82-84
  Slows or stops time
  85-87
  Summons or manifests an ancient being or intelligence
  88-90
  Summons or manifests creatures
  91-93
  Transports to another location
  94-96
  Triggers an impending catastrophic explosion
  97-100
  Roll twice
  Meddling with alien artifacts or forbidden magic may put you at the 
  mercy of chaos. Use this table to resolve the effects of ancient tech, 
  rituals, or other strange forces. Results on this table may prompt 
  devastating implications, so use it only in rare and dramatic moments.
  211
  210
  MISCELLANEOUS ORACLES
  CHAPTER 3: ORACLES
  
  ORACLE ARRAYS
  Starforged oracles offer plenty of options for answering questions and 
  generating locations and encounters. But these options can slow down 
  your gameplay as you consider which table to use for a specific situation.
  Don’t get overwhelmed. You’ll soon develop your own preferences. 
  Plus, using established facts and your intuition without needing to Ask 
  the Oracle will keep things moving. But if you want to play with all the 
  toys in the oracle toybox, while leaving some of the moment-to-moment 
  decisions in the hands of fate, an oracle array is your answer.
  An oracle array is a collection of oracles you assemble to help answer 
  questions for a specific situation or location.
  The key to an oracle array is your six-sided action die. To create an array, 
  you’ll assign the values of that die (1-6) to two or more oracle tables. Then, 
  when you need inspiration for a situation or location associated with 
  an array, roll your action die alongside your oracle dice. This magically 
  transforms your action die into an array die for the purposes of this roll. 
  Check the value of the array die to see which table you’ll reference.
  Here’s an example of how it works.
  You’ve traveled to an orbital outpost, and roll a weak hit as you 
  Finish an Expedition. Per that move, you must suffer a complication 
  at the end of the journey. You aren’t sure how to resolve this new 
  trouble, so you consider which oracle table to use for inspiration. 
  The Story Complication oracle would be a good fit. Or you could 
  assign this settlement the Inhabited theme and roll on the Inhabited 
  Peril table. You decide to leave it in the hands of fate with an 
  impromptu oracle array. On a 1-4, you’ll use the Story Complication 
  oracle. On a 5-6, it’ll be an Inhabited Peril. You roll the 6-sided array 
  die alongside the oracle dice. It comes up as a 5, so you check the 
  value of the oracle dice against the Inhabited Peril table.
  Arrays are an optional tool, but provide 
  a method of bringing more variety to 
  oracle results. A simple ad-hoc array 
  can be quickly defined while making 
  an oracle roll. More complex arrays for 
  a site or situation can be documented 
  in your journal or on a note card for 
  repeated use. Mixing and matching 
  oracle tables within an array will arm 
  you with a rich collection of possibilities.
  Exploring the Haunted Derelict
  Exploring the Haunted Derelict
  1:
  2-5: 
  6: 
  1:
  2-3: 
  4-5: 
  6:
  Haunted Feature
  Derelict Feature 
  Descriptor + Focus
  Pay the Price table
  Haunted Peril
  Derelict Peril 
  Story Complication 
   
  Trouble in the Haunted Derelict
  Trouble in the Haunted Derelict
  I swear to Action a Theme 
  of a Descriptor Focus 
  located in Sector Name. 
  I am opposed by Character Name, 
  a Character Role who 
  wants to Character Goal.
  FILLING IN THE BLANKS
  Arrays are one method for structuring oracle prompts. Another 
  is to construct sentences or phrases with blanks for oracle 
  answers. Creating these mad libs and interpreting their 
  meaning can be a fun creative exercise.
  For example, here’s an oracle mad lib for a sworn quest.
  213
  ORACLE ARRAYS
  212
  CHAPTER 3: ORACLES
  
  An NPC (non-player character/creature) is anyone who inhabits your 
  setting other than your character and those portrayed by your fellow 
  players. They can be a person, being or creature.
  This appendix includes a handful of sample NPCs. Many more will be 
  available with the final version of Starforged. Use what fits your version of 
  the Forge, keeping in mind the choices you made when you defined the 
  truths of the setting. If your campaign is gritty and grounded, ignore any 
  fantastical NPCs. If you want to boost the strange aspects of the Forge, 
  you can emphasize the unreal or monstrous. 
  COMPONENTS OF AN NPC
  Because gameplay in Starforged is centered on the abilities and actions 
  of your character, NPCs are primarily represented through your fiction 
  rather than mechanics. They don’t have stats, assets, or meters. Instead, 
  the sample NPCs in this appendix (and in the eventual full version of the 
  game) include some broad details to help guide how they are represented 
  in your story.
  Otherwise, their motivations, abilities, and actions are entirely part of your 
  fiction. They may ignore you, aid you, or oppose you. Make moves to 
  resolve your interactions with them as appropriate. Springboard off those 
  moves with new details and complications to flesh out these characters. 
  When you are unsure of an NPCs' traits or next action, Ask the Oracle.
  For reoccurring NPCs, make note of what you learn of them over time. If 
  you Make a Connection with them, track your progress as you build that 
  relationship.
  CHALLENGE RANKS
  NPCs have a single mechanical attribute, their rank, using the standard 
  Starforged challenge hierarchy (page 33). These ranks are represented 
  within the NPC descriptions as filled hexagons.
  USING NPC RANKS
  When does the rank matter? Here's some examples.
   
  ✴ Use the rank as a gauge to help envision the relevant power and 
  influence of an NPC.
   
  ✴ Use the rank to set the level of focus you'd like this NPC to have 
  in your story. A troublesome NPC may have a brief and minor role. 
  The introduction of an epic NPC may have huge ramifications on your 
  campaign.  
   
  ✴ Use the rank to frame your interactions, and whether those interactions 
  are uncertain or risky. Talking your way past a troublesome guard 
  might be simple enough to avoid triggering a move. A formidable 
  guard is likely well-trained and cunning.
   
  ✴ Use the rank of an NPC when you Make  a Connection with them. A 
  higher ranked NPC will require more effort and focus to you build the 
  relationship.
   
  ✴ When you Enter the Fray in a straightforward fight, you can use the 
  rank of the foe as the rank of your objective. For a more complex 
  encounter, the rank of the NPC might be one factor you consider. 
  Increase or decrease the rank as appropriate to the situation. For 
  example, facing multiple foes may increase the rank of the fight, while 
  having a clear advantage can decrease it. But don't overthink it; only 
  consider the major factors of the fight when assigning a rank.
   
  ✴ When you face physical harm or stress at the hands of an NPC, take 
  their rank into account as you Endure Harm or Endure Stress. When 
  unsure, you can consider troublesome foes as typically inflicting 1 
  harm or stress, dangerous and formidable foes as inflicting 2 harm 
  or stress, and extreme or epic foes as inflicting 3 harm or stress. 
  Adjust as appropriate to the scale, armament and, methods of the 
  character.   A truly titanic NPC, such as a planet-sized creature, is of an 
  immeasurable rank in comparison to your puny character.
   
  ✴ Aid from an NPC might create narrative justification for framing a 
  challenge or reducing its rank. For example, if you Enter the Fray with 
  a high-ranked NPC at your side might reduce the rank of the objective 
  for that fight.
  CREATING NPCs
  As you play, you will create NPCs that fit your version of the setting, 
  enhance your story, and enrich your character’s adventures. Because 
  NPCs don’t have mechanical detail, it’s easy to bring them to life without 
  advance preparation.
  You can also use the character oracles (page 168) or creature oracles 
  (page 174) to build an NPC or reveal aspects of an NPC on-the-fly. Or 
  take NPCs directly from the Ironsworn core rulebook or Delve supplement, 
  reimagining them to fit the spaceborne setting.
  Troublesome  
   
                                    
  Dangerous
  Formidable 
   
  Extreme
  Epic
  ÃÃÃÃÃ
  ÃÃ
  ÃÃÃÃÃ
  ÃÃÃ
  ÃÃÃÃÃ
  ÃÃÃÃ
  ÃÃÃÃÃ
  ÃÃÃÃ
  ÃÃÃÃÃ
  215
  214
  SAMPLE ENCOUNTERS
  THE BASICS
  APPENDIX
  SAMPLE 
  ENCOUNTERS
  
  DRIFT PIRATE
  Features
   
  ✴ Scavenged, piecemeal armor
   
  ✴ Cobbled-together weapons
   
  ✴ Tattoos as markings of victories
  Drives
   
  ✴ Survive – by whatever means necessary
   
  ✴ Climb the ranks and prove self in combat
   
  ✴ Build a mighty fleet
  Tactics
   
  ✴ Prowl eidolon passages for easy prey
   
  ✴ Deploy gravity harpoons to grapple targets
   
  ✴ Board to seize cargo and commandeer vessels
  PIRATE BOARDING PARTY
  ÃÃÃ
  ÃÃÃÃÃ
  After reeling in a disabled ship, drift pirates breach the hull and swarm 
  the corridors. They target critical systems and compartments to seize 
  the ship and its cargo for their flotilla.
  PIRATE CUTLASS
  ÃÃ
  ÃÃÃÃÃ
  After commandeering a ship, drift pirates strip it down to its 
  essentials and sell the scrap. These reworked cutlasses, which often 
  prowl in pairs, are light and nimble as a result, favoring speed and 
  maneuverability to better hunt ships caught alone in the drifts.
  Drifts provide the means of interstellar travel across the Forge – but also 
  offer myriad dangers for spacers. Chief among those threats are drift 
  pirates: reavers and thieves who lurk along eidolon passages and seize 
  unwary ships and cargo for their own.
  Each pirate flotilla operates autonomously, splashed haphazardly with 
  the colors and sigils of their captains. The near-constant exposure to the 
  strange energies of the drifts often take their toll on pirates, who live short, 
  brutal lives at best, or otherwise survive long enough to see that exposure 
  manifest in strange mutations.
  Quest Starter: A little-known drift pirate captain seizes a ship with an 
  experimental new e-drive, and now uses it to strike ships unseen. Who 
  created this new drive, and what are they willing to pay to get it back?
  ÃÃ
  ÃÃÃÃÃ
  EMBER WISP
  Features
   
  ✴ Ethereal, fiery form
   
  ✴ Pulsing glow
  Drives
   
  ✴ Ride the drifts
   
  ✴ Move together in dizzying patterns of light
   
  ✴ Seek out sources of energy
  Tactics
   
  ✴ Surround and envelop
   
  ✴ Absorb energy
  WISP CONGREGATION
  ÃÃ
  ÃÃÃÃÃ
  Occasionally, in the depths of space where light and warmth are 
  commodities, ember wisps congregate around a source of energy—
  typically the engine wake of a starship. Their dazzling display of light 
  and motion is an alluring sight for an isolated spacer. But they also 
  pose a potential threat; they can envelop the hull of a vessel, leeching 
  the starship of precious energy.
  For some spacers, sighting these strange, spectral creatures on a spaceborne 
  journey is a sign of good fortune. Others refer to the wisps as corpse lights, 
  believing they are the spirits of ancient beings cursed to linger forever within 
  the cold void between stars.
  Some spacers swear on various methods of “shooing” wisps away—everything 
  from cycling the engines to cutting power entirely for a minute or so and 
  allowing the creatures to move on.
  Quest Starter: Along a remote passage, a swarm of ember wisps left a 
  cargo ship stranded and without power. What crucial and time-sensitive 
  cargo does this ship carry? Who races against you to secure it? 
  ÃÃÃÃÃ
  217
  216
  
  FIRESTORM RAIDER
  Features
   
  ✴ Scarred flesh and polished armor
   
  ✴ Powered exosuits and distinctive helms
   
  ✴ Roaring jetpacks and fluttering banners
  Drives
   
  ✴ Conquer the Forge
   
  ✴ Reap the resources owed them
   
  ✴ Venerate their leaders, creed, or gods
  Tactics
   
  ✴ Attack flanks and weak points from above
   
  ✴ Disable communications and life-support
   
  ✴ Cull the weak, recruit the strong
  FIRESTORM RAIDING TEAM
  ÃÃÃÃ
  ÃÃÃÃÃ
  Feared throughout the Forge for their brutal tactics and destructive 
  weaponry, coordinated teams of firestorm raiders descend upon 
  settlements and stations in powered exosuits, flying the banners of 
  their orders amid the smoke and flames of the devastation.
  FIRESTORM DROPSHIP
  ÃÃ
  ÃÃÃÃÃ
  The bulky, ironclad dropships favored by firestorm clans are designed 
  for a single purpose: deliver an overwhelming force of armored 
  raiders into the fight.
  The Forge is largely wild, uncharted territory – but armored firestorm 
  raiders seek to conquer the whole of it in the name of their clans, their 
  creed, or their inscrutable gods.
  They raid worlds and stations for resources and conscripts, leaving 
  settlements in ruins.  So deadly and effective are their tactics, that it’s 
  often said if these zealots could only stop warring amongst themselves, 
  their banners would fly across the breadth of the Forge.
  Quest Starter: Despite conflicting creeds, several firestorm clans unite 
  beneath the banner of Torren the Purifier to invade the Terminus. Their 
  next target is a world at the nexus of trade lanes. What is this planet, and 
  why is it important to you? 
  ÃÃÃ
  ÃÃÃÃÃ
  GNAWLING
  Features
   
  ✴ Furry, rodent-like bodies
   
  ✴ Long, jutting fangs
   
  ✴ Multiple arachnid limbs
  Drives
   
  ✴ Consume and proliferate
   
  ✴ Avoid detection
  Tactics
   
  ✴ Swarm larger foes
   
  ✴ Disable ship systems
  GNAWLING BROOD MOTHER
  ÃÃÃ
  ÃÃÃÃÃ
  These mutated creatures often dwell at the heart of a rampant 
  gnawling infestation. They are many times the size of a gnawling, and 
  protect their nest and broodlings with savage cunning.
  The bane of all spacers, the cable-chewing vermin known as gnawlings 
  are a common pest aboard starships throughout the Forge. Adept at 
  navigating in low or zero gravity with their long, multi-jointed limbs, these 
  creatures emerge from cargo holds and engineering bays to gather 
  and consume food. It’s said a gnawling could digest an eidolon drive, 
  and there’s some truth to that adage—their digestive systems barely 
  differentiate between organic and inorganic material.
  Though not a grave threat individually, if left to their own devices, 
  gnawlings are capable of quickly overrunning even large vessels. More 
  than a few horror stories exist of scavengers cracking the airlock seal on 
  a derelict only to find it crawling with thousands of these vile, chittering 
  things.
  Glowcats are a common gnawling deterrent, employed aboard cargo 
  ships to keep the vermin at bay.
  Quest Starter: An orbital settlement is overrun by gnawlings and 
  abandoned. What precious thing still lies within? Why are you sworn to 
  retrieve it from this infested place?
  ÃÃÃÃÃ
  219
  218
  
  RISEN
  Features
   
  ✴ Dessicated flesh hanging from shattered bones
   
  ✴ Tattered garments and rusted weapons
   
  ✴ Blazing light from within hollow eye sockets
  Drives
   
  ✴ Protect the site of their demise
   
  ✴ Stay shrouded in darkness
   
  ✴ Hunt the living
  Tactics
   
  ✴ Shamble forward unceasingly
   
  ✴ Ambush enemies from the shadows
  RISEN CHIMERA
  ÃÃÃ
  ÃÃÃÃÃ
  When multiple beings perish in the same site, the fluxing energies 
  of the Forge can create unforeseen horrors. Grotesque, misshapen 
  undead creatures with multiple heads and limbs, these so-called 
  chimera are considered myths by most spacers—wishful thinking on 
  their part.
  In the Forge, where strange and esoteric energies hold sway, the dead 
  do not always stay that way. Often found in places of great destruction 
  or suffering—battlefields, derelict ships, the ruins of settlements—risen 
  protect their place of death fiercely and eternally.
  To say risen hate the living is untrue—to hate something would require 
  sentience, emotion. Risen are robotic in their duties, automatic in their 
  violence. They wield the weapons they carried in life to better harm their 
  foes, and when that fails, they rake with bony, claw-like fingers. Their 
  garments, too, hang in bloodstained tatters—shattered space helmets, 
  punctured exosuits. Their emaciated flesh, stretched taught over their 
  misshapen bones, only hints at the living, breathing human they were 
  before this curse befell them.
  Many spacers spin tales of shambling risen encountered on abandoned 
  colony worlds or derelict space cruisers. But perhaps most horrifyingly, 
  it’s said risen can survive decades in the vacuum of space before latching 
  onto a passing ship or attacking engineers making exterior repairs.
  Quest Starter: Hundreds died in an industrial accident within an orbital 
  facility, and are said to now be twice-born as risen. Triggering a reactor 
  meltdown will obliterate this place and put its undead inhabitants to rest. 
  Why are you sworn to see it done?
  ÃÃ
  ÃÃÃÃÃ
  SERVITOR BOT
  Features
   
  ✴ Metallic shell
   
  ✴ Clicking, whirring innards
   
  ✴ Flickering optic sensors
  Drives
   
  ✴ Attend and protect humans
   
  ✴ Obey core programming and duties
   
  ✴ Protect self from harm
  Tactics
   
  ✴ Absorb damage with armor plating
   
  ✴ Leverage inhuman strength
   
  ✴ Calculate odds of success
  ENFORCER
  ÃÃÃ
  ÃÃÃÃÃ
  Though most often encountered as labor and service units, many 
  servitor bots are deployed as brutes, guards, and soldiers. Their 
  resistance to damage and survivability in harsh environs makes them 
  ideal fighters for those who can afford them. Enforcers are often used 
  by tyrannical factions to keep settlements passive and productive.
  The inhospitable environments and dangerous sites of the Forge 
  sometimes prove too volatile for even the most dogged spacers—and 
  that’s where servitor bots come in. 
  Servitor bots come in a variety of shapes and sizes, often built to serve 
  a specific duty—everything from loading cargo to surveying systems to 
  boarding enemy ships. Bots sometimes possess lifelike qualities, like 
  speech synthesizers or face-plates made to mimic expressions, to better 
  endear them to humans. Others are given frightful or intimidating features, 
  to better keep those humans in line.
  Rarely, a bot will live to outgrow its programming, and begin the process 
  of gaining sentience to forge its own path. These bots are feared or 
  misunderstood by many, but can sometimes find a home for themselves 
  on starship crews or on fringe settlements where they can earn the trust 
  and friendship of their peers.
  Quest Starter: An awakened bot, recently struck out on their own, is looking 
  for work on a starship venturing out into the Expanse. They claim to seek 
  a relic of the past—something that might shed some light on their own 
  creation.
  ÃÃ
  ÃÃÃÃÃ
  221
  220
  
  WORLDBREAKER WORM
  Features
   
  ✴ Titanic, serpentine mass
   
  ✴ Gaping maw
   
  ✴ Thunderous cry
  Drives
   
  ✴ Lurk within carved depths
   
  ✴ Shape the landscape
   
  ✴ Endlessly pursue prey
  Tactics
   
  ✴ Detect prey through vibrations
   
  ✴ Shatter stone and steel
  WORLDBREAKER LARVA
  ÃÃ
  ÃÃÃÃÃ
  The young of the worldbreaker worms are a fraction of the size of 
  their older counterparts, yet still dwarf most humans, and boast a 
  voracious appetite. Unlike their solitary parents, worldbreaker larva 
  hunt in small packs, working together to burrow beneath easy prey.
  ELDER WORM
  ÃÃÃÃÃ
  ÃÃÃÃÃ
  Elder worms, those centuries or even millennia old, are the largest 
  and most formidable of their kind, and yet the least aggressive. They 
  follow inscrutable whims, live in harmony with surrounding flora and 
  fauna, and only hunt when absolutely necessary.
  The sheer scale and strength of worldbreaker worms is so beyond our 
  reckoning that some consider them godlike beings. Capable of thriving on 
  verdant jungle worlds, planets scorched by volcanic activity, even within 
  barren asteroids in the vacuum of space, worldbreaker worms possess a 
  wisdom and a cunning that makes them a deadly threat for even the most 
  competent spacer.
  The worms range in size from about the size of a snubfighter to twice the 
  length of the largest cargo hauler, boring tunnels to pursue their prey. 
  Though blind, worldbreaker worms can detect the footfalls of a creature 
  even while miles below the surface, and they follow these vibrations 
  to eventually consume their quarry—along with any other creatures, 
  starships, or structures that happen to be nearby..
  Quest Starter: On a lush world at the edge of the Terminus, a titanic 
  worldbreaker worm holds sway. One faction seeks to destroy the worm so 
  that the riches of this place can be harvested. Another swears to protect it. 
  On which side do you fall?
  ÃÃÃÃ
  ÃÃÃÃÃ
  222
  
  “ADD +X”
  Add this number to your action die. This is in addition 
  to other bonuses you receive, such as your stat. Your 
  action die + your stat + adds is your final action score.
  “ALLIES / ALLY”
  An ally is a protagonist character controlled by another 
  player.
  “COMPANION”
  A companion is an NPC asset. 
  “COMPANION TAKES A HIT (-X)”
  Make the Companion Takes a Hit move, suffering the 
  indicated amount of harm to your companion's health.
  “CHOOSE”
  The move will provide a list of options and the number 
  you may select. Unless the move says otherwise, you 
  may not select a single option more than once.
  “DECIDE BEFORE ROLLING”
  Some asset abilities include a benefit at a risk that must 
  be decided prior to rolling the dice. When activating this 
  ability, you must commit to the choice or cost before the 
  dice hit the table.
  “ENDURE HARM (-X)”
  Make the Endure Harm move, suffering the indicated 
  amount of harm.
  “ENDURE STRESS (-X)”
  Make the Endure Stress move, suffering the indicated 
  amount of stress.
  “IN CONTROL” / “IN A BAD SPOT”
  In a fight (using combat moves), your character is in one 
  of two states: in control or in a bad spot. If you are in 
  control, you can make proactive moves such as Gain 
  Ground and Strike. When in a bad spot, your foes have 
  the upper hand and you must make reactive moves 
  such as React Under Fire and Clash.
  When you make a move which doesn’t define whether 
  you are in control or in a bad spot (such as a suffer 
  move), follow these guidelines:  On a strong hit, you are 
  in control; on a weak hit or miss, you are in a bad spot.
  “LOSE MOMENTUM (-X)”
  Make the Lose Momentum move, reducing your 
  momentum meter (page 29) by the indicated amount.
  “MAKE A SUFFER MOVE (-X)”
  Select a suffer move (page 234) appropriate to the 
  situation, and reduce the related condition meter by the 
  listed amount.
  “MARK PROGRESS”
  When a move prompts you to mark progress, check the 
  rank of the challenge and fill in the appropriate number 
  of boxes or ticks in your progress track. 
  If a move prompts you to mark progress, and you have 
  an asset ability which also rewards you with progress 
  for that action, you may mark progress again. In 
  other words, progress stacks. Every instance of "mark 
  progress" earned within the same action allows you to 
  mark the appropriate number of boxes or ticks per the 
  rank of the challenge.
  See page page 34 for details.
  “MARK PROGRESS TWICE”
  If a move or asset ability prompts you to "mark progress 
  twice," mark double the number of ticks or boxes per the 
  rank of the challenge. For example, marking progress 
  twice on a troublesome challenge would mean marking 
  6 boxes (instead of 3). Marking progress twice on a epic 
  challenge would result in 2 ticks (instead of 1). 
  Any additional instances of "mark progress" gained 
  through an asset ability stack on top of this reward.
  See page 34 for details.
  “ON A HIT” / “IF YOU SCORE A HIT”
  Act on these instructions if you score a weak or strong 
  hit on a move (your action score beats one or both of 
  the challenge dice).
  “ON A MISS” / “IF YOU SCORE A 
  MISS”
  Act on these instructions if your action score does not 
  beat either of the challenge dice. Ties are always in the 
  favor of the challenge dice.
  “ON A STRONG HIT” / “IF YOU SCORE 
  A STRONG HIT”
  Act on these instructions if your action score beats both 
  challenge dice.
  “ON A WEAK HIT” / “IF YOU SCORE A 
  WEAK HIT”
  Act on these instructions if your action score beats one 
  challenge die, but does not beat the other.
  “ON A STRONG HIT WITH A MATCH” / 
  “ON A MISS WITH A MATCH”
  A match (page 28) occurs when you roll the same 
  value on both challenge dice. If a move or ability 
  prompts a specific result for a match, act on those 
  instructions.
  If your move or ability don't provide a specific result 
  for a match, you can still use it as a prompt to make 
  something interesting happen.
  “PAY THE PRICE”
  When you suffer a cost on a move, you’ll often see a 
  prompt to Pay the Price. This move helps you resolve 
  the outcome of that cost. If you’re playing without a 
  guide, you make the most obvious or interesting bad 
  outcome happen based on the current circumstances, 
  roll on the Pay the Price table to see what happens, or 
  Ask the Oracle. If you’re playing with a guide, they can 
  decide what happens, ask you to roll on a table, or talk 
  it through with you.
  “PROGRESS MOVE”
  This is a special type of move to resolve the outcome of 
  a goal or challenge. When you make a progress move, 
  tally the number of filled boxes on your 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.
  To learn more about progress tracks and progress 
  moves, see page 33.
  “REROLL”
  After you roll your move, you may pick up and reroll the 
  indicated dice. The move or ability will tell you which 
  dice are eligible for the reroll; for example: "reroll your 
  action die," "reroll one challenge die," or "reroll any 
  dice."
  You may reroll only once, using a single throw for all 
  dice you are rerolling. The new result for all dice must 
  stand, even if it is a worse outcome than the original 
  roll.
  Unless indicated, a reroll is never required. If you are 
  happy with the first result, you can let it stand.
  “ROLL +[STAT]”
  Add the value of the indicated stat to your action die. 
  This is the basic action roll (page 26). Most moves 
  indicate the stat you should use, such as “roll +iron." If it 
  doesn’t, or gives you a choice, use the most appropriate 
  stat.
  Some moves and asset abilities will prompt you to roll 
  using the value of a condition meter instead of a stat (for 
  example, "roll +supply"). 
  “SACRIFICE RESOURCES (-X)”
  Make the Sacrifice Resources move, suffering the 
  indicated loss of supply.
  “SUFFER -X”
  Subtract this number from the indicated condition meter. 
  For example, “Suffer -1 supply” tells you to reduce your 
  current supply meter value by 1.
  “TAKE +X”
  Add this number to the indicated meter. For example, 
  “Take +2 momentum” tells you to add 2 to your current 
  momentum meter.
  Some assets may offer additional bonuses. Unless 
  stated otherwise, this bonus is added to anything 
  else you gain as a result of your move. If you take +2 
  momentum as part of a move, and you are using an 
  asset which gives you +1 momentum on the same move, 
  you take a total of +3 momentum.
  “WHEN YOU…”
  This is the move trigger. When you do this thing, or 
  encounter this situation, make the move. Only you, the 
  character, makes moves. You or the guide don’t use 
  moves for non-player characters or creatures. If you’re 
  just checking to see if something happens or how 
  someone acts, you can Ask the Oracle.
  Asset abilities also use the "when you" trigger to give 
  you additional options and bonuses when making a 
  move. This might be a limited to a specific move ("When 
  you Strike"), or can sometimes apply to any move that 
  fits the scope of a situation ("When you make a move 
  to..."). However, unless an asset specifically defines a 
  benefit for a progress move, you may not leverage an 
  asset ability when making one of those moves. 
  “WITHSTAND DAMAGE (-X)”
  Make the Withstand Damage move, suffering the 
  indicated amount of harm.
  224
  225
  APPENDIX
  MOVE 
  GLOSSARY
  
  ADVENTURE MOVES
  FACE DANGER
  When you attempt something risky or react to 
  an imminent threat, envision your action and roll. 
  If you act...
   
  ✴ With speed, mobility, or agility: Roll +edge
   
  ✴ With resolve, command, or sociability: Roll +heart
   
  ✴ With strength, endurance, or aggression: Roll +iron
   
  ✴ With deception, stealth, or trickery: Roll +shadow
   
  ✴ With expertise, focus, or observation: Roll +wits
  On a strong hit, you are successful. Take +1 momentum.
  On a weak hit, you succeed, but at a troublesome cost. 
  Make a suffer move (-1).
  On a miss, you fail, or a momentary success is 
  undermined by a dire turn of events. Pay the Price.
  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, mobility, or agility: Roll +edge
   
  ✴ With resolve, command, or sociability: Roll +heart
   
  ✴ With strength, endurance, aggression: Roll +iron
   
  ✴ With deception, stealth, or trickery: Roll +shadow
   
  ✴ With expertise, focus, or observation: Roll +wits
  On a strong hit, take both. On a weak hit, choose one.
   
  ✴ Take +2 momentum
   
  ✴ Add +1 on your next move (not a progress move)
  On a miss, you fail or your assumptions betray you. 
  Pay the Price.
  GATHER INFORMATION
  When you search for clues, ask questions, analyze 
  evidence, or do research, roll +wits.
  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. Then, take +2 momentum. 
  On a weak hit, the information provides new insight, 
  but also complicates your quest. Envision what you 
  discover. Then, take +1 momentum. 
  On a miss, your investigation unearths a dire threat 
  or reveals an unwelcome truth that undermines your 
  quest. Pay the Price.
  COMPEL
  When you try to persuade someone or make them 
  an offer, envision your approach. If you...
   
  ✴ Charm, pacify, encourage, or barter: Roll +heart
   
  ✴ Threaten or incite: Roll +iron
   
  ✴ Lie or swindle: Roll +shadow
  On a strong hit, they’ll do what you want or agree to 
  your conditions. Take +1 momentum.
  On a weak hit, as above, but their agreement 
  comes with a demand or complication. Envision their 
  counteroffer.
  On a miss, they refuse or make a demand which costs 
  you greatly. Pay the Price.
  AID YOUR ALLY
  When you act in direct support of an ally, envision 
  how you aid them. Then, Secure an Advantage or Gain 
  Ground to take action. If you score a hit, they (instead of 
  you) take the benefits of the move.
  If you Gain Ground and score a strong hit, you are both 
  in control. On a weak hit, your ally is in control but you 
  are in a bad spot.
  CHECK YOUR GEAR
  When you check to see if you have a specific 
  helpful item or resource, roll +supply. 
  On a strong hit, you have it, and are ready to act. Take 
  +1 momentum.
  On a weak hit, you have it, but must choose one.
   
  ✴ Your supply is diminished: Sacrifice Resources (-1)
   
  ✴ It’s not quite right, and causes a complication or 
  delay: Lose Momentum (-2)
  On a miss, you don’t have it and the situation grows 
  more perilous. Pay the Price.
  226
  227
  Move
  Category
  Page
  Advance
  Legacy
  238
  Aid Your Ally
  Adventure
  227
  Ask the Oracle
  Fate
  239
  Battle
  Combat
  233
  Check Your Gear
  Adventure
  227
  Clash
  Combat
  232
  Companion Takes a Hit
  Suffer
  235
  Compel
  Adventure
  227
  Confront Chaos
  Exploration
  231
  Develop Your Relationship
  Connection
  229
  Endure Harm
  Suffer
  231
  Endure Stress
  Suffer
  234
  Enter the Fray
  Combat
  232
  Explore a Waypoint
  Exploration
  230
  Face Danger
  Adventure
  227
  Face Death
  Threshold
  236
  Face Defeat
  Combat
  233
  Face Desolation
  Threshold
  236
  Finish an Expedition
  Exploration
  236
  Forge a Bond
  Connection
  229
  Forsake Your Vow
  Quest
  228
  Fulfill Your Vow
  Quest
  228
  Gain Ground
  Combat
  232
  Gather Information
  Adventure
  227
  Heal
  Recover
  237
  Hearten
  Recover
  237
  Continue a Legacy
  Legacy
  238
  Lose  Momentum
  Suffer
  234
  Make a Connection
  Connection
  229
  Make a Discovery
  Exploration
  231
  Overcome Destruction
  Threshold
  236
  Pay the Price
  Fate
  239
  Reach a Milestone
  Quest
  228
  React Under Fire
  Combat
  232
  Repair
  Recover
  237
  Resupply
  Recover
  237
  Sacrifice Resources
  Suffer
  235
  Secure an Advantage
  Adventure
  227
  Set a Course
  Exploration
  230
  Sojourn
  Recover
  237
  Strike
  Combat
  232
  Swear an Iron Vow
  Quest
  228
  Take Decisive Action
  Combat
  233
  Test Your Relationship
  Connection
  229
  Undertake an Expedition
  Exploration
  230
  Withstand Damage
  Suffer
  235
  Moves are self-contained systems to resolve 
  an action, scene, or question. There are 
  moves to cover most uncertain or risky 
  situations you encounter in Starforged. 
  Moves have a trigger,  phrased as "when you 
  [blank].” When you do that thing, or encounter 
  that situation, make the move.
  When a move’s name is referenced within 
  these rules or by another move, you’ll see 
  it as underlined text. If you are reading 
  the rulebook on a digital device, clicking 
  underlined text will take you to the full 
  summary for that move.
  To learn more about moves, see page 22. 
  The  full edition of Starforged will include 
  additional detail and guidance for moves. 
  For now,  simply follow the text of the move 
  and apply the outcome to the fiction of the 
  current situation. If you have questions about 
  a specific term, check the Glossary (page 
  224).
  Printable reference sheetes for moves 
  are available as part of the Starforged 
  Playkit. The Playkit is included as a 
  seperate Preview Edition download.
  APPENDIX
  MOVES
  
  CONNECTION MOVES
  MAKE A CONNECTION
  When you search out a new relationship or give 
  focus to an existing relationship (not an ally or 
  companion), roll +heart.
  On a strong hit, you create a connection. Give them a 
  role and rank. Whenever your connection aids you on a 
  move closely associated with their role, add +1 and take 
  +1 momentum on a hit.
  On a weak hit, as above, but this connection comes 
  with a complication or cost. Envision what they reveal 
  or demand.
  On a miss, you don’t make a connection and the 
  situation worsens. Pay the Price.
  DEVELOP YOUR RELATIONSHIP
  When 
  you 
  reinforce 
  your 
  relationship 
  with 
  a 
  connection 
  by 
  doing 
  any 
  of 
  the following… 
   
  ✴ swearing a vow to undertake a perilous quest in 
  their service
   
  ✴ completing a quest to their benefit
   
  ✴ leveraging their help in desperate circumstances
   
  ✴ giving them something of worth
   
  ✴ sharing a profound moment
   
  ✴ standing with them against hardship
   
  ✴ overcoming a test of your relationship
  …you may mark progress per the rank of the connection.
  FORGE A BOND
  Progress Move
  When your relationship with a connection is ready 
  to evolve, roll the challenge dice and compare to your 
  progress.
  On a strong hit, you now share a bond. Mark a reward 
  on your bonds legacy track per the connection’s rank: 
  troublesome=1 tick; dangerous=2 ticks; formidable=1 
  box; extreme=2 boxes; epic=3 boxes. Any allies who 
  shared this connection also mark the reward. Then, 
  choose one.
   
  ✴ Bolster their influence: When your connection aids 
  you on a move closely associated with their role, 
  add +2 instead of +1.
   
  ✴ Expand their role: Give your connection an 
  additional role. When your connection aids you on 
  a move closely associated with their new role, add 
  +1 and take +1 momentum on a hit.
  On a weak hit, as above, but they ask something more 
  of you first. To gain the bond and the legacy reward, 
  envision the nature of the request, and do it (or Swear 
  an Iron Vow to see it done).
  On a miss, they reveal a motivation or background which 
  puts you at odds. If you recommit to this relationship, 
  roll both challenge dice, take the lowest value, and 
  clear that number of progress boxes. Then, raise the 
  connection’s rank by one (if not already epic).
  TEST YOUR RELATIONSHIP
  When your relationship with a connection is tested 
  through conflict, betrayal, or circumstance, roll 
  +heart. If you share a bond, add +1.
  On a strong hit, this test has strengthened your 
  relationship. If you share a bond, mark one tick on 
  your bonds legacy track. Otherwise, Develop Your 
  Relationship. 
  On a weak hit, as above, but maintaining the 
  relationship comes with a demand or complication. 
  Envision the fallout of this test.
  On a miss, this relationship does not survive the test. 
  Choose one.
   
  ✴ Lose the connection: Envision how this impacts 
  you and Pay the Price.
   
  ✴ Prove your loyalty to the connection: Envision 
  what you offer or what they demand, and Swear 
  an Iron Vow (formidable or greater) to see it done. 
  Until you complete the quest, take no benefits for 
  this connection. If you refuse or fail the quest, the 
  connection is permanently undone.
  QUEST MOVES
  SWEAR AN IRON VOW
  When you swear upon iron to complete a quest, 
  write your vow and give it a rank. Then, roll +heart. If 
  you swear this vow to a connection, add +1; if you share 
  a bond, add +2.
  On a strong hit, you are emboldened and it is clear 
  what you must do next. 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 make progress on your quest. Envision what 
  stands in your way, and do what you must to overcome 
  this obstacle.
  REACH A MILESTONE
  When you make headway in your quest by doing 
  any of the following...
   
  ✴ overcoming a critical obstacle
   
  ✴ gaining meaningful insight
   
  ✴ completing a perilous expedition
   
  ✴ acquiring a crucial item or resource
   
  ✴ earning vital support
   
  ✴ defeating a notable foe
  ...you may mark progress per the rank of the vow.
  FORSAKE YOUR VOW
  When you renounce your quest, betray your 
  promise, or the goal is lost to you, clear the vow.
  Then, envision the impact of this failure and choose 
  one or more as appropriate to the nature of the vow. 
  Any allies who shared this vow may also envision a 
  cost. 
   
  ✴ You are demoralized or dispirited: Endure Stress.
   
  ✴ A connection loses faith: Test Your Relationship 
  when you next interact.
   
  ✴ You must abandon a path or resource: Discard an 
  asset.
   
  ✴ Someone else pays a price: Envision how a person, 
  being, or community bears the cost of the failure.
   
  ✴ Someone else takes advantage: Envision how an 
  enemy gains power.
   
  ✴ Your reputation suffers: Envision how this failure 
  marks you.
  FULFILL YOUR VOW
  Progress Move
  When you reach the end of your quest, roll the 
  challenge dice and compare to your progress.
  On a strong hit, your vow is fulfilled. Mark a reward 
  on your quests legacy track per the vow’s rank: 
  troublesome=1 tick; dangerous=2 ticks; formidable=1 
  box; extreme=2 boxes; epic=3 boxes. Any allies who 
  shared this vow also mark the reward. 
  On a weak hit, as above, but there is more to be done 
  or you realize the truth of your quest. If you Swear an 
  Iron Vow to set things right, take your full legacy reward. 
  Otherwise, make the reward one rank lower.
  On a miss, your vow is undone through an unexpected 
  complication or realization. Envision what happens and 
  choose one.
   
  ✴ Give up on the quest: Forsake Your Vow.
   
  ✴ Recommit to the quest: Roll both challenge dice, 
  take the lowest value, and clear that number of 
  progress boxes. Then, raise the vow’s rank by one 
  (if not already epic).
  228
  229
  
  EXPLORATION MOVES
  UNDERTAKE AN EXPEDITION
  When you trailblaze a route through perilous 
  space, journey over hazardous terrain, or survey a 
  mysterious site, give the expedition a name and rank.
  Then, for each segment of the expedition, envision your 
  approach. If you...
   
  ✴ Move at speed: Roll +edge 
   
  ✴ Keep under the radar: Roll +shadow
   
  ✴ Stay vigilant: Roll +wits
  On a strong hit, you reach a waypoint. Envision 
  the location and mark progress per the rank of your 
  expedition.
  On a weak hit, as above, but this progress costs you. 
  Choose one.
   
  ✴ Suffer costs en route: Make a suffer move (-2), or 
  two suffer moves (-1).
   
  ✴ Face a peril at the waypoint: Envision what you 
  encounter.
  On a miss, you are waylaid by a crisis, or arrive at a 
  waypoint to confront an immediate hardship or threat. 
  Do not mark progress, and Pay the Price.
  EXPLORE A WAYPOINT
  When you divert from an expedition to examine a 
  notable location, roll +wits. 
  On a strong hit, choose one. On a strong hit with a 
  match, you may instead Make a Discovery.
   
  ✴ Find an opportunity: Envision a favorable insight, 
  situation, resource, or encounter. Then, take +2 
  momentum.
   
  ✴ Gain progress: Mark progress on your expedition, 
  per its rank.
  On a weak hit, you uncover something interesting, but 
  it is bound up in a peril or reveals an ominous aspect of 
  this place. Envision what you encounter. Then, take +1 
  momentum.
  On a miss you encounter an immediate hardship 
  or threat, and must Pay the Price. On a miss with a 
  match, you may instead Confront Chaos.
  FINISH AN EXPEDITION
  Progress Move
  When your expedition comes to an end, roll the 
  challenge dice and compare to your progress. 
  On a strong hit, you reach your destination or 
  complete your survey. Mark a reward on your 
  discoveries legacy track per expedition’s rank: 
  troublesome=1 tick; dangerous=2 ticks; formidable=1 
  box; extreme=2 boxes; epic=3 boxes. Any allies who 
  shared this expedition also mark the reward. 
  On a weak hit, as above, but you face an unforeseen 
  complication at the end of your expedition. Make the 
  legacy reward one rank lower, and envision what 
  you encounter.
  On a miss, your destination is lost to you, or you come 
  to understand the true nature or cost of the expedition. 
  Envision what happens and choose one.
   
  ✴ Abandon the expedition: Envision the cost of this 
  setback and Pay the Price.
   
  ✴ Return to the expedition: Roll both challenge dice, 
  take the lowest value, and clear that number 
  of progress boxes. Then, raise the expedition’s 
  rank by one (if not already epic).
  SET A COURSE
  When you follow a known route through perilous 
  space, across hazardous terrain, or within a 
  mysterious site, roll +supply. 
  On a strong hit, you reach your destination and the 
  situation there favors you. Take +1 momentum.
  On a weak hit, you arrive, but face a cost or 
  complication. Choose one.
   
  ✴ Suffer costs en route: Make a suffer move (-2), or 
  two suffer moves (-1).
   
  ✴ Face a complication at the destination: Envision 
  what you encounter.
  On a miss, you are waylaid by a significant threat, and 
  must Pay the Price. If you overcome this obstacle, you 
  may push on safely to your destination.
  MAKE A DISCOVERY
  When your exploration of a waypoint uncovers 
  something wondrous, roll on the table below or 
  choose one. Then, envision the nature of the discovery 
  and how it is revealed. When you first experience or 
  engage with the discovery, you and your allies may 
  mark two ticks on your discoveries legacy track.
  1-4
  Advanced technology waiting to be 
  harnessed or salvaged
  5-8
  Ancient archive or message
  9-10
  Artificial consciousness evolved to a higher 
  state
  11-12
  Clues to a crucial resource or uncharted 
  domain
  13-14
  Envoy from another time or reality
  15-22
  Extraordinary natural phenomenon
  23-24 First contact with intelligent life
  25-26 Gateway to another time or alternate reality
  27-28 Key to unlocking a language or method of 
  communication
  29-34 Lost or hidden people
  35-42 Majestic or unusual lifeforms
  43-46 Marvel of ancient engineering
  47-50 Miraculously preserved artifact or specimen
  51-56
  Monumental architecture or artistry of an 
  ancient civilization
  57-62 Mysterious device or artifact of potential 
  value
  63-66 New understanding of an enduring mystery
  67-68 Pathway or means of travel to a distant 
  location
  69-70 Person or lifeform with phenomenal abilities
  71-78
  Place of awe-inspiring beauty
  79-86 Rare and valuable resource
  87-88 Safeguarded or idyllic location
  89-90 Visions or prophesies of the future
  91-100 Roll Twice
  CONFRONT CHAOS
  When your exploration of a waypoint uncovers 
  something dreadful, decide the number of aspects: 
  one, two, or three. Roll that number of times or choose 
  that number of aspects on the table below. Then, 
  envision how the encounter begins.
  For each result, when you first confront that aspect 
  within the scope of the encounter, you and your allies 
  may mark one tick on your discoveries legacy track. 
  1-4
  Baneful weapon of mass destruction
  5-9
  Cataclysmic environmental effects
  10-12
  Dead given unnatural life
  13-17
  Destructive lifeform of monstrous proportion
  18-20
  Dread hallucinations or illusions
  21-24
  Harbingers of an imminent invasion
  25-27 Horde of insatiable hunger or fury
  28-32 Horrific lifeforms of inscrutable purpose
  33-36 Impostors in human form
  37-41
  Machines made enemy
  42-45 Malignant contagion or parasite
  46-50 Messenger or signal with a dire warning
  51-53
  Passage to a grim alternate reality
  54-58 People corrupted by chaos
  59-63 Powerful distortions of time or space
  64-68 Signs of an impending catastrophe
  69-72 Site of a baffling disappearance
  73-77
  Site of a horrible disaster
  78-82 Site of terrible carnage
  83-87 Technology nullified or made unstable
  88-92 Technology warped for dark purpose
  93-96 Vault of dread technology or power
  97-100 Worshipers of great and malevolent powers
  Exploration moves continued on next page.
  230
  231
  
  COMBAT MOVES
  ENTER THE FRAY
  When you initiate combat or are forced into a fight, 
  envision your objective and give it a rank. If the combat 
  includes discrete challenges or phases, set an objective 
  with a rank for each.
  Then, roll to see if you are in control. If you are...
   
  ✴ On the move: Roll +edge
   
  ✴ Facing off against your foe: Roll +heart
   
  ✴ In the thick of it at close-quarters: Roll +iron
   
  ✴ Preparing to act against an unaware foe: Roll 
  +shadow
   
  ✴ Caught in a trap or sizing up the situation: Roll +wits
  On a strong hit, take both. On a weak hit, choose one. 
   
  ✴ Take +2 momentum
   
  ✴ You are in control
  On a miss, the fight begins with you in a bad spot.
  GAIN GROUND
  When you are in control and take action in a fight 
  to reinforce your position or move towards an 
  objective, envision your approach and roll. If you are...
   
  ✴ In pursuit, fleeing, or maneuvering: Roll +edge
   
  ✴ Charging boldly into action, coming to the aid of 
  others, negotiating, or commanding: Roll +heart
   
  ✴ Gaining leverage with force, powering through, or 
  making a threat: Roll +iron
   
  ✴ Hiding, preparing an ambush, or misdirecting: 
  Roll +shadow
   
  ✴ Coordinating a plan, studying a situation, or 
  cleverly gaining leverage: 
  Roll +wits
  On a hit, you stay in control. On a strong hit, choose 
  two. On a weak hit, choose one.
   
  ✴ Mark progress
   
  ✴ Take +2 momentum
   
  ✴ Add +1 on your next move (not a progress move)
  On a miss, your foe gains the upper hand, the fight 
  moves to a new location, or you encounter a new peril. 
  You are in a bad spot and must Pay the Price.
  REACT UNDER FIRE
  When you are in a bad spot and take action in a 
  fight to avoid danger or overcome an obstacle, 
  envision your approach and roll. If you are...
   
  ✴ In pursuit, fleeing, dodging, getting back into 
  position, or taking cover: Roll +edge
   
  ✴ Remaining stalwart against fear or temptation: 
  Roll +heart
   
  ✴ Blocking or diverting with force, or taking the hit: 
  Roll +iron
   
  ✴ Moving into hiding or creating a distraction: 
  Roll +shadow 
   
  ✴ Changing the plan, finding a way out, or cleverly 
  bypassing an obstacle: Roll +wits
  On a strong hit, you succeed and are in control. Take 
  +1 momentum.
  On a weak hit, you succeed, but face a troublesome 
  cost. Make a suffer move (-1). You stay in a bad spot.
  On a miss, the situation worsens. You stay in a bad spot 
  and must Pay the Price.
  STRIKE
  When you are in control and assault a foe at close-
  quarters, roll +iron; when you attack at a distance, 
  roll +edge.
  On a strong hit, mark progress twice. You dominate 
  your foe and stay in control.
  On a weak hit, mark progress twice, but you expose 
  yourself to danger. You are in a bad spot.
  On a miss, the fight turns against you. You are in a bad 
  spot and must Pay the Price.
  CLASH
  When you are in a bad spot and fight back against a 
  foe at close-quarters, roll +iron; when you exchange 
  fire at a distance, roll +edge.
  On a strong hit, mark progress twice. You overwhelm 
  your foe and are in control.
  On a weak hit, mark progress, but you are dealt a 
  counterblow or setback. You stay in a bad spot and must 
  Pay the Price.
  On a miss, your foe dominates this exchange. You stay 
  in a bad spot and must Pay the Price.
  FACE DEFEAT
  When you abandon or are deprived of an objective, 
  envision the consequence of this failure, clear the 
  objective, and Pay the Price. 
  If the fight continues, you may create a new objective 
  and give it a rank to represent the changing situation. If 
  any objectives remain, the fight continues and you are 
  in a bad spot. 
  TAKE DECISIVE ACTION
  Progress Move
  When you seize an objective in a fight, envision how 
  you take decisive action. Then, roll the challenge dice 
  and compare to your progress. 
  If you are in control, check the result as normal. If you 
  are in a bad spot, count a strong hit as a weak hit, and 
  a weak hit as a miss.
  On a strong hit, you prevail. Take +1 momentum. If any 
  objectives remain and the fight continues, you are in 
  control.
  On a weak hit, you achieve your objective, but not 
  without cost. Roll on the table below or choose one. If 
  the fight continues, you are in a bad spot.
  1-40
  It’s worse than you thought: You or an 
  ally make a suffer move (-2)
  41-52
  The victory is short-lived: A new peril or 
  foe is revealed
  53-64
  You face collateral damage: Something is 
  lost, damaged, or broken
  65-76
  Others pay the price: Someone else 
  suffers the cost
  77-88
  Others won’t forget: You are marked for 
  vengeance
  89-100
  It gets complicated: The true nature of a 
  foe or objective is revealed
  On a miss, you are defeated or your objective is lost. 
  Pay the Price.
  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 
  environment to your advantage: Roll +edge.
   
  ✴ Fight depending on your courage, leadership, or 
  companions: Roll +heart.
   
  ✴ Fight in close to overpower your foe: Roll +iron.
   
  ✴ Fight using trickery to befuddle your foe: Roll 
  +shadow.
   
  ✴ Fight using careful tactics to outsmart your foe: 
  Roll +wits.
  On a strong hit, you achieve your objective 
  unconditionally. You and any allies who joined the battle 
  may take +2 momentum.
  On a weak hit, you achieve your objective, but not 
  without cost. Pay the Price.
  On a miss, you are defeated or the objective is lost to 
  you. Pay the Price.
  Combat moves continued on next page.
  232
  233
  
  SUFFER MOVES
  LOSE MOMENTUM
  When you are delayed or disadvantaged, suffer 
  -1 momentum for a minor setback, -2 for a serious 
  setback, or -3 for a major setback.
  When your momentum is at its minimum (-6) and you 
  must suffer -momentum, choose one.
   
  ✴ Envision how the price is paid and apply the cost to 
  a different suffer move. 
   
  ✴ Envision how this undermines your progress on 
  a vow, expedition, connection, or combat. Then, 
  clear 1 unit of progress on that track per its rank: 
  troublesome=3 boxes; dangerous=2 boxes; 
  formidable=1 box; extreme=2 ticks; epic=1 tick).
  ENDURE HARM
  When you face physical injury, fatigue, or illness, 
  suffer -1 health for minor harm, -2 for serious harm, or 
  -3 for major harm. If your health is 0, Lose Momentum 
  equal to any remaining harm.
  Then, if your health is 0 or you choose to resist the 
  harm, roll +health or +iron, whichever is higher.
  On a strong hit, choose one. 
   
  ✴ Shake it off: If you are not wounded, take +1 health
   
  ✴ Embrace the pain: Take +1 momentum
  On a weak hit, if you are not wounded, you may Lose 
  Momentum (-1) in exchange for +1 health. Otherwise, 
  press on.
  On a miss, it’s worse than you thought. Suffer an 
  additional -1 health or Lose Momentum (-2). If your health 
  is 0, you must also mark wounded or permanently 
  harmed, or roll on the table below.
  1-10
  You suffer mortal harm. Face Death.
  11-20
  You are dying. Within an hour or two, you 
  must Heal and raise your health above 0, 
  or Face Death.
  21-35
  You are unconscious and out of action. If 
  left alone, you come back to your senses 
  in an hour or two. If you are vulnerable to 
  ongoing harm, Face Death.
  36-50
  You are reeling and fighting to stay 
  conscious. If you engage in any vigorous 
  activity before taking a breather for a few 
  minutes, roll on this table again (before 
  resolving the other move).
  51-100
  You are still standing.
  ENDURE STRESS
  When you face mental strain, shock, or despair, 
  suffer -1 spirit for minor stress, -2 for serious stress, or 
  -3 for major stress. If your spirit is 0, Lose Momentum 
  equal to any remaining stress
  Then, if your spirit is 0 or you choose to resist the stress, 
  roll +spirit or +heart, whichever is higher.
  On a strong hit, choose one.
   
  ✴ Shake it off: If you are not shaken, take +1 spirit
   
  ✴ Embrace the darkness: Take +1 momentum
  On a weak hit, if you are not shaken, you may Lose 
  Momentum (-1) in exchange for +1 spirit. Otherwise, 
  press on.
  On a miss, it’s worse than you thought. Suffer an 
  additional -1 spirit or Lose Momentum (-2). If your spirit 
  is 0, you must also mark shaken or traumatized, or roll 
  on the table below.
  1-10
  You are overwhelmed. Face Desolation.
  11-25
  You give up. Forsake Your Vow.
  26-50
  You give in to fear or compulsion, and act 
  against your better instincts.
  51-100
  You persevere.
  WITHSTAND DAMAGE
  When your vehicle faces a damaging situation or 
  environment, suffer -1 integrity for minor damage, -2 
  for serious damage, or -3 for major damage. If your 
  integrity is 0, Lose Momentum equal to any remaining 
  damage.
  Then, if your integrity is 0 or you choose to resist the 
  damage, roll +integrity.
  On a strong hit, choose one.
   
  ✴ Bypass the damage: If your vehicle is not battered, 
  take +1 integrity
   
  ✴ Ride it out: Take +1 momentum
  On a weak hit, if your vehicle is not battered, you 
  may Lose Momentum (-1) in exchange for +1 integrity. 
  Otherwise, press on.
  On a miss, it’s worse than you thought. Suffer an 
  additional -1 integrity or Lose Momentum (-2). If your 
  integrity is 0, also suffer a cost according to the vehicle 
  type.
   
  ✴ Command vehicle: Mark the vehicle as battered 
  or cursed, mark a module as broken, destroy 
  a broken module by discarding it, or roll on the 
  table below. If the command vehicle is destroyed, 
  Overcome Destruction.
   
  ✴ Support vehicle: Mark the vehicle as battered or 
  roll on the table below. If the vehicle is destroyed, 
  discard the asset.
   
  ✴ Incidental vehicle: Roll on the table below.
  1-10
  Immediate catastrophic destruction. All 
  aboard must Endure Harm or Face Death, 
  as appropriate.
  11-25
  Destruction is imminent and unavoidable. 
  If you do not have the means or intention 
  to get clear, Endure Harm or Face Death as 
  appropriate.
  26-40 Destruction is imminent, but can be averted 
  if you Repair your vehicle and raise its 
  integrity above 0. If you fail, see 11-25.
  41-55
  You cannot Repair this vehicle until you 
  Resupply and obtain a crucial replacement 
  part. If you roll this result again prior to that, 
  see 11-25.
  56-70 The vehicle is crippled or out of your 
  control. To get it back in action, you must 
  Repair and raise its integrity above 0. 
  71-85
  It’s a rough ride. All aboard suffer must 
  make the Endure Harm, Endure Stress, or 
  Companion Takes a Hit move, suffering a 
  serious (-2) cost.
  86-95 You’ve lost fuel, energy, or cargo. Sacrifice 
  Resources (-2).
  96-100 Against all odds, the vehicle holds together.
  COMPANION TAKES A HIT
  When your companion faces physical hardship, 
  they suffer -1 health for minor harm, -2 for serious 
  harm, or -3 for major harm. If your companion’s health is 
  0, Lose Momentum equal to any remaining harm.
  Then, if their health is 0 or you choose to test their 
  resilience, roll +your companion’s +health.
  On a strong hit, your companion rallies. Give them +1 
  health.
  On a weak hit, if your companion’s health is not 0, 
  you may Lose Momentum (-1) and give them +1 health. 
  Otherwise, they press on.
  On a miss, it’s worse than you thought. They suffer 
  an additional -1 health or you Lose Momentum (-2). If 
  your companion’s health is 0, they are out of action 
  until given aid. If their health is 0 and you rolled a miss 
  with a match on this move, they are dead or destroyed; 
  discard the asset. 
  SACRIFICE RESOURCES
  When you lose or consume resources, suffer -1 
  supply for a minor loss, -2 for a serious loss, or -3 for 
  a major loss.
  If your supply is exhausted (reduced to 0), mark 
  unprepared. When you suffer a loss of resources while 
  unprepared, envision how this causes you hardship and 
  apply the cost to a different suffer move.
  Suffer moves continued on next page.
  234
  235
  
  THRESHOLD MOVES
  FACE DEATH
  When you encounter a situation where death is 
  an immediate and unavoidable outcome, you are 
  dead. When you are instead brought to the brink 
  of death with a chance for recovery or redemption, 
  roll +heart.
  On a strong hit, 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.
   
  ✴ There is more to be done. Envision what is 
  revealed to you or asked of you at death’s door, 
  and Swear an Iron Vow to complete an extreme 
  quest. You return to the mortal world and must 
  mark doomed. When you complete the death-
  bound quest, clear the impact.
  On a miss, you are dead.
  FACE DESOLATION
  When you are brought to the brink of desolation, 
  roll +heart.
  On a strong hit, you resist and press on.
  On a weak hit, choose one.
   
  ✴ Your spirit breaks, but not before you make a noble 
  sacrifice. Envision your final moments.
   
  ✴ You see a vision of a dreaded event coming to 
  pass. Envision that dark future, and Swear an Iron 
  Vow to prevent it through an extreme quest. You 
  return to your senses and must mark tormented. 
  When you complete the soul-bound quest, clear 
  the impact.
  On a miss, you succumb to despair or horror and are 
  lost.
  OVERCOME DESTRUCTION
  Progress Move
  When your command vehicle is destroyed or 
  irrevocably lost, you must discard the asset, along 
  with any modules and docked support vehicles.
  If you survive, you may use your connections to replace 
  some of what was lost. To learn the cost, roll the 
  challenge dice and compare to the progress on your 
  bonds legacy track.
  On a strong hit, you may call in a favor. This comes 
  without conditions.
  On a weak hit, you owe someone. You must mark 
  indebted and Swear an Iron Vow to complete an 
  extreme quest in their service. When you complete the 
  duty-bound quest, clear the impact.
  On a miss, as with the weak hit result, but this quest is 
  against your nature, forces you to Forsake Your Vow on 
  another quest, or is in the service of an enemy.
  If you accept the cost, take 1 experience for every 
  marked ability on the discarded assets (minimum 3 
  experience). Spend this experience only on a new 
  command vehicle, modules, and support vehicles.
  RECOVER MOVES
  SOJOURN
  When you spend time recovering within a 
  community, roll +heart. 
  On a strong hit, this is a safe refuge. You and your allies 
  may each choose two recover moves: Heal, Hearten, 
  Repair, or Resupply. Instead of rolling, assume an 
  automatic strong hit for each. An individual move can 
  be taken more than once.
  On a weak hit, as above, but time is short or resources 
  are strained. You and your allies each make one recover 
  move instead of two, with no more than three moves 
  total among the group.
  On a miss, choose one.
   
  ✴ The community needs your help, or makes a costly 
  demand in exchange for safe harbor. Envision what 
  they ask of you. If you do it, or Swear an Iron Vow 
  to see it done, resolve this move as a strong hit.
   
  ✴ You find no relief, and the situation grows worse. 
  Pay the Price.
  HEAL
  When you receive medical care or provide 
  treatment, envision the situation and roll. If you…
   
  ✴ Receive treatment from someone (not an ally): Roll 
  +iron
   
  ✴ Mend your own wounds: Roll +iron or +wits, 
  whichever is lower
   
  ✴ Obtain treatment for a companion: Roll +heart
   
  ✴ Provide care: Roll +wits
  On a strong hit, the care is helpful. If you (or the ally 
  under your care) are wounded, clear the impact and take 
  or give +2 health. Otherwise, take or give +3 health.
  On a weak hit, as above, but the recovery costs extra 
  time or resources. Choose one: Lose Momentum (-2) or 
  Sacrifice Resources (-2).
  On a miss, the aid is ineffective and the situation 
  worsens. Pay the Price.
  HEARTEN
  When you socialize, share intimacy, or find a 
  moment of peace, roll +heart.
  On a strong hit, you find companionship or comfort and 
  your spirit is strengthened. If you are shaken, clear the 
  impact and take +1 spirit. Otherwise, take +2 spirit. If you 
  make this move as you Sojourn, take +1 more.
  On a weak hit, as above, but this indulgence is fleeting. 
  Envision an interruption, complication, or inner conflict. 
  Then, Lose Momentum (-1).
  On a miss, you take no comfort and the situation 
  worsens. Pay the Price.
  REPAIR
  When you make repairs to your vehicles, modules, 
  mechanical companions, or other devices, envision 
  the situation and roll. If you...
   
  ✴ Make your own repairs, or direct a companion to 
  make repairs: Roll +wits
   
  ✴ Obtain repairs from someone (not an ally): Roll 
  +supply
  On a hit, you gain repair points as appropriate to the 
  situation, per the table below. Additionally, you may 
  Sacrifice Resources and exchange each -1 of supply for 
  1 extra repair point (up to 3 points).
  Situation
  Strong Hit
  Weak Hit
  At a facility 
  5 points
  3 points
  In the field 
  3 points
  1 points
  Under fire
  2 points
  0 points
  Spend repair points as follows. Unused points are 
  discarded.
   
  ✴ Clear the battered impact on a vehicle: 2 points
   
  ✴ Fix one broken module: 2 points
   
  ✴ Take +1 integrity on a vehicle: 1 point
   
  ✴ Take +1 health for a mechanical companion: 1 point
   
  ✴ Repair any other device: 3 points
   
  ✴ Repair any other device, but with a complication or 
  malfunction: 2 points
  On a miss, the repairs are not made and the situation 
  worsens. Pay the Price.
  RESUPPLY
  When you attempt to bolster your readiness, 
  envision the opportunity and your approach. If you...
   
  ✴ Barter or make an appeal: Roll +heart
   
  ✴ Threaten or seize: Roll +iron
   
  ✴ Steal or swindle: Roll +shadow
   
  ✴ Scavenge or craft: Roll +wits
  On a strong hit, choose one.
   
  ✴ If you are unprepared, clear the impact and take 
  +1 supply. Otherwise, take +2 supply. 
   
  ✴ If you are in need of a specific item or resource 
  which can reasonably be obtained, you acquire it. 
  Take +1 momentum.
  On a weak hit, as above, but you must first deal with 
  a cost, complication, or demand. Envision the nature of 
  this obstacle.
  On a miss, you encounter an unexpected peril. Pay the 
  Price.
  236
  237
  
  LEGACY MOVES
  ADVANCE
  When you fill a box (four ticks) on any legacy track, 
  take 2 experience. You may spend 2 experience to 
  upgrade an asset, or 3 experience to add a new asset.
  Once you completely fill the tenth box on any legacy 
  track, clear that track. You may start again marking 
  progress on the cleared track, but earn experience at 
  a reduced rate of 1 experience (instead of 2) for each 
  filled progress box. If you make a progress roll against 
  this track, resolve the outcome as if at 10 progress.
  CONTINUE A LEGACY
  Progress Move
  When you retire from your life as Ironsworn, or succumb 
  to death or desolation, you may create a new character 
  in your established setting. If you do, roll the challenge 
  dice and compare to each of the former character’s 
  legacy tracks: Quests, bonds, and discoveries (one roll 
  per track).
  For each strong hit, choose one from below, or one 
  from the weak hit or miss options.
   
  ✴ Follow their path: Take one path or companion 
  asset from the former character (at no cost), 
  including any marked abilities.
   
  ✴ Share a connection: Take one connection from the 
  former character, including any accrued progress 
  or bond benefits.
   
  ✴ Accept an inheritance: Take the former 
  character’s command vehicle and one module or 
  support vehicle (at no cost), including any marked 
  abilities.
  For each weak hit, choose one from below, or one 
  from the miss options.
   
  ✴ See it through: Choose one of the former 
  character’s unfinished quests, and Swear an Iron 
  Vow (with an automatic strong hit) to see it done. 
  You may immediately mark up to half their earned 
  progress (round down) on this quest.
   
  ✴ Rebuild a connection: Name one of the former 
  character’s connections, and envision how time or 
  circumstances have changed them in a dramatic 
  way. When you Make a Connection with them, 
  take an automatic strong hit and mark two ticks on 
  your bonds legacy track.
   
  ✴ Explore familiar ground: Name a location which 
  was meaningful to the former character. When you 
  first visit that place, envision how it has changed 
  or is endangered. Then, mark two ticks on your 
  discoveries legacy track.
  For each miss, choose one.
   
  ✴ Deal with the aftermath: Envision how one of 
  your former character’s foes has gained power or 
  influence.
   
  ✴ Switch loyalties: Envision how you begin in 
  opposition to your former character’s beliefs, 
  goals, or allegiances.
   
  ✴ Open Pandora’s Box: Envision how an 
  advancement or discovery has unleashed 
  unexpectedly dire consequences.
  FATE MOVES
  PAY THE PRICE
  When you suffer the outcome of an action, choose 
  one.
   
  ✴ Make the most obvious negative outcome happen.
   
  ✴ Ask the Oracle for inspiration. Interpret the answer 
  as a hardship or complication appropriate to the 
  current situation.
   
  ✴ Roll on the table below. If you have difficulty 
  interpreting the result to fit the current situation, 
  roll again.
  1-2
  A trusted individual or community acts 
  against you
  3-4
  An individual or community you care about 
  is exposed to danger
  5-7
  You encounter signs of a looming threat
  8-10
  You create an opportunity for an enemy
  11-14
  You face a tough choice
  15-18
  You face the consequences of an earlier 
  choice
  19-22
  A surprising development complicates 
  your quest
  23-26
  You are separated from something or 
  someone
  27-32
  Your action causes collateral damage or 
  has an unintended effect
  33-38
  Something of value is lost or destroyed
  39-44
  The environment or terrain introduces a 
  new hazard
  45-50
  A new enemy is revealed
  51-56
  A friend, companion, or ally is in harm’s 
  way (or you are, if alone)
  57-62
  Your equipment or vehicle malfunctions
  63-68
  Your vehicle suffers damage
  69-74
  You waste resources
  75-81
  You are harmed
  82-88
  You are stressed
  89-95
  You are delayed or put at a disadvantage
  96-100
  Roll twice
  ASK THE ORACLE
  When you seek to resolve questions, discover 
  details, reveal locations, 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.
   
  ✴ Spark an idea: Use an oracle table or other random 
  prompt.
   
  ✴ 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 roll on the table below to see if it is true. If not, 
  it is the other.
  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.
  238
  239
  
SOURCE: textdata/thevault/Ironsworn Starforged - PbtA - Shawn Tomkin/Ironsworn-Starforged-Rulebook-PE-Spreads-042721.pdf