TEXT: PRINTING THESE ASSETS
  You may print these assets for personal use. They are sized for use with standard 3.5x2.5in (88x63mm) 
  card protectors. A printed deck of assets is also available for Kickstarter backers. Check the Kickstarter 
  for details at: www.kickstarter.com/projects/shawntomkin/ironsworn-starforged.
  CREDITS
  Writing and game design by Shawn Tomkin
  Icon and card design by Nathen Græy
  This file includes print-and-play asset cards for the 
  Ironsworn: Starforged tabletop roleplaying game.
  Copyright ©2021 Shawn Tomkin
  PREVIEW EDITION
  Updated 4/27/21
  ASSET CARDS
  
  MODULE
  ENGINE
  UPGRADE
   
   Your vehicle’s finely-tuned engines speed 
  your travels. When you Undertake an 
  Expedition (+edge) and roll a strong hit with 
  6 on your action die, take +2 momentum.
   
   When you Enter the Fray, choose one 
  (before rolling).
   
  ✴ Maneuver: Add +1 and take +1 momentum 
  on a strong hit.
   
  ✴ Boost: Take +2 momentum on a hit.
   
   When you make a desperate move to pursue 
  a foe, escape a threat, or get in range, you 
  may push your engines to their limit. If you 
  do (decide after rolling), reroll any dice 
  and count a weak hit as a strong hit. Then, 
  Withstand Damage (-2).
  MODULE
  HEAVY 
  CANNONS
   
   When you aim your cannons and use
  them to Strike, choose one.
   
  ✴ Strafing run: Add +1 and take +1 
  momentum on a hit.
   
  ✴ Focus fire: Mark progress on a hit, but 
  Lose Momentum (-1).
   
   Once per fight, when you Clash by 
  committing to an all-or-nothing exchange of 
  fire, add +1, count a weak hit as a strong hit, 
  and mark progress on a hit. On a miss, you 
  must suffer a dire outcome.
   
   When you Compel, Enter the Fray, or Gain 
  Ground by bringing your cannons to bear and 
  sending a promise of violence to your foe 
  over communication channels, add +1 and 
  take +1 momentum on a hit. On a strong hit 
  with a match, take another +1 momentum.
  MODULE
  MEDBAY
   
   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.
   
   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.
   
   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.
  MODULE
  MISSILE
  ARRAY
  5
  4
  3
  2
  1
  0
   
   You have 5 ammo. When you Strike
  or Clash with a missile attack, suffer -1 
  ammo and mark progress on a hit. If you 
  Resupply in a place where your missiles 
  can be replenished, you may exchange any 
  earned +supply for +ammo. 
   
   When you have at least 1 ammo and Gain 
  Ground by locking a missile on target, add +1 
  and take +1 momentum on a hit.
   
   When you have at least 3 ammo and Take 
  Decisive Action by unleashing them all, roll 
  an action die before making the progress 
  roll. If your action die is equal to or less than 
  ammo, you may reroll each challenge die. 
  Then, set ammo to 0.
  MODULE
  REINFORCED
  HULL
   
   Your vehicle is clad in iron. When you 
  Withstand Damage, add +1.  On a strong hit, 
  take +1 momentum.
   
   Your plated hull is given a fierce and 
  distinctive color or design. When you arrive 
  at a place where your reputation is a factor, 
  take +1 momentum. When you Enter the 
  Fray against a foe who would know your 
  reputation, take +momentum equal to your 
  vehicle’s integrity on a strong hit.
   
   When you React Under Fire by letting your 
  plated hull take the hit, add +1 and take +1 
  momentum on a hit. On a strong hit with a 
  match, take another +1 momentum as you 
  surge through the chaos and put yourself in 
  perfect position. On a miss, Pay the Price by 
  marking this component as broken.
  MODULE
  INTERNAL
  REFIT
   
   You have customized the cabins, common 
  spaces, and environment of the ship to your 
  needs. When you Undertake an Expedition 
  (dangerous or greater), reroll any dice 
  for the first leg of your journey. On a hit, 
  you and your allies may envision how you 
  make yourself at home; if you do, take +2 
  momentum or +1 spirit.
   
   Your vessel is stocked with reserves. When 
  you Sacrifice Resources and your supply is 
  reduced to 0, first roll +integrity instead of 
  marking unprepared. On a strong hit, take +1 
  supply. Otherwise, mark unprepared.
   
   When you Enter the Fray to oppose an 
  invader within your vessel, reroll any dice. 
  On a strong hit, take +momentum equal to 
  integrity. On a strong hit with a match, also 
  mark progress.
  MODULE
  EXPANDED
  HOLD
  3
  2
  1
  0
   
   Your vehicle carries up to 3 cargo. When
  you gain +supply,  you may convert it to 
  +cargo. When you make a move +supply, 
  you may add +cargo. When you Sacrifice 
  Resources, you may instead suffer -cargo for 
  any portion of the cost.
   
   When you roll a miss or weak hit as you 
  make a move to barter or negotiate, and you 
  have at least 1 cargo, you may  sweeten the 
  pot. If you do, reroll all dice and add +cargo. 
  Then, suffer -1 cargo.
   
   When you make a move to outrun a threat 
  and have at least 1 cargo, you may first lighten 
  your load by dropping cargo. If you do, suffer 
  -cargo by the amount dropped, add +that 
  amount, and take +2 momentum on a hit.
  MODULE
  OVERSEER
   
   Your AI module keeps watch over the 
  vehicle’s systems and sensor data. When 
  you Secure an Advantage or Gain Ground by 
  talking through a situation with the overseer, 
  you may roll +integrity. If you do, take +1 
  momentum on a hit.
   
   When you Withstand Damage and roll on the 
  miss table, the overseer will do what it can 
  to help. Roll twice on the table and choose 
  either result.
   
   The overseer can pilot the vehicle 
  independently. When you Face Danger 
  to hand over control to the AI in an 
  emergency, or to summon the vehicle 
  remotely, you may roll +integrity. If you do, 
  take +1 momentum on a hit. 
  NAME
  COMMAND VEHICLE
  STARSHIP
   
   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.
   
   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.
   
   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
  SHIELDS
  4
  3
  2
  1
  0
   
   When you raise your shields, roll +your 
  vehicle’s integrity or +wits. On a strong hit, 
  set your shields to +4. On a weak hit, make 
  them +3. On a miss, make them +2 but 
  Lose Momentum (-1). Then, if you Withstand 
  Damage, ignore damage up to the value of 
  your shields and suffer -1 shields. Raised 
  shields last for a few minutes. If reduced to 0, 
  they cannot be raised again for an hour or so. 
   
   You may React Under Fire by letting your 
  shields take the blow. If you do, roll +shields 
  and take +2 momentum on a hit.
   
   When you Enter the Fray and score a strong 
  hit, you may raise your shields to +3 without 
  rolling. If you do, take +1 momentum.
  MODULE
  SENSOR
  ARAY
   
   Your advanced sensors scan the paths 
  ahead to help spot dangers. When you 
  Undertake an Expedition (+wits), and roll a 
  10 on only one challenge die, you may reroll 
  that die.
   
   When you Secure an Advantage or Gather 
  Information by scanning your vehicle’s 
  surroundings or analyzing a nearby object, 
  choose one and take +1 momentum on a hit.
   
  ✴ Manual scan: Add +1
   
  ✴ Automated scan: Instead of rolling the 
  action die, make it the value of your 
  vehicle’s integrity
   
   When you Enter the Fray against an ambush, 
  or Face Danger to detect a hidden threat, 
  you may roll +integrity. If you do, reroll any 
  dice and take +1 momentum on a hit.
  MODULE
  VEHICLE
  BAY
   
   You may purchase or upgrade a support 
  vehicle for 1 less experience. When you 
  Repair a battered support vehicle, spend 1 
  repair point (instead of 2).
   
   When a support vehicle is destroyed, and 
  you are able to retrieve its wreckage, you 
  may Ask the Oracle using the yes/no table 
  if something can be salvaged from the 
  mess. Make it ‘50/50’. On a yes, spend 2 
  experience to restore the support vehicle 
  asset with all previously marked  abilities. 
  Until you Repair and bring it back to full 
  working order,  the vehicle is battered with 
  0 integrity. 
   
   When you make a move to launch from or 
  land on your command vehicle in a perilous 
  situation or environment, reroll any dice and 
  take +1 momentum on a hit.
  MODULE
  WORKSHOP
   
   When you Repair in the field, add +1.
   
   When you make a move in your workshop 
  to craft, modify, deactivate, or disassemble 
  a device or machine, you may reroll your 
  action die if its value is less than your 
  vehicle’s integrity.
   
   When you Swear an Iron Vow to undertake 
  a long-term engineering project, reroll 
  any dice. When you obtain a crucial part 
  or resource, Reach a Milestone. When you 
  have what you need and devote extended 
  time in your workshop to the project, 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).
  MODULE
  STEALTH
  TECH
   
   When you make a move against a specific 
  foe or threat to avoid detection, add +1. 
  If you Enter the Fray by ambushing an 
  unaware foe, add +1 and mark progress on 
  a strong hit.
   
   When you Undertake an Expedition 
  (+shadow), and roll a 1 on your action die, 
  you may reroll it.
   
   When you are poised to Strike from hiding, 
  you may roll +shadow. If you do, choose one 
  (before rolling).
   
  ✴ Strike true: Reroll any dice.
   
  ✴ Strike hard: Mark progress on a hit.
  On a strong hit with a match, you also 
  remain totally undetected; take +2 
  momentum and add +1 on your next Strike.
  MODULE
  RESEARCH
  LAB
   
   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.
   
   When you Face Danger to isolate or secure 
  a hazardous specimen, reroll any dice.
   
   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).
  SUPPORT VEHICLE
  EXOSUIT
  BATTERED
  6
  5
  4
  3
  2
  1
  0
   
   Your lumbering rig houses one pilot, is
  sealed against hostile environments, and is 
  armed with fixed or held weapons. When 
  you make a forceful, damaging, or resistant 
  move, you may (after rolling) replace the 
  value of your action die with the rig’s 
  integrity; if you do, Lose Momentum (-1). 
   
   Your exosuit is equipped with thrusters. You 
  can maneuver in zero-g, make thrust-assisted 
  leaps, and drop to a surface from altitude. 
  When you burn fuel to overcome a critical 
  obstacle (decide after rolling), you may reroll 
  any dice. If you do, Sacrifice Resources (-1).
   
   When you Withstand Damage, you may 
  reroll one challenge die
  NAME
  SUPPORT VEHICLE
  HOVERBIKE
  BATTERED
  3
  2
  1
  0
   
   Your unarmed hoverbike provides speedy 
  planetside transport, and is equipped to 
  carry up to two people and their gear.  When 
  you Undertake an Expedition (+edge), take 
  +1 momentum on a hit. On a strong hit with 
  a match, you also surge ahead or find a new 
  path; mark progress.
   
   When you Set a Course over planetside 
  terrain, you may roll +integrity (instead of 
  +supply); if you do, take +2 momentum on 
  a hit.
   
   When you Face Danger or React Under Fire 
  by outrunning or dodging a threat, take +1 
  momentum on a hit.
  NAME
  SUPPORT VEHICLE
  ROVER
  BATTERED
  5
  4
  3
  2
  1
  0
   
   Your unarmed rover provides protected 
  planetside transport. When you Undertake 
  an Expedition or Set a Course, add +1. When 
  you Finish an Expedition in your rover, you 
  may reroll one challenge die.
   
   At no extra cost, you may equip your rover 
  with one module asset. When you Withstand 
  Damage, this module can be broken or 
  destroyed as with a command vehicle. If 
  you want to reconfigure your rover, spend 1 
  experience, discard the module, and equip 
  another with the same number of abilities.
   
   Your rover is kept fully stocked. When 
  you Check Your Gear, add +1 and  take +1 
  momentum on a hit.
  NAME
  
  SUPPORT VEHICLE
  SHUTTLE
  BATTERED
  4
  3
  2
  1
  0
   
   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
   
   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. 
   
   You shuttle is sealed against high pressure 
  environments, can travel underwater, and 
  is more resistant to damage; when you 
  Withstand Damage, add +1. 
  NAME
  SUPPORT VEHICLE
  SERVICE POD
  BATTERED
  4
  3
  2
  1
  0
   
   Your utility vehicle houses one pilot for short-
  range, low gravity operations. When you 
  make a move using the pod’s manipulator 
  arms to perform a delicate or forceful task, 
  add +1 and take +1 momentum on a hit.
   
   When you Face Danger, Gain Ground, or 
  React Under Fire by maneuvering your pod 
  through a hazardous or obstructed area,  
  choose an approach and roll +integrity.
   
  ✴ Careful: Add +2 and Lose Momentum (-1)
   
  ✴ Reckless: Take +1 momentum on a hit
   
   When you make a move while controllingthe 
  pod and push its capabilities to the limit, you 
  may take an automatic strong hit. If you do, 
  Withstand Damage (-2).
  NAME
  PATH
  ACE
   
   When you Face Danger or React Under Fire 
  by guiding your vehicle through a hazard 
  or out of harm’s way, add +1 and take +1 
  momentum on a hit.
   
   When you Gain Ground by maneuvering your 
  vehicle against a foe, add +1. If you roll a 
  strong hit with a 4, 5, or 6 on the action die, 
  you may put yourself in firing position. If you 
  do, set side the action die or note its value. 
  If you or an ally Strike using the vehicle’s 
  weapons, use that value for the action 
  die (rolling only the challenge dice). This 
  persists until you fail to score a strong hit on 
  that move, or until you make another move 
  which changes your vehicle’s position.
   
   When you must Endure Stress while piloting 
  a vehicle, you may roll +integrity. If you do, 
  take +1 momentum on a strong hit.
  PATH
  AGENT
   
   When you make a move to break into a 
  secure site, infiltrate a protected area, or 
  hack or manipulate a secure system, add +1 
  and take +1 momentum on a hit.
   
   When you Face Danger or Secure an 
  Advantage to establish a false identity, add 
  +1. On a hit, you may add +1 when using that 
  identity to deceive or influence others. If 
  you roll a miss with a match when using that 
  identity, your deception is completely and 
  dramatically undone.
   
   When you covertly Gather Information, 
  you may roll +shadow. If you do, take +1 
  momentum on a hit. On a strong hit with a 
  match, you uncover a surprising aspect of an 
  adversary’s plan or a connection to another 
  quest or relationship; take +2 momentum 
  and Reach a Milestone.
  If you wear your finely crafted set
  of personal armor…
  PATH
  ARMORED
   
   When you Face Danger, React Under Fire,
  or Clash against physical attacks or impact, 
  you may put trust in your armor’s protection. 
  If you do, set the value of your action die to 
  4 and roll only the challenge dice.
   
   You add an important new piece to your set 
  of armor, or upgrade its materials. As above, 
  but set the value of your action die to 5 
  instead of 4.
   
   When you must Endure Harm, you may 
  instead let your armor take the hit. If you do, 
  roll your action die. On a 4 or greater, ignore 
  the harm. On a 1-3, ignore the harm but 
  your armor is now broken; you must Repair 
  and spend 5 repair points to bring it back to 
  working condition. 
  PATH
  AUGMENTED
   
   You are rigged with an advanced prosthetic, 
  implant, or mechanical enhancement. 
  When you make a move directly aided by 
  the augment, envision how it gives you 
  exceptional capabilities and add +1. On 
  a strong hit with a match, your augment 
  exceeds expectations; take +2 momentum. 
  On a miss with a match, the augment is 
  broken; you must Repair and spend 3 repair 
  points to bring it back to working condition.
   
   You are rigged with a second augment. It 
  functions as above, but benefits for the two 
  augments do not stack.
   
   When you must Endure Harm or Face Death, 
  you may instead mark an augment as 
  broken. Repair it as detailed above.
  TWO
  ONE
  SUPPORT VEHICLE
  SNUB FIGHTER
  BATTERED
  4
  3
  2
  1
  0
   
   Your snub fighter carries a single pilot
  for space or atmospheric flight and combat. 
  When you Enter the Fray, you may roll 
  +integrity; if you do, take +2 momentum
  on a hit.
   
   When you Strike or Clash, add +1. On a 
  strong hit with a match, mark progress.
   
   When you personally defeat a notable foe in 
  your snub fighter, envision the victory mark 
  you make on the
  fuselage. Track your
  victories in this box.
  For every five, mark
  2 ticks on your
  quests legacy track.
  NAME
  PATH
  ARCHIVIST
   
   You wield an archive of esoteric knowledge. 
  When you recall lore from your studies to 
  Secure an Advantage or Gather Information, 
  add +1. If you have ample time to search the 
  archive, add +2. On a hit, envision the obscure 
  but helpful knowledge you put to use (Ask the 
  Oracle if unsure), and take +1 momentum.
   
   When you Swear an Iron Vow (formidable 
  or greater) to recover knowledge from a 
  perilous location, reroll any dice. When you 
  Fulfill Your Vow and score a hit, also mark 2 
  ticks on your discoveries legacy track.
   
   One time only, once you fill 6 boxes on your 
  discoveries legacy track, you may browse 
  the archive’s forbidden depths. If you do, 
  raise your wits by 1 and roll an action die. 
  On 1-2, also mark traumatized or Face 
  Desolation (ignore momentum).
  PATH
  BANNERSWORN
   
   You are bound to a clan, faction, or creed. 
  When you Swear an Iron Vow in service to 
  this ideology, reroll any dice. On a hit, mark 1 
  tick on your bonds legacy track. 
   
   When you or an ally Sojourn and score a 
  strong hit with a match, you may envision 
  meeting someone of the same ideology. If 
  you Make a Connection with them and score 
  a hit, mark 1 tick on your bonds legacy track. 
  When you Forge a Bond with anyone of your 
  ideology, make the legacy reward one rank 
  higher (1 extra box if already epic).
   
   When you make a progress move in direct 
  service to your ideology, you may reroll one 
  challenge die. If you then score a strong 
  hit with a match, mark 1 tick on your bonds 
  legacy track.
  IDEOLOGY
  
  PATH
  BOUNTY
  HUNTER
   
   When you take a bounty contract and
  Swear an Iron Vow to see it done, add +1.
  On a strong hit, you’ve got a solid lead and 
  may immediately Reach a Milestone. When 
  you Fulfill Your Vow, make the legacy reward 
  one rank higher (1 extra box if already epic).
   
   When you Gather Information related to 
  a bounty, add +2. On a strong hit with a 
  match, you reveal a surprising aspect of the 
  contract; envision what you discover, and 
  choose one.
   
  ✴ Forge ahead: Reach a Milestone and
  mark progress.
   
  ✴ Change loyalties: Forsake Your Vow and 
  mark 2 ticks on your bonds legacy track. 
   
   When you Take Decisive Action in a fight 
  against a bounty target or their agents, you 
  may reroll one challenge die.
  If you wield a bladed weapon...
  PATH
  BLADEMASTER
   
   When you Clash or Strike in close-quarters, 
  add +1. On a strong hit with a match, mark 
  progress. Also, once per fight, you may reroll 
  any dice as you make a move to attack or 
  defend using your blade.
   
   If you Gain Ground by moving into close-
  quarters against your foe, choose your 
  approach.
   
  ✴ Charge: Roll +heart, and mark progress 
  on a hit.
   
  ✴ Evade: Roll +edge, and take +1 momentum 
  on a hit.
   
   When you Swear an Iron Vow and bind the 
  oath to your blade, add +1. On a hit, take +2 
  momentum or +2 spirit.
  PATH
  COMMANDER
   
   When you Aid Your Ally through leadership, 
  coordination, or planning, add +1. On a 
  strong hit, any allies who are present take +1 
  momentum.
   
   When you Enter the Fray (+heart) by 
  coordinating with your team as they wade 
  into the fight, make your move before your 
  allies act. On a strong hit, all allies may 
  take an automatic strong hit. On a strong 
  hit with a match, also mark progress on any 
  objectives in this fight.
   
   When you make a move to influence 
  someone (not an ally) through leadership, 
  add +1 and take +1 momentum on a hit. On 
  a strong hit with a match, your command 
  galvanizes them into unexpected action. 
  Take another +1 momentum, and mark one 
  tick on your bonds legacy track.
  PATH
  COURIER
   
   When you Swear an Iron Vow to transport
  and protect something precious, set its safety 
  to 5. When you Undertake an Expedition or 
  Set a Course and score a weak hit or miss, 
  you may suffer -1 safety as the cost. On a miss 
  with a match, you must suffer -2 safety as the 
  cost. When safety falls to 0, envision a major 
  complication related to this mission. If you 
  overcome the threat, Reach a Milestone and 
  mark progress twice. Then, set safety to 3.
   
   When you Sojourn during a courier mission, 
  you may roll +safety. On a strong hit, take +1 
  safety or +1 momentum.
   
   When you Fulfill Your Vow to a connection by 
  finishing a courier mission, you may Advance 
  a Relationship and mark progress twice. 
  5
  4
  3
  2
  1
  0
  PATH
  DEVOTANT
   
   You worship a god, power, or entity. Give 
  it a name and choose one of your stats to 
  represent its nature. When you Face Danger 
  or Secure an Advantage by calling on it for 
  guidance or blessings, roll +linked stat. On a 
  hit, take +1 momentum or +1 spirit. On a strong 
  hit with a match, a miracle or sign manifests; 
  take another +1 momentum or +1 spirit.
   
   When you Swear an Iron Vow (formidable or 
  greater) in service to your faith, roll +linked 
  stat. 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.
   
   When you Hearten through contemplation 
  or sharing of your faith, you may roll +linked 
  stat. If you do, take +1 spirit or +1 momentum 
  on a strong hit.
  NAME
  STAT
  If you fight unarmed or with a
  close-quarters weapon…
  PATH
  BRAWLER
   
   When you Gain Ground by attempting to 
  disarm, trip, shove, grapple, or stun your 
  foe, add +1 and take +1 momentum on a hit.
   
   When you Clash in close-quarters, you may 
  draw on your momentum to gain advantage. 
  If you do, Lose Momentum (-2) and choose 
  one (before rolling).
   
  ✴ Aggressive: Count a weak hit as a
  strong hit.
   
  ✴ Defensive: Count a miss as a weak hit.
   
   When you Enter the Fray already positioned 
  in close-quarters against your foe, mark 
  progress on a hit. On a strong hit with a 
  match, your initial assault leaves them 
  stunned; also take +2 momentum.
  PATH
  DIPLOMAT
   
   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.
   
   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.
   
   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.
  PATH
  EMPATH
   
   When you read the intent, emotions, or 
  memories of a being in your presence, roll 
  +heart. On a strong hit, you glimpse a helpful 
  aspect of their inner self. Envision what you 
  learn, take +2 momentum, and add +1 as 
  you make moves to interact with them in this 
  scene. On a weak hit, the visions are murky; 
  take +1 momentum. On a miss, you reveal a 
  troubling motive or secret; Pay the Price.
   
   As above, and on a hit you may subtly 
  influence their attitude or actions, such as 
  making a hostile being hesitate. Take another 
  +1 momentum. If in a fight, mark progress.
   
   When you Face Danger to soothe a being’s 
  emotional distress through an empathic 
  bond, you may roll +spirit. If you do, take
  +1 momentum on a hit. If they are an ally, 
  also give them +2 spirit on a hit.
  PATH
  EXPLORER
   
   When you Explore a Waypoint, take
  +1 momentum on a hit. When you Finish an 
  Expedition and score a hit, mark 1 extra tick 
  on your discoveries legacy track.
   
   When you come across a wondrous sight 
  or phenomenon, such as an extraordinary 
  planet, majestic creature, or dazzling stellar 
  object, choose one:
   
  ✴ Find inspiration: Take +1 momentum
   
  ✴ Soak it all in: Hearten; add +1, and take +1 
  momentum on a hit.
   
   When you Secure an Advantage by studying 
  a newfound place from a safe position, 
  add +1 and take +1 momentum on a hit. On 
  a strong hit with a match, take another +1 
  momentum and envision an unusual aspect 
  of the site.
  
  PATH
  GEARHEAD
   
   When you Repair (+wits), add +1 and take
  +1 repair point or +1 momentum on a hit.
   
   When you Gather Information by studying 
  or disassembling a piece of equipment or 
  technology, or if you Resupply by breaking 
  down and repurposing an item, add +1 and 
  take +1 momentum on a hit.
   
   When you Face Danger to rig, modify, or 
  enhance a device for a powerful but limited 
  function, envision your approach and add 
  +1. On a hit, the device is ready for use. One 
  time only, if you make a move in a critical 
  moment aided by the device, do all of the 
  the following.
   
  ✴ Reroll any dice
   
  ✴ Take +1 momentum on a hit
   
  ✴ On a strong hit, mark 1 tick on your quests 
  legacy track
  If you wield a heavy ranged
  personal weapon…
  PATH
  GUNNER
   
   When you Strike, choose one (before rolling).
   
  ✴ Pin them down: Add +1 and take +1 
  momentum on a hit.
   
  ✴ Make them hurt: Mark progress on a hit.
   
   When you Take Decisive Action by emptying 
  your gun (decide before rolling), you may 
  Sacrifice Resources (-1) and reroll one 
  challenge die. If the fight continues or you 
  are caught up another fight, Check Your Gear 
  to see if you have more ammo on-hand.
   
   Give your favorite gun a name. When you 
  Clash with it, add +1. When you Enter the 
  Fray or Endure Stress while wielding it, add 
  +1 and take +1 momentum on a hit.
  NAME
  PATH
  HAUNTED
   
   You are haunted by the spirit of someone 
  whose death you caused or mourn (or both). 
  When you make a move to call upon their 
  insight, add +1. On a weak hit, also Endure 
  Stress (-1). On a strong hit with a match, 
  mark 1 tick on your bonds legacy track.
   
   When you Face Death guided by the spirit, 
  add +1. On a strong hit, envision what you 
  learn from them or about them, and mark 2 
  ticks on your bonds legacy track.
   
   One time only, when you Fulfill Your Vow 
  (extreme or greater) in service to the spirit, 
  take this ability at no cost and choose one.
   
  ✴ Let them go: Mark 2 ticks on your bonds 
  legacy track for each marked ability, and 
  discard this asset.
   
  ✴ Bolster your link: When you leverage an 
  asset ability, take +1 momentum on a hit.
  If you wield a pistol...
  PATH
  GUNSLINGER
   
   When you Enter the Fray by facing off 
  against your foe (+heart), or by preparing 
  to act without tipping them off (+shadow), 
  add +1 and take +1 momentum on a hit. 
  On a strong hit with a match, you may 
  immediately take a shot (without making a 
  move) and mark progress twice.
   
   When you Gain Ground or React Under Fire 
  by moving into cover, add +1. On a strong 
  hit, you may then add +2 (one time only) if 
  you pop out of cover to Strike.
   
   When you Compel or Gain Ground with the 
  threat of violence by holding someone at 
  gunpoint, add +1 and take +1 momentum 
  on a hit.
  PATH
  HEALER
   
   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. 
   
   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.
   
   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.
  PATH
  KINETIC
   
   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).
   
   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).
   
   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.
  PATH
  LOYALIST
   
   When you Aid Your Ally, add +1 and take +1 
  momentum on a hit. This is in addition to 
  the benefits taken by your ally. On a strong 
  hit with a match, envision how this moment 
  marks a breakthrough or milestone in your 
  relationship; both of you may mark 1 tick on 
  your bonds legacy track. 
   
   When any ally must Pay the Price, and you 
  are in a position to suffer the the cost of that 
  move, your ally may take +1 momentum.
   
   When you stand with your ally as they make 
  a progress move, envision how you support 
  them. Then, roll one challenge die. On a 1-9, 
  your ally may replace one of their challenge 
  dice with yours. On a 10, envision how you 
  inadvertently undermine their action; your 
  ally must replace their lowest challenge die 
  with yours.
  PATH
  FIREBRAND
   
   You wield fiery energy. When you rest and 
  meditate to gather this energy, roll +spirit. On 
  a strong hit, take up to +3 fire. On a weak hit, 
  take +2. On a miss, take +2 fire but Endure 
  Harm (-2). Your max fire is +5. When you 
  make moves aided by this energy to attack or 
  overcome obstacles, add +2 and suffer -1 fire.
   
   When you Endure Harm and roll a strong hit 
  with a match, you may instead ignore the 
  harm and take +fire equal to the amount of 
  harm faced (+1, +2, or +3).
   
   When you have at least +3 fire, you may 
  Gain Ground or Strike by unleashing hell. 
  If you do, take an automatic strong hit and 
  mark progress. Then, set your fire to 0.
  5
  4
  3
  2
  1
  0
  PATH
  FATED
   
   Once you fill a box on your background
  vow progress track, mark 1 tick on your 
  quests legacy track. When you Fulfill Your 
  Vow on the background vow, your fate is at 
  hand. Envision your final sacrifice and take 
  an automatic strong hit.
   
   When you Face Death or Face Desolation 
  while your background vow is unfulfilled, it 
  is not yet your time. Instead of rolling, you 
  may take an automatic strong hit. If you do, 
  this asset counts as an impact (and you no 
  longer have this protection) until you next 
  Reach a Milestone on the background vow.
   
   When you make any progress move directly 
  related to your background vow, and roll a 
  10 on either challenge die, you may reroll 
  that die. On a strong hit, take +2 momentum.
  
  PATH
  NAVIGATOR
   
   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.
   
   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. 
   
   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.
  PATH
  OUTCAST
   
   When you Hearten in isolation, you may 
  attempt to find solace in fond memories 
  or a hopeful wish. If you do (decide before 
  rolling), reroll any dice but count a strong hit 
  as a weak hit.
   
   When you Sacrifice Resources and your 
  supply is reduced to 0, roll +wits. On a 
  strong hit, you manage to scrape by and 
  take +1 supply. On a weak hit, you may suffer 
  -1 momentum in exchange for +1 supply. On 
  a miss, your supply remains at 0 and you 
  Lose Momentum (-1).
   
   When you Sojourn and score a strong hit 
  with a match, you encounter someone who 
  knows or understands you. You may Make 
  a Connection with an automatic strong hit 
  and mark one extra tick on your bonds 
  legacy track.
  PATH
  SCAVENGER
   
   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.
   
   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.
   
   When you Check Your Gear, roll +wits or 
  +supply (whichever is highest) and take +1 
  momentum on a hit.
  PATH
  SCOUNDREL
   
   When you make a move by lying, bluffing, 
  stealing, or cheating, add +1. On a strong 
  hit with a match, your deception creates an 
  unexpected opportunity; take the value of 
  your shadow as +momentum.
   
   When you Make a Connection to search out 
  a new contact, you may roll +shadow. If you 
  do, reroll any dice on a miss and envision 
  how your reputation or underworld contacts 
  lead you to a disreputable connection.
   
   When you make a quick escape or con your 
  way out of a situation and burn momentum 
  to gain a strong hit, take +1 momentum 
  after you reset. If you envision how this 
  momentary success leaves you fated for 
  future trouble, mark 2 ticks on your quests 
  legacy track.
  PATH
  SEER
   
   Through focused meditation, you may 
  peer through the veils of reality to Gather 
  Information about a place, being, or event (in 
  person or at a distance). If you do, roll +spirit. 
  On a strong hit with a match, you experience 
  a surprising but helpful revelation; take +2 
  momentum. On a miss with a match, you 
  are plagued by visions of a dire threat or 
  complication; Endure Stress (-3). 
   
   When you Endure Harm or Endure Stress 
  and roll on the miss table, you may roll twice 
  and pick either result. If you do, take +1 
  momentum and envision how this moment 
  was foreseen.
   
   When you Sojourn and roll a match, you 
  may gain insight about this place through an 
  unbidden vision; take +2 momentum on a 
  strong hit and +1 momentum on a miss.
  PATH
  SHADE
   
   Drawing on esoteric energies, you may
  instantly cloak your form in the shadowy 
  veil of the void. While you are veiled and 
  make a move to ambush, hide, or sneak, 
  set the value of your action die as 5 instead 
  of rolling that die. In places of shadow or 
  darkness, make it 6. On a miss, you are 
  revealed and can’t veil yourself again until 
  the current situation is resolved.
   
   When you expand your veil to immerse your 
  surroundings in darkness, roll +shadow. 
  On a strong hit, the darkness extends to all 
  adjacent spaces. On a weak hit, only your 
  immediate surroundings are made dark. On
  a miss, you fail and draw unwanted attention.
   
   When you Secure an Advantage by dropping 
  your veil in a dramatic moment, take +1 
  momentum (before rolling) and add +1.
  PATH
  SLAYER
   
   When you make a move to investigate,
  track, or stalk a hostile creature, add +1
  and take +1 momentum on a hit. 
   
   When you Swear an Iron Vow to slay a 
  hostile creature in service to a community, 
  reroll any dice. When you Fulfill Your Vow 
  and score a hit, also mark 2 ticks on your 
  bonds legacy track.
   
   When you Enter the Fray against a hostile 
  creature (dangerous or greater), take +2 
  momentum. If you choose to face the 
  creature on its own terms, envision the 
  crucial weapon, protection, or aid you set 
  aside, and set the objective one rank higher. 
  If you Take Decisive Action after making 
  this sacrifice and score a strong hit, take a 
  trophy of your victory and mark 2 ticks on 
  your quests legacy track.
  PATH
  NATURALIST
   
   When you Secure an Advantage or
  Gather Information using your knowledge 
  of lifeforms or planetside ecosystems, add 
  +1 and take + 1 momentum on a hit. On a 
  strong hit with a match, you also confirm 
  an obscure theory or reveal a surprising 
  aspect of the encounter; mark 1 tick on your 
  discoveries legacy track. 
   
   When you make a move by taking a risky 
  action to pacify, avoid, or outwit a creature 
  (decide before rolling), you may reroll any 
  dice, but must Lose Momentum (-2).
   
   You are skilled at planetside survival. When 
  you Resupply to scavenge resources in a 
  life-bearing natural environment, take +1 
  supply on a hit. When you Face Danger 
  against an environmental threat, add +1 and 
  take +1 momentum on a hit. 
  PATH
  MERCENARY
   
   When you agree to wage war or defend 
  others from war in exchange for payment 
  or promises, you may Swear an Iron Vow to 
  see the mission done. If you do, reroll any 
  dice. When you Fulfill Your Vow, make the 
  legacy reward one rank higher (1 extra box 
  if already epic). 
   
   When you Make a Connection by searching 
  out or making contact with someone in 
  need of your services, add +1 and take +1 
  momentum on a hit. On a strong hit with 
  a match, this mission pits you against an 
  unresolved aspect of your past or a hated 
  foe; mark 2 ticks on your quests legacy track.
   
   When you Check Your Gear in the midst of 
  a fight, or Resupply by looting the field of 
  battle in the aftermath of a fight, add +2.
  
  PATH
  TRADER
   
   When you Sojourn or Compel, you may
  roll +supply. If you do, Sacrifice Resources (-1).
   
   When you Make a Connection with a 
  merchant or supplier, add +1. When you 
  Resupply by bartering with them, reroll 
  your action die if its value is less than your 
  supply. On a strong hit, take +1 momentum 
  or +1 supply.
   
   When you Sojourn and roll a strong hit 
  with a match, you also have a chance to 
  secure a unique item or valuable payload. 
  Envision the nature of the opportunity and 
  the obstacle you must overcome to aquire 
  it. If you are successful, mark 2 ticks on 
  your quests legacy track. One time only, 
  you may use this acquisition to gain an 
  automatic strong hit on any move where 
  your resources are a factor.
  PATH
  VESTIGE
   
   You are all that remains of a people, culture, 
  or tradition. When you Face Death or Face 
  Desolation, memories or visions of your 
  heritage give you the strength to carry on. 
  Envision how this manifests, and reroll 
  any dice. On a strong hit with a match, a 
  surprising new aspect of your heritage is 
  revealed; take +2 momentum and mark 2 
  ticks on your bonds legacy track.
   
   When you Secure an Advantage or Compel 
  through a tale, performance, or ceremony, 
  envision what you reveal of your legacy. 
  Then, add +1 and take +2 momentum on a hit.
   
   When you Hearten by taking solace in the 
  power of your legacy, add +1 and take +1 
  momentum on a hit.
  LAST OF
  PATH
  VETERAN
   
   When you are in a fight, increase
  your momentum reset by 1. Then, if you burn 
  momentum to improve your result, add +1 on 
  your next move.
   
   When you Make a Connection, add +1.
  If you roll a match, you have a history.
   
  ✴ On a strong hit with a match, you once 
  fought beside them, and they owe you a 
  favor. Mark 1 tick on your bonds legacy 
  track, and Develop Your Relationship now.
   
  ✴ On a miss with a match, you once fought 
  against them, and they hold a grudge. 
   
   When you  Secure an Advantage or 
  Gain Ground by recounting or recalling 
  a hard-won lesson from your battlefield 
  experiences, envision the memory and add 
  +1. On a hit, take +1 momentum.
  PATH
  VOIDBORN
   
   You are most suited to life in the
  limitless void. When you are in space (or
  a spacebound vehicle or station), increase 
  your momentum reset by 1. When you enter 
  a  planetside or high gravity environment, 
  Lose Momentum (-1).  
   
   When you Sojourn or Make a Connection 
  within a spacebound community, add +1. If 
  you Hearten there and score a strong hit, 
  take +1 spirit or +1 momentum.
   
   When you make a move to perform an 
  agile physical maneuver (such as leaping or 
  evading) in a low gravity environment, add 
  +1 and take +1 momentum on a hit. On a 
  strong hit with a match, you build speed or 
  put yourself in perfect position; take another 
  +1 momentum. 
  PATH
  WEAPON
  MASTER
   
   You are a walking armory, with a weapon 
  for every occassion. When you Enter the 
  Fray in personal combat, add +1 and take +1 
  momentum on a hit. Once per fight, when 
  you Gain Ground by switching weapons or 
  changing tactics, take an automatic strong hit.
   
   When you Strike using a personal weapon 
  which has limited ammo or a single-use 
  mode, add +1 and mark progress on a hit. 
  Then, Sacrifice Resources (-1). If you score 
  a strong hit on this attack and immediately 
  Take Decisive Action, you may retain the 
  value of one challenge die from your Strike 
  action instead of rolling that die.
   
   When you Secure an Advantage by suiting 
  up and gathering your gear for a perilous 
  encounter or mission, you may roll +supply. 
  If you do, take +2 momentum on a hit.
  PATH
  TECH
   
   When you make a move to configure, 
  optimize, hack, or disrupt an electronic 
  system, add +1. On a weak hit, you can 
  choose to press your luck. If you do, reroll 
  all dice and add +2 (instead of +1). 
   
   When you Withstand Damage and score a 
  miss, you may attempt to reroute power or 
  reboot critical systems. If you do, first Lose 
  Momentum (-2). Then, reroll all dice, add 
  +wits instead of +integrity, and count a weak 
  hit as a miss.
   
   When you Face Danger or Secure an 
  Advantage by creating  a computer program 
  to perform a specific, complex function, add 
  +2 and take +1 momentum on a hit. One time 
  only, when you trigger the program to fulfill 
  its purpose, reroll any dice.
  If you wield a rifle…
  PATH
  SNIPER
   
   When you Face Danger outside of a fight 
  to preemptively take out a single minor foe 
  from a distance, add +1. On a hit, they are 
  out of action and no longer a threat. If other 
  foes remain and you Enter the Fray against 
  them, mark progress.
   
   When you Strike from a distance with time 
  enough to line up your shot, you may roll 
  +wits. If you do, mark progress on a hit.
   
   When you Secure an Advantage by studying 
  a distant situation through the scope of your 
  rifle, or Gain Ground by readying your shot 
  and taking careful aim, you may sacrifice 
  time in exchange for greater certainty. If you 
  do (decide before rolling), Lose Momentum 
  (-1, -2, or -3) and add that amount. Then, 
  take +1 momentum on a strong hit.
  
  COMPANION
  COMBAT BOT
  5
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   Your combat bot fights at your side. When 
  you Strike aided by your bot, add +1; if you 
  Clash, take +1 momentum on a hit.
   
   When you use the threat of violence to 
  Compel or Gain Ground while your bot 
  brings its weapons to bear, you may roll 
  +its health. If you do, take +1 momentum 
  on a hit. On a strong hit with a match, the 
  bot’s display is especially persuasive; take 
  another +1 momentum.
   
   Once per fight, when you React Under Fire 
  by using your bot to draw fire or create a 
  diversion, roll +its health. On a strong hit, 
  mark progress. On a weak hit, face the cost 
  as normal, but then you are in control.
  NAME
  COMPANION
  GLOWCAT
  3
  2
  1
  0
  OUT OF ACTION
   
   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.
   
   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.
   
   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
  COMPANION
  ROCKHORN
  5
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   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.  
   
   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.
   
   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
  COMPANION
  BANSHEE
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   Your banshee accompanies you on 
  planetside missions, using its echolocation 
  to help guide the way. When you ride your 
  banshee as you Undertake an Expedition or 
  Set a Course, you may roll +its health.
   
   When you make a move astride your 
  banshee to detect a threat or avoid a fight, 
  add +1 and take +1 momentum on a hit. On 
  a strong hit with a match, you’re gone in a 
  flash; take another +1 momentum.
   
   When you make a combat move and roll a 1 
  on your action die, your banshee senses the 
  danger and emits a powerful scream to alert 
  you or distract your foes. You may reroll that 
  die, but must first Lose Momentum (-1).  
  NAME
  COMPANION
  SIDEKICK
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   Your sidekick has a helpful expertise.
  When you make a move outside of a fight 
  directly aided by their expertise, you may 
  reroll your action die if its value is less than 
  your sidekick’s health. If you then score a 
  strong hit with a match, mark 1 tick on your 
  bonds legacy track.
   
   When you Enter the Fray with the support of 
  your sidekick, take +2 momentum on a hit. 
  When you Clash together, add +1.
   
   When your sidekick acts to get you out of a 
  tough spot, you may Face Danger or React 
  Under Fire and roll +their health (instead of 
  your own stat). On a hit, take +1 momentum.
  EXPERTISE
  NAME
  COMPANION
  SURVEY BOT
  3
  2
  1
  0
  OUT OF ACTION
   
   Your survey bot scans the path ahead.
  When you Undertake an Expedition (+wits) 
  overland or within a site, add +1. 
   
   Once per expedition, when you Secure an 
  Advantage by sending your bot to scout 
  ahead, roll +its health. On a hit, also mark 
  progress on the expedition. On a strong 
  hit with a match, your bot uncovers an 
  unexpected feature or location; envision 
  what it reveals and take +2 momentum.
   
   When you Gather Information using your  
  bot’s sensors to analyze an object or 
  carefully search a location, or Face Danger 
  to detect a threat, roll +its health and take
  +1 momentum on a hit.
  NAME
  COMPANION
  SYMBIOTE
  3
  2
  1
  0
  OUT OF ACTION
   
   You are physically bound to a being with +2 
  health. When you make aggressive moves 
  while giving yourself to the symbiote’s 
  power, add +its health. If you face physical 
  harm, choose either the Endure Harm or 
  Companion Takes a Hit move. To restore the 
  symbiote’s health, you must Endure Stress 
  and give the symbiote +health equal to the 
  -spirit you face. If you make a move aided by 
  the symbiote and roll a 1 on your action die, 
  your fragile bond is broken for several hours. 
   
   When you make a move and heed the 
  symbiote’s guidance (decide after rolling), you 
  may reroll any dice. Then, Endure Stress (-2).
   
   The symbiote gains power and has +3 health.
  NAME
  COMPANION
  UTILITY BOT
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   Your utility bot has helpful tools at-hand. 
  When you make a move by directing it to 
  access a system, cut through an obstacle, 
  analyze a mechanical issue, or assemble or 
  disassemble a device, roll +its health and take 
  +1 momentum on a hit. On a strong hit with a 
  match, it reveals an unexpected advantage or 
  insight; take another +1 momentum.
   
   When you Repair aided by your bot, add +1. 
  On a miss, it reveals an alternative approach 
  which will take extra time; you may reroll 
  any dice, but first Lose Momentum (-2).
   
   When you Check Your Gear to see if the bot 
  has a specific tool or technique available, roll 
  +its health and take +1 momentum on a hit.
  NAME
  COMPANION
  VOIDGLIDER
  4
  3
  2
  1
  0
  OUT OF ACTION
   
   Your voidglider cruises in your starship’s 
  energy wake, and helps guide the way 
  on spacebound expeditions. When you 
  Undertake an Expedition and roll a strong 
  hit, take +1 momentum. 
   
   Your voidglider is harnessed and trained as 
  a mount, and can be ridden for short-range 
  spacebound transport. When you are riding 
  your voidglider and make a move to detect 
  or evade a threat by relying on its instincts, 
  roll +its health.
   
   When you make a move by signaling your 
  voidglider to distract or attack a spacebound 
  foe, roll +its health and take +1 momentum 
  on a hit. 
  NAME
  
  Once you fill 4 boxes on your bonds 
  legacy track...
  NAME
  DEED
  HOMESTEADER
   
   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.
   
   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
   
   When you Set a Course for home, you may 
  reroll your action die if its value is less than 
  your spirit. 
  Once you fill 5 boxes on your quests 
  legacy track...
  IDENTIFIER
  DEED
  MARKED
   
   Envision the title, sigil, uniform, or tattoo you
  bear in recognition of your achievements. 
  When you Compel or Make a Connection 
  among those who would know or recognize 
  your reputation, add +1 and take +1 
  momentum on a hit. On a strong hit with a 
  match, your notoriety grows; mark 2 ticks on 
  your bonds legacy track.
   
   When you risk your reputation to overcome 
  failure, reroll any dice. If you score a miss, 
  make a mark on this asset. When you have 5 
  such marks, discard this asset.
   
   Once per fight, when you Gain Ground 
  through threat or leadership, you may reroll 
  any dice and mark progress on a hit.
  Once you Forsake Your Vow…
  DEED
  OATHBREAKER
   
   This asset counts as an impact. One time 
  only, when you Swear an Iron Vow (extreme 
  or greater) to redeem yourself, give that vow 
  a special mark. When you Reach a Milestone 
  on the marked vow, take +2 momentum. If 
  you Forsake Your Vow on the marked quest, 
  discard this asset and retain the impact.
   
   When you Secure an Advantage or Compel 
  by reaffirming your commitment to your 
  marked vow, add +1 and take +1 momentum 
  on a hit.
   
   When you Fulfill Your Vow on the marked 
  quest and score a hit, you find redemption 
  and automatically activate this ability at no 
  cost. You may then improve one of your stats 
  by +1 and discard this asset. Once the asset 
  is discarded, you may not take it again.
  Once you Face Death…
  DEED
  REVENANT
   
   When you are at 0 health, and Endure
  Harm or Face Death, add +1. You may then 
  reroll your action die if its value is less than 
  your spirit. 
   
   When you Take Decisive Action by bringing 
  death to a foe, you may burn momentum to 
  zero out one (not both) of the challenge dice 
  if your momentum is greater than the value 
  of that die. If you do, Endure Stress (-2).
   
   When you Gather Information by studying  
  a place where death left its mark, you may 
  roll +heart. If you do, take +1 momentum 
  on a hit. On a strong hit with a match, you 
  experience a detailed vision or insightful 
  revelation of what occurred here; take +1 
  momentum more.
  Once you fill 6 boxes on your 
  discoveries legacy track...
  DEED
  VANGUARD
   
   When you seek safe haven in a remote 
  environment, make a progress roll against 
  your discoveries legacy track. On a strong 
  hit, you find or establish a safe location and 
  may add +2 whenever you make a recovery 
  move there. If you roll a miss when making a 
  recovery move, the place is no longer safe. 
  On a weak hit, as above, but add +1 when 
  you make a recovery move. On a miss, you 
  are drawn into a bad situation and must Pay 
  the Price.
   
   When you make a move +wits and score 
  a strong hit with a match, your hard-won 
  experience lends insight; take +1 momentum.
   
   When you Endure Stress, you may roll +wits. 
  If you do, take +1 momentum on a hit.
  
SOURCE: textdata/thevault/Ironsworn Starforged - PbtA - Shawn Tomkin/Ironsworn-Starforged-Assets-PE-042721.pdf