Unbreakable

MEMORANDUM FOR: Agents in Task Force "UNBREAKABLE"

SUBJECT: Imminent threat to the MACUSA

DATE: April 4, 1956

Recent intelligence reports have all but confirmed agency suspicions that foreign powers are developing capabilities that pose a dire threat to the safety of the nation and the witches and wizards we protect. This task force has been assembled to counter this threat directly, and to take whatever means necessary to maintain stability in the face of Dark magic deployed by our adversaries.

As a member of this task force you will report at once to Central Divination Agency headquarters in New York, floor 17, suite 31. A passphrase has been included in the documents you recieved earlier, and this will be used for entry into the CDA facility. You will be briefed by Director Helms at once, equipped with whatever is necessary to carry out your task, and will then Apparate directly to [REDACTED] to carry out your mission.

Remember: the threat we face today may exceed any the agency has faced since its founding in the aftermath of Grindelwald's fall. The Soviet threat will stop at nothing to control the Wizarding world, and it is up to us to stop them.


Unbreakable is an RPG set in the 1950s in the Harry Potter universe. In it, the MACUSA and the M.S.S.R. are engaged in a high-stakes game of espionage and deceit, as each tries to get an edge over the other via magical, human, or intelligence-based means.

Unbreakable is built on a conversion of the Ironsworn RPG. It's a highly narrative system with simple rules that favors cinematic action, dramatic twists, and exciting peril. Unbreakable uses the same fundamental rules as Ironsworn, so the rulebook should be an effective resource, but Unbreakable does deviate in a number of key ways. You can read about these differences in the "Core Modifications" file. You can also see the custom Moves and Assets used in Unbreakable in the relevant files on this site.

This work is based on Ironsworn, created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.

Characters

The characters in Unbreakable are a group of individuals selected by the Central Divination Agency, a branch of the Magical Congress of the United States of America (MACUSA), to perform a dangerous series of missions designed to protect the interests of the American wizarding community in a time of trouble and uncertainty. When thinking about your character concept, assume that you have, at some point, been hired by the CDA, and that you are currently on friendly-enough terms with the organization for them to select you for such a mission. This does not mean that your character must fit the traditional profile of a 50s secret agent: the recent leadership of the CDA is well aware that collecting a diverse set of assets is key to being successful in its varied missions. The agency has also been active in making agreements with the magical intelligence agencies of other nations, so characters from other states would not be particularly surprising in such a task force.

Unbreakable Character Sheet

Core Modifications

Unbreakable is built off of the Ironsworn RPG, and uses mostly the same rules. You are recommended to read the rulebook for Ironsworn as a primer (and possibly the rules reference and moves reference). Then, apply the following modifications for Unbreakable:

The Stealth Resource

A lot of Unbreakable is based around sneaking into places and performing covert operations. This is in contrast to Ironsworn, where a core focus is on surviving in an unfriendly, wild world. Consequently, Unbreakable uses a Stealth track instead of a Supply track. Stealth represents the amount of knowledge your adversaries have about your identity or whereabouts. Certain moves will increase or decrease your Stealth, and if you or your party reaches 0 on the track, you must make the Discovered! move.

Character Statistics

Unbreakable uses a similar system of statistics for characters, but they address slightly different things given the different setting. The changes are as follows:

Stat Description
Edge Quickness, agility, and finesse in manipulating magic. Associated with Charms and Quidditch.
Heart Courage, willpower, empathy, sociability, and loyalty. Associated with Care of Magical Creatures and Muggle Studies.
Power Magical power, strength, and aggressiveness. Associated with Defense against the Dark Arts and Transfiguration.
Shadow Cunning, guile, and stealthiness. Associated with Divination, and generally being a Slytherin.
Wits Expertise, knowledge, and observation. Associated with Potions, Arithmancy, and History of Magic.

Journeys vs. Mysteries

Ironsworn focuses on the journey as the core unit of a quest, in which a hero bravely ventures from one place to another through danger. In Unbreakable, journeys are very different since most wizards or witches are able to Apparate. Thus, Unbreakable focuses on the solving of mysteries, whether they be questions about your foes, your own intelligence organization, or magic itself. To represent this, instead of Undertake a Journey, Unbreakable has Investigate a Mystery.

Dealing Harm

In Ironsworn, the amount of Harm you deal depends on whether you are using a deadly weapon or not. In Unbreakable, the harm dealt varies depending on whether you are using magic or purely physical means to deal damage.

Type of Attack Harm Dealt
Magical (Curse or Hex) 2 harm
Physical (Strike or Clash) 1 harm
Assets

Beast-Kin

Category: Path
  • When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of magical beasts, add +1.

  • When you Face Danger or Enter the Fray against a hostile magical beast, add +1 and take +1 momentum on a hit.

  • When you roll Companion Endure Harm, take +2 momentum on a hit.

Researcher

Category: Path
  • When you Gather Information by going to a library or other database of knowledge, add +1 and take +1 momentum on a hit.

  • When you Secure An Advantage by using maps, books, or other reference material, add +1 and take +1 momentum on a hit.

  • Select a Path or Dueling Talent. You may purchase or upgrade that asset for 1 fewer XP.

Legilimens

Category: Path
  • When you Secure an Advantage by reading another's mind, roll +wits and reroll a die if you choose. On a weak hit, you are led astray. Take 2 Stress.

  • You may use your power to aid yourself during a magical duel. You may reroll a die when Hexing an enemy, but risk Stress as above. Take +1 momentum on a hit.

  • When you use this talent, add +1 and take +1 momentum on a hit.

Occlumens

Category: Path
  • When you Face Danger by resisting magic designed to trick the mind or influence memory, you may reroll a die. On a weak hit or a miss, you expose yourself more. Take 2 Stress.

  • You can thwart detection of your next move during a duel. You may reroll a die when Cursing an enemy, but risk Stress as above. Take +1 momentum on a hit.

  • When you use this talent, add +1 and take +1 momentum on a hit.

Wandlore Expert

Category: Path
  • When you Gather Information by inspecting a wand or using priori incantantem, add +1 and take +1 momentum on a hit.

  • When you use another's wand, you do not suffer a -1 harm penalty in duels.

  • When you Forge a Bond or Test Your Bond with someone who shares major wand qualities with you (core and length or wood type), add +1 and take +1 momentum on a hit.

Animagus

Category: Path
  • When you select this Asset, choose an animal form. Also, choose a stat associated with that animal. You may change into this form at will and receive +1 to that stat. This asset costs 9 XP.

Werewolf

Category: Innate / Contracted
  • When you are bitten by a werewolf and contract lyncanthropy, you transform during the full moon. You may continue to choose your actions if you have drunk Wolfsbane Potion. In werewolf from, you strike with your bite and claws instead of cursing or hexing, and deal 3 harm.

  • You develop a kinship with wolves, and can Gather Information by finding wolves in your area and discussing matters with them.

  • When you Compel using your fame as a fearsome beast, add +2.

Loyalist

Category: Path
  • 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.

  • When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.

  • 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.

Alchemist

Category: Path
  • When you Face Danger or Secure an Advantage by making or identifying a potion, add +1 and take +1 momentum on a hit.

  • When you make progress in Investigating a Mystery, you may choose to brew a potion to help you solve it. You may reroll one die on your attempt to make progress, but Endure 2 Harm if you get a weak hit or a miss.

  • When you Heal by brewing a potion or using your knowledg of magical herbs or fungi, add +1 and take +1 momentum on a hit.

Metamorphmagus

Category: Innate
  • When you Secure an Advantage with +shadow by changing your appearance, add +1 and take +1 momentum on a hit.

  • When you Fade Away, if you score a strong hit, take +3 stealth. If you score a weak hit, you may take up to +3 stealth, but suffer -1 momentum for each.

  • When you Gather Information by changing your appearance and blending with the crowd, add +2. However, your abilities betray your emotions: take -1 on Compel rolls while lying.

Well-Connected

Category: Innate
  • When you Recover or Hide Out, you can use your network & plentiful resources to recuperate more quickly. You may take an additional Recover or Hide Out action, but suffer -1 stealth as your use of resources might be noticed.

  • When you Compel by offering compensation or bribes, add +1 and take +1 momentum on a hit.

  • As above, and you may suffer -1 stealth to apply an additional +1 (after you roll).

Broom-Bound

Category: Path
  • When you Face Danger or Secure an Advantage by flying on a broom, add +1 and take +1 momentum on a hit.

  • You move to discover secrets with blinding speed. When you get a hit on Investigate a Mystery in which broom travel was necessary, take an additional +2 momentum but lose 2 stealth.

  • You may roll +edge to Fade Away instead of +shadow, as you speed out of the enemy's sights.

Enchanter

Category: Path
  • When you Secure an Advantage by crafting a useful item, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.

  • As above, and you may suffer -1 stealth (after you roll) to add an additional +1.

  • When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test a Bond.

Curse-Breaker

Category: Path
  • When you Face Danger by attempting to perform a counterspell on a curse designed to keep out intruders, add +1 and take +1 momentum on a hit.

  • As above, and you may suffer -1 stealth (after you roll) to add an additional +1.

  • You have learned how to set up defensive curses of your own, and gain +2 to Secure an Advantage by placing protective enchantments around a place.

Quickdraw

Category: Duel Talent
  • When you duel an enemy wizard, you may roll +edge to Join the Fight.

  • When you Turn the Tide by pulling a fast move to grab a wand, add +1 and take +1 momentum on a hit.

  • Once your skill as a quickdraw has become well-known, gain +1 momentum when entering a formal Wizard's Duel.

Trollblood

Category: Duel Talent
  • Your natural resistance to jinxes makes it so when you Endure Harm in a fight, add +1 and take +1 momentum on a hit.

  • When you Compel in a situation where you are intimidating someone else, add +2

  • Once your resistance to jinxes has become well-known, gain +1 momentem when entering a formal Wizard's Duel.

Hex Inventor

Category: Duel Talent
  • When you spend time developing a new hex, roll +wits. On a strong hit, you are successful and create a new hex. When you Join the Fight using this hex, take +1 momentum on a hit. If you get a weak hit, Endure 2 Stress. If you miss, Endure 4 Harm.

  • When you Curse using a spell you invented, you may inflict +2 harm.

  • Once your skill as an inventor has become well-known, gain +1 momentum when entering a formal Wizard's Duel.

Moves

Face Danger

Category: Adventure

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

  • With speed, agility, or magical finesse: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With magical power: Roll +power.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you are successful. Take +1 momentum.

On a weak hit, you succeed, but face a troublesome cost. Choose one.

  • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
  • You are tired or hurt. Endure Harm (1 harm).
  • You are dispirited or afraid: Endure Stress (1 stress).
  • You make a move in the open: Suffer -1 stealth.

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

Secure An Advantage

Category: Adventure

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

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +power.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you gain advantage. Choose one.

  • Take control: Make another move now (not a progress move), and add +1.
  • Prepare to act: Take +2 momentum.

On a weak hit, your advantage is short-lived. Take +1 momentum.

On a miss, you fail or your assumptions betray you. Pay the Price.

Gather Information

Category: Adventure

When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.

On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Augury if unsure), and take +2 momentum.

On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Augury if unsure), and take +1 momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Heal

Category: Adventure

When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +power, whichever is lower.

On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.

On a weak hit, as above, but you must suffer -1 stealth or -1 momentum (your choice).

On a miss, your aid is ineffective. Pay the Price.

Fade Away

Category: Adventure

When you throw pursuers off your trail, conceal your movements, or adopt new identities, roll +shadow.

On a strong hit, you give your followers the slip. Take +2 stealth.

On a weak hit, take up to +2 stealth, but suffer -1 momentum for each.

On a miss, you are unable to hide. Pay the Price.

Hide Out

Category: Adventure

When you rest and recover for several hours in the field, roll +stealth.

On a strong hit, you and your allies may each choose two.

On a weak hit, choose one.

  • Recuperate: Take +1 health for you and any companions.
  • Partake: Suffer -1 stealth and take +1 health for you and any companions.
  • Relax: take +1 spirit.
  • Focus: take +1 momentum.
  • Prepare: when you leave your hideout, add +1 if you Investigate a Mystery.

On a miss, you take no comfort. Pay the Price.

Investigate a Mystery

Category: Adventure

When you try and uncover a plot, learn a secret, or discover the reason behind some unknown phenomenon, set the rank of the mystery.

  • Troublesome mystery: 3 progress per discovery
  • Dangerous mystery: 2 progress per discovery
  • Formidable mystery: 1 progress per discovery
  • Extreme mystery: 2 ticks per discovery
  • Epic mystery: 1 tick per discovery

Then, for each segment of your investigation, roll +wits. If you are acting in a community with which you share a bond, add +1 to your initial roll.

On a strong hit, you discover something. If the discovery is unknown to you, envision it (Ask the Augury if unsure). Then, choose one.

  • You make good use of your resources: mark progress.
  • You rush to uncover secrets: mark progress and take +1 momentum, but suffer -1 stealth

On a weak hit, you discover something and mark progress, but suffer -1 stealth.

On a miss, you run into something dangerous. Pay the Price.

Uncover a Secret

Category: Adventure

When your investigation comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, the solution to your mystery favors you. Choose one.

  • Make another move now (not a progress move) and add +1.
  • Take +1 momentum.

On a weak hit, you find what you're looking for, but face an unforeseen hazard or complication. Envision what you find (Ask the Augury if unsure).

On a miss, your investigation has gone astray, the answer is beyond your reach, or you were tricked. If your investigation continues, clear all but one filled progress, and raise the mystery's rank by one (if not already epic).

Compel

Category: Relationship

When you attempt to persuade someone to do something, envision your approach and roll. If you...

  • Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
  • Threaten or incite: Roll +power.
  • Lie or swindle: Roll +shadow.

On a strong hit, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.

On a weak hit, as above, but they ask something of you in return. Envision what they want (Ask the Augury if unsure).

On a miss, they refuse or make a demand which costs you greatly. Pay the Price.

Recover

Category: Relationship

When you spend time in headquarters recuperating between tasks, roll +heart. If you share a bond with others in HQ at the time, add +1.

On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more.

On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.

Clear a Condition

  • Mend: Clear a wounded debility and take +1 health.
  • Hearten: Clear a shaken debility and take +1 spirit.
  • Go to ground: Clear an discovered debility and take +1 stealth.

Recover

  • Recuperate: Take +2 health for yourself and any companions.
  • Consort: Take +2 spirit.
  • Fade: Take +2 stealth.
  • Plan: Take +2 momentum.

Provide Aid

  • Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Augury if unsure). If you chose to help, Swear an Unbreakable Vow and add +1.

On a miss, you find no help here. Pay the Price.

Forge a Bond

Category: Relationship

When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.

On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, they ask something more of you first. Envision what it is (Ask the Augury if unsure), do it (or Swear an Unbreakable Vow), and mark the bond. If you refuse or fail, Pay the Price.

On a miss, they reject you. Pay the Price.

Test your Bond

Category: Relationship

When your bond is tested through conflict, betrayal, or circumstance, roll +heart.

On a strong hit, this test has strengthened your bond. Choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you (Ask the Augury if unsure), and do it (or Swear an Unbreakable Vow). If you refuse or fail, clear the bond and Pay the Price.

On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.

Aid your Ally

Category: Relationship

When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move. If you are in combat and score a strong hit, you and your ally have initiative.

Write your Epilogue

Category: Relationship

When you retire from your life as an agent, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll.

On a strong hit, things come to pass as you hoped.

On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Augury if unsure).

On a miss, your fears are realized.

Join the Fight

Category: Combat

When you enter into combat, set the rank of each of your foes.

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

Then, roll to determine who is in control. If you are...

  • Facing off against your foe: Roll +heart.
  • Moving into position against an unaware foe, or striking without warning: Roll +shadow.
  • Ambushed: Roll +wits.

On a strong hit, take +2 momentum. You have initiative.

On a weak hit, choose one.

  • Bolster your position: Take +2 momentum.
  • Prepare to act: Take initiative.

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.

Curse / Strike

Category: Combat

When you have initiative and attack with direct magic or a direct physical attack, roll +power. When you have initiative and attack using charms or magical finesse, or a ranged physical weapon, roll +edge.

On a strong hit, inflict +1 harm. You retain initiative.

On a weak hit, inflict your harm and lose initiative.

On a miss, your attack fails and you must Pay the Price. Your foe has initiative.

Hex / Clash

Category: Combat

When your foe has initiative and you fight with direct magic or a direct physical attack, roll +power. When you fight to counter using the environment or use complex charms to defend yourself, or using a ranged physical weapon, roll +edge.

On a strong hit, inflict your harm and choose one. You have the initiative.

  • You bolster your position: Take +1 momentum.
  • You find an opening: Inflict +1 harm.

On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

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

Turn the Tide

Category: Combat

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

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

End the Fight

Category: Combat

When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Augury if unsure).

On a weak hit, as above, but you must also choose one.

  • It's worse than you thought: Endure Harm.
  • You are overcome: Endure Stress.
  • Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.
  • You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.
  • You'll pay for it: An objective falls out of reach.
  • Others won’t forget: You are marked for vengeance.

On a miss, you have lost this fight. Pay the Price.

Endure Harm

Category: Suffer

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

On a strong hit, choose one.

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

On a weak hit, you press on.

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

Roll Result
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, 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 a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.

Face Death

Category: Suffer

When you are brought to the brink of death, and glimpse the world beyond, roll +heart.

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

On a weak hit, choose one.

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

Companion Endure Harm

Category: Suffer

When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum. Then, roll +heart or +your companion’s health, whichever is higher.

On a strong hit, your companion rallies. Give them +1 health.

On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.

On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.

If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.

Endure Stress

Category: Suffer

When you face mental shock or despair, suffer -spirit equal to your foe's rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit. Then, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

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

On a weak hit, you press on.

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

Roll Result
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.

Face Desolation

Category: Suffer

When you are brought to the brink of desolation, roll +heart.

On a strong hit, you resist and press on.

On a weak hit, choose one.

  • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
  • You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Augury if unsure), and Swear an Unbreakable Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Unbreakable Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented debility by completing the quest.

On a miss, you succumb to despair or horror and are lost.

Discovered!

Category: Suffer

When your stealth is eliminated (reduced to 0), mark discovered. If you suffer additional -stealth while discovered, you must exchange each additional -stealth for any combination of -health, -spirit or -momentum as appropriate to the circumstances.

Face a Setback

Category: Suffer

When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.

  • Exchange each additional -momentum for any combination of -health, -spirit, or -stealth as appropriate to the circumstances.
  • Envision an event or discovery (Ask the Augury if unsure) which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).

Swear an Unbreakable Vow

Category: Quest

When you swear to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person with whom you share a bond, add +1.

On a strong hit, you are emboldened and it is clear what you must do next (Ask the Augury 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 Augury if unsure), and choose one.

  • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
  • You give up: Forsake Your Vow.

Reach a Milestone

Category: Quest

When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.

  • Troublesome quest: Mark 3 progress.
  • Dangerous quest: Mark 2 progress.
  • Formidable quest: Mark 1 progress.
  • Extreme quest: Mark 2 ticks.
  • Epic quest: Mark 1 tick.

Fulfill your Vow

Category: Quest

When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Augury if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Unbreakable Vow to set things right. If you do, add +1.

On a miss, your quest is undone. Envision what happens (Ask the Augury if unsure), and choose one.

  • You recommit: Clear all but one filled progress, and raise the quest's rank by one (if not already epic).
  • You give up: Forsake Your Vow.

Advance

Category: Quest

When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.

Pay the Price

Category: Fate

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as 'likely', and Ask the Augury using the yes/no table. On a 'yes', make that outcome happen. Otherwise, make it the other.
  • Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
Roll Result
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Augury if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, oracts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage.
60-68 It is harmful.
69-76 It is stressful.
77-85 A surprising development complicates your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
95-98 A friend, companion, or ally is put in harm’s way (or you are,if alone).
99-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Ask the Augury

Category: Fate

When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may...

  • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
  • Ask a yes/no question: Decide the odds of a 'yes', and roll on the table below to check the answer.
  • Pick two: Envision two options. Rate one as 'likely', and roll on the table below to see if it is true. If not, it is the other.
  • Spark an idea: Brainstorm or use a random prompt.
Odds The answer is 'yes' if you roll...
Almost Certain 11 or greater
Likely 26 or greater
50/50 51 or greater
Unlikely 76 or greater
Small Chance 91 or greater