Fate Moves

In solo and co-op play, the fate moves mediate the result of other moves or serve as inspirational prompts for your story. When you face the uncertain outcome of a move, want to know what happens next, or have a question about people, places, and events, these moves help reveal the answer.

Ask the Oracle

When you seek to resolve questions, reveal details, discover 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...
Small Chance 10 or less
Unlikely 25 or less
50/50 50 or less
Likely 75 or less
Almost Certain 90 or less

On a match, envision an extreme result or twist.

Ironsworn: Starforged, p. 229

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 situation.
  • Roll on the table below. If the result doesn’t fit the situation, roll again.
Roll Result
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