Suffer Moves

When you bear the brunt of a failed action or make a concession, the suffer moves help resolve the cost. These moves are typically made when you must Pay the Price and face a hardship that directly impacts your well-being and readiness, or as prompted by a move or asset.

Companion Takes a Hit

When your companion faces physical hardship, they suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your companion's health is 0, Lose Momentum equal to any remaining harm.

Then, if their health is 0 or you choose to test their resilience, roll +your companion's health.

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

On a weak hit, if your companion's health is not 0, you may Lose Momentum (-1) and give them +1 health. Otherwise, they press on.

On a miss, it's worse than you thought. They suffer an additional -1 health or you Lose Momentum (-2). If your companion's health is 0, they are out of action until given aid. If their health is 0 and you rolled a miss with a match on this move, they are dead or destroyed; discard the asset.

Ironsworn: Starforged, p. TODO

Endure Harm

When you face physical injury, fatigue, or illness, suffer -1 health for minor harm, -2 for serious harm, or -3 for major harm. If your health is 0, Lose Momentum equal to any remaining harm.

Then, if your health is 0 or you choose to resist the harm, roll +health or +iron, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If you are not wounded, take +1 health
  • Embrace the pain: Take +1 momentum

On a weak hit, if you are not wounded, you may Lose Momentum (-1) in exchange for +1 health. Otherwise, press on.

On a miss, it’s worse than you thought. Suffer an additional -1 health or Lose Momentum (-2). If your health is 0, you must also mark wounded or permanently harmed, or roll on the table below.

Roll Result
1-10 You suffer mortal harm. Face Death.
11-20 You are dying. Within an hour or two, you must Heal and raise your health above 0, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to ongoing harm, Face Death.
36-50 You are reeling. If you engage in any vigorous activity before taking a breather, roll on this table again (before resolving the other move).
51-100 You are still standing.
Ironsworn: Starforged, p. TODO

Endure Stress

When you face mental strain, shock, or despair, suffer -1 spirit for minor stress, -2 for serious stress, or -3 for major stress. If your spirit is 0, Lose Momentum equal to any remaining stress.

Then, if your spirit is 0 or you choose to resist the stress, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If you are not shaken, take +1 spirit
  • Embrace the darkness: Take +1 momentum

On a weak hit, if you are not shaken, you may Lose Momentum (-1) in exchange for +1 spirit. Otherwise, press on.

On a miss, it's worse than you thought. Suffer an additional -1 spirit or Lose Momentum (-2). If your spirit is 0, you must also mark shaken or traumatized, or roll on the table below.

Roll Result
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow.
26-50 You give in to fear or compulsion, and act against your better instincts.
51-100 You persevere.
Ironsworn: Starforged, p. TODO

Lose Momentum

When you are delayed or disadvantaged, suffer -1 momentum for a minor setback, -2 for a serious setback, or -3 for a major setback.

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

  • Envision how the price is paid and apply the cost to a different suffer move.
  • Envision how this undermines your progress on a vow, expedition, connection, or combat. Then, clear 1 unit of progress on that track per its rank: troublesome=3 boxes; dangerous=2 boxes; formidable=1 box; extreme=2 ticks; epic=1 tick.
Ironsworn: Starforged, p. TODO

Sacrifice Resources

When you lose or consume resources, suffer -1 supply for a minor loss, -2 for a serious loss, or -3 for a major loss.

If your supply is exhausted (reduced to 0), mark unprepared. When you suffer a loss of resources while unprepared, envision how this causes you hardship and apply the cost to a different suffer move.

Ironsworn: Starforged, p. TODO

Withstand Damage

When your vehicle faces a damaging situation or environment, suffer -1 integrity for minor damage, -2 for serious damage, or -3 for major damage. If your integrity is 0, Lose Momentum equal to any remaining damage.

Then, if your integrity is 0 or you choose to resist the damage, roll +integrity.

On a strong hit, choose one.

  • Bypass: If your vehicle is not battered, take +1 integrity
  • Ride it out: Take +1 momentum

On a weak hit, if your vehicle is not battered, you may Lose Momentum (-1) in exchange for +1 integrity. Otherwise, press on.

On a miss, it’s worse than you thought. Suffer an additional -1 integrity or Lose Momentum (-2). If your integrity is 0, also suffer a cost according to the vehicle type.

  • Command vehicle: Mark the vehicle as battered or cursed, mark a module as broken, destroy a broken module by discarding it, or roll on the table below. If the command vehicle is destroyed, Overcome Destruction.
  • Support vehicle: Mark the vehicle as battered or roll on the table below. If the vehicle is destroyed, discard the asset.
  • Incidental vehicle: Roll on the table below.
Roll Result
1-10 Immediate catastrophic destruction. All aboard must Endure Harm or Face Death, as appropriate.
11-25 Destruction is imminent and unavoidable. If you do not have the means or intention to get clear, Endure Harm or Face Death, as appropriate.
26-40 Destruction is imminent, but can be averted if you Repair your vehicle and raise its integrity above 0. If you fail, see 11-25.
41-55 You cannot Repair this vehicle until you Resupply and obtain a crucial replacement part. If you roll this result again prior to that, see 11-25.
56-70 The vehicle is crippled or out of your control. To get it back in action, you must Repair and raise its integrity above 0.
71-85 It’s a rough ride. All aboard must make the Endure Harm, Endure Stress, or Companion Takes a Hit move, suffering a serious (-2) cost.
86-95 You’ve lost fuel, energy, or cargo. Sacrifice Resources (-2).
96-100 Against all odds, the vehicle holds together.