Ironsworn Badlands 0.3

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The supplement provides additional content to adapt the Ironsworn RPG system to a Western setting, including a world workbook, oracles, assets, moves and region descriptions.

Some renamed versions of existing assets, as well as new assets like Holdout Gunner, Marshal and Drifter.

Existing mechanics have been changed little, if at all. Draw the Circle has been revised for flavor in the Western setting.

Version 0.

IRONSWORN: BADLANDS

Ironsworn: Badlands is a supplement for the Ironsworn RPG by Shawn Tomkin, designed to
adapt the mechanics to a Western setting. Included in the document are a world workbook,
oracles, assets, moves, a map and region write-ups.

The world workbook functions the same as the base game workbook. Players may choose an
option, combine several options, or write their own.

The oracles are number 3 (replacing the regions), number 7 (replaciing the settlement names),
number 13 (replacing the Ironlander names from the core game), and number 20 (adding on a
wildlife oracle). For oracle 13d, Nicknames, the nickname may work best when combined with
a first or last name, or in place of a name. For space purposes, the oracles are not in numerical
order.

Some of the included assets are renamed versions of previously existing assets in order to better
fit in the Western setting. The mechanics have been changed little, if at all.
• Apothecary replaces Alchemist
• Big Wig replaces Empowered
• Huckster replaces Trickster
• Preacher replaces Devotant
• Scout replaces Wildblood
• Two Fisted replaces Duelist

In addition the following assets are recommended for all Badlands games:
• Bonded • Horse • Rider
• Brawler • Hound • Slayer
• Cutthroat • Infiltrator • Storyweaver
• Dancer • Kindred • Veteran
• Fortune Hunter • Loyalist • Wayfinder
• Hawk • Oathbreaker • Wright
• Herbalist • Outcast
• Honorbound • Pretender

If you decide to play in an occult or weird Western setting, the following assets may also be
used:
• Animal Kin • Keen • Spirit-Bound
• Augur • Owl • Sway
• Awakening • Raven • Talisman
• Bind • Revenant • Totem
• Communion • Scry • Visage
• Divination • Shadow-Walk • Ward
• Invoke • Sighted

The moves include a few new moves to cover gaps in play that may arise from the change in
setting. There is also a version of Draw the Circle revised for flavor.

To print this document, set your printer for double sided. Each section, save for moves, is an
even number of pages long. This means the asset cards will print front-to-back as intended.

If you have previously printed version 0.2, you need only print pages 10, and 15-28 to have all
the new material appearing here for the first time.

Copyright © 2020 Keith Stetson

The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses and the
Ironsworn System Reference Document, visit ironswornrpg.com.
THE WEIRD
Some speak of odd doings in the Badlands, but these are nothing but superstitions and old wives’ tales. People of reason
know better.
Quest Starter: Homesteaders a day’s ride out of town have been turning up dead. Local gossip suggests the murders are the work
of a ghost or haunt, but there may be more mundane forces at work. What is your connection to these killings? What will you do
to stop them?

Strange occurrences populate the land if you know where to look, and wary folks look elsewhere. Only the foolhardy would
venture into the night alone and unarmed.
Quest Starter: You bear the scars of an attack by an abomination. What was it? Are those scars physical, emotional, or both?
How do you seek to make yourself whole again?

Horrors walk the land and it is only the naive or the lucky who could say otherwise. We must stand in constant defense
against them.
Quest Starter: A group of Badlanders establish a settlement in a territory cursed by a malevolent horror. What evil plagues this
land? Why are the Badlanders so intent on settling here? Will you aid them, or attempt to force them to give up this
foolish undertaking?

EXODUS
The religious strictures Back East prevented us from worshipping as we wished. We came West seeking the freedom to pray
as our god dictates.
Quest Starter: A missionary arrives in the community to prosthelytize for the old ways. Is it revulsion or fascination that draws
you to their words? If the community takes offense at these sermons, how will you react?

Mayors, councilmen, senators, governors and aldermen all had a hand in dictating how we should live Back East. We came
West to organize our own politics to fit our way of life.
Quest Starter: The vote for statehood is coming up and getting some strong support in many counties. How do you feel about
joining the union? How will you ensure that your vision is the one that prevails?

Back East the rich got richer and the poor got nothing. Out here in the Badlands everyone has a more-or-less equal chance
to earn a good living, or even strike it big.
Quest Starter: Land barons have been buying up cheap acreage and leasing it to those it was intended for. Who do you know
that has been squeezed by this practice? What can you do to help them?

YOUR WORLD - TRUTHS WORKBOOK


NATIVE PEOPLES
Our forebears slaughtered and subjugated those who lived here before we came to the Badlands. Those who remain have
been disenfranchised and pushed to the margins.
Quest Starter: One of the few remaining “free” tribe members approaches you with evidence of your grandparents’ harrowing
deeds against their people. What is your reaction? What vow can you swear to try to mitigate the decades old damage?

A wary peace exists between the Badlanders and those who first lived on the land we occupy. Relationships - commercial,
social, and familial - are not uncommon, but can still draw ire from those set in their ways.
Quest Starter: Someone on one side of the peace has put plans in motion to end it. What do they have to gain from conflict?
How can you oppose them without starting a different battle?

There is open conflict between settler and native. Violence regularly breaks out on both sides, and no one is safe from its
reach.
Quest Starter: A noted combatant has laid down their arms and is trying to make peace. What made them change their ways?
How do they hope to end the bloodshed? And what makes you think you can help?

BACK EAST
Our roots Back East are all but forgotten. We have lived in the Badlands for generations and it is all we know.
Quest Starter: A well-dressed stranger arrives from Back East. What motivated them to come all this way? What is your connec-
tion to their business? Will you aid or hinder them?

Contact with the East is sporadic, but still important. Many still feel a connection to their Eastern kin.
Quest Starter: Contact with the East is cut off. What caused the disconnection? Who benefits and who suffers from it? How will
you reestablish connection?

Back East thinks we are nothing but their colony and seeks to rule over us as they did before we came to Badlands. Their
meddling is constant and oppressive.
Quest Starter: Some Badlanders have begun to gather in groups and organize against Eastern influence. What is your relation-
ship to these groups? When Back East moves against them, as they are sure to do, how will you react?

YOUR WORLD - TRUTHS WORKBOOK


COMMUNITIES
The population of the Badlands is sparse and far spread. Most families live in their own small steadings which are isolated
and insular. Gatherings as large as a village are rare and strangers are viewed with suspicion.
Quest Starter: A person unknown to all arrives in your steading. They claim they need help, but it could just as easily be a trap.
No one else is likely to offer aid. What do you do?

Settlements in the Badlands range in size from a steading with a few families to a village of several hundred. Travel and
trade between towns is not uncommon.
Quest Starter: A decades-long feud between two communities has flared into open conflict. What is the cause of this dispute? Do
you join in the fight, or swear to put a stop to it?

We have established a foothold here in the Badlands. Some large towns could even claim the name city, and those dealing in
the cattle trade or mining could even be called prosperous.
Quest Starter: Stagecoaches are forced to pay for passage along a trade road. This payment leaves several communities without
sufficient winter stores. Who is making these demands? How will you set things right?

IRON HORSE
The railroad is for places where people want to go. The Badlands is not such a place. Why would the railroad ever come
here?
Without the railroad, travel in the Badlands is grueling and dangerous. It’s not rare for a rider to leave a steading and never be
seen again. Who do you know that this has happened to? What do you plan to do about it?

Surveyors from the railroads have started to appear in the Badlands, planning out routes and taking notes. Perhaps even a
few small rail lines have already been built.
Quest Starter: Word is that the railroad is coming to your town. This may mean prosperity, but will definitely mean problems.
Are the benefits worth the drawbacks? Do you help or hinder these efforts?

Rail lines crisscross the Badlands. They are the backbone of trade and models of efficiency. Anywhere that’s anywhere has a
station and facilities for passengers, as well as freight.
Quest Starter: A well organized gang of bandits have made it their job to rob the Badlands many trains. They have been getting
more violent, and more than money is at risk now. How will you stop these bandits? Or will you join them?

YOUR WORLD - TRUTHS WORKBOOK


BEASTS
While folks Back East would think every critter out here is fearsome, there’s nothing roaming these lands anymore that a
Badlander would find unusual. Anyone who says different is just telling tales.
Quest Starter: You were witness to an attack by what you thought was an animal of monstrous proportions. No one believes
you. In fact, you are accused of the murder you blame on this beast. How can you prove your innocence? Can you even trust
your own memories of the event?

There are frightful beasts that slither, stalk and stampede throughout the wilds of the Badlands. They ain’t exactly common,
but they ain’t exactly as rare as some folks might hope.
Quest Starter: A prominent Badlander is consumed with the need to bring vengeance upon a specific beast. What makes this
creature distinctive? How did it earn the wrath of this Badlander? Do you aid this person in their quest, or act to prevent their
blind hate from destroying more than just the beast?

Beasts of all sorts roam the Badlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There,
they often prey on cattle, but attacks on travelers, coaches, or even settlements are not uncommon.
Quest Starter: Professional slayers earn their keep by killing beasts. This particular slayer, famed throughout the Ironlands for
their numerous kills, has gone missing on a hunt. Did they finally meet their match, or is something more nefarious at play.
What is your connection to them?

GUNS
Shooting irons are rare and precious. If a body owns one, it’s likely the most expensive possession they have, and they’re not
liable to let it out of their sight.
Quest starter: A prominent member of your steading has had their gun go missing - one of the few guns around. You have been
tasked with finding and retrieving it. But it is an awfully nice piece, and once you find it, who could stop you from keeping it?

Guns are tools. Most folk who work dangerous jobs keep them, but those in more pacific professions have no need of them.
Quest starter: An acquaintance of yours who normally carries was caught in a bad spot without their shooting iron. What were
the consequences? How do you aim to rectify the situation? And why weren’t they carrying in the first place?

Rare is the Badlander who isn’t carrying iron, and if you draw down on someone you best expect them to draw back.
Quest starter: No one is sure what the spark was that lit the fuse, but someone said or did something untoward and now several
bodies are cooling in the town square. Who has asked you to get to the bottom of it and enact the proper justice? Who opposes
your efforts? Why might they be right to do so?

YOUR WORLD - TRUTHS WORKBOOK


THE LAW
Things in the Badlands ain’t nearly as chaotic as those Back East would have you believe. For the most part folks follow the
law, and at least out here we’ve got honest criminals, not besuited businessmen robbing folks with a fountain pen.
Quest starter: Someone you know who usually walks the straight and narrow has suddenly committed a criminal act and is
sought by the law. What did they (allegedly) do? Do you aim to help hide them, help find them, or take another tack?

Crime ain’t exactly rare here in the Badlands. Folks are just about as likely to do what they wish as what they ought, regard-
less of what might be written down on a piece of paper.
Quest starter: They say it ain’t a crime if you don’t get caught, and you didn’t. But now the ramifications of your seemingly
inconsequential act are becoming clear, and you’re starting to get caught in your own conscience. But now it might be too late.
What did you do, and how can you make it right despite the long odds?

The Badlands truly is the Wild West. The only law out here is your will imposed upon another person. Lawbreakers are just
as common, if not moreso, than law abiders.
Quest starter: A noted gunfighter has styled themselves a self-appointed Marshal and aims to bring law and order to the county.
Could this plan ever be successful? Do you aim to help or hinder their efforts? And don’t you have as much claim to appoint
yourself Marshal as they do?

THE LAND
The Badlands are aptly named; there is nothing good here. It is a wasteland as brutal on the eyes as it is on the body, and
survival is a constant battle.
Quest starter: Seems that a group of someones who ought to have known better founded a town where they shouldn’t have and
are now reaping the consequences. It’s hard to tell if famine, drought, or predation will take them out first, but something sure
will - unless you help. How do you plan to undo their poor decisions?

The Badlands are a cruel, but beguiling mistress. Gorgeous vistas and stunning sunsets belie the perils of the wide and dan-
gerous land.
Quest starter: As beautiful as it is, the land can be deadly, especially if you end up in the wrong part. That’s why you’ve vowed to
map the Badlands. What made you undertake such a vow? Are you working alone? How can you hope to complete it?

The Badlands are only dangerous if you’re as ignorant as a Back Easter. The landscape is downright verdant if you know
where and how to look.
Quest starter: A well-heeled Back Easter has heard the siren song of the Badlands and is looking for a tour guide to its many
wonders. Coin is coin, and how difficult could it be? Pretty difficult, it turns out. What mistakes does this tinhorn keep making,
and why is it not so simple for you to leave their employ?

YOUR WORLD - TRUTHS WORKBOOK


ORACLE 13a: BADLANDER NAMES ORACLE 13b: BADLANDER NAMES
FEMALE SOUNDING FIRST NAMES MALE SOUNDING FIRST NAMES
1 Ada 51 Irene 1 Albert 51 Hugh
2 Agnes 52 Isabel 2 Alejandro 52 Ira
3 Alejandra 53 Jane 3 Alexander 53 Isaac
4 Alice 54 Jennie 4 Alfred 54 Jack
5 Alma 55 Jessie 5 Allen 55 Jacob
6 Amanda 56 Josefina 6 Andrew 56 James
7 Amelia 57 Josephine 7 Angel 57 Jesse
8 Annie 58 Julia 8 Anthony 58 Jim
9 Araceli 59 Kate 9 Antonio 59 Joaquin
10 Bertha 60 Katherine 10 Archie 60 Joe
11 Bessie 61 Katie 11 Arthur 61 John
12 Birdie 62 Laura 12 Ben 62 Joseph
13 Blanche 63 Lena 13 Benjamin 63 Juan
14 Caroline 64 Leticia 14 Bernard 64 Julius
15 Carrie 65 Lillie 15 Bert 65 Lawrence
16 Catherine 66 Lizzie 16 Carl 66 Lee
17 Charlotte 67 Lottie 17 Charles 67 Leo
18 Clara 68 Louise 18 Charlie 68 Leonard
19 Cora 69 Lucy 19 Chester 69 Leroy
20 Daisy 70 Lulu 20 Clarence 70 Lewis
21 Delia 71 Lydia 21 Claude 71 Luis
22 Della 72 Mabel 22 Clifford 72 Luther
23 Dora 73 Mae 23 Clyde 73 Marion
24 Edith 74 Maggie 24 Daniel 74 Martin
25 Edna 75 Mamie 25 David 75 Michael
26 Effie 76 Margaret 26 Earl 76 Miguel
27 Elena 77 Margarita 27 Edgar 77 Milton
28 Elizabeth 78 Maria 28 Edward 78 Oliver
29 Ella 79 Martha 29 Edwin 79 Oscar
30 Ellen 80 Mary 30 Elmer 80 Otto
31 Elsie 81 Mattie 31 Ernest 81 Patrick
32 Emily 82 Maude 32 Eugene 82 Paul
33 Emma 83 May 33 Floyd 83 Pedro
34 Esther 84 Minnie 34 Francis 84 Peter
35 Ethel 85 Mollie 35 Francisco 85 Philip
36 Etta 86 Myrtle 36 Frank 86 Ralph
37 Eva 87 Nancy 37 Frederick 87 Ray
38 Fannie 88 Nellie 38 Gabriel 88 Raymond
39 Flora 89 Nora 39 George 89 Richard
40 Florence 90 Olive 40 Grover 90 Robert
41 Frances 91 Rosa 41 Guy 91 Roy
42 Georgia 92 Ruth 42 Harold 92 Samuel
43 Gertrude 93 Sadie 43 Harry 93 Sidney
44 Gloria 94 Sallie 44 Harvey 94 Stephen
45 Grace 95 Sarah 45 Henry 95 Theodore
46 Harriet 96 Stella 46 Herbert 96 Thomas
47 Hattie 97 Susan 47 Herman 97 Tom
48 Hazel 98 Susie 48 Homer 98 Walter
49 Helen 99 Viola 49 Horace 99 Warren
50 Ida 00 Willie 50 Howard 00 William
ORACLE 13c: BADLANDER NAMES ORACLE 13d: BADLANDER NAMES
SURNAMES NICKNAMES
1 Adams 51 Long 1 Ace 51 Hopalong
2 Alexander 52 Lopez 2 Angel 52 the Kid
3 Allen 53 Martin 3 Bad 53 Killer
4 Anderson 54 Martinez 4 Baldy 54 King
5 Bailey 55 Miller 5 Bandit 55 Lame
6 Baker 56 Mitchell 6 Barron 56 Laughing
7 Barnes 57 Moore 7 Bear 57 Little
8 Bell 58 Morgan 8 Big 58 Liver-eating
9 Bennett 59 Morris 9 Big Nose 59 Longhair
10 Brooks 60 Murphy 10 Black 60 Loop Garou
11 Brown 61 Nelson 11 Boss 61 Lucky
12 Bryant 62 Parker 12 Boulder 62 Mad Dog
13 Butler 63 Patterson 13 Bronco 63 Magic
14 Campbell 64 Perez 14 Bull 64 Mysterious
15 Carter 65 Perry 15 Bullettooth 65 One-legged
16 Clark 66 Peterson 16 Captain 66 Outlaw
17 Coleman 67 Phillips 17 Catus 67 Pistol
18 Collins 68 Powell 18 Charro / a 68 Plug
19 Cook 69 Price 19 Chiquito / a 69 Pony
20 Cooper 70 Ramirez 20 [City Name] 70 Preacher
21 Cox 71 Reed 21 Cock-Eyed 71 Queen
22 Davis 72 Richardson 22 Cookie 72 Ragged
23 Diaz 73 Rivera 23 Curly 73 Ranny
24 Edwards 74 Roberts 24 Damned 74 Rattlesnake
25 Evans 75 Robinson 25 Dash 75 Red
26 Flores 76 Rodriguez 26 Deaf 76 Rose
27 Foster 77 Rogers 27 Deuce 77 Rosin Jaw
28 Garcia 78 Ross 28 Diamond 78 Sawed Off
29 Gonzales 79 Russell 29 Dirty 79 Six-gun
30 Gonzalez 80 Sanchez 30 Doc 80 Slim
31 Gray 81 Sanders 31 Drag 81 Smiling
32 Green 82 Scott 32 Dusty 82 Snake Eyes
33 Griffin 83 Simmons 33 Dutch 83 Snake-bit
34 Hall 84 Smith 34 Dynamite 84 Speedy
35 Harris 85 Stewart 35 Earl 85 Splay Foot
36 Hayes 86 Taylor 36 English 86 [State Name]
37 Henderson 87 Thomas 37 Flaco / a 87 Stretch
38 Hernandez 88 Thompson 38 Gordo / a 88 Stuttering
39 Hill 89 Torres 39 Gorgeous 89 Swede
40 Howard 90 Turner 40 Gravedigger 90 Tall
41 Hughes 91 Walker 41 Greenie 91 Three-finger
42 Jackson 92 Ward 42 Handsome 92 Tiger
43 James 93 Washington 43 Happy 93 Tinhorn
44 Jenkins 94 Watson 44 Hard Case 94 Toothless
45 Johnson 95 White 45 Hard Luck 95 Trapper
46 Jones 96 Williams 46 Hawk 96 Ugly
47 Kelly 97 Wilson 47 Holdout 97 Waddy
48 King 98 Wood 48 Hollow 98 Whiskey
49 Lee 99 Wright 49 Hoodlum 99 Wild
50 Lewis 00 Young 50 Hoodoo 00 Wildcat
ORACLE 7: SETTLEMENT NAME
1-8 An ominous name [feature]
1-5 Bend 51-55 Flats
1-16 Nowhere 50-66 Sepulchre
6-10 Bluff 56-60 Gulch
17-32 Purgatory 67-83 End
11-15 Branch 61-65 Landing
33-49 Vulture’s Roost 84-00 Perdition
16-20 Butte 66-70 Pass
21-25 Canyon 71-75 Peak
9-15 An aspirational name
26-30 Creek 76-80 Ridge
1-16 Haven 50-66 Solace 31-35 Crossing 81-85 Rise
17-32 Gateway 67-83 Oasis 36-40 Dale 86-90 River
33-49 Elysium 84-00 Worry’s End 41-45 Falls 91-95 Valley
46-50 Field 96-00 Wood
16-25 A word in another language

1-16 Polvito 50-66 E a Toop


[descriptor]
17-32 Löschen 67-83 Caoyuan 1-16 Dry 50-66 Far
17-32 Wide 67-83 Stark
33-49 Lacs Vides 84-00 Volov
33-49 Low 84-00 Long

15-35 A borrowed name


[suffix]
1-50 A name borrowed directly from a [Famous Place]
1-20 -town 61-80 -burg
51-68 A mispronounced [Famous Place]
21-40 -stead 81-00 -ham
69-85 New + [Famous Place]
41-60 -ville
86-00 West + [Famous Place]

[famous place]
36-65 From a person’s name
1-16 Paris 50-66 Istanbul
1-25 [Name] 51-75 [Name] + [Suffix] 17-32 Cairo 67-83 St. Petersburg
26-50 [Name] + [Feature] 76-00 Ft./St. + [Name]
33-49 Berlin 84-00 Hidalgo

66-95 From a landscape feature


[commodity]
1-40 [Descriptor] + [Feature]
1-16 Gold 50-66 Coal
41-80 [Animal] + [Feature]
17-32 Silver 67-83 Iron
81-00 [Commodity] + [Feature]
33-49 Copper 84-00 Oil

96-00 A combined name [animal] Use oracle 20


1-00 New/West/St./Ft. + (roll above for other name) [name] Use oracle 13

ORACLE 3a: REGION ORACLE 20: WILDLIFE


1-10 Tall Pines 51-60 High Plains 1-4 Armadillo 53-56 Fox
11-20 Costa Dorada 61-70 The Swale 5-8 Badger 57-60 Jackrabbit
21-30 Mil Piedras 71-80 Sea of Grass 9-12 Bat 61-64 Mountain lion
31-40 Big Nothing 81-90 The Big Muddy 13-16 Bear 65-68 Mule deer
41-50 Lithic Mountains 91-00 Back East 17-20 Beaver 69-72 Mustang
21-24 Bighorn sheep 73-76 Prairie Dog
25-28 Bison 77-80 Quail
ORACLE 3b: TERRAIN 29-32 Boar 81-84 Song bird
1-14 Prarie 60-69 Canyon 33-36 Bobcat 85-88 Rattlesnake
15-24 Forest 70-84 Scrub 37-40 Coyote 89-92 Roadrunner
25-34 Mountain 85-92 Desert 41-44 Crow 93-96 Wolf
35-49 Valley 93-99 Water (river, lake, etc.) 45-48 Eagle 97-00 Wolverine
50-59 Butte 00 Elsewhere 49-52 Elk
COMBAT TALENT COMBAT TALENT COMBAT TALENT

PISTOLEER SHARPSHOOTER SHOTGUNNER


If you wield a six-shooter… If you wield a long rifle... If you wield a shotgun...
Once per fight, when you Strike or When you Secure an Advantage +wits When you Strike a foe and score a
Clash, you may fan the hammer to take by taking a moment to aim, envision strong hit, take +1 momentum as you
extra shots and suffer -1 supply. If you where you intend to land your shot. also knock them back, stun them, or
do, reroll any dice. On a hit, inflict +2 Then, add +1 and take +1 momentum put them off-balance.
harm and take +1 momentum. on a hit. When you Strike or Clash and burn
When you Face Danger or Secure an When you Enter the Fray at range, momentum to improve your result,
Advantage by making a trick shot, add roll +wits and take an additional +1 inflict +2 harm
+1 and take +1 momentum on a hit. momentum on a hit as you use the When you Turn the Tide, you may fire
When you Swear an Iron Vow on your angles and terrain to your advantage. with both barrels. If you do (decide
pistol, add +1 and take +1 momentum When you Resupply by hunting, add before rolling), you may reroll any dice
on a hit. If you set aside a specific bul- +1 and take +1 momentum on a hit. and inflict +1 harm on a strong hit, but
let with which to fulfil the vow, suffer count a weak hit as a miss.
-1 supply in exchange for an additional
+1 momentum on a hit.

COMBAT TALENT PATH PATH

TWO-FISTED APOTHECARY BIG WIG


If you wield two pistols at once... When you create an elixir, choose an effect: History/Position:
When you Clash or Strike, you may Deftness (edge), audacity (heart), vigor
When you Sojourn and score a weak
add +2. If you do (decide before (iron), slyness (shadow), or clarity (wits).
hit or miss, you may claim the rights of
Then, suffer -1 supply and roll +wits. On
rolling), inflict +1 harm on a strong hit hospitality warranted by your histo-
a strong hit, you create a single dose. The
and count a weak hit as a miss. ry or position. If you do, roll all dice
character who consumes the elixir must
Once per fight, when you Secure an again and add +1. On a miss, you are
Face Danger +iron and score a hit, after
refused, and your presumption causes
Advantage +edge by making a bold which they add +1 when making a move
significant new trouble.
display of your combat prowess, you with the related stat until their health,
spirit, or momentum fall below +1. On a When you exert your authority to
may reroll any dice.
weak hit, as above, but suffer an additional Compel, add +1 and take +1 momen-
When you Draw the Circle, choose one tum on a hit.
-1 supply to create it.
(before rolling).
When you create an elixir, you may choose When you forgo your history or posi-
• Add +2. tion and Forge a Bond as an equal, or
two effects for a single dose, or create two
• Take +2 momentum on a hit. when you Swear an Iron Vow to serve
doses of the same effect.
someone of a lower station, add +1
Add +1 and take +1 momentum on a hit
and take +1 momentum or +1 spirit
when preparing an elixir.
on a hit.

PATH PATH PATH

GAMBLER HUCKSTER NOTORIOUS


Once per day, you may reroll all dice When you Face Danger, Secure an Ad- When you leverage your bad reputa-
on a single non-progress move. If you vantage, or Compel by lying, cheating, tion to Compel or Secure an Advantage,
do, gain +2 momentum on a strong hit or bluffing, add +1. add +1 and take +1 momentum on a
and count a weak hit as a miss. hit.
When you Gather Information by in-
You may Resupply by playing a game vestigating a devious scheme, you may When you Draw The Circle, you may
of chance wherever people may gather. roll +shadow (instead of +wits). If you roll +shadow. If you do, on a hit you
If you cheat at the game, roll +shadow do, take +2 momentum on a hit. may cheat on one or more boasts,
instead of +wits. taking the +1 momentum while only
When you Forge a Bond founded on a
When you Sojourn, on a hit you may, seeming to grant your opponent the
lie, choose one.
in addition to the options chosen, free- accompanying advantage.
• Keep your secret: Roll +shadow
ly exchange any amount of your party’s ...(instead of +heart). When you Sojourn and demand aid
supply 1-for-1 to increase everyone’s • Reveal the truth: Roll +heart. On a rather than ask for it, you may roll
health, spirit, or momentum as you ...strong hit, mark a bond twice and +iron. In addition to other results, take
gamble away the material to reap ...take 1 experience. A weak hit counts +1 momentum on a hit.
intangible benefits. ...as a miss.
IRONSWORN IRONSWORN IRONSWORN

COMBAT COMBAT COMBAT


TALENT TALENT TALENT

IRONSWORN IRONSWORN IRONSWORN

PATH PATH COMBAT


TALENT

IRONSWORN IRONSWORN IRONSWORN

PATH PATH PATH


PATH PATH PATH

PEACEMAKER PREACHER PROSPECTOR


Your god is...
When you Compel someone to avoid When you Resupply in the wild, add +1
• Vengeful: Iron
violence, add +1 and take +1 momen- • Forgiving: Heart and take +1 momentum on a hit.
tum on a hit. • Unknowable: Shadow On any move result that would allow
When you refuse to Enter the Fray, you When you say your daily prayers, you you to add supply, you may add ad-
may instead abstain. Roll +heart. On a may Secure an Advantage by asking ditional supply 1-for-1 by sacrificing
hit, you avoid combat. On a weak hit, your god to grant a blessing. If you do, health, spirit or momentum as you
you do so at a cost. On a miss, Pay the roll +your god’s stat. On a hit, take +1 sacrifice your well-being for material
Price. momentum. gain.
When you Swear an Iron Vow to estab- When you Swear an Iron Vow to serve When you are Out of Supply and would
lish or renew peace, you may reroll any your god on a divine quest, you may mark unprepared, instead roll +wits.
roll +your god’s stat and reroll any On a hit, move your supply to +1. On a
dice. When you Fulfill Your Vow and
dice. When you Fulfill Your Vow and
mark experience, take +1 experience. strong hit, also take +1 momentum.
mark experience, take +1 experience.
When you Sojourn, and spread the
word of your god, you may roll +your
god’s stat. If you do, take +1 momen-
tum on a hit.

PATH PATH PATH

SAWBONES SCOUT SCRIBE


When you Heal someone other than When you Gather Information, you
When you Face Danger, Secure an Ad-
yourself, choose one or both before may reroll any dice. When using this
vantage, or Gather Information using
rolling: information to Compel others, add +1.
your knowledge of tracking, wood-
• Give +1 additional health on a When you publish a story that is…
craft, or woodland creatures, add +1.
......strong hit, but on a miss they • Hopeful, roll +heart
When you Face Danger or Secure an • Attacking, roll +iron
......Endure Harm (2 harm).
Advantage by hiding or sneaking in • False, roll +shadow
• Give +1 additional health on a ........
the woodlands, add +1 and take +1 On a hit, your story accomplishes what
......strong hit, but count a weak hit as
momentum on a hit. you hoped it would. On a strong hit,
......a miss.
When you Make Camp in the wood- also take +1 momentum. On a miss,
Spend supply 1-for-1 to give the
lands, you may roll +wits (instead of your story is misinterpreted or perhaps
patient whiskey to drink and a bullet
+supply). If you do, you and your allies understood all too well. Pay the Price.
to bite and add +1 to the above roll for
may each choose 1 more option on a Add the trigger “When someone has
each supply spent.
hit. read a successful story of yours,” to
You may attempt to heal yourself, as
above. Forge a Bond. You need not have met
this person.

PATH COMPANION COMPANION

VENGEFUL BEAR CUB COYOTE


Name:
When you Clash or Strike against an Name:
Your coyote walks between worlds.
enemy who has wounded you, add +1 Your bear cub is fiercely protective. Planeswalker: When you step in the footsteps
and take +1 momentum on a hit. Defensive: When you Endure Harm of your coyote, you may travel along the hid-
When you Clash or Strike at 0 health, from an enemy assault, you may choose den paths of the shadow realms to Undertake
to suffer -1 momentum to have your a Journey using +shadow (instead of +wits). If
take +2 momentum on a strong hit you do, Endure Stress (1 stress) and mark one
and +1 momentum on a weak hit. bear cub inflict 1 harm on your assailant. extra unit of progress on a strong hit.
When you Swear an Iron Vow for Alert: You cannot be ambushed and Transcendental: Add the trigger “When you
vengeance, you may reroll any dice. may roll +your bear cub’s health (in- detect otherworldly essences, present or past”
stead of +wits) when you Enter the Fray. to Gather Information. When you do so, roll
When you Fulfill Your Vow and mark
+shadow or +your coyote’s health, whichever
experience, take +1 experience. Protective: When you Make Camp, is higher. Add +1 if you have a bond with your
your bear cub is alert to trouble. If you coyote.
or an ally choose to relax, take +1 spir- Fated: When you Ask the Oracle a yes/no
it. If you focus, take +1 momentum. question, move the odds one category towards
the more beneficial outcome before rolling.

0 +1 +2 +3 +4 0 +1 +2 +3
IRONSWORN IRONSWORN IRONSWORN

PATH PATH PATH

IRONSWORN IRONSWORN IRONSWORN

PATH PATH PATH

IRONSWORN IRONSWORN IRONSWORN

COMPANION COMPANION PATH


COMBAT TALENT PATH PATH

HOLDOUT GUNNER DRIFTER MARSHAL


When you wield a Derringer or other When you reject assistance from a When you use the force of the law to
pocket pistol, you are Out of Ammo on community or individual and instead Compel or Secure an Advantage, add +1
a 1 or 2, but when a foe searches you for Face Danger, Secure an Advantage or and take +1 momentum on a hit. If you use
this to arrest a lawbreaker, you may choose
weapons, your holdout pistol will remain Enter the Fray alone, add +1 and take
to reroll any dice, but count a weak hit as
hidden to them. Additionally... +1 momentum on a hit. If you share
a miss.
When you appear unarmed and Enter a bond with your would-be assistant,
When you burn momentum to Gather
the Fray +shadow, you may reroll any you must also Test Your Bond at +1.
Information, envision how your training al-
dice. When you Endure Stress, your de- lows you to persist through the dead ends.
When you use the sudden threat of tached nature let’s you roll +1 and take Then, take +2 momentum after you reset.
your pistol to Compel with intimida- +1 momentum on a hit. When you Swear an Iron Vow to uphold
tion, add +1 and take +1 momentum When you would Pay the Price inside the law, you may deputize one other indi-
on a hit. a town, you may instead leave town, vidual. For the duration of the vow:
promising not to return. This works • An ally may use your unlocked
One in the boot, one up the sleeve: you
once per town; should you return, the ...Marshal abilities and add +1 to Aid Your
carry two Derringers and are only Out ...Ally when assisting you.
of Ammo on a roll of 1. consequences would be dire.
• An NPC counts as a Kindred asset with
...one unlocked ability.
IRONSWORN IRONSWORN IRONSWORN

PATH PATH COMBAT


TALENT
IRONSWORN: BADLANDS THE BADLANDS
TALL PINES
BACK
E A ST
HIGH PLAINS
MIL PIEDRAS
SEA OF GRASS

T H E BI
BIG THE SWALE

G M U D DY
NOTHING
W
TALL PINES

Features
• Hushed, humid air • Cacophonous birdsong
• Colossal trees • Rich scent of growth and
• Soft blanket of leaves and decay
debris • Well-organized permanent
• The skittering of unseen communities
animals

The Tall Pines region is aptly named. Forests of monumentally tall trees -
pine and otherwise - blanket this region. Highlands, lowlands, slopes, and
valleys all play host to vibrant green life of all sorts from moss to red-
wood. Such a variety of flora supports a similar variety of fauna. Herbi-
vores thrive here, which means so, too, do carnivores. The climate is moist
and temperate, with warm winters and mild summers. Crops grow well
here, but native plants grow better, and this makes Tall Pines the most
lush and verdant region in the Badlands.
Badlanders living in Tall Pines tend to focus their energies on nature’s
bounty. Hunting, fishing, trapping, and forestry are lucrative activities.
Such a bountiful land supports larger settlements, and all types of folks
band together.
Quest Starter: Something, or someone, is living out there in the trees and
preying on a nearby settlement. Whatever it is doing the pillaging, the nor-
mal things aren’t going missing; food, money, and weapons are all secure.
What is it that has been disappearing, and why is it much more worrisome?
Why have you vowed to discover the culprits?
COSTA DORADA

Features
• Warmth of radiant sunlight • Well-organized settlements
• Crystalline waters • All manner of entrepreneurs,
• The odor of blossoms on the legitimate and otherwise
breeze • Cultures mixing and clashing
• A plenitude of both flora and • Riches of all sorts and the
fauna dangers they bring

The folks who make it this far west call Costa Dorada paradise, at least for
a time. The beautiful sunlight gilds everything from the rolling grass-cov-
ered hills, to the stands of majestic trees, to the golden beaches and crystal
clear waters. Hot, dry summers and mild, wet winters lend themselves to
a profusion of life - animal, vegetable, and human.
The natural charms of Costa Dorada draw a crowd, and the more people
who gather, the more likely that some of them are going to step out of
line. Especially when there’s the promise of easy riches, and they do say
there’s gold in them thar hills. Despite its location as on the western edge
of the continent, Costa Dorada is one of the most populous regions and
features the largest settlements in the Badlands. Folks here make their
livings in just about every possible manner, both legal and not.
Quest Starter: Turns out there really is gold in them thar hills, or so says
your friend who purports to have struck the motherlode. Seems like other
people believe them, or else why would they be applying such terrible pres-
sure to give up the claim? Who is this prospector, and why are you willing to
protect them, and maybe also their supposed claim?
MIL PIEDRAS

Features
• Awe-inspiring rock • Well-tended herds of sheep
formations and cattle
• Rough, red earth • Sturdy houses couched
• Wide, blue sky arching against the wind
overhead • The taste of grit on the wind
• Every texture of rock

The stunning scenery that those Back East think of when they conjure
up romantic images of the Badlands? That’s here in Mil Piedras. A vast
and wild landscape stretches horizon to horizon, riven by deep canyons
and dwarfed by towering buttes. Rock formations that seem carved by
some giant hand rather than formed by nature bewilder even those that
live here. Hot summers contrasted with cold winters cause much geologic
activity. The region suffers long periods of drought, and short, intense
periods of rains.
Resources in Mil Piedras are not scarce, but they are hard to find, and
Badlanders living here must be creative and clever. Most folks do a num-
ber of things to get by, such as herding, ranching, farming and foraging.
Quest Starter: There are so many mind boggling rock formations out here
that it’s hard to keep track of them. That being said, everyone is quite cer-
tain that one particular one didn’t used to be there. How does such a thing
happen? What do you worry that it means? And why do you swear to find
out the truth?
BIG NOTHING

Features
• Merciless sun • A few grizzled travelers
• Featureless stretches of sand • Mirages caused by the
• Twisted and gnarled cacti unrelenting heat
• Opportunistic buzzards circle • Slight solace for those who
and wait know how to look
• Precious few oases

“Nothing,” might be hyperbolic, but when the average person scans the
region, they don’t find much beckoning them here. Sun scoured sand
is crossed by precious few animals and offers purchase for precious few
plants. Those that do live here have evolved to be hardy, though not
particularly nutritious for human beings. There’s next to no rain over
the course of the year, and that which does fall tends to do so all at once,
causing floods rather than nurturing. The temperature during the day
could damn near boil water, and the temperature at night will definitely
freeze it.
Few Badlanders live any part of their lives in the Big Nothing, and those
brave enough to dwell in this place are by necessity nomadic. What re-
sources there are become exhausted easily, and those depending on them
must move on to the next source. Folks out here aren’t so concerned with
making money as with keeping living.
Quest Starter: A certain party claims to have found an exceedingly valuable
resource in the Nothing and needs you to help them trek to the middle of no-
where to get it. Do you believe them? What is it they said they found? And
why do you hope to get some (or all?) of it for yourself?
LITHIC MOUNTAINS

Features
• Monumental rock faces • Shockingly bright colors
• Toothy crags and vertigo- amidst a panoply of gray
inducing drops • Rough hewn cabins in
• Swirling fogs improbable places
• Unpredictable precipitation • Well-hidden riches
• Hardy flora and fauna • Rugged inhabitants

There are mountains Back East, but nothing like the Lithics. Rugged
hills gradually grow in size, leading up to rugged peaks and jagged crags.
When you stand at the base of the highest of the Lithics you can’t see
the top, but if you could you’d see the snow there never melts. Weather
changes rapidly at all elevations of the Lithics, and it’s a dangerous place
in which to get caught out. Travel in the winter is not recommended, as
some folks have found out the hard way.
Badlanders living in this region are known for their self reliance. Settle-
ments are rare, so folks who want to stay here have to learn to do things
on their own. That said, the potential of gold and other precious resourc-
es hiding in the indomitable faces of the Lithics still manages to draw a
sizable number of either brave or foolhardy settlers.
Quest Starter: The wagon train was warned about the dangers of crossing
the Lithics in winter, but they were sure they would complete the passage
before the first snow. They were wrong. Whom do you know in the party,
and why do they mean so much to you that you’re willing to save them from
their own ignorance?
HIGH PLAINS

Features
• Towering plateaus • Beauty and desolation side by
• Unbroken expanses of rock side
• Unceasing elevation • Studies in contrast
• Thin air that leaves outsiders • Stout, low-slung buildings
gasping • The wind - always the wind
• Well-adapted flora and fauna

The wind rules the High Plains. In summer it offers the benediction of a
gentle breeze; in winter, the scourge of its howling fury. It deigns to leave
rich topsoil lying for the growth of nutritious crops, or it whips it away
into the ether leaving nothing but scrub and sagebrush. Its gusting has
shaped the High Plains, and the wind is conspicuous even in its absence,
leaving an uneasy stillness that makes Badlanders tense for what it may
do next.
Some would call it respect and others fear, but every Badlander takes the
wind into account. Houses are built against its wrath. Mills harness its
strength. Fields are planted to inhibit its erosion or they are not fields for
long. Every decision must be made with the wind in mind. Good, bad, or
indifferent, it is a constant presence in the lives of Badlanders of the High
Plains.
Quest Starter: It’s been days since the wind last blew. At first folks thought it
was a pleasant reprieve; now they try to laugh off their panic. The whispers
as to why range from practical to occult. Why do you fear is true? And how
will you go about confirming or - god willing - disproving it?
THE SWALE

Features
• Water, water everywhere • Ramshackle houses stradling
• Pervasive marine odor water
• Copious plant life • Bobbing buoys signaling
• The squelch of mud underwater traps
underfoot • Rivers as roads, boats as
• Thick clouds of insects stagecoaches

Very little of the land in the Swale can be counted on to be land as such
365 days out of the year. Rivers change their meandering course frequent-
ly, sudden bursts of rain can inundate any given region, and every body of
water from the ocean on down is liable to flood out past its banks. All this
water allows for riotous plant growth, and just about every surface in the
Swale has some green on it. It also makes for powerful humidity, intensi-
fying both the stultifying heat of summer and what little cold winter has
to offer.
Badlanders who live in the Swale have not only adapted themselves to
survive in such an unstable environment, but to thrive. When the water
that had claimed an area recedes, it leaves a trove of riches behind, in-
cluding shrimp, fish and all type of man-made riches previously thought
reclaimed by nature.
Quest Starter: The shifting of a river has left a sizable community high and
dry. They, like most Badlanders in the Swale, depend on the water for food,
transportation and recreation. The people are reluctant to leave their home,
no matter how untenable remaining there may be. How do you propose to
help them? And what powerful figure in the community opposes your plan?
SEA OF GRASS

Features
• Every shade of green • Rich, black soil
• A long, low sky • Practical people
• The unending susurration of • Well-fed herds, both tended
the wind through grass and wild
• Sturdy built houses jutting • The rich odor of growth and
from the flat land decay

Undulating waves of green in every shade stretching from horizon to


horizon as far as the eye can see. It’s gorgeous until it becomes hypnotic,
until you realize it’s never going to end. Those trying to traverse the Sea
of Grass on foot have indeed gone mad at its never-ending sameness.
Those who have approached it on its own terms have come to appreciate
its bounty. Moderate temperatures and moderate rainfall make for great
growing conditions - as the grass would attest - and also great grazing
conditions. A whole ecosystem depends on the grass, from herds of wild
bison on down to the tiniest insects.
Ranchers also depend on the verdant greenery of the region. Grass makes
hay, and hay feeds cattle, and so ranching and homesteading are the pri-
mary occupations in this region. Many folks heading west are more than
content to set down roots in the same place that all that grass does.
Quest Starter: The grass is mesmerizing, true, but that’s not why the child
wandered off into the stalks. They had claimed to be hearing voices out there
for weeks before they went off to find them. Whose child is this that you’ve
vowed to return? And why are you scared that they might not just be hear-
ing things?
THE BIG MUDDY

Features
• Complicated currents • Folks living off as well as on
• Unseen obstructions the river
• Power and beauty • Belching stacks of steamboats
• Islands of all sizes • Leisure, pleasure and vice
• Hidden coves • A bit of every other part of
• River pirates the Badlands

The Big Muddy certainly is both. It’s over 2,000 miles long, not counting
tributaries, and at points it’s so far across that the opposite shore is just
a distant line. Its palette is every shade of brown and tan, and it carries
over four hundred million tons of mud to the sea every year. Every native
group whose lives have touched the river have their own name to capture
its imposing grandeur, and almost all of them are more interesting than
the Easterner’s sobriquet of Big Muddy - but guess who makes the maps?
The river has had more courses than names, constantly jumping its banks
and changing its run. But wherever it is, it’s the de facto border between
East and West. It’s also its own liminal space, where the elements of East,
West, and elsewhere mix freely and create a unique culture.
The transient nature of the Big Muddy has influenced the character of
its people. The ability to just float down stream as needed has made it a
haven for con men, corruption and counterfeiting. Of course, there are
also legitimate businessmen, in addition to the “legitimate businessmen;”
traders, travelers, fisherfolk and merchantsall ply the river.
Quest Starter: Find an excuse to get on a steamboat!
BACK EAST

Features
• Bunch of haughty tinhorns • Fashion and other foolish-
• New fangled doodads and ness
whatsits • “Civilization”
• Pollution, congestion, and • Odious responsibilities
noise • All sorts of people living
• Ostentatiously tall buildings cheeck to jowl

Back East being on the map is a bit of a formality. It’s the place to show
you where not to go. Why would you? Back East embodies everything
our ancestors derided and left. Back East is the reason we’re Out West. It’s
filled with cities and pollution and fashion and politics. You’d better have
a damn good reason for heading here. You’ll be as out of place there as
they would be here.
People Back East either make their living by exploiting others or by being
so exploited. Because other folks grow their feed and protect their land
hundreds or thousands of them can have such outlandish occupations as
“financier” or “alderman.” The whole enterprise is quite offputting. Why
would you want to go here?
Quest Starter: Somebody’s past is about to catch up with them, and they’d
rather meet it head on, with your assistance. What mess did they leave Back
East that needs cleaning? And why are you willing to head into the belly of
the beast to help them out?
ADDITIONAL MOVES CHANGELOG version 0.3
FOLLOW THE PATH • Added Badlands map and region write ups.
• Added region oracle (3a & 3b).
When you travel a well known path, but may still encounter danger,
• Added new assets (Holdout Gunner, Marshal, Drifter).
name your destination and roll. If your strategy is primarily to:
• Added clarifying text to Draw the Circle (Revised).
• Travel at speed: Roll +edge
• Added attribution section.
• Travel cautiously: Roll +wits
• Added printing guide for new edition.
• Travel with a group: Roll +heart
• Eliminated Your World - Truths Workbook title page.
On a strong hit, your journey is efficient and safe. Take +1 momentum.
On a weak hit, you reach your destination, but not without incident. Pay
the Price. ATTRIBUTION
On a miss, you are lost or waylaid. Pay the Price and when you continue Asset icons courtesy of game-icons.net and Clarissa Baut Stetson.
your travels you must Undertake a Journey to reach your destination. Photographs courtesy of pixabay.com and the Library of Congress

RIDE THE RAILS NOTES & FEEDBACK


When you take a passenger train between two stations, Follow the Path.
Instead of rolling +stat, roll +supply spent on your ticket. This can range
from 0 supply for stowing away with the cargo to 5 supply for luxurious
accomodations on a private car. Interpret the results of the roll as normal.

OUT OF AMMO
When you use a firearm and roll a 1 on your action die, you have used
the final bullet and must suffer -1 supply to reload before using it again.

DRAW THE CIRCLE (revised)


When you challenge someone to a formal duel, or accept a challenge,
roll +heart. If you share a bond with this community, add +1.
On a strong hit, take +1 momentum. You may also choose up to two
boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1 momentum.
• Grant first shot: Your foe has initiative.
• Use your off hand: your harm is 1.
• Stand tall and refuse to dodge: foe’s harm is +1.
• Load only one bullet: hit or miss, you’ve got one shot.
• To the death: One way or another, this fight must end with death.
On a miss, you begin the duel at a disadvantage. Your foe has initiative.
Pay the Price.
Then, make moves to resolve the fight. For the classic Western duel many
of these moves will be setting up your shot. These moves will still fill up
the progress track and prepare you for the final moments. If you are the
victor, you may make a lawful demand, and your opponent must comply
or forfeit their honor and standing. If you refuse the challenge, surrender,
or are defeated, they make a demand of you.

AUTHOR’S NOTE
Both the myth and the reality of the American West are contentious
subjects. Many groups were historically ill treated by the European
settlers and then excluded from the mythology. People of all stripes were
present and contributing to the West, and most of them came out the
worst for it.

Ironsworn: Badlands doesn’t require the player to highlight these


atrocities, but it also does not attempt to diminish their significance. It is I would love to hear about your play experiences and how to improve this
up to the player to determine their own comfort level. supplement. Please reach out:
[email protected]
Any time a question arises concerning the inclusion or absence of • @BlazmoIntoWowee on Twitter
something in this supplement, consider that it likely relates to the above. • @Keith Stetson on the Ironsworn Discord

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