Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

ELEMENTSWORN

MOVES REFERENCE

This document is not in any way an official Avatar product. It has not been licensed, authorized,
approved or endorsed by Nickelodeon or Paramount Global. All copyrighted or trademarked
materials present in this document are the property of their respective owners.

The text of this work is licensed under the Creative Commons


AttributionNonCommercialShareAlike 4.0 International license. For details on licenses and the
Ironsworn System Reference Document, visit ironswornrpg.com.
elementsworn moves
LIVE UP TO YOUR PRINCIPLE MEDITATE
When you take action in accordance with one of your When you spend time reflecting upon your deeds and
principles, add +your principle to your roll (substract if your beliefs, roll +spirit or +heart (whichever is lower).
negative, with a minimum final modifier of +0). On a strong hit, your path is made clear. You may clear
Then, move your balance one square in the direction of the hesitant condition if you have it, and reset your
this principle. If it is already at the end of the track, Lose balance.
your Balance. On a weak hit, as above but you suffer -1 momentum.
SHIFT YOUR BALANCE On a miss, you can't concentrate. Pay the Price.
When you face inner conflict or a challenge to your ADJUST YOUR BELIEFS
principles, move your balance one box away from where
When you complete a quest and it took a great deal of
your center currently is. If you Shift your Balance while it
introspection or required you to change your world view,
is already at the end of the track, you score an automatic
you may modify your balance track.
miss. If not, roll +heart.
If the quest was Dangerous, you may take one.
On a strong hit, choose one :
If the quest was Formidable, you may take two.
• Shake it off: suffer -1 momentum to cancel the balance
If the quest was Extreme, you may take three.
change.
If the quest was Epic, you may take all.
• Embrace the change: take +1 momentum.
• Move your center of balance
On a weak hit, you press on.
• Move your center of balance
On a miss, suffer -1 momentum. If you are at the end of
your balance track, you must mark hesitant (if currently • Change one of your principles
unmarked) or roll on the table below: • Change one of your principles
Roll Result
LEVERAGE YOUR PAST LIVES
1-10 You face an existential crisis. Lose your Balance.
If you are the Avatar, when you try to make contact with
11-25 You stop in your tracks to reflect upon yourself.
your past lives, roll +spirit.
Suffer -2 momentum, or Lose your Balance.
On a weak hit, envision the discussion you have with
26-50 You change your view of the world. Move your
them. You may also Gather Information with them (you
center of balance towards your dominant
share a bond with them) or Meditate upon their advice
principle.
(add +1).
51-00 You are unmoved.
On a strong hit, as above and you can also choose one
LOSE YOUR BALANCE asset or ability that you don't have but they did ( Ask the
When you are faced with the realization that your beliefs Oracle if unsure), except companions. You can use this
are wrong, roll +heart. asset or ability as if you had it the next time you enter the
On a strong hit, you keep a cool head and move on. Avatar state.
On a weak hit, choose one and reset your balance. On a On a miss, you are unable to reach your past lives. Pay the
miss, take both and reset your balance: Price.
• You reject a part of yourself until you have made
your peace. Swear an Iron Vow (formidable or
extreme) to redeem yourself. Then, choose one of
your assets: you cannot use this asset until you
have completed the quest. If you choose a basic
bending asset, you also cannot use any other
bending asset of the same element.
• You sever the ties with your friends and family.
Clear half of your bonds track (rounded down).

You might also like