Ironsworn Solo Play - Part 2 - Making a Character
"Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. Your sworn vows will lead to a life of danger, heroism, and sacrifice at the edge of the known world."
Characters in Ironsworn are meant to be highly competent, but not without their limitations.
Stats
There are five stats, each rated from one to three. We assign each of these a score from an array (3, 2, 2, 1, 1).- Edge: Quickness, agility, and prowess in ranged combat.
- Heart: Courage, willpower, empathy, sociability, and loyalty.
- Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
- Shadow: Sneakiness, deceptiveness, and cunning.
- Wits: Expertise, knowledge, and observation.
With that in mind, I'll put that 3 in Shadow, the 2s in Iron and Edge, and the 1s in Heart and Wits.
There's also Health, Spirit, and Supply, and Momentum which are rated on tracks that fluctuate during play. New characters start with those at +5., except for Momentum which starts at +2.
Vows
We begin the game with two vows: a long term background goal and a more immediate inciting incident to deal with. I like the idea of this character being sworn to protect a village, so let's go with "Protect the Village" as his long term goal. We'll fill in the details on that later. The world creation we did in my last Ironsworn post gave us some quest starters, so we'll use "Resolve the Feud with Rival Village" as our inciting incident.Bonds
We begin with three bonds, which represent our ties to communities and individuals. Let's go with "Home Village", "Brother", and one more which we can choose later.,Assets
Assets give a character special moves and abilities. These can be improved over time. There are a bunch of these, and new characters start with three. Here are the ones I picked, along with their initial powers and effects.- Infiltrator: "When you make a move to breach, traverse, or hide within an area held by an enemy, add +1 and take +1 momentum on a hit."
- Wayfinder: "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset."
- Wildblood: "When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1."
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