RollSolo ✦ About & Team

ᚱ Advance & Asset Catalog

ᛟ Confirm Turn Rollback

Roll back to the previous turn state snapshot? Future turns will be marked superseded in the audit ledger, and your character meters and progress tracks will be restored exactly.

Licensing & Attribution

RollSolo is powered by the Ironsworn System Reference Document and Delve System Reference Document, authored by Shawn Tomkin and licensed under the Creative Commons Attribution 4.0 International (CC BY 4.0) license.

This work is based on Ironsworn (found at ironswornrpg.com), created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution 4.0 International License.

This work is based on Ironsworn: Starforged (found at ironswornrpg.com), created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution 4.0 International License. Starforged™ is a trademark of Shawn Tomkin. RollSolo is an independent, non-affiliated creation and is not an official Tomkin Press product.

The setting content, Járnströnd ("The Iron Shore"), 11 world truths, Norse legal arbitration mechanics, and software implementation are original clean-room creations for RollSolo.

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ᛟ Ask the Oracle

Fate Question (Yes / No)

Seek guidance from wyrd when the fiction poses a binary question (SRD p.111).

Inspiration Tables

Roll on canonical CC BY 4.0 oracle tables for descriptors, locations, or twists.

📡 Deep Space Telemetry Scanner

Query your ship's sensor array to generate procedural sectors, survey planets, scan drifting derelicts, or hail nearby starships. Discovered contacts are automatically committed to your campaign's persistent entity registry.

⏳ Scanning telemetry channels...

📖 How to Play & Move Reference

Core Mechanics

The Action Roll: Roll 1d6 (Action Die) + Stat + Adds vs two separate 1d10 (Challenge Dice).

  • Strong Hit: Action score beats BOTH challenge dice. You prevail with full advantage.
  • Weak Hit: Action score beats ONE challenge die. You succeed, but at a cost or complication.
  • Miss: Action score fails to beat either challenge die. You fail or face a grim complication; Pay the Price.
  • Seiðr Match: Challenge dice match (e.g. [6, 6]). A sudden twist of fate or extraordinary outcome occurs!

Progress Moves: When resolving a quest, journey, or battle, roll against your progress score (filled boxes 0–10) vs 2d10. No action die or adds apply.

Momentum & Burn: Momentum (+10 to -6) reflects confidence and tactical advantage. When you make an action roll, you may burn momentum to cancel challenge dice less than your momentum score, turning a miss or weak hit into a strong hit. Momentum then resets to +2 (or lower if banes/burdens are marked).

Norse Law (Grágás Schedule): Slayings on Járnströnd require public proclamation (Víg) to remain Law-Abiding (Frjáls Maðr) and pay wergild. Concealing a corpse (Morð) immediately renders you a Full Outlaw (Skóggangsmaðr).

The 47 Canonical Moves

Fate Moves (2)
  • Ask the Oracle: Seek guidance from wyrd when the fiction poses an open question.
  • Pay the Price: When you suffer the outcome of a move or event, claim the mechanical or narrative cost.
Adventure Moves (9)
  • Face Danger: Overcome an obstacle, avoid harm, or withstand hardship with any stat.
  • Secure an Advantage: Assess a situation, prepare, or gain tactical leverage (+adds or momentum).
  • Gather Information: Search an area, speak with an NPC, or study lore to uncover truths.
  • Heal: Tend to wounds and restore health (+health).
  • Resupply: Forage, hunt, or barter to replenish provisions (+supply).
  • Make Camp: Rest in the wild to recover health, spirit, or momentum.
  • Undertake a Journey: Travel across the harsh wild; strong/weak hits mark waypoint progress.
  • Reach Your Destination: Progress roll to arrive at the journey's end and update location.
  • Compel: Persuade, negotiate, or intimidate an NPC to gain their assistance.
Relationship Moves (4)
  • Forge a Bond: Spend time with a community or person to weave mutual sworn ties.
  • Test Your Bond: When your bond is challenged or threatened, preserve mutual allegiance.
  • Sojourn: Rest and recover within a bonded or hospitable community.
  • Draw the Circle: Formal duel or trial by combat bound by sacred oaths.
Combat Moves (5)
  • Enter the Fray: Initiate battle and determine who holds initiative (In Control).
  • Strike: Attack while In Control to inflict harm and mark the foe's progress track.
  • Clash: Trade blows while In a Bad Spot to regain initiative or inflict damage.
  • Turn the Tide: Steal initiative back by seizing a desperate opening (+1 add).
  • End the Fight: Progress roll after a Strong Hit to resolve combat decisively.
Suffer Moves (7)
  • Endure Harm: Suffer physical trauma; lose health or absorb with momentum.
  • Endure Stress: Suffer mental trauma; lose spirit or absorb with momentum.
  • Companion Endure Harm: Your beast or ally suffers trauma; mark health.
  • Face Death: At 0 health, roll to survive fatal injury or enter the hall of the dead.
  • Face Desolation: At 0 spirit, roll to overcome spiritual collapse or fall into ruin.
  • Out of Supply: When supply is 0, mark Unprepared and lose momentum.
  • Face a Setback: When your momentum drops to -6, suffer a severe narrative consequence.
Quest Moves (5)
  • Swear an Iron Vow: Bind yourself to a quest upon cold iron arm-rings.
  • Reach a Milestone: Overcome a key challenge in service of a vow; mark progress.
  • Fulfill Your Vow: Progress roll to conclude a quest and gain banked XP.
  • Forsake Your Vow: Abandon a sworn oath; suffer heart and spirit penalties.
  • Advance: Spend banked XP to purchase new assets (3 XP) or unlock abilities (2 XP).
Delve Moves (15)
  • Discover a Site: Identify and initialize an unexplored barrow, ruin, or cavern.
  • Delve the Depths: Explore deeper into the site, rolling edge, shadow, or wits.
  • Find an Opportunity: Discover an advantageous vantage, treasure, or passage.
  • Reveal a Danger: Encounter a perilous hazard, trap, or denizen.
  • Check Your Gear: Roll supply to draw forth a necessary item or tool.
  • Locate Your Objective: Progress roll to reach the sanctum or heart of the site.
  • Escape the Depths: Progress roll to navigate back to the surface safely.
  • Wield a Rarity: Harness the mystic power of an ancient relic or talisman.
  • Advance a Threat: Mark progress on a looming doom or adversary's agenda.
  • Take a Hiatus: Safe rest within a discovered shelter in the deep.
  • Mark Your Failure: Record 1–2 ticks on the Failure track on any miss.
  • Learn From Your Failures: Progress roll on the failure track (≥6 progress) to gain XP.