I’m a little late, but just a heads up, searching itch for “Cyborgs and Cigarettes” instead of using an ampersand doesn’t surface this game in results!
Pestevan
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I’m two years late, but I like the way Ironsworn handles these “critical” rolls: when you roll doubles on the dice, something unexpected happens. A Strong Hit with a match on the dice is like a critical success, and a Fail with a match is like a critical failure. Your odds of rolling a critical in general are lower though. If you want the same odds, maybe you could designate one of your dice as the “critical die;” say if the first (or leftmost) die ever rolls a 20 or 1, you count the result as a critical/automatic Strong Hit or fumble/automatic Fail.
Happy playing!
This is one of the most effective, concise, and underrated supplements for Ironsworn (and now for Starforged with Darkest Derelicts!) I’ve come across. The visual design of the sheets is extremely clean, the added truths and adjusted oracles are flavorful, and the new system is simple yet compelling (and deceptively versatile).
One of the benefits I’ve noticed while using such a simple procedure is that it’s a gentle but consistent reminder to engage all of my senses with the fiction.
I wholeheartedly recommend both supplements to all, but especially so for those looking to inject a little grim/dark fantasy or Alien/Mothership sci-fi into their Ironsworn/Starforged games.
Minor clarification: the game master rolls at the start of morning and evening watches to find out about wilderness encounters for that watch; however, I believe the rules state that if an encounter occurs, the GM should roll 1d12 to find what hour the encounter occurs in--the d12 result cooresponds to the spokes on this turn tracker, or the columns on the standard turn tracker. Wilderness encounters can happen any hour of the day. Edit to add: this was something I missed when I first read Mausritter.