Sworn by Ghostlight
Sworn by Ghostlight
Ghostlight
The Ebon Wood Effigies
By
Matthew John
Contains Core Rules & Character Sheet
Sworn by Ghostlight is played using simplified rules from the Ironsworn RPG System.
Every game of Sworn by Ghostlight is unique to your version of events.
May Ghostlight guide your path.
ROLLING MATCHES
When the challenge dice roll matching numbers the remarkable
occurs. The outcome of a match should be based on the result of your
action. If you’re unsure what happens, roll on the Ask the Oracle table.
● Strong Hit: The match represents a twist in the narrative,
something interesting, or a new opportunity.
● Miss: The match represents a heightened negative outcome, a
complication, or new danger. Things get worse for you.
You can let the intensity of your success or failure frame how you
interpret a match. Rolling matched 10’s is as bad as things can get.
MOMENTUM
Mechanically, Momentum allows you a chance to improve your result
on an Action Roll. Fictionally, Momentum indicates whether things
are going your characters way, or if things are turning against them.
After making an Action Roll, you can exchange your Action Score
with your current Momentum to improve your odds at success. If you
do, reset your Momentum to zero and then resolve the Action Roll.
You cannot exchange your Progress Score with your current
Momentum during a Progress Roll.
NAME PRONOUNS
LOOK
DETAILS
DESCRIPTION DIFFICULTY
DESCRIPTION DIFFICULTY
ABILITIES
Arrange these bonuses across your five stats in any order: 4, 3, 2, 2 & 1.
● Edge: Quickness, agility, and prowess in ranged conflict.
● Heart: Courage, willpower, empathy, sociability, and loyalty.
● Iron: Brawn, endurance, aggressiveness, and prowess in close conflict.
● Shadow: Sneakiness, deceptiveness, and cunning.
● Wits: Expertise, knowledge, and observation.
STATUSES
Set the following statuses to their defaults.
● Momentum: Set to 2. Maximum momentum is 10. Resets to 0.
● Supply: Set to 5. Maximum supply of 5. Represents your preparedness.
● Spirit: Set to 5. Maximum of 5. Represents your mental state.
● Health: Set to 5. Maximum of 5. Represents your physical condition.
If your spirit or health are at 0, and you must reduce them more, take
from your momentum instead. If you cannot, your character cannot go on.
THE CASE
Before you begin, fill the blanks below using the tables on the next
panel. Roll again if a result makes little sense to you.
Envision the scene as your character enters the alley; the sights,
sounds, & smells. It might help to journal the case as it progresses; be as
detailed or as brief as you wish.
Sergeant Cawley is here, examining a small, carved effigy. Are they a
trusted friend or rival? What do you talk about? Ask the Oracle if unsure.
To investigate the crime scene create a dangerous / formidable
progress track. Marking progress on a success could indicate you have
found new information or clues. Resolving the track with a hit should
indicate this information provides a lead, whilst a miss indicates more
needs to be done.
Whatever your next move is, end the current scene and cut to it. Use the
tables to help guide you if needed. Using actions and progress tracks,
bring the scenes that follow to conclusions that help or hinder your case.
When you feel you have made progress in the case, mark the Case Tracker
once. When you feel you have made enough progress, Close the Case.
Some examples of scenes are: conversations: investigations: seances:
interrogations: a race across the city: eavesdropping: fights.
ASH DISTRICT
On the western slope of North Hill in the city of Mónaþstone
(pronounced Moonathstun), the Ash District was the site of a great fire
over a hundred years ago.
Rebuilt from the ashes—using the charred, surviving ebon wood
beams and timbers—it is a mix of lower wealth residential and
commercial buildings, with a heart of debauchery.
Cinder Street—the busy, north-south thoroughfare of the district—is
lined with theatres, pubs, brothels and vice dens for almost every taste.
SCENES: Work weary folk trudge the steep slopes and steps to work
and back. Steel eyes and blades lurk in the alleys carved out by street
gangs. Loud, frantic markets and streets of trade. Music, fights, and
carnal sights along Cinder Street.
SPECIAL MOVES
PAY THE PRICE CLOSE THE CASE
When you feel you have the
When you suffer due to the evidence you need, envision
outcome of an action roll, roll your big reveal. Roll your
d100. challenge dice & compare to
your progress score.
● Strong Hit: You close the
A trusted community / case. Envision your reward
1-5 person loses faith in or for success.
acts against you Congratulations.
● Weak Hit: Something
6–10 You are separated from
something or someone doesn’t add up. An aspect
11-20 A new danger / foe of the case has led you
21-35 Harmful (- 1 or 2 Health) astray. Create a formidable
track for the last piece of
36-50 Delays / disadvantages evidence required. Once
you (- 1 or 2 Momentum) resolved, the case is finally
51-65 Waste resources (- 1 or 2 closed.
Supply) ● Miss: You were wrong!
66-80 Stressful (- 1 or 2 Spirit) The culprit is still afoot.
Envision what has happened
81-90 Your action has an
unintended effect (Ask the Oracle if unsure).
Either the story ends here
91-95 Something of value is or you can clear all but one
lost or destroyed filled progress on the Case
A person / community Tracker and continue the
96-00 you care about is case until the real culprit is
exposed to danger caught.