{
  "name": "Ironsworn Combat Talent Assets",
  "game": "ironsworn",
  "licence": "CC BY 4.0",
  "attribution": "Ironsworn by Shawn Tomkin. https://ironswornrpg.com",
  "assets": {
    "archer": {
      "name": "Archer",
      "category": "Combat Talent",
      "requirement": "If you wield a bow...",
      "abilities": [
        { "text": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1. Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. Line up your shot: Roll +edge, and take +1 momentum on a hit.", "enabled": true },
        { "text": "Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.", "enabled": false },
        { "text": "When you Resupply by hunting, add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "berserker": {
      "name": "Berserker",
      "category": "Combat Talent",
      "requirement": "If you are clad only in animal pelts...",
      "abilities": [
        { "text": "When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one. Push yourself: Endure Harm (1 harm). Lose yourself: Endure Stress (1 stress).", "enabled": false },
        { "text": "When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.", "enabled": false }
      ]
    },
    "brawler": {
      "name": "Brawler",
      "category": "Combat Talent",
      "requirement": "If you are unarmed or fighting with a non-deadly weapon...",
      "abilities": [
        { "text": "When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.", "enabled": true },
        { "text": "When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).", "enabled": false },
        { "text": "When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "cutthroat": {
      "name": "Cutthroat",
      "category": "Combat Talent",
      "requirement": "If you wield a dagger or knife...",
      "abilities": [
        { "text": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling). Add +2 and take +1 momentum on a hit. Inflict +2 harm on a hit.", "enabled": true },
        { "text": "When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.", "enabled": false },
        { "text": "Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "duelist": {
      "name": "Duelist",
      "category": "Combat Talent",
      "requirement": "If you wield a bladed weapon in each hand...",
      "abilities": [
        { "text": "When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.", "enabled": true },
        { "text": "Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.", "enabled": false },
        { "text": "When you Draw the Circle, choose one (before rolling). Add +2. Take +2 momentum on a hit.", "enabled": false }
      ]
    },
    "fletcher": {
      "name": "Fletcher",
      "category": "Combat Talent",
      "abilities": [
        { "text": "When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.", "enabled": true },
        { "text": "When you Resupply by recovering or gathering arrows after a battle, add +2.", "enabled": false },
        { "text": "When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one. Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only). Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "enabled": false }
      ]
    },
    "ironclad": {
      "name": "Ironclad",
      "category": "Combat Talent",
      "requirement": "If you wear armor...",
      "abilities": [
        { "text": "When you equip or adjust your armor, choose one. Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit. Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Clash while you are geared for war, add +1.", "enabled": false },
        { "text": "When you Compel in a situation where strength of arms is a factor, add +2.", "enabled": false }
      ]
    },
    "long_arm": {
      "name": "Long-Arm",
      "category": "Combat Talent",
      "requirement": "If you wield a staff...",
      "abilities": [
        { "text": "In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.", "enabled": false }
      ]
    },
    "shield_bearer": {
      "name": "Shield-Bearer",
      "category": "Combat Talent",
      "requirement": "If you wield a shield...",
      "abilities": [
        { "text": "When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.", "enabled": true },
        { "text": "When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.", "enabled": false }
      ]
    },
    "skirmisher": {
      "name": "Skirmisher",
      "category": "Combat Talent",
      "requirement": "If you wield a spear...",
      "abilities": [
        { "text": "When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may... Iron: Strike (if you have initiative) or Clash now, and add +1. Edge: Take +1 momentum.", "enabled": true },
        { "text": "When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.", "enabled": false },
        { "text": "When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.", "enabled": false }
      ]
    },
    "slinger": {
      "name": "Slinger",
      "category": "Combat Talent",
      "requirement": "If you wield a sling...",
      "abilities": [
        { "text": "When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.", "enabled": true },
        { "text": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling). Hold them back: Retain initiative on a weak hit, but inflict only 1 harm. Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "enabled": false },
        { "text": "When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.", "enabled": false }
      ]
    },
    "sunderer": {
      "name": "Sunderer",
      "category": "Combat Talent",
      "requirement": "If you wield an axe...",
      "abilities": [
        { "text": "When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).", "enabled": true },
        { "text": "When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.", "enabled": false },
        { "text": "When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).", "enabled": false }
      ]
    },
    "swordmaster": {
      "name": "Swordmaster",
      "category": "Combat Talent",
      "requirement": "If you wield a sword...",
      "abilities": [
        { "text": "When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.", "enabled": true },
        { "text": "When you Clash and score a strong hit, add +1 if you immediately follow with a Strike.", "enabled": false },
        { "text": "When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.", "enabled": false }
      ]
    },
    "thunder_bringer": {
      "name": "Thunder-Bringer",
      "category": "Combat Talent",
      "requirement": "If you wield a mighty hammer...",
      "abilities": [
        { "text": "When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.", "enabled": true },
        { "text": "When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.", "enabled": false },
        { "text": "When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.", "enabled": false }
      ]
    }
  }
}
