<< rules:team_actions ^ rules:start ^ rules:domains:fury >> # 🧭 Domains Domains are the heart of **character customization** and **growth**. Instead of choosing a class, each character selects **two Domains** that define their **role**, **style**, and **magical or martial nature**. --- ## 🌀 What Is a Domain? A **Domain** is a themed set of powers rooted in **training**, **culture**, or **mystical forces**. Domains may be: - ⚔️ **Martial** — like *Weaponmaster* or *Skirmisher* - 🔮 **Magical** — like *Incantor* or *Thaumaturgy* - 👻 **Spiritual/Abstract** — like *Trickster* or *Theurgy* Each Domain includes: - A **Domain Aspect** that all its Features are based on - A **Base Card** for each Tier — your core feature - A set of **Feature Cards** — mix-and-match powers - A **Progression Path** — what’s needed to reach higher Tiers 🏗️ You can (and should!) invent your own lore to explain a Domain’s source. This helps personalize your setting and character. Players start with **two Domains**, enabling unique combos without class-level complexity. It is **highly suggested** that all of a character's **Domains** should have different **Domain Aspects**. This helps characters be more well rounded. --- ## 📈 Domain Tiers Domains grow through **four Tiers**, each reflecting greater mastery: | Tier | What You Get | |------------|------------------------------------------| | **Tier 1** | Base Card + 2 Feature Cards | | **Tier 2** | Up to 4 Feature Cards total | | **Tier 3** | Up to 7 Feature Cards total | | **Tier 4** | Up to 10 Feature Cards total | Each Tier's **Base Card** lists the **requirements** to reach the next Tier. You may level up your two Domains **independently**. 🎓 **Example:** A character might be Tier 3 in *Fury* but only Tier 1 in *Incantor*. --- ## 🧩 Choosing Features Each time you gain a Domain or level it up, choose **Feature Cards** from that Domain. Most Domains offer **5–6 features per Tier**, but you’ll only pick a few—ensuring characters feel distinct. Each Feature Card includes: - An **Action Cost** (in Action Load points or other) - A defined **Effect** or trigger - A **Power Tag** (e.g., *Arcane*, *Nature*, *Divine*) - A spot to fill in your **Aspect value** (e.g., *Finesse = 6*) --- ## 🌍 Customizing the World GMs can curate the Domain list to match their world’s lore and themes. Ideas: - Limit Domains by **region**, **culture**, or **cosmic force** - Create new Domains tied to **factions** or **religions** - Reward a character with Domains as **milestone gifts** 🎨 Use Domain access to shape your setting’s tone, power structure, and mystery. --- ## 🧬 Unlocking Additional Domains Some characters may unlock a **Third Domain** (or more) as a reward for: - Story arcs - Personal quests - Transformation milestones This reflects a **turning point**—a new mentor, awakened power, or internal shift. It could feel like gaining a **subclass**, or starting a **whole new path**. **Note:** Unless the GM says otherwise, additional Domains may only be added to a character if all their current Domains are at least Tier 2. --- ## 🧾 Feature Card Terminology All powers granted through rules cards are called **Feature Cards**. These include: - 📖 **Domain Cards** - 🧬 **Species Cards** - 🛖 **Community Cards** - 🎭 **Background Cards** - ✨ And more They all use a **common layout** for clarity and ease of use. --- ## 🧱 Domain Card Design Philosophy Each Tier of a Domain should include: - 📇 A **Base Domain Card** — shared core + advancement requirements - ⚔️ A **Combat Action** - 🧭 An **Exploration Utility** - 🎭 A **Roleplay Feature** - 🤝 A **Team Action** Some features will be **active** (with Action Load costs), and others **passive** (modifying stats, rules, or actions). 📘 The **Base Card** is unique per Tier but evolves by updating the advancement goal. Any feature or ability included on a **Base Card** is inherited by higher tiers.