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rules:domain_cards:start [2025/06/28 19:00] Ron Helwigrules:domain_cards:start [2025/06/28 20:16] (current) – removed Ron Helwig
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-<< rules:domains ^ rules:start ^ rules:spells:start >> 
  
-# Domain Cards 
-This should be a list of all the domain cards as we have defined them initially, categorized by Domain and Tier, each with a link to a page detailing the card's contents. 
- 
-# Fury Domain 
- 
-## Tier 1 Base Card: Fury Initiate 
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-**Fury Aspect:** Choose one Aspect. This Aspect powers your Fury Features, including *Unarmored Resolve*. 
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-### Core Feature: Unarmored Resolve 
-While you are **not wearing armor**, your **Damage Thresholds** are increased by your Fury Aspect value. 
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-> *Playtest note: If this is too strong, try splitting the value between the thresholds as you see fit.* 
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-You also gain **+1 maximum Stress**. 
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-Choose **two** Domain Feature Cards from Tier 1. 
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-### Requirements to Advance to Tier 2 (complete 3): 
-- Take **3+ Stress** in one combat and remain conscious   
-- Take **HP damage** from an attack targeting someone else   
-- **Reduce Stress** during combat or rest   
-- Use a **Fury Domain Feature** to alter the outcome of a scene   
-- **Avoid HP damage** by raising your thresholds with *Unarmored Resolve* 
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-## Tier 1 Feature Cards 
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-### Frenzy (Combat – Active) 
-When making a **Melee Attack**, you may **mark Stress equal to the Action Load cost** of the attack instead of adding to your **Action Load**. 
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-### Refocus (Combat – Active) 
-**Action Load:** 1 
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-Reduce your **Stress by 1**.   
-*No Aspect roll is required.* 
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-### Iron Body (Passive) 
-Once per round, when you would take **HP damage**, reduce its **severity by one step**:   
-- Severe → Major   
-- Major → Minor   
-- Minor → Stress 
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-> *Applies after armor or other effects. Cannot reduce Stress damage.* 
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-### Take the Blow (Team Action – Reactive) 
-**Action Load:** 1 
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-When an ally within **5 feet** is targeted by an attack and you are not **Restrained**, you may interpose yourself. The attack now targets **you** instead. 
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-### Unbreakable Endurance (Exploration – Passive) 
-You suffer no penalties from **difficult terrain**, **forced marches**, or **travel fatigue** while not at **max Stress** and with no **Exhaustion**. 
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-Once per day, all allies may benefit from your resilience and ignore these penalties for **one travel scene or hazard**. 
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-### Fearless Presence (Roleplay – Passive) 
-When you take an action to **bolster or intimidate**, you may roll using your **Fury Aspect** and gain **Advantage**. 
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-When someone attempts to **shake your morale**: 
-- You may use your **Fury Aspect** to resist   
-- Your resistance rolls have **Advantage**   
-- Their influence rolls have **Disadvantage** 
- 
-# Domain Card Design 
-Each tier of a domain should give the player several choices of cards to choose from. The choices should include at least: 
-  * A Base Domain card that has the features that apply to everyone picking that domain, as well as a list of things that must be done to advance to the next tier in that domain 
-  * A combat action card 
-  * An exploration feature card 
-  * A role-play enhancing card 
-  * A Team Action card 
- 
-Some cards should be active features, with an **Action Load** cost, while other cards might be passive features that modify things like Attributes, Aspects, or Evasion. 
- 
-For each Tier, the Base Domain Card will remain the same except for the requirements to advance to the next tier.