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- | << rules: | ||
- | # 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. | ||
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- | # Fury Domain | ||
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- | ## 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. | ||
- | |||
- | ### 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**, | ||
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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**, | ||
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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** | ||
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- | ## Tier 2 Base Card: Fury Adept | ||
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- | ### Core Feature: Hardened Focus | ||
- | When you have **3 or more Stress**: | ||
- | - Gain **+1 to all Evasion scores** | ||
- | - You may **reroll one damage die** per turn | ||
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- | This reflects your ability to fight better under pressure. | ||
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- | Choose **two** Domain Feature Cards from Tier 2. | ||
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- | ### Requirements to Advance to Tier 3 (complete 4): | ||
- | - Win a battle while under **Heavy wound status** | ||
- | - Drop to **0 HP** and return to combat | ||
- | - Cause a **Fear** or **Morale Break** in enemies | ||
- | - Use a Fury feature in conjunction with another character’s **Team Action** | ||
- | - Reduce your **Stress from 4+ to 0** without resting | ||
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- | ## Tier 2 Feature Cards | ||
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- | ### Vengeful Intercept (Enhancement – Team Action + Combat) | ||
- | When you use *Take the Blow*, you may immediately make a **Melee Attack** against the attacker. | ||
- | This attack **does not increase Action Load**. | ||
- | If it hits, the target marks **1 Stress** in addition to any damage taken. | ||
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- | ### Roaring Challenge (Enhancement – Roleplay/ | ||
- | **Action Load:** 1 | ||
- | Issue a loud roar or verbal challenge. Enemies within **10 feet** who can hear you must succeed on a **Willpower or Discipline check** vs your **Fury Aspect** or: | ||
- | - Mark **1 Stress**, and | ||
- | - Have **Disadvantage** on their next attack | ||
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- | ### Second Wind (Standalone – Passive Recovery) | ||
- | At the **start of your turn**, if you have **0 Action Load** and are below half HP, you may: | ||
- | - **Reduce 1 Stress**, or | ||
- | - **Recover 1 HP** | ||
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- | ### Relentless Drive (Standalone – Combat Active) | ||
- | When you land a **Melee Attack** that causes **HP damage**, you may spend **1 Stress** to make a follow-up attack with a different weapon or an unarmed strike. | ||
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- | This second attack does **not increase Action Load**, but can only be used **once per round**. | ||
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- | ### Burning Calm (Enhancement – Support Passive) | ||
- | When you use *Refocus*, choose one: | ||
- | - Remove **1 condition** affecting your defense or movement *(e.g., Slowed, Shaken, Weakened)* | ||
- | - Or grant a nearby ally (**within 10 feet**) **+1 Evasion** until the start of your next turn | ||
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- | ### No Mercy (Standalone – Finisher Passive) | ||
- | When you deal a **Heavy Wound**, you may spend **1 Stress** to choose one: | ||
- | - Force a **nearby enemy** to make a morale check (or retreat/ | ||
- | - Immediately follow up with a **shove**, **trip**, or **disarm** (no Action Load cost) | ||
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- | # 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 | ||
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- | 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. | ||
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- | For each Tier, the Base Domain Card will remain the same except for the requirements to advance to the next tier. |