Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:domain_cards:start [2025/06/28 19:54] Ron Helwigrules:domain_cards:start [2025/06/28 20:16] (current) – removed Ron Helwig
Line 1: Line 1:
-<< 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 
- 
-**Fury Aspect:** Choose one Aspect. This Aspect powers your Fury Features, including *Unarmored Resolve*. 
- 
-### Core Feature: Unarmored Resolve 
- 
-While you are **not wearing armor**, your **Damage Thresholds** are increased by your Fury Aspect value. 
- 
-> *Playtest note: If this is too strong, try splitting the value between the thresholds as you see fit.* 
- 
-You also gain **+1 maximum Stress**. 
- 
-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* 
- 
---- 
- 
-## Tier 1 Feature Cards 
- 
-### 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**. 
- 
---- 
- 
-### Refocus *(Combat – Active)* 
- 
-**Action Load:** 1   
-Reduce your **Stress by 1**.   
-*No Aspect roll is required.* 
- 
---- 
- 
-### Iron Body *(Passive)* 
- 
-Once per round, when you would take **HP damage**, reduce its **wound severity by one step**: 
- 
-- **Critical** → **Serious**   
-- **Serious** → **Minor**   
-- **Minor** → No HP loss (Stress only) 
- 
-> *Applies after armor or other effects. Cannot reduce Stress damage.* 
- 
---- 
- 
-### Take the Blow *(Team Action – Reactive)* 
- 
-**Action Load:** 1   
-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. 
- 
---- 
- 
-### 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**. 
- 
-Once per day, all allies may benefit from your resilience and ignore these penalties for **one travel scene or hazard**. 
- 
---- 
- 
-### Fearless Presence *(Roleplay – Passive)* 
- 
-When you take an action to **bolster or intimidate**, you may roll using your **Fury Aspect** and gain **Advantage**. 
- 
-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** 
- 
---- 
- 
-## Tier 2 Base Card: Fury Adept 
- 
-### 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 
- 
-Choose **two** Domain Feature Cards from Tier 2. 
- 
-### Requirements to Advance to Tier 3 (complete 4): 
- 
-- Win a battle while suffering a **Critical Wound**   
-- 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   
- 
---- 
- 
-## Tier 2 Feature Cards 
- 
-### 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. 
- 
---- 
- 
-### Roaring Challenge *(Enhancement – Roleplay/Combat Hybrid)* 
- 
-**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 
- 
---- 
- 
-### 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** 
- 
---- 
- 
-### 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. 
- 
-This second attack does **not increase Action Load**, but can only be used **once per round**. 
- 
---- 
- 
-### 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 
- 
---- 
- 
-### No Mercy *(Standalone – Finisher Passive)* 
- 
-When you deal a **Critical Wound**, you may spend **1 Stress** to choose one: 
-- Force a **nearby enemy** to make a morale check (or retreat/falter), **or** 
-- Immediately follow up with a **shove**, **trip**, or **disarm** (no Action Load cost) 
- 
---- 
- 
-## 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 
-- A **combat action** card 
-- An **exploration feature** card 
-- A **roleplay-enhancing** card 
-- A **Team Action** card 
- 
-Some cards should be **active features**, with an **Action Load** cost, while others might be **passive features** that modify things like Attributes, Aspects, or Evasion. 
- 
-For each Tier, the Base Domain Card remains the same except for the requirements to advance to the next tier.