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rules:domains [2025/06/18 19:47] – created Ron Helwigrules:domains [2025/06/28 17:19] (current) Ron Helwig
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 << rules:team_actions ^ rules:start ^ rules:domain_cards:start >> << rules:team_actions ^ rules:start ^ rules:domain_cards:start >>
  
-====== Domains ======+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 abilities and features that reflect a powerful influence, training, or innate power. 
 + 
 +Domains might be: 
 + 
 +- **Martial** – like *Warrior* or *Duelist* 
 +- **Magical** – like *Elementalist* or *Sorcerer* 
 +- **Spiritual or Abstract** – like *Trickster* or *Spirit-Touched* 
 + 
 +Each Domain includes: 
 + 
 +- A **Base Card** for each tier – your domain's identity 
 +- A set of **Feature Cards** – additional powers you choose from 
 +- A **Progression Path** – requirements for unlocking new tiers 
 + 
 +It is expected that game masters will add lore appropriate to their campaign setting for each domain, but it isn't required. It might even be better if the player(s) using a domain create their own lore! 
 + 
 +Players begin with **two Domains**, allowing for endless combinations without overwhelming complexity. 
 + 
 +## Domain Tiers 
 + 
 +Domains are divided into **Tiers**, reflecting your mastery: 
 + 
 +- **Initiate** (Tier 1) – Begin with the Base Card and 2 Feature Cards 
 +- **Proficient** (Tier 2) – New Feature Cards become available and you can have a total of 4 
 +- **Expert** (Tier 3) – More new Feature Cards become available and you can have a total of 7 
 +- **Master** (Tier 4) – Epic-level powers for advanced play - pick 10 cards from the complete set of Domain Feature Cards 
 + 
 +Each tier's Base Card has a list of requirements for advancing to the next tier. You may progress in each Domain independently. For example, one Domain may reach Tier 3 while the other stays at Tier 1. 
 + 
 +## Choosing Features 
 + 
 +When you gain a Domain or level it up, you choose new **Feature Cards** from that Domain’s list. 
 + 
 +Most Domains offer **5–6 Feature Cards per Tier**, but you’ll typically select **only a subset**—ensuring builds stay focused and unique. 
 + 
 +Each Feature Card includes: 
 + 
 +- An **Action Cost** (in Action Load or d4s) 
 +- A clearly defined **Effect** or trigger 
 +- A **Power Tag** (e.g., *Arcane*, *Divine*, *Nature*) 
 +- A line to write in the relevant **Aspect value** (e.g., *Discipline 6* or *Finesse 7*) 
 + 
 +## Customizing the World 
 + 
 +GMs are encouraged to curate the available Domains to match the setting. 
 + 
 +Ideas include: 
 + 
 +- **Limiting** Domains by tone or region   
 +  (e.g., no *Divine* Domains in a faithless world) 
 +- **Creating** custom Domains tied to factions, cultures, or philosophies 
 +- **Rewarding** Domains as gifts or story progress 
 + 
 +Domain availability can define much of your world’s flavor and power structure. 
 + 
 +## Unlocking a Third Domain 
 + 
 +With major progress—often tied to story arcs, personal quests, or milestone rests—a character may unlock a **third Domain**. 
 + 
 +This reflects a major transformation or the discovery of new potential, and should feel significant. It might refine the character's progression like subclasses do in some systems, or it might be a complete change of course for the character's journey. 
 + 
 +## Feature Card Terminology 
 + 
 +Any ability-granting card is called a **Feature Card**. This includes: 
 + 
 +- **Domain Cards** 
 +- **Species Cards** 
 +- **Community Cards** 
 +- **Background Cards** 
 +- ...and more 
 + 
 +All Feature Cards follow similar formatting, enabling consistent rules and ease of use. 
 + 
 +## See Also 
 + 
 +- [Domain Cards](./domain_cards:start) – for full Domain listings and templates