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rules:domains [2025/06/18 19:47] – created Ron Helwig | rules:domains [2025/06/28 17:19] (current) – Ron Helwig | ||
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- | ====== | + | # 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' | ||
+ | - 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 | ||
+ | |||
+ | ## 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' | ||
+ | |||
+ | ## 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](./ |