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rules:domains [2025/06/19 23:53] – 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 advancement. Instead of choosing a class, each character selects two Domains that reflect | + | Domains are the heart of character customization and growth. |
+ | Instead of choosing a class, each character selects | ||
- | ===== What is a Domain? | + | ## What Is a Domain? |
- | A Domain is a themed set of abilities and features. It represents a powerful influence or training that shapes a character’s style. Some Domains are martial (like Warrior or Duelist), others magical (like Sorcerer or Elementalist), | + | |
- | Each Domain provides: | + | A **Domain** is a themed |
- | * A **Base Card** – your starting feature and core identity | + | |
- | * A set of **Feature Cards** – additional | + | |
- | * A **Progression Path** – unique requirements to reach higher tiers | + | |
- | Characters begin with **two Domains**. This creates endless combinations while keeping early play approachable and easy to manage. | + | Domains |
- | ===== Domain Tiers ===== | + | - **Martial** – like *Warrior* or *Duelist* |
- | Domains are divided into **Tiers**, each representing greater mastery and access to stronger abilities: | + | - **Magical** – like *Elementalist* or *Sorcerer* |
- | | + | - **Spiritual |
- | | + | |
- | | + | |
- | | + | |
- | You can advance each Domain | + | Each Domain |
- | ===== Choosing Features ===== | + | - A **Base Card** for each tier – your domain' |
- | When you gain a Domain or reach a new Tier, you select additional feature cards from that Domain’s options. Most Domains have 5–6 feature cards per Tier, but you only choose | + | - A set of **Feature Cards** |
+ | - A **Progression Path** – requirements for unlocking new tiers | ||
- | Each feature card uses one of your Aspects and typically includes: | + | 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 |
- | * An **Action Cost** | + | |
- | * A defined **Effect** or trigger | + | |
- | * A **Spell or Power Type** tag, if applicable | + | |
- | * A spot to write the linked **Aspect value** | + | |
- | ===== Customizing the World ===== | + | Players begin with **two Domains**, allowing |
- | GMs are encouraged to curate which Domains | + | |
- | You can: | + | ## Domain Tiers |
- | * Restrict Domains to match your world (e.g., no Divine magic in a low-faith setting) | + | |
- | * Create custom Domains to represent local factions or philosophies | + | |
- | * Introduce new Domains as story rewards | + | |
- | ===== Unlocking a Third Domain ===== | + | Domains are divided into **Tiers**, reflecting your mastery: |
- | As part of long-term progression, | + | |
- | ===== More Info ===== | + | - **Initiate** (Tier 1) – Begin with the Base Card and 2 Feature Cards |
- | See [[rules:domain_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](./domain_cards: | ||