Rules

Reading Domain Cards

Reading Domain Cards

During character creation and as your character levels up, you’ll gain increasingly powerful domain cards, which provide features you can utilize during your adventures.

Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects (which always apply while you hold that card), new abilities to use during downtime or social encounters, or even one-time benefits.

Each domain card includes five elements:

  • Level: The number in the top left of the card indicates the card’s level. You can only choose domain cards of your level or lower.
  • Domain: Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s domains.
  • Recall Cost: The number and lightning bolt in the top right of the card shows its Recall Cost. This doesn’t affect you at character creation, but once you reach level 5, you’ll have more cards than space in your loadout (your set of five active cards; see the “Loadout and Vault” section in chapter 2). You can normally only move an inactive card from your vault to your loadout during downtime, but you can mark a number of Stress equal to a card’s Recall Cost to swap it immediately.
  • Type: The card’s type is listed in the center above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically mundane in nature, while spells are magical. Grimoires are unique to the Codex domain and are a collection of smaller spells bundled together. Some game mechanics only apply to certain types of cards.
  • Feature: The text on the bottom half of the card describes its feature, including any special rules you need to follow when you use that card.

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