Strategy
Domain overview
A domain built around the art of battle. Strategists not only plan for each battle accordingly, but can adapt to dire scenarios and can turn what looks like a crushing defeat into a victory in the blink of an eye.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Strength in Numbers |
Once per scene, when you or an ally within Close range succeed on a roll, you can choose one adversary within Close range to mark a Stress.
Once per scene, when you or an ally within Close range succeed on a roll, you can choose one adversary within Close range to mark a Stress. |
1 |
| 1 | Ability | Sure Plan |
When you state a clear plan or order aloud, you and any ally who commits to following it gains a bonus to their next roll made in service of that plan equal to your Tier.
When you state a clear plan or order aloud, you and any ally who commits to following it gains a bonus to their next roll made in service of that plan equal to your Tier. |
1 |
| 1 | Ability | Words of Wisdom |
You can spend a Hope to Help an Ally from Far range instead of Close, so long as you can be seen or heard by them.
You can spend a Hope to Help an Ally from Far range instead of Close, so long as you can be seen or heard by them. |
1 |
| 2 | Ability | Knowledgeable Leader |
When you make a Presence Roll, you can spend a Hope to add your Knowledge to the roll.Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.
When you make a Presence Roll, you can spend a Hope to add your Knowledge to the roll. Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition. |
1 |
| 2 | Ability | Strategic Approach |
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1).
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
When you take a long rest, clear all unspent tokens. |
1 |
| 3 | Ability | Lean On Me |
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress. |
1 |
| 3 | Ability | Tactician |
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.When making a Tag Team Roll, you can roll a d20 as your Hope Die.
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die. When making a Tag Team Roll, you can roll a d20 as your Hope Die. |
0 |
| 4 | Ability | Anticipation |
Once per rest, when an adversary attacks an ally within Far range, mark a Stress to call out a warning and choose one of the following:Grant that ally advantage on their reaction roll.Grant an ally a bonus to their Evasion equal to your Tier.
Once per rest, when an adversary attacks an ally within Far range, mark a Stress to call out a warning and choose one of the following:
|
0 |
| 4 | Ability | Formation |
Once per session, you may mark a Stress to lead a formation.
Once per session, you may mark a Stress to lead a formation. Choose one of the following to grant to yourself and up to 4 allies of your choice within Far range for the rest of the Scene:
If someone in the formation isn't within Far range of another in the formation, it ends early for all participants. Additionally, if a participant is killed, the effect ends early. |
1 |
| 5 | Ability | Not On My Watch |
When an ally within Far range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.
When an ally within Far range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die. |
1 |
| 5 | Ability | Studied Soldier |
When observing a creature, you can make an Knowledge Roll against them.
When observing a creature, you can make an Knowledge Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
Additionally on a success, you can mark a Stress to remove a Fear from the GM’s Fear Pool. |
0 |
| 6 | Ability | Quick Recovery |
During a short rest, you can choose a long rest downtime move instead.
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same. |
1 |
| 9 | Ability | I SAID ADVANCE GODDAMMIT! |
While you have this card active, gain a +1 bonus to all of your character traits.When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result.
While you have this card active, gain a +1 bonus to all of your character traits. When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then, every ally within Far range gains 3 Hope. Then place this card in your vault, and retain the +1 bonus to your character traits until the end of the scene. |
2 |
| 9 | Ability | Lead by Example |
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies.
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope. |
2 |
Domain cards
1
Strength in Numbers
Once per scene, when you or an ally within Close range succeed on a roll, you can choose one adversary within Close range to mark a Stress.
1
Sure Plan
When you state a clear plan or order aloud, you and any ally who commits to following it gains a bonus to their next roll made in service of that plan equal to your Tier.
1
Words of Wisdom
You can spend a Hope to Help an Ally from Far range instead of Close, so long as you can be seen or heard by them.
2
Knowledgeable Leader
When you make a Presence Roll, you can spend a Hope to add your Knowledge to the roll.
Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.
2
Strategic Approach
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
You make the attack with advantage.
You clear a Stress on an ally within Far range of the adversary.
You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
3
Lean On Me
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.
3
Tactician
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d20 as your Hope Die.
4
Anticipation
Once per rest, when an adversary attacks an ally within Far range, mark a Stress to call out a warning and choose one of the following:
Grant that ally advantage on their reaction roll.
Grant an ally a bonus to their Evasion equal to your Tier.
4
Formation
Once per session, you may mark a Stress to lead a formation. Choose one of the following to grant to yourself and up to 4 allies of your choice within Far range for the rest of the Scene:
Mobility Formation - Immediately move up to Very Far range. You no longer need to make an Agility roll to move up to Very Far range.
Defensive Formation - Gain +1 to Agility reaction rolls and Evasion.
Offensive Formation - Gain a bonus to your Attack rolls equal to the leader's Knowledge.
If someone in the formation isn't within Far range of another in the formation, it ends early for all participants. Additionally, if a participant is killed, the effect ends early.
5
Not On My Watch
When an ally within Far range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.
5
Studied Soldier
When observing a creature, you can make an Knowledge Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
Their unmarked Hit Points and Stress.
Their Difficulty and damage thresholds.
Their tactics and standard attack damage dice.
Their features and Experiences.
Additionally on a success, you can mark a Stress to remove a Fear from the GM’s Fear Pool.
6
Quick Recovery
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.
9
I SAID ADVANCE GODDAMMIT!
While you have this card active, gain a +1 bonus to all of your character traits.
When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then, every ally within Far range gains 3 Hope.
Then place this card in your vault, and retain the +1 bonus to your character traits until the end of the scene.
9
Lead by Example
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.
Lead by Example
A domain built around the art of battle. Strategists not only plan for each battle accordingly, but can adapt to dire scenarios and can turn what looks like a crushing defeat into a victory in the blink of an eye.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Lead by Example Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.
