Sweat
Domain overview
Threads : Seasoned traveller (Better movement, rests and experience). Serendipity. Endurance.
Stress management. Very few action rolls.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Go where I please |
You need not spend a hope to cross difficult terrain.
You need not spend a hope to cross difficult terrain. When you should be Restrained, you can roll a d6. On a 5 or 6 you are not Restrained. You have advantage on reaction rolls against environments. |
0 |
| 1 | Ability | Nice footwork! |
You have an advantage on all rolls you make to move.
You have an advantage on all rolls you make to move. When you move, you can mark a stress to deal 1D4 physical damage using your proficiency to all the targets you could have touched. |
0 |
| 1 | Ability | Prey |
You can spend a hope to make a target within far range your prey until your next rest or you choose a new prey.
You can spend a hope to make a target within far range your prey until your next rest or you choose a new prey. You add your proficiency to all your damage rolls against your prey, and you clear a stress if you see your prey get defeated. Mark a stress to add your proficiency to any roll related to your prey. |
1 |
| 2 | Ability | Experienced traveler |
You clear a stress at the end of every rest.
You clear a stress at the end of every rest. When you take a long rest, choose an ally or yourself : The target can make an extra rest move. Describe how your experience helped your ally or saved your party time. |
1 |
| 2 | Ability | I got what we need! |
Spend 2 hope to choose one of the following options : - present or find an object appropriate for your present predicament (like a rope if you're trying to climb something), which will break after it's used or at the end of the scene.
Spend 2 hope to choose one of the following options :
|
1 |
| 3 | Ability | Resourcefulness |
When you finish a long rest, roll a number of D12 on the common items table equal to your proficiency.
When you finish a long rest, roll a number of D12 on the common items table equal to your proficiency. You create all those objects in an imperfect form, and they break down when you take a long rest. You cannot place this card into your Vault unless you pay its recall cost. |
1 |
| 3 | Ability | Tricks up my sleeves |
When you finish a long rest, clear all tokens on this card, and place a number of tokens equal to your Instinct.
When you finish a long rest, clear all tokens on this card, and place a number of tokens equal to your Instinct. You can spend a token to clear a stress on a target within melee range or grant it advantage on its next roll. |
1 |
| 4 | Ability | Cooperation |
When you help an ally, add +1 to the roll.
When you help an ally, add +1 to the roll. You can mark a stress to add another +1. When you do a group roll or a tag team roll, add +1 to the final roll. When you initiate a successful tag team, you and your ally each gain a hope and clear a stress. |
1 |
| 4 | Ability | Recalled expertise |
Once per session, you can spend a hope to add an experience after a roll or flip your hope and fear dice.
Once per session, you can spend a hope to add an experience after a roll or flip your hope and fear dice. Recount how you've been in a similar situation before and how this helped you in this one. |
0 |
| 5 | Ability | Enduring |
Substract your tier from all damage rolls against you.
Substract your tier from all damage rolls against you. When you mark a hit point, you can mark 2 stress instead. |
1 |
| 5 | Ability | Terminal velocity |
When you move before an attack, you add damage to the attack based on how far you moved :
When you move before an attack, you add damage to the attack based on how far you moved :
|
0 |
| 6 | Ability | Better tomorrows, but today! |
Mark a stress to clear a temporary condition on yourself.
Mark a stress to clear a temporary condition on yourself. If you successfully remove a condition this way, gain a hope. Once per long rest, you can mark a stress to clear a hit point. |
0 |
| 6 | Ability | Horrors of the road |
When you have a few minutes of peace to talk about a horrific experience and find solace to mitigate it, clear a scar on yourself or an ally.
When you have a few minutes of peace to talk about a horrific experience and find solace to mitigate it, clear a scar on yourself or an ally. You then both gain 2 hope or clear 2 stress. When you use this card, you must place it into your vault until your tier increases. |
0 |
| 7 | Ability | Elusiveness |
When you take this card, increase your Evasion by 1 permanently, then place this card into your Vault permanently.
When you take this card, increase your Evasion by 1 permanently, then place this card into your Vault permanently. |
0 |
| 7 | Ability | Sweat touched |
While 4 or more cards in your loadout are from the Sweat domain, you gain the following benefits :
While 4 or more cards in your loadout are from the Sweat domain, you gain the following benefits :
|
1 |
| 8 | Ability | All will be well |
Remove all tokens from this card at the start of a session.
Remove all tokens from this card at the start of a session. When you or an ally within close range gain at least a hope, place a token on this card. You can spend 1 hope and 6 tokens to have the GM remove 1 fear or add or substract 1 to a consequence counter in your favour. |
2 |
| 8 | Ability | Turn of events |
Remove all tokens from this card at the start of a session.
Remove all tokens from this card at the start of a session. When you mark any number of hit points, add as many tokens on this card, up to your proficiency. When you clear any number of hit points or stress, you can spend a token to clear a stress. When you succeed on an attack roll, you can spend any number of tokens to add that many D4 to the damage roll. |
2 |
| 9 | Ability | Athlete emeritus |
Once per session, you can narrate how you focus yourself to reach a higher physical potential.
Once per session, you can narrate how you focus yourself to reach a higher physical potential. Mark a stress to gain the following benefits until the end of the scene :
|
2 |
| 9 | Ability | Story |
Once per session, you can share a story on a difficult moment you overcame in the past.
Once per session, you can share a story on a difficult moment you overcame in the past. You and your allies within close range clear a hit point and a stress, and gain a hope. When you use this card, you can place it your Vault to immediately recall a card with a recall cost of 2 or less for free. |
1 |
| 10 | Ability | Superhuman effort |
You can initiate a tag team by yourself.
You can initiate a tag team by yourself. When you participate in a tag team, you can mark a stress to make an extra move during this tag team. When you do so the GM gains a fear. When you place this card into your Vault, you can spend a hope to clear a stress or an armor slot. |
2 |
| 10 | Ability | Unlimited freedom |
You add your proficiency to every reaction roll.
You add your proficiency to every reaction roll. When you move, you can consider far range as close range and close range as far range as benefits you. |
1 |
Domain cards
1
Go where I please
You need not spend a hope to cross difficult terrain.
When you should be Restrained, you can roll a d6. On a 5 or 6 you are not Restrained.
You have advantage on reaction rolls against environments.
1
Nice footwork!
You have an advantage on all rolls you make to move.
When you move, you can mark a stress to deal 1D4 physical damage using your proficiency to all the targets you could have touched.
1
Prey
You can spend a hope to make a target within far range your prey until your next rest or you choose a new prey.
You add your proficiency to all your damage rolls against your prey, and you clear a stress if you see your prey get defeated.
Mark a stress to add your proficiency to any roll related to your prey.
2
Experienced traveler
You clear a stress at the end of every rest.
When you take a long rest, choose an ally or yourself : The target can make an extra rest move.
Describe how your experience helped your ally or saved your party time.
2
I got what we need!
Spend 2 hope to choose one of the following options :
- present or find an object appropriate for your present predicament (like a rope if you're trying to climb something), which will break after it's used or at the end of the scene. This object may grant an advantage to rolls or enable an action.
- Automatically clear a temporary condition on a target within melee range without rolling.
- Clear a stress on a target within melee range.
3
Resourcefulness
When you finish a long rest, roll a number of D12 on the common items table equal to your proficiency.
You create all those objects in an imperfect form, and they break down when you take a long rest.
You cannot place this card into your Vault unless you pay its recall cost.
3
Tricks up my sleeves
When you finish a long rest, clear all tokens on this card, and place a number of tokens equal to your Instinct.
You can spend a token to clear a stress on a target within melee range or grant it advantage on its next roll.
4
Cooperation
When you help an ally, add +1 to the roll. You can mark a stress to add another +1.
When you do a group roll or a tag team roll, add +1 to the final roll.
When you initiate a successful tag team, you and your ally each gain a hope and clear a stress.
4
Recalled expertise
Once per session, you can spend a hope to add an experience after a roll or flip your hope and fear dice.
Recount how you've been in a similar situation before and how this helped you in this one.
5
Enduring
Substract your tier from all damage rolls against you.
When you mark a hit point, you can mark 2 stress instead.
5
Terminal velocity
When you move before an attack, you add damage to the attack based on how far you moved :
- Very close : +1D4 +1
- Close : +1D6 +1
- Far : +1D8 +2
- Very far : +1D10 +2
6
Better tomorrows, but today!
Mark a stress to clear a temporary condition on yourself. If you successfully remove a condition this way, gain a hope.
Once per long rest, you can mark a stress to clear a hit point.
6
Horrors of the road
When you have a few minutes of peace to talk about a horrific experience and find solace to mitigate it, clear a scar on yourself or an ally. You then both gain 2 hope or clear 2 stress.
When you use this card, you must place it into your vault until your tier increases.
7
Elusiveness
When you take this card, increase your Evasion by 1 permanently, then place this card into your Vault permanently.
7
Sweat touched
While 4 or more cards in your loadout are from the Sweat domain, you gain the following benefits :
- Your stress and hit point maximums increase by 1
- Your damage thresholds increase by 2
8
All will be well
Remove all tokens from this card at the start of a session.
When you or an ally within close range gain at least a hope, place a token on this card.
You can spend 1 hope and 6 tokens to have the GM remove 1 fear or add or substract 1 to a consequence counter in your favour.
8
Turn of events
Remove all tokens from this card at the start of a session.
When you mark any number of hit points, add as many tokens on this card, up to your proficiency.
When you clear any number of hit points or stress, you can spend a token to clear a stress.
When you succeed on an attack roll, you can spend any number of tokens to add that many D4 to the damage roll.
9
Athlete emeritus
Once per session, you can narrate how you focus yourself to reach a higher physical potential. Mark a stress to gain the following benefits until the end of the scene :
- You can move to very far range without a roll or a spending ressources.
- You cannot fail a roll to catch up to a creature.
- You climb and swim as well as you walk.
- You have +2 to rolls related to throwing something.
9
Story
Once per session, you can share a story on a difficult moment you overcame in the past. You and your allies within close range clear a hit point and a stress, and gain a hope.
When you use this card, you can place it your Vault to immediately recall a card with a recall cost of 2 or less for free.
10
Superhuman effort
You can initiate a tag team by yourself. When you participate in a tag team, you can mark a stress to make an extra move during this tag team.
When you do so the GM gains a fear.
When you place this card into your Vault, you can spend a hope to clear a stress or an armor slot.
10
Unlimited freedom
You add your proficiency to every reaction roll.
When you move, you can consider far range as close range and close range as far range as benefits you.
Unlimited freedom
Threads : Seasoned traveller (Better movement, rests and experience). Serendipity. Endurance.
Stress management. Very few action rolls.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Unlimited freedom 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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