Carbon
Domain overview
Carbon is an invention-themed Domain, providing a wide variety of science-y abilities. Variety is the central theme of this domain: there are support tools, offensive tools, and tools designed for general creative use. This is technically a martial domain (no Spellcast rolls) but many abilities use Finesse and Knowledge rolls in a spell-like capacity. There are a few recurring mechanics: 1. Cards that interact with downtime moves, especially the ability to refresh exhaustion limits as a downtime move. This simulates the user restocking their supplies during a rest. 2. Cards that have built-in ways for the card to enter your vault, representing your machinery deactivating.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Slime Generator |
You have a curious device that shoots slime.
You have a curious device that shoots slime. Make a Finesse Roll (10) to create a puddle-sized blob of slime and adhere it to any surface Very Close to you. When you create it, choose whether it is slippery, sticky, or gross. When used against an adversary, roll against their difficulty instead. On a success, they are temporarily Restrained and mark Stress. |
0 |
| 1 | Ability | Special Ammo |
After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit: * Homing Ammo: Add a d4 to the attack roll.
After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit:
|
1 |
| 1 | Ability | Stim pack |
You maintain a supply of distinctive medication that can keep an ally in the fight.
You maintain a supply of distinctive medication that can keep an ally in the fight. Once per long rest, you can administer it to yourself or an ally you can touch. They clear 1 Hit Point, clear 1 Stress, and gain one Hope. |
1 |
| 2 | Ability | Bits 'n bolts |
You have a pack filled with assorted tools.
You have a pack filled with assorted tools. Once per session, you can rummage through your pack to find a tool or mundane item ideal for the situation. The next player who makes an action roll with that item can reroll their Hope or Fear die. As a short rest downtime move, you can refresh the exhaustion limit on this card. |
0 |
| 2 | Ability | recon drone |
You have a small, flying drone that can navigate the world independently.
You have a small, flying drone that can navigate the world independently. It can move within Far range of you and relay what it sees and hears. If you have it follow you closely in combat, it can warn you or an ally of an incoming attack: when you or an ally within Very Close range of the drone is attacked, you can spend a Hope to increase that character's evasion by 1d4 against that attack. If the drone is attacked, it falls to the ground and you place this card in your vault. |
3 |
| 3 | Ability | Mold Metal |
Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself.
Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself. On a success:
|
1 |
| 3 | Ability | wild spark |
Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range.
Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range. This might break fragile objects, be used as a signal flare, or cause machinery to become energized or malfunctioning. When used as an attack, roll against the target's difficulty instead. On a success, they take 2d6+6 mag damage, and you can spend a Hope to add any number of additional Conductive targets in range. Creatures are Conductive if they're airborne, wielding man-made items, or are exposed to moisture or metal. |
1 |
| 4 | Ability | augmented specs |
You own a mechanically sophisticated set of goggles.
You own a mechanically sophisticated set of goggles. Activate them to see in the dark with heatvision until the end of the current scene. Additionally, while this effect is active, you can make an Instinct roll(14) to see through a solid object, learn the properties of something unusual, or use this as a telescope or microscope. |
0 |
| 4 | Ability | Finally, a Jetpack |
You have a personal flying device anyone can wear.
You have a personal flying device anyone can wear. It can be outfitted to a character during a rest (no downtime move needed). After its wearer makes an action roll, the GM can spend a Fear to have it run out of fuel. Its wearer descends safely to the ground, and you place this card in your Vault. |
1 |
Domain cards

1
Slime Generator
You have a curious device that shoots slime. Make a Finesse Roll (10) to create a puddle-sized blob of slime and adhere it to any surface Very Close to you. When you create it, choose whether it is slippery, sticky, or gross. When used against an adversary, roll against their difficulty instead. On a success, they are temporarily Restrained and mark Stress.

1
Special Ammo
After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit:
- Homing Ammo: Add a d4 to the attack roll.
- Net Ammo: On a successful attack, the target becomes temporarily Restrained.
- Magic Ammo: On a successful attack, gain a +2 bonus to the damage roll and the target marks a Stress.

1
Stim pack
You maintain a supply of distinctive medication that can keep an ally in the fight. Once per long rest, you can administer it to yourself or an ally you can touch. They clear 1 Hit Point, clear 1 Stress, and gain one Hope.

2
Bits 'n bolts
You have a pack filled with assorted tools. Once per session, you can rummage through your pack to find a tool or mundane item ideal for the situation. The next player who makes an action roll with that item can reroll their Hope or Fear die.
As a short rest downtime move, you can refresh the exhaustion limit on this card.

2
recon drone
You have a small, flying drone that can navigate the world independently. It can move within Far range of you and relay what it sees and hears.
If you have it follow you closely in combat, it can warn you or an ally of an incoming attack: when you or an ally within Very Close range of the drone is attacked, you can spend a Hope to increase that character's evasion by 1d4 against that attack.
If the drone is attacked, it falls to the ground and you place this card in your vault.

3
Mold Metal
Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself. On a success:
- If you target a metal object in the environment, you can mold it into a different shape.
- If you target a metal object that is touching an adversary, they take 2d10+5 phy damage. Additionally, each time they are still touching the hot metal after they act, they take 2d6 phy damage.

3
wild spark
Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range. This might break fragile objects, be used as a signal flare, or cause machinery to become energized or malfunctioning.
When used as an attack, roll against the target's difficulty instead. On a success, they take 2d6+6 mag damage, and you can spend a Hope to add any number of additional Conductive targets in range.
Creatures are Conductive if they're airborne, wielding man-made items, or are exposed to moisture or metal.

4
augmented specs
You own a mechanically sophisticated set of goggles. Activate them to see in the dark with heatvision until the end of the current scene. Additionally, while this effect is active, you can make an Instinct roll(14) to see through a solid object, learn the properties of something unusual, or use this as a telescope or microscope.

4
Finally, a Jetpack
You have a personal flying device anyone can wear. It can be outfitted to a character during a rest (no downtime move needed).
After its wearer makes an action roll, the GM can spend a Fear to have it run out of fuel. Its wearer descends safely to the ground, and you place this card in your Vault.
Finally, a Jetpack
Carbon is an invention-themed Domain, providing a wide variety of science-y abilities. Variety is the central theme of this domain: there are support tools, offensive tools, and tools designed for general creative use. This is technically a martial domain (no Spellcast rolls) but many abilities use Finesse and Knowledge rolls in a spell-like capacity. There are a few recurring mechanics: 1. Cards that interact with downtime moves, especially the ability to refresh exhaustion limits as a downtime move. This simulates the user restocking their supplies during a rest. 2. Cards that have built-in ways for the card to enter your vault, representing your machinery deactivating.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Finally, a Jetpack Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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