COG
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Domain overview
The cog domain is all about using your inventive skills to aid your allies and cause chaos on the battlefield.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Deployable Bombs |
You have learned how to transform even ordinary items into dangerous explosives, and change your primary weapon to the following while this card is in your hand.
You have learned how to transform even ordinary items into dangerous explosives, and change your primary weapon to the following while this card is in your hand. Deployable Bombs | knowledge | close range | d8+2*(your tier) magical | Burden: One-Handed | Feature: Explosive: when you hit a target, enemies within very close range of them take 1d4 magical damage. |
1 |
| 1 | Ability | Multi Purpose Wrench |
Spend 1 Hope when making an action roll with your experience to change your hope die to a d20, but only if the purpose of the roll is related to some mechanism, such as a lock, a pulley, or a hinge.
Spend 1 Hope when making an action roll with your experience to change your hope die to a d20, but only if the purpose of the roll is related to some mechanism, such as a lock, a pulley, or a hinge. Describe how a tool you have at hand would be useful to the roll. You can use this to help an ally using their experience making their Hope Die a d20. |
0 |
| 1 | Ability | Proficient Expertise |
When you roll with experience you can add your proficiency to the roll.
When you roll with experience you can add your proficiency to the roll. |
1 |
| 2 | Ability | Hasty Copy |
Once per Rest take a consumable you or an ally has in their inventory and make a temporary double of it using the original.
Once per Rest take a consumable you or an ally has in their inventory and make a temporary double of it using the original. This copy lasts until a long rest, then it is destroyed. You can only copy an item once. |
2 |
| 2 | Ability | Homing Missile |
Make a Knowledge Action Roll against your target’s difficulty to fire a homing missile up to Very Far Range, for every step above melee range the target, add +1 to your roll as the missile has more time to calculate its trajectory.
Make a Knowledge Action Roll against your target’s difficulty to fire a homing missile up to Very Far Range, for every step above melee range the target, add +1 to your roll as the missile has more time to calculate its trajectory. On a hit deal d6 magical damage equal to how many steps above melee range the missile has travelled very close - 1d6, close - 2d6, far - 3d6, very far - 4d6. Then add your knowledge to the damage |
3 |
| 2 | Ability | Red Rulers Bomb |
Plant a bomb on an object or a target within Very Close range, creatures within very close range of the bomb must make a reaction roll (15) to notice the bomb.
Plant a bomb on an object or a target within Very Close range, creatures within very close range of the bomb must make a reaction roll (15) to notice the bomb. Spend 1 Hope to detonate the bomb initiating a countdown of 2. Every time an action roll or reaction roll is made deduct 1 from the countdown, on 0 the bomb explodes, Creatures within Very Close Range of the bomb must make a Reaction Roll (15) on a failure it deals d12 magical damage equal to your proficiency, on a success it deals half damage. |
3 |
| 3 | Ability | Forged with Experience |
Add one of your experience modifiers to your thresholds.
Add one of your experience modifiers to your thresholds. Each of your allies gains +1 to their armor score while this card is in your hand. |
2 |
| 3 | Ability | Intermediate Tinkerer |
When you use the “work on a project” downtime option, pick a weapon you or your party has.
When you use the “work on a project” downtime option, pick a weapon you or your party has. Pick 1: Change its trait, Give it an extra feature from a primary weapon you or a party member owns. This weapon is considered modified, after you tinker with this object it can never be modified again. |
0 |
| 4 | Ability | Forged Weapon |
Make your own signature weapon something custom fit to your hand, describe how it works and how it looks, it uses whatever trait you wish.
Make your own signature weapon something custom fit to your hand, describe how it works and how it looks, it uses whatever trait you wish. Choose one of the following as your Primary Weapon while this card is in your hand. Melee | d12+d6 physical | Two-Handed| Overclock: Mark 1 Stress to increase this weapon’s damage dice by 1 step for your next attack. This weapon does not benefit from critical hits, instead you either fail or succeed with hope. Close | d8+d8 physical | Two-Handed | Triple Threat: Mark 2 Stress to add d8s of physical damage equal to your proficiency for your next attack. This weapon does not benefit from critical hits, instead you either fail or succeed with hope. Very Far | d12+Trait Modifier Physical | Two-Handed | Marksman: Mark 1 Stress before you make an Action Roll to hit your enemy, if your hope die is 1 number greater than your fear die it counts as a critical hit. |
0 |
| 4 | Ability | Spider Mines |
Spend 3 Hope, Place 3 spider mines on the ground, they speed up as they walk forward and they can climb walls and jump.
Spend 3 Hope, Place 3 spider mines on the ground, they speed up as they walk forward and they can climb walls and jump. Place a countdown of 4 and subtract 1 from this countdown for each step closer than Very Far Range the enemy is to you. (Enemy is very far is 4 countdown, far 3, close 2, very close 1, melee 0). Subtract 1 from this countdown whenever the GM makes a GM move. When this countdown reaches 0 the Spider mines explode dealing d12+(your knowledge) magical damage equal to your proficiency to all creatures within very close range of the target. The spider mines can be targeted, killed and deactivated by taking any amount of damage. Their difficulty is (12) |
3 |
| 5 | Ability | Dangerous Augment |
Choose one weapon, equipment, or ability card that deals damage in some way from yourself or an ally.
Choose one weapon, equipment, or ability card that deals damage in some way from yourself or an ally. Augment it with one of the following. You can change what weapon, equipment, or ability card is affected by this card during a Long Rest. Poisonous: When you force the enemy to mark 1 or more HP with what this card is augmenting, they become temporarily poisoned taking 1d4 magic damage every time they make an action roll and becoming vulnerable until the condition ends. To stop being poisoned they must make a Reaction Roll (20) Scalding: When you force the enemy to mark 1 or more HP with what this card is augmenting they must also mark a stress. Electrified: When you force the enemy to mark 1 or more HP with what this card is augmenting they become temporarily electrified. An electrified enemy has to roll an action roll (18) to stop being electrified when they are highlighted, they cannot take any other actions. |
1 |
| 5 | Ability | Experienced Tinkerer |
When you use the “work on a project” downtime option, pick an item or equipment you or your party has.
When you use the “work on a project” downtime option, pick an item or equipment you or your party has. Pick 1: Permanently add one of your experience modifiers to the damage, bring up the damage die up one step up to a max of d12, bring the range of the weapon up by one step up to far range. Increase a resource it gives by 1 such as Minor Healing Potion 1d4 to 1d4+1. Or decrease its hope or stress cost to use it by 1 to a minimum of 1. This weapon is considered modified, after you tinker with this object it can never be modified again. |
0 |
| 6 | Ability | AMP |
The Anti Magical Pulse disturbs the fields of magic in Far Range around you dispelling them.
The Anti Magical Pulse disturbs the fields of magic in Far Range around you dispelling them. Make a Knowledge Reaction Roll if a magical instance you want to stop activates, or a Knowledge Action Roll against a difficulty your GM sets for any consistent magical instance, on a success all magical effects in a Far Range stop and its consequences are avoided, and this card is placed in the vault. |
2 |
| 6 | Ability | Drones |
Have flying drones circle around within close range of you, an ally or an enemy.
Have flying drones circle around within close range of you, an ally or an enemy. Whenever you or an ally forces an enemy to mark a Hit Point within Close Range of a Drone, deal an extra HP of damage to the enemy. You can as well see and hear through these drones. |
1 |
| 7 | Ability | Box of Scraps |
Quickly augment yourself or an ally with an exoskeleton, While wearing the suit they gain a boost to their thresholds equal to twice your knowledge and gain 3 Armor Slots.
Quickly augment yourself or an ally with an exoskeleton, While wearing the suit they gain a boost to their thresholds equal to twice your knowledge and gain 3 Armor Slots. The Suit breaks either when they mark 3 armor slots, or when the scene ends, or if they choose to remove it. Regardless, once the suit breaks they Clear 3 Stress. |
2 |
| 7 | Ability | Cog Touched |
When you have 4 or more cog cards in your hand you gain the following effects: All damage die from spells and ability cards are upgraded by one step up to d20.
When you have 4 or more cog cards in your hand you gain the following effects: All damage die from spells and ability cards are upgraded by one step up to d20. When you use an armor slot to completely negate damage you Clear a Stress. |
2 |
| 8 | Ability | Hasty Generation |
Pick any item or consumable your GM allows, Once per Long Rest, make a temporary copy of it until the end of the scene, any effects of it only last until your next rest.
Pick any item or consumable your GM allows, Once per Long Rest, make a temporary copy of it until the end of the scene, any effects of it only last until your next rest. |
3 |
| 8 | Ability | Recursive Redundancy |
When one you fail an action roll describes a fail-safe you have just in case this happens, vault this card and re-roll using a d20 as your hope die.
When one you fail an action roll describes a fail-safe you have just in case this happens, vault this card and re-roll using a d20 as your hope die. |
4 |
| 9 | Ability | Mechanical Evolution |
Whilst this card is in your hand you enhance yourself and your allies in some form, you can all choose to either have a +2 to one of your traits, a +1 to proficiency, +3 armor slots, an increase of 8 to both your thresholds, or an extra Stress and Hit-Point.
Whilst this card is in your hand you enhance yourself and your allies in some form, you can all choose to either have a +2 to one of your traits, a +1 to proficiency, +3 armor slots, an increase of 8 to both your thresholds, or an extra Stress and Hit-Point. |
1 |
| 9 | Ability | Overcharge |
Once per Long Rest Spend 3 Hope to overcharge, then pick an ability, spell, weapon, or equipment that has a dice value step up that die to a d100 for that roll.
Once per Long Rest Spend 3 Hope to overcharge, then pick an ability, spell, weapon, or equipment that has a dice value step up that die to a d100 for that roll. |
2 |
| 10 | Ability | Magnum Opus |
You manufacture an inter-dimensional factory inside your pockets, instead of having to spend a downtime move to work on a project, your projects automatically progress when you rest.
You manufacture an inter-dimensional factory inside your pockets, instead of having to spend a downtime move to work on a project, your projects automatically progress when you rest. Additionally Once per Long Rest you can take all of your inventions that you have currently crafted and make them into an amalgamation with all of them and give it to one person. |
0 |
Domain cards
1
Deployable Bombs
You have learned how to transform even ordinary items into dangerous explosives, and change your primary weapon to the following while this card is in your hand.
Deployable Bombs | knowledge | close range | d8+2*(your tier) magical | Burden: One-Handed | Feature: Explosive: when you hit a target, enemies within very close range of them take 1d4 magical damage.
1
Multi Purpose Wrench
Spend 1 Hope when making an action roll with your experience to change your hope die to a d20, but only if the purpose of the roll is related to some mechanism, such as a lock, a pulley, or a hinge. Describe how a tool you have at hand would be useful to the roll. You can use this to help an ally using their experience making their Hope Die a d20.
1
Proficient Expertise
When you roll with experience you can add your proficiency to the roll.
2
Hasty Copy
Once per Rest take a consumable you or an ally has in their inventory and make a temporary double of it using the original. This copy lasts until a long rest, then it is destroyed. You can only copy an item once.
2
Homing Missile
Make a Knowledge Action Roll against your target’s difficulty to fire a homing missile up to Very Far Range, for every step above melee range the target, add +1 to your roll as the missile has more time to calculate its trajectory. On a hit deal d6 magical damage equal to how many steps above melee range the missile has travelled very close - 1d6, close - 2d6, far - 3d6, very far - 4d6. Then add your knowledge to the damage
2
Red Rulers Bomb
Plant a bomb on an object or a target within Very Close range, creatures within very close range of the bomb must make a reaction roll (15) to notice the bomb. Spend 1 Hope to detonate the bomb initiating a countdown of 2. Every time an action roll or reaction roll is made deduct 1 from the countdown, on 0 the bomb explodes, Creatures within Very Close Range of the bomb must make a Reaction Roll (15) on a failure it deals d12 magical damage equal to your proficiency, on a success it deals half damage.
3
Forged with Experience
Add one of your experience modifiers to your thresholds. Each of your allies gains +1 to their armor score while this card is in your hand.
3
Intermediate Tinkerer
When you use the “work on a project” downtime option, pick a weapon you or your party has. Pick 1: Change its trait, Give it an extra feature from a primary weapon you or a party member owns. This weapon is considered modified, after you tinker with this object it can never be modified again.
4
Forged Weapon
Make your own signature weapon something custom fit to your hand, describe how it works and how it looks, it uses whatever trait you wish. Choose one of the following as your Primary Weapon while this card is in your hand.
Melee | d12+d6 physical | Two-Handed| Overclock: Mark 1 Stress to increase this weapon’s damage dice by 1 step for your next attack. This weapon does not benefit from critical hits, instead you either fail or succeed with hope.
Close | d8+d8 physical | Two-Handed | Triple Threat: Mark 2 Stress to add d8s of physical damage equal to your proficiency for your next attack. This weapon does not benefit from critical hits, instead you either fail or succeed with hope.
Very Far | d12+Trait Modifier Physical | Two-Handed | Marksman: Mark 1 Stress before you make an Action Roll to hit your enemy, if your hope die is 1 number greater than your fear die it counts as a critical hit.
4
Spider Mines
Spend 3 Hope, Place 3 spider mines on the ground, they speed up as they walk forward and they can climb walls and jump. Place a countdown of 4 and subtract 1 from this countdown for each step closer than Very Far Range the enemy is to you. (Enemy is very far is 4 countdown, far 3, close 2, very close 1, melee 0). Subtract 1 from this countdown whenever the GM makes a GM move. When this countdown reaches 0 the Spider mines explode dealing d12+(your knowledge) magical damage equal to your proficiency to all creatures within very close range of the target. The spider mines can be targeted, killed and deactivated by taking any amount of damage. Their difficulty is (12)
5
Dangerous Augment
Choose one weapon, equipment, or ability card that deals damage in some way from yourself or an ally. Augment it with one of the following. You can change what weapon, equipment, or ability card is affected by this card during a Long Rest.
Poisonous: When you force the enemy to mark 1 or more HP with what this card is augmenting, they become temporarily poisoned taking 1d4 magic damage every time they make an action roll and becoming vulnerable until the condition ends. To stop being poisoned they must make a Reaction Roll (20)
Scalding: When you force the enemy to mark 1 or more HP with what this card is augmenting they must also mark a stress.
Electrified: When you force the enemy to mark 1 or more HP with what this card is augmenting they become temporarily electrified. An electrified enemy has to roll an action roll (18) to stop being electrified when they are highlighted, they cannot take any other actions.
5
Experienced Tinkerer
When you use the “work on a project” downtime option, pick an item or equipment you or your party has. Pick 1: Permanently add one of your experience modifiers to the damage, bring up the damage die up one step up to a max of d12, bring the range of the weapon up by one step up to far range. Increase a resource it gives by 1 such as Minor Healing Potion 1d4 to 1d4+1. Or decrease its hope or stress cost to use it by 1 to a minimum of 1. This weapon is considered modified, after you tinker with this object it can never be modified again.
6
AMP
The Anti Magical Pulse disturbs the fields of magic in Far Range around you dispelling them. Make a Knowledge Reaction Roll if a magical instance you want to stop activates, or a Knowledge Action Roll against a difficulty your GM sets for any consistent magical instance, on a success all magical effects in a Far Range stop and its consequences are avoided, and this card is placed in the vault.
6
Drones
Have flying drones circle around within close range of you, an ally or an enemy. Whenever you or an ally forces an enemy to mark a Hit Point within Close Range of a Drone, deal an extra HP of damage to the enemy. You can as well see and hear through these drones.
7
Box of Scraps
Quickly augment yourself or an ally with an exoskeleton, While wearing the suit they gain a boost to their thresholds equal to twice your knowledge and gain 3 Armor Slots. The Suit breaks either when they mark 3 armor slots, or when the scene ends, or if they choose to remove it. Regardless, once the suit breaks they Clear 3 Stress.
7
Cog Touched
When you have 4 or more cog cards in your hand you gain the following effects: All damage die from spells and ability cards are upgraded by one step up to d20. When you use an armor slot to completely negate damage you Clear a Stress.
8
Hasty Generation
Pick any item or consumable your GM allows, Once per Long Rest, make a temporary copy of it until the end of the scene, any effects of it only last until your next rest.
8
Recursive Redundancy
When one you fail an action roll describes a fail-safe you have just in case this happens, vault this card and re-roll using a d20 as your hope die.
9
Mechanical Evolution
Whilst this card is in your hand you enhance yourself and your allies in some form, you can all choose to either have a +2 to one of your traits, a +1 to proficiency, +3 armor slots, an increase of 8 to both your thresholds, or an extra Stress and Hit-Point.
9
Overcharge
Once per Long Rest Spend 3 Hope to overcharge, then pick an ability, spell, weapon, or equipment that has a dice value step up that die to a d100 for that roll.
10
Magnum Opus
You manufacture an inter-dimensional factory inside your pockets, instead of having to spend a downtime move to work on a project, your projects automatically progress when you rest. Additionally Once per Long Rest you can take all of your inventions that you have currently crafted and make them into an amalgamation with all of them and give it to one person.
Magnum Opus
The cog domain is all about using your inventive skills to aid your allies and cause chaos on the battlefield.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Magnum Opus Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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