Dusk
Domain overview
Non-magical alternative to Midnight. General shadowy things, such as thievery, murder, poisoning, breaking and entering.
Has a focus on damage, stealth and exploration.
Combine with Crown as a non magical alternative to Grace to make a non-magical syndicate rogue that’s an important part of a really shady organisation.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Accustomed to Lies |
Add half your Tier (rounded up) to your Rolls made to hide or twist the truth, hide yourself, distract, detect hidden contraptions or creatures, spot illusions, and perceive insincerity.Once per rest, you may double this bonus.
Add half your Tier (rounded up) to your Rolls made to hide or twist the truth, hide yourself, distract, detect hidden contraptions or creatures, spot illusions, and perceive insincerity. Once per rest, you may double this bonus. |
1 |
| 1 | Ability | Unlock |
When you have a few minutes of unrestrained movement, you can disarm every trap and open every lock in an area.Mark a Stress to immediately disarm a trap or open a lock within Melee range.
When you have a few minutes of unrestrained movement, you can disarm every trap and open every lock in an area. Mark a Stress to immediately disarm a trap or open a lock within Melee range. |
0 |
| 1 | Ability | Vicious attacks |
You know how to hit where it hurts.When you attack a Vulnerable target, your Advantage die is a d8.When you attack with Advantage, add your Advantage die to the Damage Roll.
You know how to hit where it hurts. When you attack a Vulnerable target, your Advantage die is a d8. When you attack with Advantage, add your Advantage die to the Damage Roll. |
1 |
| 2 | Ability | Distraction |
You can mark a Stress to distract a creature within Close range.
You can mark a Stress to distract a creature within Close range. The creature makes a Reaction Roll (14). On a success, it stops in their tracks and faces another direction. On a failure, it moves away from you to its Close range. You can use this ability in reaction to a creature spotting you to remain hidden. |
0 |
| 2 | Ability | Lockdown |
You can pull a creature roughly your size into a wrestle, locking it down.Mark a Stress to temporarily inflict the Restrained condition on the target.
You can pull a creature roughly your size into a wrestle, locking it down. Mark a Stress to temporarily inflict the Restrained condition on the target. If you were hidden when you initiated the wrestle, you may immediately move within Close range with the target including up a wall, this movement makes no noise, and the target is also Vulnerable while the Restrained condition lasts. |
1 |
| 3 | Ability | Cat burglar |
You have Advantage on Action and Reaction Rolls you make to steal, jump, climb, keep your balance and avoid falling down.While on a higher ground than your target, you have Advantage on your Attack Rolls, but this advantage is only a d4.You have Resistance to falling damage.
You have Advantage on Action and Reaction Rolls you make to steal, jump, climb, keep your balance and avoid falling down. While on a higher ground than your target, you have Advantage on your Attack Rolls, but this advantage is only a d4. You have Resistance to falling damage. |
1 |
| 3 | Ability | Gang leader |
A member of your gang (or some other clique) always follows you.
A member of your gang (or some other clique) always follows you. Give them a name, an appearance, a personality and one +2 Experience in relation with your gang. They obey your commands, have a +0 to their Action Rolls, can scout for you, and they may activate their Experience for free once per rest. In combat, they add a d6 to your damage against targets within Far range, and move within their Very Close range when you make a move. If they must mark Hit point or Stress, they are knocked out for 6 hours or until they clear a Hit point. When you reach lvl 5 and 8, you can have another Gang member (add 2 damage per member attacking with you). |
2 |
| 4 | Ability | A Poisonous Life |
You can mark a Stress to add poison to an Attack Roll, adding d4 physical poison damage using your Tier to the damage on every target.When you apply poison to a weapon, it works for one more successful attack than usual.In addition, your poisons now have the following properties:Powerful: When you roll damage using poison, roll an extra die and discard the lowest one.
You can mark a Stress to add poison to an Attack Roll, adding d4 physical poison damage using your Tier to the damage on every target. When you apply poison to a weapon, it works for one more successful attack than usual. In addition, your poisons now have the following properties: Powerful: When you roll damage using poison, roll an extra die and discard the lowest one. |
1 |
| 4 | Ability | Handy Contraptions |
You are a master of using various objects to great effects.
You are a master of using various objects to great effects. Mark a Stress to use one of the following options:
|
0 |
| 5 | Ability | Ambush |
When you first successfully attack a creature while hidden during a scene, roll your damage dice twice.Your target must mark 1 Stress.
When you first successfully attack a creature while hidden during a scene, roll your damage dice twice. Your target must mark 1 Stress. |
1 |
| 5 | Ability | Friendly Murderer |
Increase your Weapon Attack Rolls by +1.When you participate on a Tag team, you have Advantage to the test.Once per session, when you initiate a Tag team and the target is defeated, you gain 2 Hope and can initiate another Tag team.
Increase your Weapon Attack Rolls by +1. When you participate on a Tag team, you have Advantage to the test. Once per session, when you initiate a Tag team and the target is defeated, you gain 2 Hope and can initiate another Tag team. |
0 |
| 6 | Ability | Deeper wounds |
When you inflict Severe or more Damage, you can choose one option :Mark a Stress: the target marks a…
When you inflict Severe or more Damage, you can choose one option :
|
1 |
| 6 | Ability | On the move |
Your Evasion increases by 1.You can ignore difficult terrains.If you are hidden when you start moving, you stay hidden until the end of your movement.
Your Evasion increases by 1. You can ignore difficult terrains. If you are hidden when you start moving, you stay hidden until the end of your movement. |
0 |
| 7 | Ability | Cheap Shot |
When you succeed on an Attack Roll against a creature, you can spend 2 Hope (or only 1 Hope if you s…
When you succeed on an Attack Roll against a creature, you can spend 2 Hope (or only 1 Hope if you succeeded with Fear) to force it to mark a Stress and temporarily inflict one of the following conditions:
|
1 |
| 7 | Ability | Dusk Touched |
While 4 or more cards in your loadout are from the Dusk domain, you gain the following benefits :Dar…
While 4 or more cards in your loadout are from the Dusk domain, you gain the following benefits :
|
1 |
| 8 | Ability | Shadows of Dusk |
You can not be detected when you are hidden and not moving.
You can not be detected when you are hidden and not moving. Your attacks while hidden deal 1d8 more damage. Once per rest, spend 2 Hope to extend these benefits to your allies within Close range until the end of the scene. When you do so, you and your allies each clear a Stress. |
2 |
| 8 | Ability | Underworld Kingpin |
You may call on a favor from someone in the shadowy world, such as a thieves guild.
You may call on a favor from someone in the shadowy world, such as a thieves guild. Give the GM a Fear for every such favour you call. In addition to this, you are accompanied by a shadowy bodyguard. They stay within Melee range of you, add +2 to all your damage and your Presence Rolls made to intimidate. Once per rest, your bodyguard can reduce the Damage Severity of an attack by one Threshold. Once per session, your bodyguard may sacrifice themselves to take an attack in your stead. If you do this, you must place this card in your Vault until the next session. |
1 |
| 9 | Ability | Flesh wound? really? |
When you inflict Minor Damage, you can inflict Major Damage instead by spending a Hope.When you inflict no Damage, your target must mark a Stress.
When you inflict Minor Damage, you can inflict Major Damage instead by spending a Hope. When you inflict no Damage, your target must mark a Stress. |
1 |
| 9 | Ability | Zenith of Dusk |
When you pick this card, your lowest Trait between Agility and Finesse increases by 1.You also gain a Stress slot and a new Experience, which starts as a +2.Apply these effects, then place this card in your Vault permanently.
When you pick this card, your lowest Trait between Agility and Finesse increases by 1. You also gain a Stress slot and a new Experience, which starts as a +2. Apply these effects, then place this card in your Vault permanently. |
0 |
| 10 | Ability | From Dusk till Dawn |
Survival at all cost.Once per long rest, while you are not under the sun's light, you can mark 2 Stress to gain the following bonuses until the end of the scene or you take Severe Damage :You Proficiency increases by 1.You gain Resistance to all damage.Your Evasion is increased by 1.
Survival at all cost. Once per long rest, while you are not under the sun's light, you can mark 2 Stress to gain the following bonuses until the end of the scene or you take Severe Damage :
|
1 |
| 10 | Ability | Rain of steel |
Once per session, you can spend 2 Hope to leap into the air, move within Far range and make a Weapon Attack Roll using your Agility or Finesse.
Once per session, you can spend 2 Hope to leap into the air, move within Far range and make a Weapon Attack Roll using your Agility or Finesse. Every adversary within Close range of your starting point and landing point you succeeded against receives d10+10 physical damage using your Proficiency and are temporarily Restrained. Adversaries you failed against take only half damage and are not Restrained. On a success with Fear, add +10 to your Damage Roll. |
2 |
Domain cards
1
Accustomed to Lies
Add half your Tier (rounded up) to your Rolls made to hide or twist the truth, hide yourself, distract, detect hidden contraptions or creatures, spot illusions, and perceive insincerity.
Once per rest, you may double this bonus.
1
Unlock
When you have a few minutes of unrestrained movement, you can disarm every trap and open every lock in an area.
Mark a Stress to immediately disarm a trap or open a lock within Melee range.
1
Vicious attacks
You know how to hit where it hurts.
When you attack a Vulnerable target, your Advantage die is a d8.
When you attack with Advantage, add your Advantage die to the Damage Roll.
2
Distraction
You can mark a Stress to distract a creature within Close range. The creature makes a Reaction Roll (14). On a success, it stops in their tracks and faces another direction. On a failure, it moves away from you to its Close range.
You can use this ability in reaction to a creature spotting you to remain hidden.
2
Lockdown
You can pull a creature roughly your size into a wrestle, locking it down.
Mark a Stress to temporarily inflict the Restrained condition on the target. If you were hidden when you initiated the wrestle, you may immediately move within Close range with the target including up a wall, this movement makes no noise, and the target is also Vulnerable while the Restrained condition lasts.
3
Cat burglar
You have Advantage on Action and Reaction Rolls you make to steal, jump, climb, keep your balance and avoid falling down.
While on a higher ground than your target, you have Advantage on your Attack Rolls, but this advantage is only a d4.
You have Resistance to falling damage.
3
Gang leader
A member of your gang (or some other clique) always follows you. Give them a name, an appearance, a personality and one +2 Experience in relation with your gang.
They obey your commands, have a +0 to their Action Rolls, can scout for you, and they may activate their Experience for free once per rest.
In combat, they add a d6 to your damage against targets within Far range, and move within their Very Close range when you make a move.
If they must mark Hit point or Stress, they are knocked out for 6 hours or until they clear a Hit point.
When you reach lvl 5 and 8, you can have another Gang member (add 2 damage per member attacking with you).
4
A Poisonous Life
You can mark a Stress to add poison to an Attack Roll, adding d4 physical poison damage using your Tier to the damage on every target.
When you apply poison to a weapon, it works for one more successful attack than usual.
In addition, your poisons now have the following properties:
Powerful: When you roll damage using poison, roll an extra die and discard the lowest one.
4
Handy Contraptions
You are a master of using various objects to great effects. Mark a Stress to use one of the following options:
Dust of disappearance: You are hidden until your next Action Roll, the spotlight shifts twice or you end your movement visible to an adversary within Very Close range.
Caltrops: The target area within Close range becomes difficult terrain, and creatures moving through the area take d6 using your Proficiency unless they succeed on a Reaction Roll (14)
Flying dagger: You can increase an ally's damage on a target within Close range by 1d10
5
Ambush
When you first successfully attack a creature while hidden during a scene, roll your damage dice twice.
Your target must mark 1 Stress.
5
Friendly Murderer
Increase your Weapon Attack Rolls by +1.
When you participate on a Tag team, you have Advantage to the test.
Once per session, when you initiate a Tag team and the target is defeated, you gain 2 Hope and can initiate another Tag team.
6
Deeper wounds
When you inflict Severe or more Damage, you can choose one option :
Mark a Stress: the target marks an extra Hit point
The target is Vulnerable until they clear a Hit point or the GM spends a Fear to clear the condition
6
On the move
Your Evasion increases by 1.
You can ignore difficult terrains.
If you are hidden when you start moving, you stay hidden until the end of your movement.
7
Cheap Shot
When you succeed on an Attack Roll against a creature, you can spend 2 Hope (or only 1 Hope if you succeeded with Fear) to force it to mark a Stress and temporarily inflict one of the following conditions:
Blinded: The target has Disadvantage on all Rolls.
Weakened: the target's Difficulty is lowered by 1 and its damage is lowered by 5.
Restrained
7
Dusk Touched
While 4 or more cards in your loadout are from the Dusk domain, you gain the following benefits :
Darkness does not impair your sight, and you have an Advantage to hide while in Darkness.
When you roll with Fear and inflict Major damage, you can mark a Stress to increase the Severity to Severe Damage
8
Shadows of Dusk
You can not be detected when you are hidden and not moving. Your attacks while hidden deal 1d8 more damage.
Once per rest, spend 2 Hope to extend these benefits to your allies within Close range until the end of the scene. When you do so, you and your allies each clear a Stress.
8
Underworld Kingpin
You may call on a favor from someone in the shadowy world, such as a thieves guild. Give the GM a Fear for every such favour you call.
In addition to this, you are accompanied by a shadowy bodyguard. They stay within Melee range of you, add +2 to all your damage and your Presence Rolls made to intimidate.
Once per rest, your bodyguard can reduce the Damage Severity of an attack by one Threshold.
Once per session, your bodyguard may sacrifice themselves to take an attack in your stead. If you do this, you must place this card in your Vault until the next session.
9
Flesh wound? really?
When you inflict Minor Damage, you can inflict Major Damage instead by spending a Hope.
When you inflict no Damage, your target must mark a Stress.
9
Zenith of Dusk
When you pick this card, your lowest Trait between Agility and Finesse increases by 1.
You also gain a Stress slot and a new Experience, which starts as a +2.
Apply these effects, then place this card in your Vault permanently.
10
From Dusk till Dawn
Survival at all cost.
Once per long rest, while you are not under the sun's light, you can mark 2 Stress to gain the following bonuses until the end of the scene or you take Severe Damage :
You Proficiency increases by 1.
You gain Resistance to all damage.
Your Evasion is increased by 1.
10
Rain of steel
Once per session, you can spend 2 Hope to leap into the air, move within Far range and make a Weapon Attack Roll using your Agility or Finesse. Every adversary within Close range of your starting point and landing point you succeeded against receives d10+10 physical damage using your Proficiency and are temporarily Restrained. Adversaries you failed against take only half damage and are not Restrained.
On a success with Fear, add +10 to your Damage Roll.
Rain of steel
Non-magical alternative to Midnight. General shadowy things, such as thievery, murder, poisoning, breaking and entering.
Has a focus on damage, stealth and exploration.
Combine with Crown as a non magical alternative to Grace to make a non-magical syndicate rogue that’s an important part of a really shady organisation.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Rain of steel Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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