Extra Midnight
Domain overview
These additional Domain cards do not necessarily need to be selected during level up. It is recommended that they be acquired throughout the adventure as unique rewards for the players.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 2 | Ability | WEAKNESS GLIMPSE |
Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP.
Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP. You gain Advantage on all attack rolls against that target until the end of the scene. |
1 |
| 3 | Ability | CRIPPLING STRIKE |
When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them.
When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them. The target becomes Restrained until the GM spends a Fear on their turn to clear this condition. |
1 |
| 4 | Ability | RUTHLESS EFFICIENCY |
When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack.
When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack. If this attack reduces the target’s HP to 0, you immediately clear 1 Stress. |
1 |
| 5 | Ability | COLD AND STRATEGIST |
If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target.
If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target. Once per rest, if that roll is a success, you may clear 2 Stress. |
2 |
| 6 | Ability | FLAWLESS EXECUTION |
When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success.
When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success. If the value of any additional die matches either your Hope or Fear die, the attack is a Critical Success. |
2 |
Domain cards

2
WEAKNESS GLIMPSE
Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP. You gain Advantage on all attack rolls against that target until the end of the scene.

3
CRIPPLING STRIKE
When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them. The target becomes Restrained until the GM spends a Fear on their turn to clear this condition.

4
RUTHLESS EFFICIENCY
When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack. If this attack reduces the target’s HP to 0, you immediately clear 1 Stress.

5
COLD AND STRATEGIST
If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target. Once per rest, if that roll is a success, you may clear 2 Stress.

6
FLAWLESS EXECUTION
When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success. If the value of any additional die matches either your Hope or Fear die, the attack is a Critical Success.
FLAWLESS EXECUTION
These additional Domain cards do not necessarily need to be selected during level up. It is recommended that they be acquired throughout the adventure as unique rewards for the players.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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FLAWLESS EXECUTION 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
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.