Gear
Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Gear Struck |
When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its…
When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its Max Value |
0 |
| 1 | Ability | Reinforce |
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. |
1 |
| 1 | Ability | Something for Nothing |
Once per Session, On a Rest you may gain 1d4 Hope
Once per Session, On a Rest you may gain 1d4 Hope |
0 |
| 2 | Ability | Tracking Device |
Mark a Stress and Mark a Creature within Close Range.
Mark a Stress and Mark a Creature within Close Range. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again. |
1 |
| 2 | Spell | Alarmed Zone |
Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close.
Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc... |
2 |
| 3 | Ability | Enhance Weapon |
Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice.
Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice. |
1 |
| 3 | Spell | Collision Chain |
Make a Spellcast Roll on a Target Creature at Far.
Make a Spellcast Roll on a Target Creature at Far. On a Successy you may then Mark a Stress to pull to an area within Close Range of it potentially hitting terrain or another creature in which you deal 1d8+3 physical damage increased by Profiency.
|
1 |
| 4 | Ability | Flash of Genius |
When you use your Experience on a Reaction Roll you may Mark a Stress double its value
When you use your Experience on a Reaction Roll you may Mark a Stress double its value |
1 |
| 4 | Spell | Blow up in thier Face |
When you make an Attack Roll that deals damage and the result is a Success with Fear.
When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Spend a Hope all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt |
1 |
| 5 | Ability | Armor Warding |
Spend a Hope to Imbue Wards on an Armor your or an Ally's.
Spend a Hope to Imbue Wards on an Armor your or an Ally's. When the Wearer of the Armor takes when it Marks an Armor it reduces the Threshold by 1 more Stage. Then roll a 1d4 on a 1 the Effect of this Card on the Armor is removed |
3 |
| 5 | Spell | Configure Power |
When Creature within Close Range (including you) is imposed to do a Reaction Roll.
When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature |
1 |
| 6 | Ability | Create Grimoire |
Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or comi…
Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains Those Spell Domain Card are now part of your Grimioire The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards |
0 |
| 6 | Spell | Bomb Shard |
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. |
2 |
| 7 | Ability | Gear-Touched |
When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following bene…
When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:
|
2 |
| 7 | Ability | Recall |
Spend 1 Hope and make Spellcast Roll (14)On a Success with Hope Target 2 Willing Allies you can see …
Spend 1 Hope and make Spellcast Roll (14)
|
0 |
| 8 | Ability | Contigent |
When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience).You may Mark a St…
When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience). You may Mark a Stress to Reroll and take the new Result, If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result |
1 |
| 8 | Spell | Spell Cannon |
Make a Spellcast Roll against a Target.
Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card |
2 |
| 9 | Ability | Gear Grind |
When you Roll for Damage Roll each Damage Dice twice and take the higher number
When you Roll for Damage Roll each Damage Dice twice and take the higher number |
2 |
| 9 | Spell | Caustic Armor |
Spend 3 Hope you choose betweenYou take half Damage on Physical AttackYou take half Damage on Magica…
Spend 3 Hope you choose between
This effect ends at the end of the scene or you activate this spell again |
3 |
| 10 | Ability | Smooth Gear Movement |
Once per Session you may declare fluidity of Party.Activate this ability and immediately take the Sp…
Once per Session you may declare fluidity of Party. Activate this ability and immediately take the Spotlight. Have each Player Character take 1 Spotlight each. If during these spotlight the Players rolls with Fear the GM does not gain Fear Once all player characters has taken Spotlight this effect ends |
3 |
| 10 | Spell | Protection Field |
Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of yo…
Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1 |
3 |
Domain cards
1
Gear Struck
When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its Max Value
1
Reinforce
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
When you or an Ally within Close Range takes damage you may spend any number of token to temporarily for that damage to increase the damage thresholds of your target by 1d6 per to the token spent
At the end of each session, clear all unspent tokens.
1
Something for Nothing
Once per Session, On a Rest you may gain 1d4 Hope
2
Tracking Device
Mark a Stress and Mark a Creature within Close Range. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again.
2
Alarmed Zone
Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc...
If the Rule is violated in the Area the area Emits a Predetermined Color or Sound
3
Enhance Weapon
Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice.
3
Collision Chain
Make a Spellcast Roll on a Target Creature at Far. On a Successy you may then Mark a Stress to pull to an area within Close Range of it potentially hitting terrain or another creature in which you deal 1d8+3 physical damage increased by Profiency.
If it collides first with a Structure and take damage
If it collides first to a Creature, the 2nd Creature must fail an Strength Reaction Roll (13) or both of the takes damage but if 2nd Creature Succeeds only the first takes damage
4
Flash of Genius
When you use your Experience on a Reaction Roll you may Mark a Stress double its value
4
Blow up in thier Face
When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Spend a Hope all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt
5
Armor Warding
Spend a Hope to Imbue Wards on an Armor your or an Ally's. When the Wearer of the Armor takes when it Marks an Armor it reduces the Threshold by 1 more Stage. Then roll a 1d4 on a 1 the Effect of this Card on the Armor is removed
5
Configure Power
When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature
6
Create Grimoire
Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains
Those Spell Domain Card are now part of your Grimioire
The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards
6
Bomb Shard
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Spend a token to choose a point within Far Range. Every target within Very Close range of this point must make an Agility Reaction Roll (15). Targets who fail takes 1d20+5 magic damage increase by your Profiency. Targets who succeed takes half damage.
7
Gear-Touched
When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:
You may Mark a Stress to gain the Benefit as of Marking an Armor
Once per Rest, You may Recall a Domain Card without Marking a Stress
7
Recall
Spend 1 Hope and make Spellcast Roll (14)
On a Success with Hope Target 2 Willing Allies you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress
On a Success with Fear Target 1 Willing Ally you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress
On a Fail with Hope Target 1 Willing Ally you can see and have them Teleport within Melee of you
8
Contigent
When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience).
You may Mark a Stress to Reroll and take the new Result,
If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result
8
Spell Cannon
Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card
9
Gear Grind
When you Roll for Damage Roll each Damage Dice twice and take the higher number
9
Caustic Armor
Spend 3 Hope you choose between
You take half Damage on Physical Attack
You take half Damage on Magical Attack
This effect ends at the end of the scene or you activate this spell again
10
Smooth Gear Movement
Once per Session you may declare fluidity of Party.
Activate this ability and immediately take the Spotlight.
Have each Player Character take 1 Spotlight each.
If during these spotlight the Players rolls with Fear the GM does not gain Fear
Once all player characters has taken Spotlight this effect ends
10
Protection Field
Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1
This effect last until the end of the Scene
Protection Field
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Protection Field Subclasses
No subclasses available.
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Background Questions
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Connections
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