Idea
Domain overview
Threads : Polymath. Art, Knowing things, Applying knowledge, Building and destroying things
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | I have a plan |
When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear.Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails.Narrate how your plan came to fruition.
When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear. Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails. Narrate how your plan came to fruition. |
1 |
| 1 | Ability | Idea Die |
You can not pick this card as part of your Domain card selection.
You can not pick this card as part of your Domain card selection. Instead, you automatically receive this card when you pick at least one card from the Idea Domain. It does not count against your loadout. Idea Dice are a special mechanics of the Idea Domain. Some cards allow you to impart a bit of your knowledge, genius or madness on your allies, in the form of an Idea Die. Idea Dice can be spent on any of the ally's Action, Reaction or Damage Roll. When an Idea Die is spent, it is rolled and added to the total. Your Idea Die is a d4. It increases to a d6 at level 5. Clear all Idea Dice when you take a rest. |
0 |
| 1 | Ability | Idea sharing |
The advantage die you give when you help an ally is a d8.When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies).Once per rest, you can help an ally without spending a Hope.
The advantage die you give when you help an ally is a d8. When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies). Once per rest, you can help an ally without spending a Hope. When you do, give your ally an Idea Die. |
1 |
| 1 | Ability | Inspiring help |
When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll.Once per rest, you can use this card without spending hope.
When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll. Once per rest, you can use this card without spending hope. |
1 |
| 2 | Ability | Anatomical study |
You can target a creature within far range and spend up to 2 Hope to choose that many options in the…
You can target a creature within far range and spend up to 2 Hope to choose that many options in the following list :
|
0 |
| 2 | Ability | Rudimentary aid |
When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14).
When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14). On a success, you can spend 2 Hope to clear 1 Stress and 1 Hit Point on a creature. You can only treat a creature in this way once per long rest. Additionally, when you take the Treat wounds move during a short rest on another target, the target clears a Stress and an extra Hit Point. |
2 |
| 3 | Ability | Mixology |
Clear all tokens when you take a long rest.You can take the following rest moves:Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct.Quick shake (short): Add a token to the card.Spend a token to choose to :Make a Knowledge or Instinct Roll against a target within Close range.
Clear all tokens when you take a long rest. You can take the following rest moves: Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct. Spend a token to choose to :
|
2 |
| 3 | Ability | Tinkerer |
Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock.
Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock. |
1 |
| 4 | Ability | Domino effect |
You can mark a Stress and spend an even number of Hope to declare a domino effect.Place a d4 countdown with the face equal to half the hope you spent +1 on the card.
You can mark a Stress and spend an even number of Hope to declare a domino effect. Place a d4 countdown with the face equal to half the hope you spent +1 on the card. Every time the spotlight goes back to the GM, place a token on the card, and decrease the die by 1. When it reaches 0 or at any point before, make a Knowledge or Instinct Roll (13). On a success, give an Idea Die to one ally per token, and all adversaries within Close range you succeeded against take 1d6+3 physical damage per token. Narrate your domino effect, then clear the card. |
1 |
| 4 | Ability | Structural integrity |
Make a Knowledge or Instinct Roll against a target within far range.
Make a Knowledge or Instinct Roll against a target within far range. On a success, it is temporarily Analyzed. Analyzed: Damage thresholds reduced by your Proficiency. When you take a rest, you can make a rest move to Reinforce an armor, adding +2 to its Damage Thresholds and +1 to its Armor Score, until you take a long rest. |
1 |
| 5 | Ability | Find the Beauty |
Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic.You both clear a Stress and your ally gains an Idea die.
Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic. You both clear a Stress and your ally gains an Idea die. |
0 |
| 5 | Ability | Stroke of genius |
When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead.
When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead. If it was an ally's Roll and it was with Fear, give them an Idea Die. Narrate how your stroke of genius saved the day. |
4 |
| 6 | Ability | Perspective |
Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die.
Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die. |
2 |
| 6 | Ability | Physical comedy |
Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear.Choose an ally within Close range that your inopinate success inspires.
Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear. Choose an ally within Close range that your inopinate success inspires. They gain a Hope. |
1 |
| 7 | Ability | Idea touched |
While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:Reduce the recall costs of all your cards by 1 unless it is already 1 or 0.When you spend any number of Hope, you can mark 2 Stress to spend one less hope.
While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:
|
2 |
| 7 | Ability | Rythm reading |
When you take a long rest, clear all tokens, then place one token on this card.Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card.You can mark 3 Stress to remove 1 token from this card.
When you take a long rest, clear all tokens, then place one token on this card. Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card. You can mark 3 Stress to remove 1 token from this card. |
3 |
| 8 | Ability | Encyclopedic knowledge |
When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll.
When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll. |
2 |
| 8 | Ability | Make a scene |
When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16).
When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16). On a success, spend as many Hope and mark as many Stress as you want, and sum them to get a number of points. Spread that number of points amongst the attendees as you wish. Each target marks a Stress per point received (you can not kill anyone!). Narrate how you made this gathering a painful drag for everyone. |
1 |
| 9 | Ability | Creative philosophy |
When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct.Once per session, you can mark a Stress and describe how you overcome an obstacle.
When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct. Once per session, you can mark a Stress and describe how you overcome an obstacle. You automatically succeed on a test or produce a temporary object which helps move the scene forward. |
2 |
| 9 | Ability | Erudite |
When you add this card to your loadout, choose Knowledge, Instinct or Presence :Add +1 to this trait until you place this card in your Vault.
When you add this card to your loadout, choose Knowledge, Instinct or Presence : Add +1 to this trait until you place this card in your Vault. |
2 |
| 10 | Ability | Accomplished polymath |
When you choose this card, apply the following effects to your character :- Choose a new Experience, which starts at +2- Add +1 to three of your Experiences- Increase your maximum Stress by 1Once you have applied these effect, place this card in your Vault permanently.
When you choose this card, apply the following effects to your character : Once you have applied these effect, place this card in your Vault permanently. |
0 |
| 10 | Ability | No problem without a solution |
Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play.You and your allies gain a Hope.
Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play. You and your allies gain a Hope. The GM loses a Fear. You then place this card in your Vault and recall a card with a Recall cost of 1 for free. Don't forget to remind everyone you're a genius. |
2 |
Domain cards
1
I have a plan
When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear.
Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails.
Narrate how your plan came to fruition.
1
Idea Die
You can not pick this card as part of your Domain card selection. Instead, you automatically receive this card when you pick at least one card from the Idea Domain. It does not count against your loadout.
Idea Dice are a special mechanics of the Idea Domain. Some cards allow you to impart a bit of your knowledge, genius or madness on your allies, in the form of an Idea Die. Idea Dice can be spent on any of the ally's Action, Reaction or Damage Roll. When an Idea Die is spent, it is rolled and added to the total.
Your Idea Die is a d4. It increases to a d6 at level 5.
Clear all Idea Dice when you take a rest.
1
Idea sharing
The advantage die you give when you help an ally is a d8.
When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies).
Once per rest, you can help an ally without spending a Hope. When you do, give your ally an Idea Die.
1
Inspiring help
When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll.
Once per rest, you can use this card without spending hope.
2
Anatomical study
You can target a creature within far range and spend up to 2 Hope to choose that many options in the following list :
The target becomes temporarily Vulnerable
You learn if the creature has any sort of damage reduction and to which damage type it applies
2
Rudimentary aid
When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14). On a success, you can spend 2 Hope to clear 1 Stress and 1 Hit Point on a creature.
You can only treat a creature in this way once per long rest.
Additionally, when you take the Treat wounds move during a short rest on another target, the target clears a Stress and an extra Hit Point.
3
Mixology
Clear all tokens when you take a long rest.
You can take the following rest moves:
Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct.
Quick shake (short): Add a token to the card.
Spend a token to choose to :
Make a Knowledge or Instinct Roll against a target within Close range. On a success, it must mark a Stress and takes 1D8 +1 physical damage using your proficiency, then every target you succeeded against within melee range take half that damage.
Clear 1 Armor Slot or Hit Point on a target you can touch.
3
Tinkerer
Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock.
4
Domino effect
You can mark a Stress and spend an even number of Hope to declare a domino effect.
Place a d4 countdown with the face equal to half the hope you spent +1 on the card. Every time the spotlight goes back to the GM, place a token on the card, and decrease the die by 1.
When it reaches 0 or at any point before, make a Knowledge or Instinct Roll (13). On a success, give an Idea Die to one ally per token, and all adversaries within Close range you succeeded against take 1d6+3 physical damage per token.
Narrate your domino effect, then clear the card.
4
Structural integrity
Make a Knowledge or Instinct Roll against a target within far range. On a success, it is temporarily Analyzed.
Analyzed: Damage thresholds reduced by your Proficiency.
When you take a rest, you can make a rest move to Reinforce an armor, adding +2 to its Damage Thresholds and +1 to its Armor Score, until you take a long rest.
5
Find the Beauty
Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic.
You both clear a Stress and your ally gains an Idea die.
5
Stroke of genius
When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead. If it was an ally's Roll and it was with Fear, give them an Idea Die.
Narrate how your stroke of genius saved the day.
6
Perspective
Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die.
6
Physical comedy
Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear.
Choose an ally within Close range that your inopinate success inspires. They gain a Hope.
7
Idea touched
While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:
Reduce the recall costs of all your cards by 1 unless it is already 1 or 0.
When you spend any number of Hope, you can mark 2 Stress to spend one less hope.
7
Rythm reading
When you take a long rest, clear all tokens, then place one token on this card.
Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card.
You can mark 3 Stress to remove 1 token from this card.
8
Encyclopedic knowledge
When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll.
8
Make a scene
When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16). On a success, spend as many Hope and mark as many Stress as you want, and sum them to get a number of points.
Spread that number of points amongst the attendees as you wish. Each target marks a Stress per point received (you can not kill anyone!).
Narrate how you made this gathering a painful drag for everyone.
9
Creative philosophy
When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct.
Once per session, you can mark a Stress and describe how you overcome an obstacle. You automatically succeed on a test or produce a temporary object which helps move the scene forward.
9
Erudite
When you add this card to your loadout, choose Knowledge, Instinct or Presence :
Add +1 to this trait until you place this card in your Vault.
10
Accomplished polymath
When you choose this card, apply the following effects to your character :
- Choose a new Experience, which starts at +2
- Add +1 to three of your Experiences
- Increase your maximum Stress by 1
Once you have applied these effect, place this card in your Vault permanently.
10
No problem without a solution
Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play.
You and your allies gain a Hope. The GM loses a Fear.
You then place this card in your Vault and recall a card with a Recall cost of 1 for free.
Don't forget to remind everyone you're a genius.
No problem without a solution
Threads : Polymath. Art, Knowing things, Applying knowledge, Building and destroying things
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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No problem without a solution Subclasses
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Background Questions
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Connections
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Discussion
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