Protocol
Domain overview
This domain is mainly a support domain that focuses on being able to use your actions in order to give your party more opportunity’s for different situations in combat and in roleplay.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Demanding Presence |
When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them.
When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them. |
0 |
| 1 | Ability | Deploy Node |
A small device that you can fit in your pocket.
A small device that you can fit in your pocket. You can throw the node up into the air and have it survey and support as needed when in the face of a multitude of adversaries. When you deploy the node, you may do one of three things:
The node can only be deployed once per long rest and is destroyed when it takes up to severe damage. Node Thresholds: Tier 1: 5/11, Tier 2: 7/15, Tier 3: 10/21, Tier 4: 15/31 |
1 |
| 1 | Ability | Just Doing My Job |
Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to.
Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to. |
1 |
| 2 | Ability | Scoping Out |
Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage.
Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage. |
1 |
| 2 | Spell | Stop Right There |
Twice per long rest, make a Spellcast Roll against an adversary within Close Range.
Twice per long rest, make a Spellcast Roll against an adversary within Close Range. If you are able to successfully beat their evasion, then the adversary is temporarily restrained until the GM ends the ongoing effect. |
0 |
| 3 | Ability | Speech of Heroes |
Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to.
Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to. |
0 |
| 3 | Spell | Beacon of Protection |
Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra.
Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra. |
2 |
| 4 | Ability | Look at Me |
Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them.
Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them. |
0 |
| 4 | Spell | Disruptor Pulse |
Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs: - The target is Restrained until the condition is cleared.
Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs:
|
1 |
| 5 | Ability | Unwavering Resilience |
Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress.
Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress. You may flavor this in any way to represent your character standing strong in the face of a faltering fight. |
2 |
| 5 | Spell | Get Back Up |
When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope.
When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope. They then regain a number of HP or Stress (Split it as you wish), equal to your level. |
1 |
| 6 | Spell | Unified Persistence |
Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up.
Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up. You can use the tokens at any time and can do one of the following with the tokens:
|
2 |
| 6 | Spell | Words of Reassurance |
Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to.
Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to. |
3 |
| 7 | Ability | Duty-Touched |
When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits: - +1 to your Stress Maximum - Whenever an ally within Close Range were to regain HP, you may spend Three Hope and recover Stress equal to the amount of HP recovered.
When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits:
|
1 |
| 7 | Ability | Indomitable Presence |
After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice.
After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice. |
0 |
| 8 | Ability | Collapsing Command |
Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold.
Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold. |
3 |
| 8 | Ability | Deep Breaths |
Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range.
Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range. |
1 |
| 9 | Ability | You're Smarter Than You Think |
You may use this card to give yourself or one of your allies a +1 to their Proficiency.
You may use this card to give yourself or one of your allies a +1 to their Proficiency. When you do, permanently place this card in your vault. |
0 |
| 9 | Spell | Fear Not |
Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die.
Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die. |
2 |
| 10 | Ability | Safety Protocol |
When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier.
When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier. |
2 |
| 10 | Spell | Overwriting Code |
When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage.
When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage. |
3 |
Domain cards
1
Demanding Presence
When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them.
1
Deploy Node
A small device that you can fit in your pocket. You can throw the node up into the air and have it survey and support as needed when in the face of a multitude of adversaries. When you deploy the node, you may do one of three things:
- Support: All allies within close range gain hit points equal to your presence back immediately
- Disrupt: All adversaries within close range have a minus to their to hit equal to your presence.
- Relay: All allies within close range gain an extra amount of damage equal to your presence.
The node can only be deployed once per long rest and is destroyed when it takes up to severe damage. Node Thresholds: Tier 1: 5/11, Tier 2: 7/15, Tier 3: 10/21, Tier 4: 15/31
1
Just Doing My Job
Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to.
2
Scoping Out
Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage.
2
Stop Right There
Twice per long rest, make a Spellcast Roll against an adversary within Close Range. If you are able to successfully beat their evasion, then the adversary is temporarily restrained until the GM ends the ongoing effect.
3
Speech of Heroes
Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to.
3
Beacon of Protection
Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra.
4
Look at Me
Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them.
4
Disruptor Pulse
Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs:
- The target is Restrained until the condition is cleared.
- The target is forced to mark 2 Stress
- The target is forced to roll with Disadvantage on their next roll.
5
Unwavering Resilience
Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress. You may flavor this in any way to represent your character standing strong in the face of a faltering fight.
5
Get Back Up
When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope. They then regain a number of HP or Stress (Split it as you wish), equal to your level.
6
Unified Persistence
Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up. You can use the tokens at any time and can do one of the following with the tokens:
- Use Two Tokens to restore an HP Slot on you or an ally within close range.
- Use Two Tokens to clear a Stress on you or an ally within close range.
- Use Two Tokens to make an Adversary temporarily vulnerable until the next successful attack again them.
- Use Two Tokens to give an Ally advantage on their next roll.
6
Words of Reassurance
Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to.
7
Duty-Touched
When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits:
- +1 to your Stress Maximum
- Whenever an ally within Close Range were to regain HP, you may spend Three Hope and recover Stress equal to the amount of HP recovered.
7
Indomitable Presence
After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice.
8
Collapsing Command
Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold.
8
Deep Breaths
Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range.
9
You're Smarter Than You Think
You may use this card to give yourself or one of your allies a +1 to their Proficiency. When you do, permanently place this card in your vault.
9
Fear Not
Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die.
10
Safety Protocol
When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier.
10
Overwriting Code
When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage.
Overwriting Code
This domain is mainly a support domain that focuses on being able to use your actions in order to give your party more opportunity’s for different situations in combat and in roleplay.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Overwriting Code 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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