Rules

Reading Domain Cards

Reading Domain Cards

At character creation and as your character levels up, you’ll gain increasingly powerful domain cards, which provide abilities and spells you can utilize during your adventures.

Some domain cards provide moves you can make (see “On your Turn” in Chapter 2), like a unique attack or a spell you cast. Others offer passive benefits (which always apply while you hold that card), new abilities during downtime or social encounters, or even one-time benefits.

Each card includes five elements:

Level and Domain. The top left of the card indicates the card’s level, followed by its domain symbol. You can only choose domain cards of your level or lower.

Recall Cost. The top right of the card lists a number next to a lightning bolt symbol. This is the card’s Recall Cost. This won’t affect you at character creation, but once you reach level 5, you’ll have more cards than you do space in your loadout (your set of active cards). When you want to move an inactive card from your vault to your loadout, you’ll either need to do so during downtime, or mark the number of Stress indicated on the card to swap it immediately. See “Domain Cards” in chapter 2 for more details on using your loadout and vault.

Type. Right above the card’s title, the center of the card states its type. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically mundane in nature, while Spells, which are magical in nature. Grimoires are unique to the Codex domain and are a collection of smaller spells bundled together. Some game mechanics only apply to one of these types of cards.

Effect. The text on the bottom half of the card describes its effect, including any special rules you need to follow when you use that card.

For details on using domain cards, see the “Domain Cards” section of Chapter 2.