Domain Cards¶
Type to filter:
| Name | Description | Domain | Level | Recall Cost |
|---|---|---|---|---|
| Assess Weapon | Every gun tells a story. Identify the weapon type and potential weaknesses or modifications of one visible gun within Far |
Bullet | 1 | 0 |
| Gun Trainer | You teach death politely. As a downtime action you train each of your allies to better use their guns. Give each ally a Bullet die appropriate to your Tier (Tier 1: d4, Tier 2: d6, Tier 3: d8, Tier 4:d10). They may use this Bullet die in the same way as your Class or Subclass |
Bullet | 1 | 2 |
| Marksman | One bullet, one breath. Spend 1 Hope to attack with advantage and deal +d4 damage. |
Bullet | 1 | 1 |
| Quick Reload | Reloading is for amateurs. Swap ammunition types without spending an action. |
Bullet | 1 | 1 |
| Pistol Whip | Sometimes subtlety isn’t loaded. Make an Attack at Melee range with your gun at +2, then move to Close |
Bullet | 2 | 0 |
| Quick Shot | Two shots, one heartbeat. After a successful attack on a target, Spend 1 Hope to apply the damage to a second target within Very Close range. |
Bullet | 2 | 1 |
| Rapid Fire | The sound of inevitability. Each time you make an Attack with a gun, you may attack 2 different targets within Close of eachother. Each shot is at -2 |
Bullet | 2 | 1 |
| Snapshot | Faster than the spotlight. Once per Scene, as a Reaction, Spend 1 Hope when the GM spotlights an opponent to make a single ranged attack. |
Bullet | 2 | 0 |
| Suppressing Fire | The air itself becomes hostile. Mark 2 Stress and target one creature; all creatures within Very Close of it take -2 to actions and evasion. |
Bullet | 2 | 1 |
| Ricochet | Bullets obey geometry, not walls. Spend 1 Hope to Attack at -2 a target with the Hidden condition by virtue of being behind cover. |
Bullet | 3 | 1 |
| Sniper Shot | Stillness is your superpower. If you have a scope mod on your gun, Spend 1 Hope to gain +2 to attack (in addition to the +1 bonus provided by the scope). |
Bullet | 3 | 1 |
| Trick Shot | Style points count double. Spotlight an Action to put a token on this card. Spotlight an Action to discard tokens for a specific effect depending on the number of tokens discard: 1: Attack at Advantage 2: Make 3 Attacks, each at +2 3: Automatically hit and d10+3 additional damage Describe the cinematic effect of your shot. GM discretion |
Bullet | 3 | 2 |
| Body Shield | Pragmatism over pity. Once per Scene, Mark 1 Stress and grab a creature of your size or smaller within Very Close. Gain +2 Evasion until next your next Action. |
Bullet | 4 | 2 |
| Bullet Time | You’re never where they’re aiming. Once per rest, Spend 2 Hope to gain +4 to evasion against one chosen target until your next action. |
Bullet | 4 | 1 |
| Knee Slide | The floor is your runway. Spend 3 Hope to move up to Far in a straight line; Attack all creatures passed. Gun is emptied afterward and you must take an Action to reload before you can make another Attack action. |
Bullet | 4 | 1 |
| Situational Awareness | Nothing moves without you noticing. Spend 1 Hope; make a Perception check at +3 to detect all armed entities within Far. |
Bullet | 4 | 0 |
| Fixer | The streets remember your name. You have a contact for weapons. Weapon items cost less (GM discretion). Once per session, ask your Fixer information on any topic. |
Bullet | 5 | 0 |
| Gunsmith | Your tools are extensions of your will. Gain +1 mod slot for each firearm you own. |
Bullet | 5 | 1 |
| Improvised Weapon | The world is your arsenal. Mark 2 Stress spend at least 1 minute to create a d6 melee weapon. |
Bullet | 5 | 1 |
| Targeted Shot | Precision is compassion—end it cleanly. Once per rest, Mark 1 Stress to make an Attack targeting a specific limb, device mod, weapon, etc. on a creature at -2 on the Attack roll. On a successful attack roll, disable a targeted component for the Scene |
Bullet | 5 | 2 |
| Burst Fire | Suppression by saturation. Mark 2 StressAttack up to your Proficiency number of targets within Far range in a 45 degree cone. Make 1 Attack roll at +2 against the first target. Subtract 2 from that value for the second target and subtract 2 more for each subsequent target. (So, 1 roll of the Destiny dice, but the value is applied to all targets, starting at +2 and going down by 2 for each target after the first. Gun is emptied afterward and you must take an Action to reload before you can make another Attack action. |
Bullet | 6 | 2 |
| Intimidation | Fear is the first bullet. With a visible gun, make Presence rolls at +d4. Once per Scene, Spend 1 Hope to re-roll a Presence roll. |
Bullet | 6 | 1 |
| Shoot Around Corners | Geometry is your ally. Hit a target around a 45° corner with disadvantage. |
Bullet | 8 | 1 |
| Full Automatic | Mercy jammed with the trigger. Mark 4 StressAttack all targets within Very Far in a 90 degree cone. Make 1 Attack roll at +2 against the first target, which must be at the left or right side of the cone, and all subsequent target is in the natural order sweeping through the cone. Subtract 1 from that value for the second target and subtract 1 more for each subsequent target. (So, 1 roll of the Destiny dice, but the value is applied to all targets, starting at +2 and going down by 1 for each target after the first). Gun is emptied afterward and you must take an Action to reload before you can make another Attack action. |
Bullet | 10 | 2 |
| Field Experience | “You’ve seen this circuit before — probably in the wreckage of your last run.” Once per Long Rest, put tokens on this card equal to your Spellcasting (Hacking) to gain one of the following effect: +1 on next Hack action, +1 on Evasion as a Reaction, Gain 1 Hope, Clear 1 Stress |
Circuit | 1 | 1 |
| Patience Young Padawan | “Turns out, rushing a hack only impresses the ICE.” If you take at least 1 minute to study a device before attempting to hack it, gain advantage on your next Spellcasting (Hacking) roll against that system this scene. |
Circuit | 1 | 0 |
| Quick Hack | “For when you don’t have time to be subtle… or alive.” Once per Scene, when you trigger an ICE countermeasure or trace feature, you can Mark 1 Stress to use your Reaction against the Device difficulty to avoid the effect, or Mark 2 Stress to avoid it without a roll. |
Circuit | 1 | 1 |
| Signal Boost | “Sometimes all you need is a better connection.” Once per Scene, you can reroute local energy or data flow. Choose one ally within Close range; they gain +1 to their next roll that involves technology or reflexes. |
Circuit | 1 | 0 |
| Elevate Permission | “Because root access is a state of mind.” Spend 1 Hopeto escalate your access level on a Device you are Hacking from Infiltration to Control. |
Circuit | 2 | 0 |
| Ghost Signal | “Sometimes your best ally is a flickering echo of bad code.” Target 1 weapon within Far, Spend 1 Hope and make a Spellcasting check (12). On a success, any non-primative weapon malfunctions and requires an action to clear it, and thereafter has a -1 for any Action using it. |
Circuit | 2 | 1 |
| Static Veil | “The perfect invisibility cloak smells faintly of ozone.” Spend 1 Hope to emit an electromagnetic haze that blurs surveillance and scanners. For one Scene, creatures roll with Disadvantage to detect you or your team. |
Circuit | 2 | 1 |
| Strobe Effect | “Flash ’em, crash ’em, and walk out glowing.” Spend 1 Hope to use your Reaction to make a Device you have Infiltrated or Controlled successfully generate a distration. The creature must spend 1 Fear to take their next Action and they have disadvantage if they attack with their next action. |
Circuit | 2 | 1 |
| All quiet here, how are you? | “If at first you don’t succeed, reboot and lie about it.” Mark Stress (up to your Proficiency) to lower the System Alert one level per Stress marked. |
Circuit | 3 | 1 |
| Deep search | “The Grid whispers, if you know how to listen.” Spend 2 Hope to know something about an creature. As the GM up to 3 yes/no questions. |
Circuit | 3 | 0 |
| Neural Sync | “Two heads, one neural network.” Spend 1 Hope to instantly share sensory data with one ally within Far range. You both gain +1 to rolls using shared perception for one Scene. |
Circuit | 3 | 0 |
| Overload | “Push it past the redline — what’s the worst that could happen?” Make a Spellcasting roll (15) to make a device you Control explode causing all Adversaries within Very Close of the Device to take 2d6 damage, and all within Close take 1d6 |
Circuit | 3 | 2 |
| Digital Recon | “Your paranoia finally pays dividends.” Before entering an Environment, make a Spellcasting (Hacking) roll (13), to gain information about the security stance of the target (what Tier levels of ICE are used, how many levels to the security, what System Alert responses are possible, etc.). On a failure, all Devices in the Enviroment have a Difficulty +1. |
Circuit | 4 | 1 |
| Short Circuit | “Sometimes the best fix is a hard crash.” Once per rest, target any mechanical Adversaries (Drones, robots, etc.) within Far and make a Spellcasting roll against the Adversaries's Difficulty. On a success, the target loses its next round and takes d8+2 damage |
Circuit | 4 | 2 |
| Synchronized Uplink | “When the team shares your mind, chaos becomes choreography.” At the beginning of the session, place a number of tokens on this card equal to your Spellcasting Trait. Make a Spellcasting roll and target any creature you can see or detect within Very Far; on a success, send them a transmission (e.g. "they ran down the hall!"). They will believe the information and act accordingly ... usually |
Circuit | 4 | 2 |
| Cybernetics syndrome | “When code and soul sync, reality gets a patch update.” Your Digital Awareness can now detect cybernetics within individuals up to your Tier level. You can Spend 1 Hope to make a Spellcasting roll against a cybernetically enhanced individual within Far. On a success, place a number of tokens on thie card equal to your Spellcasting Abiliity level. Take an Action to apply one of the following effects: 1) Visual hallucinations, 2) Audio hallucinations, 3) Mark 1 Stress to give them disadvantage on their next Action, 4) -4 Evasion until they take an Action to remove the effect. |
Circuit | 5 | 1 |
| Ghost Protocol | “Being off the grid never felt so literal.” Spend 1 Hope to temporarily erase your digital and heat signatures. Until the end of the Scene, you cannot be tracked by sensors or cameras, and Devices or creatures targeting you have a -2 to hit. |
Circuit | 5 | 2 |
| Smartwire Reflex | “You’re half machine — might as well let it drive.” Once per Scene, you may reroll one failed Agility, Spellcasting or Finesse roll as your implants auto-correct your motion. |
Circuit | 5 | 0 |
| Creative coding | “If at first you don’t succeed, reboot and lie about it.” Once per long rest, add a new Digital Feature to a Device that it didn't originally have (GM's discretion) |
Circuit | 6 | 1 |
| Feedback Spike | “Return to sender.” As a Reaction, Spend 1 Hope when taking damage from a digital or ranged source to reflect part of it back — attacker marks 2 Stress. |
Circuit | 6 | 1 |
| Matrix mind | "It's full of stars… !" When 4 or more domain cards in your loadout are from Circuit, gain the following effects: +1 to your Spellcasting (Hacking) rolls, once per rest you can switch the result of your Hope and Fear dice |
Circuit | 7 | 2 |
| Cyberware Malfunction | “Every brain’s got a port — some just need a gentle knock.” Your Digital Awareness can now detect cybernetics within individuals. Spend 2 Hope and make a Spellcasting roll against their Difficulty, to do d10+3 damage |
Circuit | 8 | 2 |
| Reality Patch | “If you can code it, you can unbreak it.” Spend 1 Hope to temporarily stabilize or rewrite corrupted digital space. Remove one ongoing Environment Digital effect. |
Circuit | 8 | 1 |
| Deep fake | “The universe called — it wants its encryption key back.” Spend up to 5 Hope to make up something about a character or adversary and (GM descretion) it becomes true. The more Hope spent, the more outlanding the thing made up can be. |
Circuit | 9 | 1 |
| Drone Control | Precision through proxies. As an Action, Spend 1 Hope for your Primary Drone to attack at +2. |
Maker | 1 | 1 |
| Drone Maneuver | Dodge by remote instinct. As a Reaction, Mark 1 Stress to give your Primary Drone +2 Evasion for one attack before results are determined. |
Maker | 1 | 1 |
| Explosive Detonation | Precision demolition by proxy. At the start of the Session, place tokens on this card equal to your proficiency level. Take an Action to Spend one token to detonate an explosion within Far range. Target takes d8+2 damage; all others within Very Close of the target take d6. Mark 2 Stress to refresh this card with tokens |
Maker | 1 | 2 |
| Patch Job | Duct tape, hope, and brilliance. Once per rest, Mark 1 Stress to restore 2 HP to your Primary Drone. |
Maker | 1 | 0 |
| Armorer | Armor is just skin for machines. During downtime, Spend 1 Hope to repair up to 3 armor slots for yourself or an ally. |
Maker | 2 | 0 |
| Drone Swarm | You are never outnumbered. Once per long rest, place tokens on this card equal to your proficiency level. As a Reaction, spend 1 token to have one of the following effects to 1 target creatures
|
Maker | 2 | 1 |
| Air Support | The sky belongs to you. One per long rest, you launch and control drones that provide tactical overwatch. Spotlight an Action to shift the drones between Offensive mode and Defensive mode: Defensive mode: You have +2 Evasion and all allies have +1 Evasion Offensive mode: You have +2 to your attacks and all allies have +1 to their attacks |
Maker | 3 | 1 |
| Expert Driver | Speed racer's got nothing on you! All Driving checks are +2. Each time you are Spotlighted while Driving, you may also take an Attack Action. |
Maker | 3 | 1 |
| Getaway Vehicle | Drive fast, live smarter. You own a vehicle large enough for your team - describe the vehicle on your character sheet. While driving this vehicle, gain +2 to Driving checks. On a critical roll, you may perform a cinematic driving maneuver with your vehicle (GM discretion), and adjust your Chase Die by and additional -1 to +1 |
Maker | 3 | 2 |
| Improvised Mod | Improvise, adapt, overclock. Once per long rest, Spend 2 Hope to add a temporary extra mod to your Primary Drone for the current scene. At the end of the Scene, remove 1 mod. |
Maker | 3 | 2 |
| Plant Tracker | They can run, but they can’t hide. Mark 2 Stress to plant a tracker on a creature or device within Very Close. Roll Finesse vs target’s difficulty to avoid detection. |
Maker | 3 | 1 |
| Project Manager | Leadership through logistics. Once per rest, Spend 1 Hope before a Group Action to grant +2 to the roll. |
Maker | 3 | 0 |
| Assess Equipment | Every circuit tells a secret. Spend 1 Hope after 10 minutes of inspection to ask the GM 3 yes/no questions about the device. |
Maker | 4 | 1 |
| Improvise Equipment | If you can imagine it, you can build it. Once per rest, Mark 2 Stress to create a device you need. Describe construction and function (GM discretion). |
Maker | 4 | 1 |
| Power Boost | Overclocked aggression. As an Action, Spend 1 Hope for your Primary Drone to attack with advantage; add dH extra damage on success depending on your Tier (1:d4, 2:d6, 3:d8, 4:d10) |
Maker | 4 | 1 |
| Quick Change | The right tool for the wrong moment. Once per Scene, Mark 1 Stress to replace one module on your Primary Drone instantly. |
Maker | 4 | 2 |
| Stealth Drone | Your eyes are everywhere. Once per Scene, Spend 1 Hope to launch a tiny Stealth Drone within Very Far. The drone provide audio within Very Close and visual signal. When you take an Action, you can reposition the drone anywhere within Very Far. creatures within Very Close can take an action to make an Instinct roll (Difficulty 15) to detect the drone, and if detected destroy the drone. |
Maker | 4 | 1 |
| Fixer | You know who to call. You have a contact for materials. Non-weapon items cost less (GM discretion). Once per session, ask your Fixer information on any topic. |
Maker | 5 | 0 |
| Flying Drone | The sky hums with your genius. Your Primary Drone gains flight, +4 Evasion, and may carry 3 weapons. |
Maker | 5 | 2 |
| Good Maintenance | A well-oiled machine never quits. Your weapons and Primary Drone cannot malfunction except through magical effects. |
Maker | 6 | 1 |
| Multitalented | Expertise knows no boundaries. You may add one Domain card from Circuit, Codex, or Bullet to your loadout of Level 4 or less. |
Maker | 6 | 1 |
| Urban Assault Vehicle | War van supremacy. You own a large, heavily equipped vehicle large enough for your team plus 4 extra creatures - describe the vehicle on your character sheet. While driving this vehicle, gain +4 to Driving checks. On a critical success of a Driving roll, you may perform a cinematic driving maneuver with your vehicle (GM discretion). |
Maker | 8 | 1 |
| Analyst | Knowledge is the best weapon. Once per session, Spend 2 Hope to ask the GM 3 yes/no questions about a material, structure, or device. |
Maker | 9 | 1 |
| Engineer Solution | Innovation given form. With one day of prep, you can construct nearly any practical device needed (GM discretion). |
Maker | 9 | 0 |
| Chinook | Airlift on demand. While active, your Primary Drone can carry you and one ally. While equipped, it may only carry one weapon and has -2 Evasion. |
Maker | 10 | 2 |
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