此文档内含十个领域,每组卡牌代表一种特定主题,赋予角色相应的特性或特殊能力。请注意《匕首之心》核心规则内仅包含以下九个领域:奥术、利刃、骸骨、典籍、优雅、午夜、贤者、辉耀和勇气。
奥术 ARCANA
奥术是与生俱来和本能魔法的领域。选择此道的人能够利用界域中原始、神秘的力量来操纵自身的能量和元素。奥术赋予使用者一种不稳定的力量,但加以正确引导时却异常强大。奥术领域可以被德鲁伊和术士所使用。
利刃 BLADE
利刃是武器精通的领域。无论是通过钢剑、弓箭,还是更专业的武器,追随此道的人都拥有斩断他人生命的能力。利刃的使用者致力于获得主宰死亡的残暴力量。利刃领域可以被刺客、守护者和战士所使用。
骸骨 BONE
骸骨是战术和肉体的领域。此领域的实践者能够不可思议地控制自己的身体能力,并且善于预测他人在战斗中的行为。骸骨的追随者能获得对身体及其运动无与伦比的理解。骸骨领域可以被格斗家、游侠和战士所使用。
典籍 CODEX
典籍是深入研究魔法的领域。寻求魔法知识的人会探寻记录在书本上、写在卷轴上、刻在墙壁上或纹在身体上的力量方程式。典籍为追求超越常识边界知识的信徒提供了对魔法的掌控和多方面的理解。典籍领域可以被吟游诗人和法师所使用。
恐怖 DREAD
恐怖是梦魇和恐惧的领域。选择这条道路的人,能够召唤怪物,削弱敌人,并引导骇人的魔法摧毁敌人。恐怖赋予其信徒驾驭大多数人因畏惧而不敢使用的力量。恐怖领域可以被邪术师和灵巫所使用。
优雅 GRACE
优雅是魅力的领域。通过令人心醉的讲述、迷人的法术或谎言的迷雾,引导这种力量的人能够定义敌人的现实,按照自己的意愿扭曲感知。优雅为其使用者提供了纯粹的魅力和对语言的精通。优雅领域可以被吟游诗人、游荡者和邪术师所使用。
午夜 MIDNIGHT
午夜是阴影与秘密的领域。无论是通过巧妙的诡计、灵巧的魔法还是夜色的掩护,引导这些力量的人都实践着隐匿的艺术,并且能够揭示隐藏的宝藏。午夜赋予实践者控制和制造谜团的力量。午夜领域可以被刺客、游荡者和术士所使用。
贤者 SAGE
贤者是自然世界的领域。走上这条道路的人能够汲取大地及其生灵的不羁力量,释放原始的魔法。贤者赋予其信徒盛开花朵般的生命力以及饥饿掠食者般的凶猛。贤者领域可以被德鲁伊、游侠和灵巫所使用。
辉耀 SPLENDOR
辉耀是生命的领域。通过这种魔法,追随者获得治愈以及在一定程度上控制死亡的能力。辉耀为其门徒提供了既能赋予生命又能终结生命的非凡能力。辉耀领域可以被神使和法师所使用。
勇气 VALOR
勇气是守护的领域。无论是通过攻击还是防御,选择此信条之人皆可引导强大的力量在战斗中保护他们的盟友。勇气为那些举起盾牌保护他人的人提供巨大的力量。勇气领域可以被格斗家、守护者和神使所使用。
职业领域
- 刺客: 利刃 & 午夜
- 吟游诗人: 典籍 & 优雅
- 格斗家: 勇气 & 骸骨
- 德鲁伊: 奥术 & 贤者
- 守护者: 利刃 & 勇气
- 游侠: 骸骨 & 贤者
- 游荡者: 优雅 & 午夜
- 神使: 辉耀 & 勇气
- 术士: 奥术 & 午夜
- 邪术师: 恐怖 & 优雅
- 战士: 利刃 & 骸骨
- 灵巫: 恐怖 & 贤者
- 法师: 典籍 & 辉耀
玩家角色在创建时获得两张 1 级领域卡,之后每次提升等级时,可额外获得一张等级不高于自身等级的领域卡。
领域卡
每张领域卡提供一个或多个你在冒险过程中可使用的特性。部分领域卡牌提供你可以进行的行动,例如独特的攻击或法术;也有一些则赋予被动效果、新的休整行动或社交遭遇能力,或者是一次性增益。
领域卡解析
每张领域卡都包含以下六项要素:
等级
卡牌左上角的数字表示卡牌的等级。你无法获得高于你玩家角色等级的领域卡。
领域
卡牌等级的下方有一个符号,表示其所属领域。你只能从你职业的两个领域中选择卡牌。
回想费用
卡牌右上角的数字和闪电符号表示其回想费用。这是玩家将此卡牌从宝库中与配置中的一张卡牌进行交换所需要标记的压力点数量。 注:玩家在休整期间,可以无需支付领域卡的回想费用来交换领域卡。
标题
卡牌的名字。
类型
卡牌的类型列在卡名上方居中位置。领域卡有三种类型:能力、法术和术典。能力通常本质上是无魔的,而法术具有魔法性质。术典是典籍领域独有的、一系列小型法术的集合。某些游戏机制仅适用于特定类型的卡牌。
特性
卡牌下半部分的文字描述了其特性,包括使用此卡牌时需要遵循的任何特殊规则。
配置和宝库
你的配置是在你已获得的领域卡中,你的玩家角色可以在游戏过程中使用其效果的一组卡牌。你最多可以同时在配置中放置 5 张领域卡。当你获得第六张或更多的领域卡时,你必须选择其中 5 张保留在配置中,其余的卡牌则被视为在你的宝库中。宝库中的卡牌处于非激活状态,不会影响游戏。
注:你的子职业、种族与社群卡牌不计入配置或宝库,它们始终处于激活、可用的状态。
在一次休息开始时,在使用休整行动之前,你可以在配置与宝库之间自任意交换卡牌,只要配置中的卡牌数量不超过 5 张的上限即可。
在其他时间将一张卡牌从宝库移动到配置中时,你必须标记数量等同于该宝库中卡牌的回想费用(位于卡牌右上角闪电符号旁的数字)的压力点。如果你的配置已满,你还必须将一张卡牌从配置移回宝库以腾出空位,不过这不需要支付任何代价。
若你在角色升级时获得一张新的领域卡,你可以立即将其免费加入配置中。如果你的配置已满,你也必须将一张卡牌从配置移入宝库以腾出空位。
使用限制
如果某张领域卡有使用次数限制,你可以用任意喜欢的方式进行记录,例如将卡牌横置、反扣,或使用指示物。
注:如果某个效果或能力给予你等同于某项属性调整值的使用次数,若该属性调整值为 +0 或更低,则你获得的使用次数为 0 。
There are ten Domains, each comprising a collection of cards granting features or special abilities expressing a particular theme. Please note the Daggerheart Core Set includes only the following nine domains: Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, and Valor.
ARCANA
Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled. The Arcana domain can be accessed by the Druid and Sorcerer classes.
BLADE
Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death. The Blade domain can be accessed by the Assassin, Guardian, and Warrior classes.
BONE
Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements. The Bone domain can be accessed by the Brawler, Ranger, and Warrior classes.
CODEX
Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom. The Codex domain can be accessed by the Bard and Wizard classes.
DREAD
Dread is the domain of nightmares and fear. Those who choose this path can call forth monstrosities, enfeeble their foes, and channel terrifying magic to destroy their enemies. Dread grants its adherents power over forces most are too afraid to employ. The Dread domain can be accessed by the Warlock and Witch classes.
GRACE
Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language. The Grace domain can be accessed by the Bard, Rogue, and Warlock classes
MIDNIGHT
Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas. The Midnight domain can be accessed by the Assassin, Rogue, and Sorcerer classes.
SAGE
Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator. The Sage domain can be accessed by the Druid, Ranger, and Witch classes.
SPLENDOR
Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life. The Splendor domain can be accessed by the Seraph and Wizard classes.
VALOR
Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others. The Valor domain can be accessed by the Brawler, Guardian, and Seraph classes.
CLASS DOMAINS
Each class grants access to two domains:
- Assassion: Blade & Midnight
- Bard: Codex & Grace
- Brawler: Valor & Bone
- Druid: Arcana & Sage
- Guardian: Blade & Valor
- Ranger: Bone & Sage
- Rogue: Grace & Midnight
- Seraph: Splendor & Valor
- Sorcerer: Arcana & Midnight
- Warlock: Dread & Grace
- Warrior: Blade & Bone
- Witch: Dread & Sage
- Wizard: Codex & Splendor PCs acquire two 1st-level domain cards at character creation and an additional domain card at or below their level each time they level up.
DOMAIN CARDS
Each domain card provides one or more features your PC can utilize during their adventures. Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects, new downtime or social encounter abilities, or one-time benefits.
DOMAIN CARD ANATOMY
Each domain card includes six elements: Level The number in the top left of the card indicates the card’s level. You cannot acquire a domain card with a level higher than your PC’s. Domain Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s two domains. Recall Cost The number and lightning bolt in the top right of the card shows its Recall Cost. This is the amount of Stress a player must mark to swap this card from their vault with a card from their loadout. Note: A player can swap domain cards during downtime without paying the domain card’s Recall Cost. Title The name of the card. Type The card’s type is listed in the center above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically non-magical in nature, while spells are magical. Grimoires are unique to the Codex domain and grant access to a collection of less potent spells. Some game mechanics only apply to certain types of cards. Feature The text on the bottom half of the card describes its feature(s), including any special rules you need to follow when you use that card.
LOADOUT & VAULT
Your loadout is the set of acquired cards whose effects your PC can use during play. You can have up to five domain cards in your loadout at one time. Once you’ve acquired six or more domain cards, you must choose five to keep in your loadout; the rest are considered to be in your vault. Vault cards are inactive and do not influence play Note: Your subclass, ancestry, and community cards don’t contribute to your loadout maximum and are always active and available. At the start of a rest, before using downtime moves, you can freely move cards between your loadout and your vault, so long as your loadout doesn’t exceed its five-card maximum. To move a card from your vault to your loadout at any other time, you must mark a number of Stress equal to the vaulted card’s Recall Cost (located in the top right of the card next to the lightning bolt symbol). If your loadout is already full, you must also move a card from your loadout to your vault to make space, though you can do this at no cost. When you gain a new domain card at level-up, you can immediately move it into your loadout for free. If your loadout is already full, you must also move a card from your loadout to your vault to make space.
USAGE LIMITS
If a domain card restricts how often it can be used, you can track such limits with whatever method you prefer, such as turning the card sideways, flipping it facedown, or using tokens. Note: if an effect or ability gives you a number of uses equal to a trait with a modifier of +0 or less, it grants you 0 uses.