0% found this document useful (0 votes)
80 views2 pages

The Doomed

Uploaded by

danlindsay21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
80 views2 pages

The Doomed

Uploaded by

danlindsay21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Moment of Truth

The prickly tingling fear of your doom, always in your head—it holds you back most of the time.
But right here, right now? It gives you the confidence to do anything. After all, what’s the worst
that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a
doomsign after you’re finished.

Team Moves
When you share a triumphant celebration with someone, give them Influence over you and spend
1 Team from the pool to clear one box on your doom track.
When you share a vulnerability or weakness with someone, give them Influence over you and ask
if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your

>> >> >> >> >>


doom track. If they say no, mark a condition or mark your doom track.

POTENTIAL ❑ ❑
Every time you roll a miss on a move, mark potential.
❑ ❑ ❑ THE DOOMED
HERO NAME
Advancement REAL NAME (IF DIFFERENT)
When you fill your potential track, you advance. Choose from the list below.
❑❑ Take a move from another playbook ❑❑ Unlock your Moment of Truth
❑❑ Take a move from another playbook ❑❑ Clear a doomsign; you lose access to that move Look
❑❑ Take a move from another playbook for now • ambiguous, man, shifting, transgressing, woman
❑❑ Someone permanently loses Influence over you; ❑❑ Get burn and three flares (from the Nova’s • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
add +1 to a Label playbook) • haunted eyes, angry eyes, empty eyes, steely eyes
❑❑ Rearrange your Labels as you choose, and add • unassuming clothing, medical clothing, official clothing, adaptive clothing
+1 to a Label • no costume, adaptive costume, medical costume, grim costume, containment suit

When you’ve taken five advances from the top list, you can take advances from the list below. Abilities
❑❑ Unlock your Moment of Truth after you’ve used it ❑❑ Take an adult move Your powers are tied into your doom; think about the nature of your doom when you choose
once ❑❑ Lock a Label, and add +1 to a Label of your them. Choose up to three.
❑❑ Confront your doom on your terms; if you survive, choice ❑❑ telekinesis ❑❑ memory manipulation ❑❑ psychic constructs
change playbooks ❑❑ Become a paragon of the city for however long ❑❑ body transmutation ❑❑ superhuman strength and ❑❑ vitality absorption
❑❑ Take an adult move you have left speed

Other Moves Nemesis


You have a nemesis, an epic and powerful enemy representing and embodying your doom. It’s
going to take everything you have to take them down in the time you have left.
Who is your nemesis? _______________________________________________________
At the end of every session, answer the question:Did you make progress on defeating your
nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.
Labels Doom
(at character creation, add +1 wherever you choose) You’re doomed. Your powers may be killing you, or maybe you’re hunted ruthlessly, or maybe
you embody an apocalypse. But one way or another, your future is grim.What brings your doom
DANGER -2 -1 0 +1 +2 +3 closer? Choose two.

FREAK -2 -1 0 +1 +2 +3 ❑❑ overexerting yourself ❑❑ facing danger alone ❑❑ showing mercy


❑❑ injuring innocents ❑❑ frightening loved ones ❑❑ talking about it openly

>>❑ >>❑ >>❑ >>❑ >>❑


SAVIOR -2 -1 0 +1 +2 +3 Whenever you bring your doom closer, mark one box on your doom track.
SUPERIOR -2 -1 0 +1 +2 +3 Doom Track:
MUNDANE -2 -1 0 +1 +2 +3 When your doom track fills, clear it and take one of your doomsigns.

Conditions Doomsigns
❑❑ Afraid (-2 to directly engage a threat) These are abilities that come to you with your approaching doom. Once you have taken all five
doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills.
❑❑ Angry (-2 to comfort or support or pierce the mask) Choose one doomsign you already hold at character creation.
❑❑ Guilty (-2 to provoke someone or assess the situation) ❑❑ Dark Visions:Mark your doom track to have a ❑❑ Burning Bright:Mark your doom track to ignore
❑❑ Hopeless (-2 to unleash your powers) vision about the situation at hand. After the one of the GM’s stated requirements when you
vision, ask the GM a question; they will answer it call upon the resources of your sanctuary.
❑❑ Insecure (-2 to defend someone or reject others’ influence)
honestly. ❑❑ Bolstered:Mark your doom track to use an Adult
Backstory ❑❑ Infinite Powers:Mark your doom track to use an Move one time.
• When did you first learn of your doom? ability from any playbook, one time.
• Where did you get your sanctuary? ❑❑ Portal:Mark your doom track to appear in a
• Why do you oppose your nemesis? scene with anyone you want.
• Who, outside of the team, is crucial to defeating your nemesis?
• Why does the team matter to you? ❑❑Your doom arrives; confront it and perish.

Once you’ve finished your backstory, introduce your character to the other players, and then Sanctuary
determine what happened when your team first came together, the relationships between you and You have a place where you can rest, recover, and reflect upon your powers. Choose and underline
your teammates, and who has Influence over you. three features of your sanctuary:
An aide or assistant; locks and traps; a library of valuable tomes; a scattering of ancient relics; a
When our team first came together... teleportal; a containment system; a powerful computer; useful tools; a meditation space; a power
We paid a high cost for victory. What was it? battery; a power enhancement system; healing equipment; art, music, and food
Choose and underline two downsides of your sanctuary:
Relationships Difficult to access, draws dangerous attention, location known to many, easily damaged or tampered
You told _______________ all about your doom and the danger you’re in. with, tied intricately to your doom
You’d love to kiss ________________ before your doom comes. When you call upon the resources of your sanctuary to solve a problem, say what you want to do.
The GM will give you one to four conditions you must fulfill to complete your solution:
❑❑ First, you must  _______________________ ❑❑ The best you can do is a lesser version,
Influence ❑❑ You’ll need help from ___________________ unreliable and limited
These people matter for what you need to do. Give Influence to two of your teammates.
❑❑ You and your team will risk danger from ______ ❑❑ You’ll need to mark one box on your doom track
 ❑❑ You’ll have to obtain  ___________________

You might also like