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Sorted A-ZPlaybooks
The Doomed
Playbook burning brighter as doom advances through a seven-stage Doom Track; spending doom to rewrite scenes, ignore consequences, or break seals pushes the track closer to Apocaly...
- Playbook
- Core
- Danger
- +1
- Freak
- +1
- Mundane
- +0
- Savior
- +1
- Superior
- -1
Advanced Moves
Burn the CandleSin EaterEndure ItOn Borrowed TimeDoom WatchDark BargainsThe Final Confrontation
The condemned one. The Doomed has powers fed by a sentence already written in their bones — a curse, a contract, a prophecy, a clock. They burn brighter than anyone, and every time they burn brighter the doom comes closer.
Their question is not whether they will fall; it is whether they will choose what they fall toward.
Identity questions:
- What is the doom hanging over you, in plain English?
- Who is trying to save you from it, and why won't you let them?
- What sin from your sealed past won't stay sealed?
Starting label biases: Danger +1, Freak +1, Savior +1, Superior -1, Mundane 0
Starting moves (pick 3, plus Apocalypse, When?): Apocalypse, When?, Sealed Away, Doom Signs, Tools Against Doom, Words from Beyond
Advanced moves
- Burn the Candle
- Sin Eater
- Endure It
- On Borrowed Time
- Doom Watch
- Dark Bargains
- The Final Confrontation
Advancements
- Advancement: Pick a Doomed advanced move — Choose from Burn the Candle, Sin Eater, Endure It, On Borrowed Time, Doom Watch, Dark Bargains, or The Final Confrontation.
- Advancement: Take a move from another playbook
- Advancement: +1 label (max +3)
- Advancement: Lock a label
- Moment of Truth: meet the doom — The Doomed's Moment of Truth is the moment the doom shows up in person and the Doomed gets to meet it on their own terms, briefly, completely. The clock advances all the way after.