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{{ | {{StormbringerHeader}} | ||
<div class="codex-page codex-page--stormbringer"> | |||
= Doom = | =Doom= | ||
“All men are born to | <div class="codex-page--stormbringer blockquote"> | ||
“All men are born to Fate. Mine was merely louder than most.” | |||
—ascribed to Elric of Melniboné | |||
</div> | |||
[[File:Doom.png|right|400px]] | |||
''Doom'' is the measure of how loudly Fate speaks your name. | |||
It is not misfortune. It is not chance. It is the weight of attention—the slow turning of unseen powers toward you, the consequence of bargains struck, forces invoked, and boundaries crossed. | |||
A man with no Doom may pass unnoticed through the world. A man with great Doom cannot help but leave a wake behind him. | |||
==The Nature of Doom== | |||
Doom is not a resource. It cannot be spent, traded, or avoided through clever play. It is not a pool to be managed, but a mark that deepens over time. | |||
Doom | As your Doom score rises, the world grows less forgiving. Coincidence sharpens into intent. Success acquires a cost. Powers once distant begin to take notice. | ||
Doom does nothing—until it matters. And then it matters greatly. | |||
All characters begin with | ==Starting Doom== | ||
All characters begin with Doom 0. Some Boons and Flaws may increase this at character creation. | |||
==Gaining Doom== | |||
Doom is gained whenever a character draws upon forces beyond the ordinary bounds of the world, or places themselves in the path of consequence. Common causes include: | |||
* Binding demons, elementals, or other beings | |||
* Practicing sorcery or invoking supernatural aid | |||
* Breaking sworn oaths or violating Law | |||
* Taking certain Restricted Boons | |||
* Attracting the attention of powerful entities | |||
* Choosing power when restraint would be safer | |||
Doom is not assigned lightly—but it is assigned honestly. | |||
Doom | ==Doom Triggers== | ||
Doom does not impose constant penalties. Instead, it reveals itself in moments of uncertainty. Whenever a player rolls the dice, if any die shows a '''1''', the GM may invoke Doom. At that moment, the character’s Doom score determines how severely fate intrudes. | |||
The GM is not required to invoke Doom every time—but when it appears, it should be felt. | |||
==Doom Thresholds== | |||
== | ===Doom 0: Unmarked=== | ||
You pass beneath notice. No effect. | |||
===Doom 1–2: The Mark=== | |||
Something about you is no longer entirely natural. When Doom is invoked: | |||
* | * The GM may apply '''1 Penalty Die''' to the roll, '''or''' | ||
* | * Introduce a minor complication | ||
Such complications are subtle: | |||
* A weapon slips at the wrong moment. | |||
* A door sticks. | |||
* An animal startles. | |||
* Someone glances at you twice. | |||
Doom | ===Doom 3–4: The Shadow=== | ||
You are no longer unnoticed. When Doom is invoked: | |||
* The GM applies '''1 Penalty Die''' '''and''' introduces a complication | |||
Success, if achieved, is rarely clean. | |||
* | * You arrive—but too late. | ||
* | * You strike—but expose yourself. | ||
* | * You succeed—but something now knows your name. | ||
Dreams grow troubled. Coincidences begin to align. | |||
===Doom 5–6: The Chain=== | |||
You are entangled in forces beyond your control. When Doom is invoked: | |||
* The GM may apply '''2 Penalty Dice''', '''or''' | |||
* Introduce a significant complication regardless of the roll’s success | |||
At this stage, consequences take form: | |||
* | * Agents begin to seek you out. | ||
* | * Old bargains return with new demands. | ||
* | * Power answers power. | ||
Nothing you do remains isolated. | |||
===Doom 7+: The Inevitable=== | |||
Fate closes its hand. When Doom is invoked: | |||
* | * The GM may override the outcome entirely, turning success into consequence | ||
At this level, events gather around you. | |||
You are | * Powerful entities act directly. | ||
* Your victories reshape the world—and invite reprisal. | |||
* You are no longer merely acting within the story. You are driving it. | |||
==Reducing Doom== | |||
Doom does not fade with time. It may only be reduced through acts of consequence equal to those that created it: | |||
* Fulfilling a great obligation | |||
* Refusing power at real cost | |||
* Completing a significant quest | |||
* Sacrifice—of time, strength, relationships, or more | |||
Typical reduction is '''−1 Doom''' per such act, at the GM’s discretion. There is no easy absolution. | |||
==Doom and Death== | |||
At high Doom levels, death is seldom an ending. A doomed character may: | |||
* Survive—but altered | |||
* Die—but unleash greater consequences | |||
* Be claimed by a power they have invoked | |||
In such cases, death becomes transformation. | |||
== | ==Using Doom== | ||
Doom is not a punishment. It is a measure of narrative gravity. Use it to: | |||
* Give weight to power | |||
* Ensure success carries consequence | |||
* Draw the attention of the world at the right moment | |||
* Shape events around those who dare too much | |||
The higher the Doom, the less the world can ignore the character. | |||
==Final Rule== | |||
Embrace Doom. Because in this world, the greatest figures are not those who avoided fate—but those who forced it to answer. | |||
== Final Rule == | |||
Because in | |||
</div> | |||
{{StormbringerNav}} | |||
[[Category:Stormbringer]] | [[Category:Stormbringer]] | ||
Latest revision as of 15:02, 8 April 2026
Doom
[edit]“All men are born to Fate. Mine was merely louder than most.” —ascribed to Elric of Melniboné

Doom is the measure of how loudly Fate speaks your name.
It is not misfortune. It is not chance. It is the weight of attention—the slow turning of unseen powers toward you, the consequence of bargains struck, forces invoked, and boundaries crossed.
A man with no Doom may pass unnoticed through the world. A man with great Doom cannot help but leave a wake behind him.
The Nature of Doom
[edit]Doom is not a resource. It cannot be spent, traded, or avoided through clever play. It is not a pool to be managed, but a mark that deepens over time.
As your Doom score rises, the world grows less forgiving. Coincidence sharpens into intent. Success acquires a cost. Powers once distant begin to take notice.
Doom does nothing—until it matters. And then it matters greatly.
Starting Doom
[edit]All characters begin with Doom 0. Some Boons and Flaws may increase this at character creation.
Gaining Doom
[edit]Doom is gained whenever a character draws upon forces beyond the ordinary bounds of the world, or places themselves in the path of consequence. Common causes include:
- Binding demons, elementals, or other beings
- Practicing sorcery or invoking supernatural aid
- Breaking sworn oaths or violating Law
- Taking certain Restricted Boons
- Attracting the attention of powerful entities
- Choosing power when restraint would be safer
Doom is not assigned lightly—but it is assigned honestly.
Doom Triggers
[edit]Doom does not impose constant penalties. Instead, it reveals itself in moments of uncertainty. Whenever a player rolls the dice, if any die shows a 1, the GM may invoke Doom. At that moment, the character’s Doom score determines how severely fate intrudes.
The GM is not required to invoke Doom every time—but when it appears, it should be felt.
Doom Thresholds
[edit]Doom 0: Unmarked
[edit]You pass beneath notice. No effect.
Doom 1–2: The Mark
[edit]Something about you is no longer entirely natural. When Doom is invoked:
- The GM may apply 1 Penalty Die to the roll, or
- Introduce a minor complication
Such complications are subtle:
- A weapon slips at the wrong moment.
- A door sticks.
- An animal startles.
- Someone glances at you twice.
Doom 3–4: The Shadow
[edit]You are no longer unnoticed. When Doom is invoked:
- The GM applies 1 Penalty Die and introduces a complication
Success, if achieved, is rarely clean.
- You arrive—but too late.
- You strike—but expose yourself.
- You succeed—but something now knows your name.
Dreams grow troubled. Coincidences begin to align.
Doom 5–6: The Chain
[edit]You are entangled in forces beyond your control. When Doom is invoked:
- The GM may apply 2 Penalty Dice, or
- Introduce a significant complication regardless of the roll’s success
At this stage, consequences take form:
- Agents begin to seek you out.
- Old bargains return with new demands.
- Power answers power.
Nothing you do remains isolated.
Doom 7+: The Inevitable
[edit]Fate closes its hand. When Doom is invoked:
- The GM may override the outcome entirely, turning success into consequence
At this level, events gather around you.
- Powerful entities act directly.
- Your victories reshape the world—and invite reprisal.
- You are no longer merely acting within the story. You are driving it.
Reducing Doom
[edit]Doom does not fade with time. It may only be reduced through acts of consequence equal to those that created it:
- Fulfilling a great obligation
- Refusing power at real cost
- Completing a significant quest
- Sacrifice—of time, strength, relationships, or more
Typical reduction is −1 Doom per such act, at the GM’s discretion. There is no easy absolution.
Doom and Death
[edit]At high Doom levels, death is seldom an ending. A doomed character may:
- Survive—but altered
- Die—but unleash greater consequences
- Be claimed by a power they have invoked
In such cases, death becomes transformation.
Using Doom
[edit]Doom is not a punishment. It is a measure of narrative gravity. Use it to:
- Give weight to power
- Ensure success carries consequence
- Draw the attention of the world at the right moment
- Shape events around those who dare too much
The higher the Doom, the less the world can ignore the character.
Final Rule
[edit]Embrace Doom. Because in this world, the greatest figures are not those who avoided fate—but those who forced it to answer.
Stormbringer Codex Home • Players Guide • Character Creation • Careers • Boons • Flaws • Sorcery • Doom • Peoples • Young Kingdoms • Law & Chaos • Setting Rules • Arms & Armor • Name Generators
