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<div class="codex-page codex-page--stormbringer">


= Doom =
=Doom=


“All men are born to fate. Mine was merely louder than most.”
<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.


Doom measures the weight of fate upon a character.
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.


It is not simply bad luck. It is the accumulation of:
A man with no Doom may pass unnoticed through the world. A man with great Doom cannot help but leave a wake behind him.


* bargains made
==The Nature of Doom==
* powers invoked
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.
* lines crossed
* attention drawn


Doom grows. And as it grows, the world begins to notice.
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.


== Starting Doom ==
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.


* '''Doom 0'''
==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:


Some Flaws or Boons may increase this at character creation.
* 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


== Gaining Doom ==
Doom is not assigned lightly—but it is assigned honestly.


Doom is gained when characters:
==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.


* Use Chaos-tainted powers 
The GM is not required to invoke Doom every time—but when it appears, it should be felt.
* Invoke demons or supernatural forces 
* Take Restricted Boons 
* Break oaths or violate Law 
* Attract the attention of powerful entities 
* Choose power over restraint 


Some abilities explicitly grant Doom.
==Doom Thresholds==


== Spending Doom ==
===Doom 0: Unmarked===
You pass beneath notice. No effect.


A player may voluntarily gain '''1 Doom''' to:
===Doom 1–2: The Mark===
Something about you is no longer entirely natural. When Doom is invoked:


* Reroll any failed roll
* The GM may apply '''1 Penalty Die''' to the roll, '''or'''
* Avoid certain death 
* Introduce a minor complication
* Force a dramatic success 


This represents calling upon fate—and being heard
Such complications are subtle:


== Doom Effects ==
* A weapon slips at the wrong moment. 
* A door sticks. 
* An animal startles. 
* Someone glances at you twice.


Doom does not apply constant penalties.
===Doom 3–4: The Shadow===
You are no longer unnoticed. When Doom is invoked:


Instead, it triggers when it matters.
* The GM applies '''1 Penalty Die''' '''and''' introduces a complication


The GM may invoke Doom to:
Success, if achieved, is rarely clean.


* Introduce complications  
* You arrive—but too late.  
* Twist success into cost  
* You strike—but expose yourself.  
* Escalate danger 
* You succeed—but something now knows your name.
* Attract attention 


== Doom Thresholds ==
Dreams grow troubled. Coincidences begin to align.


As Doom rises, its effects intensify.
===Doom 5–6: The Chain===
You are entangled in forces beyond your control. When Doom is invoked:


=== Doom 1–2: The Mark ===
* The GM may apply '''2 Penalty Dice''', '''or'''
* Introduce a significant complication regardless of the roll’s success


Something is off.
At this stage, consequences take form:


* Animals react uneasily  
* Agents begin to seek you out.  
* Minor coincidences turn against you  
* Old bargains return with new demands.  
* Sensitive individuals feel your presence 
* Power answers power.


=== Doom 3–4: The Shadow ===
Nothing you do remains isolated.


You are no longer unnoticed.
===Doom 7+: The Inevitable===
Fate closes its hand. When Doom is invoked:


* Dreams become troubled or invasive 
* The GM may override the outcome entirely, turning success into consequence
* Supernatural forces take interest 
* Small failures become costly 


=== Doom 5–6: The Chain ===
At this level, events gather around you.


You are entangled.
* 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.


* Demons, priests, or agents begin to seek you 
==Reducing Doom==
* Powers you used begin to demand return 
Doom does not fade with time. It may only be reduced through acts of consequence equal to those that created it:
* Success often carries a visible cost 


=== Doom 7+: The Inevitable ===
* Fulfilling a great obligation
* Refusing power at real cost
* Completing a significant quest
* Sacrifice—of time, strength, relationships, or more


Fate tightens.
Typical reduction is '''−1 Doom''' per such act, at the GM’s discretion. There is no easy absolution.


* The GM may override outcomes for dramatic consequence 
==Doom and Death==
* Powerful entities act directly 
At high Doom levels, death is seldom an ending. A doomed character may:
* Your actions reshape the story around you 


At this level:
* Survive—but altered
* Die—but unleash greater consequences
* Be claimed by a power they have invoked


> You are no longer merely a character. 
In such cases, death becomes transformation.
> You are an event.


== Clearing Doom ==
==Using Doom==
Doom is not a punishment. It is a measure of narrative gravity. Use it to:


Doom does not fade easily.
* 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


It may only be reduced by:
The higher the Doom, the less the world can ignore the character.


* Fulfilling a major obligation 
==Final Rule==
* Rejecting power at great cost 
Embrace Doom. Because in this world, the greatest figures are not those who avoided fate—but those who forced it to answer.
* Completing a significant quest 
* Sacrifice (time, power, relationships, or more) 
 
The GM determines when Doom may be reduced.
 
Typical reduction:
 
* −1 Doom per major act of restraint or resolution 
 
== Doom and Death ==
 
At high Doom, death is rarely simple.
 
A character may:
 
* Survive—but changed 
* Die—but trigger greater consequences 
* Be claimed by a power 
 
Death becomes transformation, not ending
 
== Using Doom at the Table ==
 
Doom is not a punishment system.
 
It is a pacing and tone tool.
 
Use it to:
 
* Raise tension gradually 
* Reward risky decisions 
* Reinforce the cost of power 
* Drive story forward 
 
== Final Rule ==
 
Players are encouraged to embrace Doom.
 
Because in ''Stormbringer'' the greater the Doom, the greater the legend.


</div>
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[[Category:Stormbringer]]
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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.