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Stormbringer:Doom

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Doom

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

Doom measures the weight of fate upon a character.

It is not simply bad luck. It is the accumulation of:

  • bargains made
  • powers invoked
  • lines crossed
  • attention drawn

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

Starting Doom

All characters begin with:

  • Doom 0

Some Flaws or Boons may increase this at character creation.

Gaining Doom

Doom is gained when characters:

  • Use Chaos-tainted powers
  • 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.

Spending Doom

A player may voluntarily gain 1 Doom to:

  • Reroll any failed roll
  • Avoid certain death
  • Force a dramatic success

This represents calling upon fate—and being heard

Doom Effects

Doom does not apply constant penalties.

Instead, it triggers when it matters.

The GM may invoke Doom to:

  • Introduce complications
  • Twist success into cost
  • Escalate danger
  • Attract attention

Doom Thresholds

As Doom rises, its effects intensify.

Doom 1–2: The Mark

Something is off.

  • Animals react uneasily
  • Minor coincidences turn against you
  • Sensitive individuals feel your presence

Doom 3–4: The Shadow

You are no longer unnoticed.

  • Dreams become troubled or invasive
  • Supernatural forces take interest
  • Small failures become costly

Doom 5–6: The Chain

You are entangled.

  • Demons, priests, or agents begin to seek you
  • Powers you used begin to demand return
  • Success often carries a visible cost

Doom 7+: The Inevitable

Fate tightens.

  • The GM may override outcomes for dramatic consequence
  • Powerful entities act directly
  • Your actions reshape the story around you

At this level:

> You are no longer merely a character. > You are an event.

Clearing Doom

Doom does not fade easily.

It may only be reduced by:

  • Fulfilling a major obligation
  • Rejecting power at great cost
  • 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.