Thanks Thursday! That's really kind of you and great to hear!
That's a great question -- I think it is hard to know how to balance something being a quickstart vs a playkit, and I think I maybe could do more to make it a quickstart. I'll have a think about the best way to do incorporate some of these other rules. It also would probably be helpful to incorporate some guidance on writing/running hunts.
So, Doom is a trauma equivalent, but ties in to a couple other things. Here's the relevant bit from the book, hopefully it's helpful
EDIT: not sure why the formatting is so goofed up, but I'll try to clean it up after I'm done with work!
When you fill your luck track, mark doom.
◆ If you give in to your inner darkness (e.g. lash out, hurt someone you care about, go too far), stay in <span class="word" <the<="" span="">the </span>scene.
◆ If you hold off <span class="word" <the<="" span="">the </span>darkness <span class="word" <inside<="" span="">inside </span>you, take a final action with increased impact before collapsing, being left for dead, or otherwise being temporarily taken out of <span class="word" <the<="" span="">the </span>scene, only to come back later, changed.
Facing <span class="word" <the<="" span="">the </span>darkness always changes you in some way; modify one of your beliefs to reflect <span class="word" <this<="" span="">this </span>and clear your luck track. Your solace has been satisfied for <span class="word" <the<="" span="">the </span>next downtime.
If you are marking doom for <span class="word" <the<="" span="" style="color: inherit; font-family: inherit; font-size: inherit;">the </span>first time, you now have access to monstrous abilities.
----
When your doom track is full, you are doomed.
Your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter. After taking your final action, you must either sacrifice yourself or embrace the<span class="word" <the<="" span=""> </span>void.
◆ If you sacrifice yourself, all other hunters take +1d to <span class="word" <their<="" span="">their </span>next action, as if you had taken <span class="word" <the<="" span="">the </span>help action. You decide whether your hunter dies, retires, or something else. Whatever <span class="word" <their<="" span="">their </span>fate, your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter.
◆ If you embrace the void, <span class="word" <the<="" span="">the </span>void is satisfied ... for now. All other hunters may clear 1 doom but you must hand your hunter over to <span class="word" <the<="" span="">the </span>keeper who decides <span class="word" <their<="" span="">their </span>ultimate fate.
Maybe <span class="word" <they<="" span="">they </span>die, or maybe <span class="word" <they<="" span="">they </span>suffer a fate worse than<span class="word" <than<="" span=""> </span>death: becoming <span class="word" <the<="" span="">the </span>very evil <span class="word" <they<="" span="">they </span>swore to drive out.