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(1 edit) (+1)

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.