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Doom

Doom is like Ingenuity, but is used by the GM to create challenges for the players as a result of bad luck or foolish risks.   Generating Doom   Anytime a player rolls a d20, they must also roll a d10. If the d10 is a 1, a point of Doom is generated. If the d20 rolls a natural 1, any value other than 10 on the d10 generates a point of Doom. Certain actions or discoveries as part of a case may also generate Doom.   Doom is also generated by being thorough. The player can attempt to find missing evidence with advantage at the cost of generating a number of Doom equal to the number of agents involved in the search.   Whenever the party takes time, a number of Doom is generated equal to the number of PCs. Longer rests can generate more.   Using Doom   Doom is usually spent immediately to cause minor banes to the agent that generated it. However, Doom may be accumulated into a pool. This pool has a maximum of the number of agents +1. The GM may use this doom to activate features on the Grand Conspiracy Sheet, increasing the difficulty of the case.

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