Your powers are tied into your doom; think about the nature of your doom when you choose them. Choose up to three.
You have a nemesis, an epic and powerful enemy representing and embodying your doom. It’s going to take everything you have to take them down in the time you have left.
At the end of every session, answer the question: Did you make progress on defeating your nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.
Backstory
Once you’ve finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has Influence over you.
These people matter for what you need to do. Give Influence to two of your teammates.
Doomed
You’re doomed. Your powers may be killing you, or maybe you’re hunted ruthlessly, or maybe you embody an apocalypse. But one way or another, your future is grim.What brings your doom closer? Choose two.
Whenever you bring your doom closer, mark one box on your doom track
Doom Track:
When your doom track fills, clear it and take one of your doomsigns.
Doomsigns
These are abilities that come to you with your approaching doom. Once you have taken all five doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills. Choose one doomsign you already hold at character creation.
Mark your doom track to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.
Mark your doom track to use an ability from any playbook, one time.
Mark your doom track to appear in a scene with anyone you want.
Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.
Mark your doom track to use an Adult Move one time.
confront it and perish.
Sanctuary
You have a place where you can rest, recover, and reflect upon your powers. Choose three features of your sanctuary:
Choose and underline two downsides of your sanctuary:
When you call upon the resources of your sanctuary to solve a problem, say what you want to do. The GM will give you one to four conditions you must fulfill to complete your solution:
Team Moves
When you share a triumphant celebration with someone, give them Influence over you and spend a Team from the pool to clear one box on your doom track.
When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your doom track. If they say no, mark a condition or mark your doom track.
Other Moves