Doomed Ones were originally a magic-using character class that
I created in 1980 for Adventure, a roleplaying game that Games Workshop
commissioned me to write. (The title was their idea.) A Doomed One permanently burnt
a point of Constitution to unlock about twenty quite powerful spells. The
character got one use of each spell and at any time could sacrifice another
Constitution point to get another use of the twenty. Since Constitution both
set the basis for the character’s hit points and limited the number of times
they could be resurrected, it was a death sentence with a lot of power to use
up on your way to the grave.
Even if Adventure (did I mention that was GW’s idea?) had
ever been published, I’m not sure Doomed Ones would have made the final cut.
They were kind of boring. A player would cross off a couple of Constitution
points, then stingily husband their forty spells in any encounter while letting
other characters do the heavy lifting. Not that that couldn’t make for an
interesting dynamic, just that there was only one story to tell there and it
didn’t bear repeating dozens of times.
There’s a certain logic to revisiting the idea using Dragon Warriors, seeing as how DW evolved out of my notes for Adventure (huh,
that title…). So here they are.
Doomed Ones
A Doomed One is a Sorcerer who has bound themselves under
ominous stars in the pursuit of magical power to the exclusion of all else. The
Doomed One is treated like a normal Sorcerer except as follows:
Attack, Defence, Stealth, Evasion and Health Points do not increase with rank. Magic Points increase faster than for regular Sorcerers.
Because Doomed Ones are half in love with easeful death, they
are unaffected by fright attacks caused by ghosts and the undead.
Every Doomed One has a fate in the form of a death that has been prophesied for them -- their doom. When creating the character, the player specifies a time of day (night, morning, afternoon or evening) and a cause of death. Causes of death should be reasonably general, not “belladonna mixed into warm milk” or "bitten in the ankle by an adder", say. Pick from this list or (with the GM’s discretion) something similar:
A blunt weapon, a cat, a dog, an
edged weapon, fire, a fish, a fungus, a horse, an insect, a lake or pond, a
moat, an ox, a pig, a plant, a rat, a river, rope, sand, the sea, a serpent, a tree, wine.
In any situation in which the character is exposed to the fated
element, object, or thing at the fated time of day, they are subject to a Magical Attack of 2d6 + (d6 x rank/2). If
that overcomes the character’s Magical
Defence they are slain, if necessary by a freak accident. Conversely, if they survive, the close brush with death immediately restores their full Magic Points and Health Points scores.
The GM should bear in mind that dying because of a fish could include choking on a fish bone, for example. Further inspiration is available by looking at unusual demises in antiquity, in medieval times, and in the Renaissance. Or even these bizarre 17th century deaths. However, a character who is careful to guard against their fate should not be arbitrarily imperilled. Don’t say, “A horse bolts towards you out of nowhere and knocks you down.” In that example, the character should only risk their doom if they have voluntarily approached a horse or a stable at the preordained time, or if the situation makes an encounter with a horse reasonably likely.
The prophecy doesn't entirely protect the Doomed
One from death by other means. If reduced to –3 Health Points in
circumstances where their prophesied fate doesn’t apply, they are incapacitated
but remain alive. The character can be healed and will recover consciousness
when at positive health points but thereafter is a parolee of fate, having
cheated death because of their prophecy, and recovers only 50% of their Magic
Points each day until such time as they are faced with the preordained circumstances,
whereupon they are challenged by the Magical
Attack described above; if they survive that then their full sorcerous
abilities are restored.
If reduced to –3 Health Points when the foretold cause (but not necessarily time) of death is present, the Doomed One is slain in a way that ensures the fulfilment of the prophecy. (‘She might have dodged that fatal blow if that darned cat hadn’t distracted her at the crucial moment.’) In those circumstances no Magical Attack resolution is needed.
If the Doomed One is slain in a manner that leaves no possibility of doubt – for example, incinerated in a furnace or sliced into small pieces – and the ordained cause is not involved, it is left to the GM’s ingenuity to contrive some way for the cause to take post-mortem effect. For example, the character’s coffin might be dropped in a river on the way to the churchyard, or the funeral procession might be held up by a runaway horse.
It goes without saying that a Doomed One should be careful to keep their prophesied fate a secret. The GM should not reveal it in front of other players until the circumstances apply, and even then conceal the precise details. If our example character is foolishly riding a horse in the afternoon, and the horse stumbles and throws him or her to the ground, the other player-characters won’t necessarily know if it was the tree root in the road or an insect bite on the horse’s rump or the horse itself that was to blame.
OK, look, if you really insist -- and don't say I didn't warn you -- here is part of the original manuscript of Adventure from 1980 in which Doomed Ones first appeared. It's mostly interesting for the glimpse of the Assassins rules, which I used when writing Out of the Shadows (DW book 4), but both Doomed Ones and Shamans (also in the excerpt) would probably have been dropped, at least in that form, if Adventure had ever come out.
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