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Friday, 5 September 2025

Doomed Ones (a sorcerous subclass for Dragon Warriors)

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.

11 comments:

  1. Absolutely brilliant, Mr Morris! Thank you so much for sharing.

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  2. Hey this is great - and also reminds me of how missed an opportunity the 'Doomed' talent is in WFRP 4e (where you decide what your doom is and if your character dies that way your next character starts with half the xp of the previous) - all humans have them, including NPCs which winds me up due the already horrible balance of cognitive load vs usability at table of WFRP stat blocks. Apologies for using your evocative rules to moan about something tangential!

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    1. Moan away all you like, Dave! I wasn't aware of the WFRP doom rules, but I wouldn't use anything like that myself because it doesn't make any diegetic sense -- unless they're saying that the new character is a reincarnation of the first character?

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    2. nah its very much a meta thing - we don't use it tbh, though I do like their world building that a priest of Morr (god of death & dreams) reads a child's doom at age 10, almost a coming of age sort of ritual. I must drop in such taking place at a random village sometime when the PCs arrive :)

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    3. Given the vaguely 17th century setting, I imagine a lot of the dooms prophesied for 10-year-olds wouldn't be that far in the future.

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    4. We use Doomings in the WFRP game I'm playing in (a weird hybrid of 1st and 2nd edition), but they're just used for flavour. My character's is around disease, which makes him very paranoid exposure to them... but has no mechanical effect on the game.

      The Magical Attack is a nice way to approach it - if you meet your (potential) doom, there's at least some chance that you're going to die. It gives you an incentive to at least be concerned about exposing yourself to those conditions!

      I could see that working for Doomings in WFRP, though, er, Warhammer used to be pretty deadly - I don't know if 4e has eased up on that...

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    5. I Googled it, Ray and it sounds like it still has no rules-based effect, at least if this description is up to date. In that form it sounds like the fate that one of Oliver Johnson's characters believed hung over him in our "Iron Men" Legend campaign: to die choking on a fishbone. There was no other effect than the character getting nervous every time we got near the coast or visited an inn where fish was on the menu.

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  3. Thanks for sharing Dave; an evocative character class indeed! Generating the lists of creative dooms would be fun enough, before we even move onto the story- telling possibilities.

    Just riffing off your reply to Dave Dow's comment re: WFRP and the 17th Century, I happened to be in a 16th Century pub in Corfe Castle on Sunday, filled with Civil War re- enactors, all splendidly still in their costumes and narry a mobile phone between them, when the Government's apocalypse alert went off. Whilst the rest of us were "pinging" the Cavaliers and Roundheads were undisturbed - Doom had come for us, but not for them!

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    1. I was nearly as untroubled by 21st century concerns, John, as my own phone is from the digital equivalent of the Stone Age. If I'm sent a photo, the phone display says, "Unknown object received", and the apocalypse signal didn't even turn it on. When the balloon goes up, and everyone else is huddling under their dining-room table, I'll be sauntering around wondering why the streets are so empty and what those dark specks are in the eastern sky.

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    2. haha thats a brilliant image!

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