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Showing posts with label prophecies. Show all posts
Showing posts with label prophecies. Show all posts

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.

Friday, 3 November 2023

Prophecy or blind fate?

I'm always dubious of prophecies. In real life, they're usually incorrect and/or useless. The way they're used in fantasy, the prophecy is often a lazy narrative device that feels like it's more about telling than showing. It's even more obtrusive, though, when prophecies occur in realistic fiction. Recently I was watching The North Water, based on a novel by Ian McGuire, about characters on an 1850s whaling ship that makes the Pequod look like the Love Boat. One of the characters, Otto, is given to vatic pronouncements and one day tells the other sailors that he's had a dream in which they all die except for Sumner, the ship's surgeon, who will survive after being "swallowed by a bear".

If somebody said that to you in the real world you'd know they were the sort of wearying crank who insists on recounting their dreams, and you could safely disregard any possibility of it coming true. But in a novel or TV drama you know for a fact it will come true because a prophecy is equivalent to the author inserting a plotting note several chapters early.

This could be why I'm unimpressed by many so-called narrative games, if by that they mean they're trying to replicate the way things work in a storytelling universe. I like realistic universes (whether or not they contain magic is not relevant) because the stories that emerge from them are far more unusual. In short, they are better at narrative.

The North Water is a first-rate TV drama (in the first four episodes) especially for showing how compelling characters don't need to be likeable, but inserting that prophetic dream can't help but break the suspension of disbelief, because you know that everything will have to unfold the way Otto foretold, and that's easy for the writer to achieve because it's a cheat. The prophecy is like the author whispering semi-spoilers in your ear -- telling not showing, you see. He or she can't expect a pat on the back for signalling in advance how the plot will turn out and then arranging things so that it does just that. (Especially when you can see two episodes ahead that it's going to be a Luke-in-the-tauntaun moment.)

Incidentally The North Water is also worth watching as a cautionary tale of the over-authored story problems that Sarwat Chadda warned about in a recent post. The first four episodes are very powerful: atmospheric character-driven drama, like The Sea Wolf meets Moby-Dick. The last episode, after the prophecy has been fulfilled, disintegrates into mechanical thriller-style plotting, led astray by the literary conceit of the book ("can a civilized man find his bear spirit and so kill the force-of-nature uncivilized man?"). Stop after episode 4 and watch the end of Blade Runner instead, that's my advice.

Some player groups like their game worlds to be arranged as if guided by a storyteller. Others prefer the sense of a dispassionate universe where Fate doesn't have its finger on the scales. You'll know which kind of roleplayer you are, and if you're finding that you chafe at some campaigns it could be because you're in the wrong kind of universe.