Newbie question: if a doomed character changes playbooks do they keep their doomsigns as moves?

Newbie question: if a doomed character changes playbooks do they keep their doomsigns as moves?

Newbie question: if a doomed character changes playbooks do they keep their doomsigns as moves?

My group are frothing at the prospect of playing this game!

10 thoughts on “Newbie question: if a doomed character changes playbooks do they keep their doomsigns as moves?”

  1. It depends a bit on how many of these come from powers that are external to the character. Mainly I would say NO but it depends.

    A good middle ground could be to give them 1/2 powers that reflect these abilities.

  2. To clarify- let’s say the PC was Doctor Strange meets Cthulhu High Priest, whose Doomsigns are all hard earned sanity ripped Spells from the Void. If my character takes the Advance “Confront your doom on your terms; if you survive, change playbooks”. On his terms means that he wormed his way out of the Faustian Pact he originally agreed to and is now in complete control of his destiny as the Sorceror Supreme (opening the Legacy playbook). Now that his Doom was averted, can he keep his Doomsign spells as Moves? Thanks for the input guys, much appreciated.

  3. Well the rules say when the Doomed changes playbooks you “almost certainly” lose the Doomsign and doom track. However in the example above not only would that be a cool story (and I’m almost certainly going to use them as a npc) but I think fictionally it makes sense. However you could just give them sorcery and allow the effects as part of the pre-established power set

  4. Your collective guidance gave me an idea. I might just have him take the ‘wield your powers’ adult move as the penultimate advancement before he “Indiana-Jones-Grabbing-his-Hat-Style” bails from the playbook. The adult move represents his control of ethereal sanity mind’splosions. If he rolls a hit, have the doomsigns as options on the move list, but on a miss the hard move is akin to what he suffered under the Doomed playbook.

  5. I don’t think you can take the doom signs, since they all add to a doom track, but since you’ve confronted your doom/changed your playbook, you don’t have a doom track any more. To be fair, you can probably do most of the effects anyway with your wield your powers adult move anyway.

  6. From page 117 of the rules:

    “If you’re the Doomed and you change to a new playbook, you almost certainly give up your doom track and doomsigns—you’re not the Doomed anymore, and it’s likely those pieces don’t make sense to carry over to your new playbook.”

    So by default I’d say “no”, but the “almost certainly” implies that you should follow the fiction. If the narrative makes sense the doomsigns could follow. Does it make sense for the doomsigns to stick around?

  7. Looking at the Doomsigns.

    Dark Visions you can still use your powers to Assess the situation and maybe get different results than when you just do it in a mundane matter.

    Infinite Power you can’t keep. When there is no cost to pay this sign makes no sense.

    Portal you can probably still unleash your powers to do this.

    Burning Bright you can’t get this as there is no cost anymore.

    Bolstered see Burning Bright and Infinite Power.

    so yeah – there isn’t much that you could reasonably keep.

Comments are closed.