The Doomed
The Doomed
New characters and crew types give you everything you need to
play in the style of The Superior Foes of Spider-Man and the Giffen/
DeMatteis Injustice League.
This playset requires the Blades in the Dark core rules to play.
THE DOOMED v1
Copyright ©2019
Written by Sage LaTorra 2 Graphics by John Harper
the
DOOMED
down and out in sun city
POWER SOURCES
ACTIONS
INSIGHT
Hack technology to get it to do what you want, either modifying
something existing or making something new.
Hunt a target to ascertain their whereabouts or attack with precision
from a distance.
Study someone or something to gain insight and information on it.
There are six sources of superpowers in The Doomed. Everything in the Survey a location or situation to see what’s up, who’s in control, what
game is either mundane (not superpowered) or based on one or more might happen next.
power sources. The power sources are:
Magic. Spells, angels, demons, all that. PROWESS
Shift. Genetic changes that give people in-born powers. Finesse an item from a pocket; secret it about your person; mis-
Alien. Physiology and technology not of this world. direction and slight of hand; handling a vehicle.
Tech. Super science, artificial intelligence, all that. Prowl unseen past guards or over obstacles; climb, swim, run, jump;
ambush with close violence.
Training. The epitome of human abilities that go beyond the mundane.
Skirmish an opponent is close combat; assault or hold a position;
Some special abilities depend on the power source(s) being used. For maneuver in combat; brawl and wrestle.
example, a character might have special armor that only works on alien or
tech effects. Typically the source of an effect is clear, but if there is any doubt Wreck a place, item, or obstacle with destructive force or careful
the GM has the final say and always has to tell the players if asked. sabotage; breach obstacles with force; create chaos.
Each playbook is associated with one power source. All of the special abilities RESOLVE
in that playbook plus any critical rolls are considered effects of that power
source. If you take a Veteran move from another source that ability uses that Carouse with connections from your heritage, background, friends, or
power source. rivals to gain access to resources, information, people, or places.
Command obedience with your force of personality; intimidate or
POWER SOURCES AND HARM threaten; lead an action with one of the crew’s gangs.
When taking non-mundane harm note the power source of the harm as well Invoke powers arcane, demonic, or divine; understand the other
as the specific injury. worlds.
Sway someone with charm, logic, deception, disguise, or bluff; change
Harm tied to a power source requires the help of someone with the power
attitudes or behavior with manipulation or seduction.
source to recover.
3
DOOMED
bank
the master
The epitome of training and preparation, but just flesh and blood
cash
insight
villain
name power source: training hack
secret zz Not A Republic Serial Villain: Once per score you can reduce the hunt
identity
stress cost of a flashback by 2. You can decide which flashback study
to reduce after the GM tells you the stress cost. survey
look
zz Improvised Tactics: Two times per score you can assist a prowess
teammate without paying stress.
finesse
zz Always Prepared: You get +1 load (Light 4, Normal 6, Heavy 7). prowl
background: MILITARY—EMISSARY—SCIENTIST—DOCTOR zz Contingency Plan: You may spend you Special armor to skirmish
automatically resist a consequence from a tech-, training- or wreck
stress trauma alien-based effect.
zz I Know Your Tell: You can always tell when someone is lying. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
You may not be able to prove it, but you know. carouse
harm zz Independently Wealthy: At the start of each downtime phase command
need you earn +2 bank. invoke
3 help
zz 10th Dimensional Chess: When you make an engagement roll
sway
2 -1d for each die you roll the GM will tell you one useful new fact load 3 5 6
related to the score.
less Cover identity
1 effect zz You Call That A Weapon?: Choose a mundane object (like a
Imprisoned soul
boomerang or umbrella) and a piece of 1-load gear. For you
Ya’lar immobilizer gun
that object serves as that type of gear (an umbrella gun, for
healing armor heavy special Pocket supercomputer
example) and doesn’t count against your load.
Titan shield
NOTES zz Veteran: Choose a special ability from another source. Blueprints
A non-lethal weapon
useful friends A gun + a lot of guns
A melee weapon
Dr. Emil, an extremely Centurion, a former hero
experimental physicist A heavy weapon
Sergeant Donovan, a An unusual weapon
Rook, an arms dealer police detective A superscience weapon
The Shark, muscle for hire Armor + Heavy
Burglary gear
xp Computer gear
Climbing gear
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your
Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times. Documents
You addressed a challenge with a plan. Demolition Tools
You expressed your beliefs, drives, or background. Cracking gear
You struggled with issues from your harm, vice or traumas. Subterfuge supplies
Night vision tech
DOOMED
bank
insight
villain
name power source: magic hack
secret zz Temptor: When you sway someone with your vice you get +1d. hunt
identity study
zz Defile: You may invoke an area such that it attracts the attention survey
look of unholy entities, holy entities, or arcane entities, your choice.
zz Hellfire: When you push yourself you may also manifest prowess
supernatural fire which (choose one or all) burns evil hearts; finesse
consumes an object completely; obscures vision with choking prowl
smoke.
background: CULTIST—UNWILLING HOST—IMP skirmish
zz Inhuman Body: You may expend your special armor to resist a wreck
stress trauma consequence of hunger, thirst, heat, cold, fatigue, or other such
mortal concerns. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
zz Infernal: Your true appearance is terrifying to any you show it carouse
harm
to, giving you +1d to Command them. command
need zz The Evil Within: When you have time and solitude with invoke
3 help someone, you may ask their player what their darkest secret sway
is. They must answer truthfully. Take +1d when acting on this
2 -1d information. load 3 5 6
less zz Where There’s A Whip There’s A Way: When you command a Imprisoned soul
1 effect cohort in combat with threats and insults, they continue to fight Alternate body
when they would otherwise break. They gain +1 effect and 1 Ancient jewelry & clothes
healing armor heavy special armor. A profaned weapon
A terrifying weapon
NOTES zz Veteran: Choose a special ability from another source.
An absurd weapon
A non-lethal weapon
dangerous friends A gun + a lot of guns
A melee weapon
Mary, a wandering soul Illyiana, an exorcist
A heavy weapon
Lyonel, a demonic killer Father O'Malley, a former An unusual weapon
priest A superscience weapon
Sam, a politician
Armor + Heavy
Burglary gear
xp Computer gear
Climbing gear
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your
Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times. Documents
You addressed a challenge with violence or mayhem. Demolition Tools
You expressed your beliefs, drives, or background. Cracking gear
You struggled with issues from your harm, vice or traumas. Subterfuge supplies
Night vision tech
DOOMED
bank
the shift
Born with strange powers—fighting against a world that fears them.
cash
insight
villain
name power source: shift hack
secret zz Healing Factor: You recover from harm faster. Permanently hunt
identity
fill in one of your healing clock segments. Take +1d to healing study
treatment rolls. survey
look
zz Power Leech: You may expend your special armor to resist a prowess
shift-, alien-, or immortal based effect for you or an ally. You then
take +1d on your next roll. finesse
prowl
zz SMASH: Your rage fuels you. When you fail to resist an effect
background: TEEN—ALTERNATE FUTURE—TEACHER—CLONE you take +1d the next time you cause direct physical violence to
skirmish
the source of that effect.
wreck
stress trauma
zz Psychic Cortex: When you Study someone you also get to hear resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS what they are thinking (no matter the outcome of the roll). You
get +1d to Hunt someone who’s thoughts you’ve heard. carouse
harm command
zz Unstable Shift: Your powers are unpredictable. Any time you roll a invoke
need critical you may change one of your special abilities (even this one).
3 help sway
zz Still Standin’: Penalties from harm are one level less severe
2 -1d (though level 4 harm is still fatal). You can heal non-mundane load 3 5 6
harm without help. Psychic amplifier
less
1 effect zz Natural Adaptation: Mark off any one-load item. Your body Gene cloaker
is adapted to mimic that item (eyeblasts for a gun, claws for Power inhibitor collar
healing armor heavy special a melee weapon, etc.) You effectively always have that item Gene sniffer
without spending load on it. You can take this ability multiple Future history
NOTES Psychic links (5 people)
times to replicate multiple items or higher cost items.
A non-lethal weapon
zz Veteran: Choose a special ability from another source.
A gun + a lot of guns
A melee weapon
outcast friends
A heavy weapon
Simon, a rebel leader Wells, a sewer dweller An unusual weapon
A superscience weapon
Dr. O'Mara, geneticist Rook, from an alternate
future Armor + Heavy
Hound, a bounty hunter Burglary gear
Computer gear
xp Climbing gear
Every time you roll a desperate action, mark xp in that action's attribute. Personal flight device
At the end of each session, for each item below, mark 1 xp (in your Documents
playbook or an attribute) or 2 xp if that item occurred multiple times. Demolition Tools
You struggled with issues of your altered physiology. Cracking gear
You expressed your beliefs, drives, or background. Subterfuge supplies
You struggled with issues from your harm, vice or traumas. Night vision tech
DOOMED
bank
insight
villain
name power source: alien hack
secret zz Majestor: You can push yourself to perform a superhuman feat hunt
identity
of strength or engage a small gang on equal footing. study
survey
look zz From Under A Red Sun: In down time you always tick your
healing clock once for free. prowess
zz Advanced Tech: When you Hack to craft technology from your finesse
home world take +1 result level to your roll. prowl
background: LONE SURVIVOR—REFUGE OF THE IMPERIUM— skirmish
ADVANCED SCOUT zz What An Unspoiled World: For you, “time among mundane wreck
humanity” is a vice. When indulging it you may, before rolling,
stress trauma
choose to clear an extra stress. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
zz Blast: You can push yourself to emit a blast of energy you carouse
harm
absorb from your environment, acting as a ranged attack with command
+1 effect. Your blast may also move, melt, or charge objects with invoke
need your blast.
3 help sway
zz Nigh Invulnerable: You may expend your special armor to resist
2 -1d load 3 5 6
a consequence of any type of effect.
less Omnigadget (choose 2
1 effect zz Superspeed: You can push yourself to act at superhuman speed, items, it functions as both)
either interrupting another character’s action or taking an Mem-Crystal Shard
additional action during downtime. Stimpak
healing armor heavy special
zz Veteran: Choose a special ability from another source. Sunshard
NOTES A non-lethal weapon
terrestrial friends A gun + a lot of guns
A melee weapon
Grand Imperator Gar, an Fin, an investigative A heavy weapon
invader reporter An unusual weapon
A superscience weapon
The Heaths, an Earth Dr. Lynne, a scientist
Armor + Heavy
family Carr, a government agent Burglary gear
Computer gear
xp Climbing gear
Personal flight device
Every time you roll a desperate action, mark xp in that action's attribute.
Documents
At the end of each session, for each item below, mark 1 xp (in your
playbook or an attribute) or 2 xp if that item occurred multiple times. Demolition Tools
You adapted to, or struggled with, Earth culture. Cracking gear
You expressed your beliefs, drives, or background. Subterfuge supplies
You struggled with issues from your harm, vice or traumas. Night vision tech
DOOMED
bank
insight
villain
name power source: tech hack
secret zz Hey, Jarvis: You can interact with computers as if they were hunt
identity
people: sway them to get access to hidden files, study them to gain study
information about them, consort to find their connected systems. survey
look
zz Advanced Information Mechanisms: During downtime you get prowess
two ticks to distribute among any long term project clocks that
involve advanced experimental research or intelligence gathering. finesse
prowl
zz Biotech: You can Hack biological organisms like you would
background: ROGUE SCIENTIST—FORMER EXECUTIVE—
electronics, allowing you to treat wounds or stabilize the dying.
skirmish
SYNTHETIC BEING wreck
During downtime you get a free tick towards a project to modify
stress trauma your body or that of a willing subject.
resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS zz Comms Link: Choose one of your action ratings. When you lead
a group action with that action you can suffer only 1 stress no carouse
harm matter the number of failed rolls. command
need
invoke
3 zz Armed and Armored: You may expend your special armor to sway
help
resist a consequence of a tech effect or push yourself without
2 -1d taking stress. load 3 5 6
zz Eyes Everywhere: When you gather info to locate a target you Universal zero-point battery
less
1 effect get +1 effect and may ask one question of the player of the target. Power syphon
zz Self-Powered: During downtime, as an activity, you may give Powered heavy armor
healing armor heavy special yourself or a willing subject an extra use of special armor. AI shard
Robotic limb
NOTES zz Veteran: Choose a special ability from another source.
Multi-dimensional scanner
A non-lethal weapon
brilliant friends A gun + a lot of guns
A melee weapon
Apex, a rogue AI Dr. Hamlin, a disgraced
A heavy weapon
scientist
The Rat, an arms dealer An unusual weapon
Quinn, an executive A superscience weapon
_________________, yourself
from an alternate reality Armor + Heavy
Burglary gear
xp Computer gear
Climbing gear
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your
Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times. Documents
You dealt with challenges from your technology or developed new Demolition Tools
technology. Cracking gear
You expressed your beliefs, drives, or background. Subterfuge supplies
You struggled with issues from your harm, vice or traumas. Night vision tech
DOOMED
cohort quality
Adepts
Thugs
zz Lead From The Front: When you fight alongside your cohorts
TURF TURF LAIR TURF TURF
in combat, they get +1d for teamwork rolls (setup and group
actions). All of your cohorts get the Thugs type for free (if
they're already Thugs, add another type).
COVER
FLAGS &
EMBASSY SPIES IDENTITIES INFIRMARY zz War Dogs: When you’re at war (-3 faction status),
ANTHEMS
(Tier roll) - Heat = +1d to gather info +1d engagement +1d to healing
+1d to Command
your crew does not suffer -1 hold and PCs still get two cohort quality
cash in downtime for scores for deception and rolls downtime activities, instead of just one.
and Sway on site WEAK IMP. BROKEN ARMOR
sabotage plans
zz Forged in the Fire: Each PC has been toughened by cruel
heat wanted experience. You get +1d to resistance rolls.
zz Veteran: Choose a special ability from another source.
cash vaults
cash vaults
Thugs
cash vaults