You have a nemesis, an epic and powerful enemy representing and embodying your doom. It's going to take everything you have to take them down in the time you have left.

NAME: Dionysus

At the end of every session, answer the question: Did you make progress on defeating your nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.


You're doomed. Your powers may be killing you, or maybe you're hunted ruthlessly, or maybe you embody an apocalypse. But one way or another, your future is grim. What brings your doom closer?

  • facing danger alone
  • injuring innocents



These are abilities that come to you with your approaching doom. Once you have taken all five doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills.
Dark Visions: Mark your doom track to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.
Infinite Powers: Mark your doom track to use an ability from any playbook, one time.
Portal: Mark your doom track to appear in a scene with anyone you want.
Burning Bright: Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.
Bolstered: Mark your doom track to use an Adult Move one time.

☐ Your doom arrives, confront it and perish


You have a place where you can rest, recover, and reflect upon your powers.

FEATURES: Art, music, and food, A scattering of ancient relics, Healing equipment
DOWNSIDES: Draws dangerous attention, Tied intricately to your doom

When you call upon the resources of your sanctuary to solve a problem, say what you want to do. The GM will give you one to four conditions you must fulfill to complete your solution:
❑ First, you must…
❑ You’ll need help from…
❑ You and your team will risk danger from…
❑ The best you can do is a lesser version, unreliable and limited
❑ You’ll need to mark one box on your doom track
❑ You’ll have to obtain…

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