Lesser dooms

His Majesty the Worm · p.122

Open source p.122

Lesser doom cards have values of 1–14. These are analogous to the minor arcana (which are also rated from 1–14).

Play any lesser doom card to make any Challenge Action (Attack, Dash, Dodge, etc.). Only add the enemy’s attributes to the action’s value on their turn, as normal.

You also play a lesser doom card to use an enemy’s lesser doom abilities. These are special powers or tactics unique to that creature.

Mob rule: Many (sidebar)

enemies vs. the (sidebar)

adventurers (sidebar)

In general, the players are going to take more actions than the GM. By contrast, the GM brings their characters to bear en masse .

If you are taking an action for a group, the entire group takes the same action: Moves to a new zone, makes an Attack, etc. Each member of the group can use this action differently: for example, if a pack of five unwolves attacks the guild, each unwolf can Attack a different adventurer.

When a group gangs up on a single adventurer, they gain the following advantages:

  • If 2+ enemies are fighting the same adventurer, they gain favor on their actions.
  • If 4+ enemies are fighting the same adventurer, they gain favor on their actions and their Attacks deal Piercing damage. Piercing damage cannot be absorbed by armor (see p. 125).
  • If 8+ enemies are fighting the same adventurer, they gain favor on their actions and their Attacks deal Critical damage. Critical damage causes you to mark Injured (see p. 125).