Catastrophes
20. Catastrophes
Catastrophes are moments when the world breaks.
A Catastrophe is not a failure. It is escalation reaching a breaking point.
Catastrophes reshape Locations, Factions, and the world itself.
20.1 What a Catastrophe Is
A Catastrophe is a large-scale consequence triggered by Doom, Attention overflow, or unresolved escalation.
Catastrophes are always meaningful and permanent.
20.2 Choosing a Doom Outcome
When Doom advances, a Catastrophe is not automatic.
Each Doom advance produces one irreversible outcome. Catastrophe is one possible outcome among several.
Determine the outcome procedurally: • follow the trigger’s implication if Doom advanced due to a specific trigger • otherwise draw a World Card and resolve its indicated outcome • if obvious from the fiction, the table may agree
20.3 Resolving a Catastrophe
If players are present: • trigger a Defense or High-Stakes Scene (Section 13) • success never negates the Catastrophe; it changes how the world breaks
If players are absent: • the Catastrophe resolves automatically • affected Locations become Ruins (Section 15.8) • outcomes are revealed when the party reaches a true Location
20.4 Final Catastrophe
When the Doom Clock fills: • a Final Catastrophe occurs • it cannot be prevented or redirected • it defines the campaign’s end-state
20.5 Design Intent
Catastrophes ensure: • failure is meaningful • absence matters • sacrifice defines legacy • endings are earned through play