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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