Destiny and Doom
The Tides of Destiny and Doom are always present in the characters’ lives. At times, the PCs may seize the moment and lead a path to victory. At others, it seems as if the world itself is against them. This expresses itself in the mechanic of Tide Pools: the Destiny Pool and the Doom Pool.
Points in the Destiny and Doom pools act as narrative currency in DTGS. Since narrative and mechanics are tightly coupled, Destiny and Doom points also act to fuel many mechanical benefits. When a trait is activated using a Destiny or Doom point, it is saying, “This is important to the narrative.” In terms of framing a scene, it means that trait is coming to the forefront of the action—the audience has no doubt that this trait is important to the moment. While that trait may always be otherwise present as part of a character, it doesn’t matter as much to what’s happening until they are activated.
In some cases, players want to activate a trait simply for the mechanical benefit. This is not only acceptable but encouraged. With that mechanical benefit, though, comes the seed of narrative. No mechanical benefit is simply activated without describing how that manifests in the ongoing story.
Outside of botched, critical, and overpowering results, the growth of Destiny and Doom are in the hands of the Cohort. They are given opportunities in every Event to guide Destiny and Doom.
Destiny Pool
Points in the Destiny Pool are beneficial to the Cohort. Spending a Destiny point is a metanarrative action that frames aspects of the situation to be in the favor of the Cohort in some way. In general, only the Cohort spends from the Destiny pool.
Spending Destiny Points
Destiny points fuel a wide variety of traits, usually in the form of spending a Destiny point to activate a certain trait. Unless otherwise noted in the trait description, traits activated this way last for the duration of a single turn. Most traits must be activated during the initial “Set the Action” step for each turn and the Destiny points spent accordingly. There are some traits that have specific triggers noted in their description. These more specific cases override this general rule and allow such traits to spend Destiny when the trigger happens.
During the “Set the Action” step, Destiny points may also be spent to create Beneficial(+) Add Dice on a one-to-one basis. For example, spending two Destiny points creates +2d6 Add Dice. This is a bit more freeform in terms of a narrative seed than activating a trait, allowing the Cohort to describe what may be presenting itself as a momentary benefit.
Starting Destiny Pool
Each new Scenario will start with one Destiny point per PC.
Maximum Destiny Pool
The maximum size of the Destiny Pool is three times the number of PCs (3 x number of PCs). Any Destiny points earned in excess of this cap are lost. This encourages Cohorts to continually tap into the Destiny pool so that they maximize their influence on the Challenges they face.
Adding to the Destiny Pool
Critical successes and overpowering successes in the Cohort pool when facing a (non-Common) Challenge add points to the Destiny pool. A variety of traits will add to the Destiny Pool under certain circumstances described in the trait. The Create an Opportunity Cohort Tactic is one such trait that is available to all members of all Cohorts.
Doom Pool
Points in the Doom Pool are the counterpoint to Destiny points. They may be used to activate Challenge traits that use Doom points to fuel their effects. The narrative turns to bring the Cohort face-to-face with a force that stands against them.
Starting Doom Pool
Like the Destiny Pool, the Doom Pool begins each scenario with one point per PC.
Maximum Doom Pool
Unlike the Destiny Pool, the Doom Pool has no maximum: At times, the Cohort might feel that the world itself is against them living on Anasta.
Adding to the Doom Pool
The Doom Pool may grow from botches or overpowering successes in the Cohort pool when facing non-Common Challenges at the end of the Cohort’s turn. Some traits will add to the Doom Pool under certain circumstances.
The Hand of Doom
As Doom begins piling up, the Hand of Doom may appear. The form that this phenomenon takes is up to the GM and/or players based on the current narrative. During an Event, the GM spends five (5) points from the Doom Pool. In its most simple form, it applies two (2) Stress to every Cohort member. Stress received this way is “unpreventable” cannot be mitigated by any means. Alternatively, the GM may also use the Hand of Doom to create other effects, such as modifying an existing challenge, giving the Cohort a temporary Hindering(-) trait, or creating an extra challenge.
Destiny or Doom
Many PC traits offer the choice “Destiny or Doom”. When this choice is offered, a PC may spend a point from the Destiny pool or add a point to the Doom Pool to activate the associated trait. This choice will color the narrative of the trait being used. When choosing “Doom”, the PC is activating their trait in a more risky way or by more desperate means.
