Welcome to the
Doom RtD, co-GM'd by myself and Scionox. Naturally, when we say Doom, we are of course referring to the PC game Doom, in which you combat the forces of Hell with lead, rockets, and plasma.
Scionox will be providing maps and on occasion, screenshots.
The rules and explanations for various things are contained in the spoilers below. We will be using a d20, rather than the traditional d6. If something is not explained, please first use common sense to determine it (For example, no firing 25 super shotgun blasts in one turn), otherwise don't hesitate to ask.
Combat will follow the Chunky Salsa rule, and bonuses and penalties will be applied as is appropriate for the situation. Enemy turns will take place after player turns.
As is Doom tradition, there will likely be many secrets in this game. This statement may or not apply solely to secret areas. Things will be changed slightly in favor of realism, but there will be many elements taken straight from the game.
Please bold your actions. If you have changed your action, please strikethrough the previous action.A d20 is used in this game.
0-: Epic Failure: You have failed so spectacularly that probability bends around you, making your situation exponentially worse. Example: Discharging your BFG into your foot.
1-4: Failure: You have failed, but not spectacularly so. Example: Missing a target.
5-8: Minor Success or Failure: Depending on the action, you either somewhat succeeded or failed. Example: A botched repair job, or lightly wounding a target.
9-12: Success: You have succeeded in your attempt. Example: Hitting an enemy, or applying a medkit.
13-16: Epic Success: You have succeeded in such a way to enter an advantageous situation. Example: Decapitating an enemy with a chainsaw.
17-20: Overshot: You have succeeded in your attempt, but have overdone it in such a way that the situation could have possibly been made worse. Example: Accidentally hitting a vat of volatile chemicals, causing a large explosion.
21+: Epic Overshot: You have succeeded in your attempt, but have overdone it in such a way that probability bends around you, making your situation exponentially worse. Example: Discharging your BFG into a single imp.
Players get 6 points to distribute, with each point being a +1 to the relevant stat. A player may only start with a maximum of 3 in one stat, and must distribute all 6 points. Each point in a stat gives a +1 to relevant skills.
Agility: Bonuses to dodging and complex/fast/etc. movement.
Accuracy: Bonus to hitting things. Also increases max effective range.
Strength: Bonus to punching things, hard work, etc. Also increases melee damage.
Skills start at level 0, and go to level 5. XP gained from relevant actions is 4xp from an epic success, 3xp from an overshot, 2xp from a normal success. Total XP needed to get to levels 1/2/3/4/5 is 10/25/50/75/100, respectively. Bonuses are +1/+2/+-1/+-2/+-3 respectively, with the dynamic bonuses attempting to reach the 13-16 (Epic Success) range.
Combat Skills: Give bonus damage and accuracy. Players select one skill from here to start at level 2, and one skill to start at level 1.
Melee Combat: Unarmed Combat, Berserk Combat
Improvised: Chainsaw, Improvised
Basic: Pistol, Rifle
Shotguns: Shotgun, super shotgun
Heavy Weapons: Rocket Launcher, Minigun
Energy Weapons: Plasma Gun, BFG
Utility Skills: Players select one skill from here to start at level 1.
Archaeology/Demonology: Lets you identity things like enemy abilities or various structures easier.
Medical: Increases effect and speed of medical aid.
Repair: Increases effect and speed of repair-work, including armor repair.
Please note that reloading a weapon does not automatically give you the ammunition left in the clip back. You must manually remove it for later storage. Fifty loose bullets is considered one item, for purposes of storage.
Unarmed Attacks: Includes any close-quarters-combat used, such as punching or martial arts. Strength-based.
Berserk Attack: Replaces Unarmed Attacks and melee improvised weapons upon gaining and using a berserk pack. Extremely powerful. Strength-based.
Improvised Weaponry: Also includes thrown weaponry. Melee-based ones are strength-based, thrown weapons are accuracy-based. Bonuses and penalties vary depending on the weapon in question.
Chainsaw: Specially-designed to rip through flesh and bone. Good at dismembering, unlike real chainsaws. Strength-based. Must be refueled after extended use.
Pistol: Not very powerful, but extremely mobile and an easy weapon to fall back onto. Each clip has 14 bullets. +-1 to Agility.
Rifle: An assault rifle. Can fire full-auto or semi-auto. Each clip has 30 bullets. +-1 to Accuracy on semi-auto.
Shotgun: High stopping power at close to medium range. Holds 8 shells, but takes some time to reload. Higher damage at close range, but can be loaded with slugs instead, trading damage for accuracy. +-1 to Accuracy with slugs.
Super Shotgun: Extremely powerful at close range. Holds 2 shells, and can be reloaded quickly. Can fire either one or both barrels. +-1 to Accuracy with one barrel, but only at close to medium range.
Chaingun: Very high rate of fire, but hard to move around. Each ammo belt holds 200 bullets, but runs out quickly. -3 to Agility while equipped due to its' size, and cannot move while firing.
Rocket Launcher: Cannot be used at close range without risk of self-damage. Extremely powerful, but ammunition is rare. Holds 6 rockets.
Plasma Gun: Extremely powerful, with a high rate of fire and accuracy. Can also be used as a flamethrower at close range. Uses energy cells, which can either be recharged or replaced, though cells are rare and recharging takes a long period of time. Each cell has enough energy for 100 shots, or a brief period of time if used as a plasma thrower. +-2 to Accuracy in standard mode.
BFG 9000: Massive power, but large and unwieldy. Large area of effect and massive damage. Each cell can power one shot. -3 to Agility when equipped.
Storage Deck: The default storage deck is capable of holding one of each weapon, five pistol clips, five rifle clips, twenty five shotgun shells, twenty five slugs, one fuel can, four ammo belts, twenty rockets, two energy cells, two BFG cells, one suit of armor or protective gear, and five additional items, such as medkits. A Storage Deck does not work in close proximity to another storage deck, due to interfering teleport patterns, so a player cannot use multiple storage decks at a time. You cannot store a Storage Deck in a Storage Deck.
Security Armor: Made of kevlar. Resists bullets and most physical attacks.
Combat Armor: Made of an advanced carbon nanoweave, as well as fire-retardant materials. More effective than Security Armor.
Berserk Pack: A specialized medkit that contains a variety of chemicals designed to remove any physical restrictions on strength. Massively increases melee damage, but could have negative effects.
Stimpack: A small kit including bandages, painkillers, antibiotics, and other assorted chemicals. Can temporarily remove certain penalties, but will not actually heal major injuries, which could have negative effects in the long run.
Medkit: A more complete medical kit which includes nearly anything necessary to treat a major wound, but does not work immediately.
Repair Kit: A small kit including small welding tools, armor patches, spare parts, and other tools, used to repair nearly anything necessary.
Hazmat Suit: Can protect the wearer from essentially any reactive substance, such as acid. Takes some time to put on and take off, however, and will eventually break down if exposed to a reactive enough substance. Has a yellow appearance with a clear visor.
Radiation Suit: Can protect the wearer from areas with dangerous amounts of radiation. Unlike hazmat suits and heat suits, will not break down over time unless damaged. Has a white appearance with a tinted visor.
Heat Suit: Can protect the wearer from extreme heat, up to and including coming into contact with lava, though constant exposure will break down the suit. Has a silver, metallic appearance with a golden visor.
Map: Contains a map of the surrounding area, but will likely not contain any changes. Contains a mapping device enabling it to make changes if it encounters any.
Storage Deck Upgrade: Contains additional storage space, doubling the maximum ammo and items the user can carry. Also contains 5 pistol clips, 5 rifle clips, 8 shells, 8 slugs, an ammo belt, a rocket, and a fully-charged energy cell, but contents may vary. A Storage Deck Upgrade will only upgrade the capacity of a storage deck once, and no further upgrades can be used on that storage deck, but picking up additional storage deck upgrades will allow the user to obtain their contents.
Light Amplification Visor: Can be worn to see in dark areas, and will not give away a user's position. However, wearing it in an area that is already well-lit may be blinding to the user.
Keys and Keycards: A key is usually labelled with the room that it opens. A keycard will usually open every door in its' designated sector that can accept a keycard.
We will be accepting five characters at a time, and any more will be on the waitlist. First come first served, however we reserve the right to refuse any character sheets for any reason. Chances are, people shall be brutally murdered at a relatively high rate, so don't worry about not getting a turn.
If you see double slashes around text, //like so,// please remove the slashes and the text they contain when you post your character. If a field that requires a number remains blank, please assign a 0. Please place a space between the colon and anything you enter, : Like so, for the sake of consistency.
[b]Name:[/b] Your character's name.
[b]Gender:[/b] Your character's gender.
[b]Age:[/b] Your character's age.
[b]Color:[/b] A color for map, screenshot, and other purposes.
[b][u]Stats:[/u][/b] //Players get 6 points to distribute, with each point being a +1 to the relevant stat. A player may only start with a maximum of 3 in one stat, and must distribute all 6 points. Each point in a stat gives a +1 to relevant skills.//
[b]Agility:[/b]
[b]Accuracy:[/b]
[b]Strength:[/b]
[b][u]Combat Skills:[/u][/b] //Players select one skill from here to start at level 2, and one skill to start at level 1. Denote the level 2 skill by "2 25/50" without quotes, the level 1 skill by "1 10/25" without quotes, and level 0 skills by "0 0/10" without quotes.//
[b]Melee Combat:[/b]
[b]Improvised:[/b]
[b]Basic:[/b]
[b]Shotguns:[/b]
[b]Heavy Weapons:[/b]
[b]Energy Weapons:[/b]
[b][u]Utility Skills:[/u][/b] //Players select one skill to start at level 1. Denote the level 1 skill by "1 10/25" without quotes, and level 0 skills by "0 0/10" without quotes.//
[b]Archaeology/Demonology:[/b]
[b]Medical:[/b]
[b]Repair:[/b]
[b][u]Inventory[/u][/b]
Storage Deck
[b][u]Weapons:[/u][/b]
Pistol: 14/14
[b][u]Ammunition:[/u][/b]
Pistol Clips: 1/5 (14/14)
Rifle Clips: 0/5 (0/30)
Fuel Cans: 0/1
Shotgun Shells: 0/25
Shotgun Slugs: 0/25
Rockets: 0/20
Energy Cells: 0/2 (0%)
BFG Cells: 0/2
[b][u]Effects and Injuries[/u][/b]
N/A
Please place the completed character sheet in a spoiler. Backstory is optional. Please place it in a second, separate spoiler.