GURPS DOOM: THE PLAGIARISM by Opusk@iquest.net (Jeffery Keown) DOOM is a copyright of idSoftware, Inc. GURPS is a copyright of Steve Jackson Games, Inc Opusk is a figment of my Imagination Jeffery Keown is copyright 1966 by Randall and MaryEllen Keown DOOM is a three dimensional, virtual reality type action game created by id Software. In some ways, it is similar to Wolfenstein 3-D (id Software, Apogee). In DOOM, you're a space marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room. For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small setback, but everything is under control. A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful. You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally silence. Seems your buddies are dead. Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you only with a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now. Uh-oh... Roleplaying comes to the Doom-iverse... This seems a bit stupid to me (especially since I should be working on GURPS:Space 1889...). Here we have the ultimate brain-drain: Doom... the adrenaline junkie's orgy of firepower and demonic savagery. Run, shoot, run, turn, shoot, shoot, get shot, run some more. Gee...the roleplay is deep and mystical here, boys... I want to introduce roleplaying to the setting... If it had to happen, no better place than GURPS. First off, lets start by reading the background up there. Look's like a mystery in the works as the "Gate Project" begins to malfunction. Then all hell breaks loose. Fun Stuff, Doom. What if more than one marine survived? Some of your buddies have been taken by the demons... Can they be saved? The Demonic Invasions of Doom][ offer "War against the Cthorr" -type scenarios, as Spec Ops troops move in to clean up the ruined cities. The mind rattles! This is to say nothing of the "Bart Simpson" patch, the "Barney" patches and innumerable other ripoffs... Have I had enough sleep? GURPS DOOM: THE SETTING Doomed Earth is Tech Level 8 or 9, it seems they have Space Travel, cybernetics and are screwing around with FTL technology or TL15 teleportation.... Union Aerospace Corp sounds sufficiently cyber to me. Some kind of radical terraforming seems to have taken hold (note that you occasionally go OUTSIDE on Phobos and Deimos...). It is a great way to shake up a Terradyne campaign. Speaking of Crossovers, Try these: GURPS HORROR: Played properly, DOOM is a phenomenal Horror setting, if played in the modern day, "normal" Clive-Barker-Steven-King-style elements can give wild variety to the DOOM mythos. GURPS SPACE: Maybe Hell is HyperSpace? GURPS SUPERS: Cyber Demon and Spider Demon make excellent Villains... GURPS TIME TRAVEL: What if the Gate opened up across time itself? Now demons are pouring out across Agincourt, the OK Corral and out of the Book Depository! Can our Time Traveling Chrono-Marines save the day? (Who cares? Dumb idea, but if you try it let me know how it works out) GURPS CYBERPUNK: My "default setting" for GURPS DOOM, the depressing world-gone-hell attitude works is perfect! Add Cthulhupunk for twice the dead PCs! GURPS STAR TREK: "He's fragged, Jim..." GURPS FANTASY: Demons? Demons in Fantasy? It'll never work! GURPS BUNNIES AND BURROWS: Finished DOOM yet? See the cute bunny- wabbit? See the burning city and the cute bunnyhead-on-a-stick? Nifty-nifty! GURPS DAYS OF OUR LIVES: Have you seen this show lately? I think DOOM would fit right in... GURPS DOOM: CAMPAIGN ARCS: Phobos/Deimos Campaign: The settings for Knee Deep in the Dead and Shores of Hell, the action centers on reclaiming the Moonbases, other possible locales include early weirdness on Luna, the intrigue of corporate politics with the UAC and maybe a shuttle flight or two gone off-course.... Inferno: Jumping into Hell Itself to fight off the masterminds of all this carnage, the GM's descriptive talents must be at their peak for this one, as the horrors of hell are not described as "a ten by ten room, you see three imps...." Let the game run wild, describing vistas not possible even with the powerful minds of DOOM's programmers, the software does limit the play somewhat: BE INSANE!!! Hell on Earth: This offers the most varied of the "official" settings. It combines familiar elements with the insanity the GM learned during Inferno. Of course, played by the "disk" you end up back in : Hell! Here we go again... more weird crap as we approach the severed head of the ultimate Evil.... Romero himself.... New stuff: Just like patches and new .wads, bought by the thousands on CD- ROMs, you can go anywhere and do anything. One evocative challenge is that of DOOMED EARTH! Doomed Earth: Like the classic Terror Mall episode, you find the Earth changed by its brush with the Demonic. Add Magery and spells (especially the more visceral ones from the Grimoire). The physical laws of earth are in flux, whole areas overrun by Demons, a Mancubus in the White House (wait! that's not new...) Lost Souls screamin' and flyin' though the smoke-filled eternal night... wow.... Time to kick some ass.... It becomes like Rifts Earth.... (a copyright of Palladium, BTW). Imagine: Spec Ops troops trained to fight the demons, Secret Societies poised to take advantage as Civilization teeters on the brink of madness.. weird cults... GURPS DOOM: THE FRIGHT CHECKS All the Demons in a GURPS DOOM campaign carry fright check mods. Strong Will, Fearlessness and Unfazeable can only add up to a +8 to the roll. Unlike Mythos Fright Checks, the Will Roll is not halved before adding bonus (say "Thank you"). Until the characters gain some experience with the Enemy, they must make such checks each time the critters are encountered. The GM will use his judgment, and after a while, you won't be afraid of Imps and Demons, but then he'll whip out the Revenants and Arch- Viles... GURPS DOOM: THE PLAYERS Types of characters encountered and played in GURPS Doom are probably endless, but here's the few I thought of: THE SPACE MARINE (duh!) This is the archetypal Doom character, a tough as nails, highly-trained lightly- armored killing machine. He was on the Phobos base, he went to Deimos.. he went straight to Hell and back again... 200 pts of combat skills. In addition to the obvious skills with all the various guns (all at high levels, he never misses unless you're playing with the keyboard...) he must be a capable tactician, a master of survival and know where the keycards are... Military rank is a requirement if more than one marine is in the party, to avoid two privates fragging each other in an argument over Service Date.... He seems to know how to use a medkit (First Aid at default?) Here's what I think he MUST have: Brawling, Broadsword (Chainsaw?), Guns (Pistols), Guns (Shotguns), Guns (Chaingun), Guns (Rocket Launcher), Beam Weapons (Plasma Gun), Beam Weapons (BFG-9000) (what DOES b-f-g stand for?), First Aid/TL9, Running (lot's of it), Extra Hit Points (LOTS OF 'EM!) and the list goes on, but I won't.... THE DOCTOR The military maintains medical facilities everywhere. A doctor could have survived the initial attack in a Phobos/Deimos campaign, and certainly they would be available as PC's during a Hell on Earth campaign. His obvious skills are medical, but he may have picked a few survival or combat skills, depending on his background and the campaign's pacing. If our doctor had lived off the land for a time prior to the campaign's start, he might be as tough our Space Marine. On the other hand, in a truly roleplayed game, the medic with no combat skills can make an interesting foil for the hardened combat vets. Build Doctors on 50-150 pts, or 200 or fraggin' millions....who cares! Have fun! THE VICTIMS The victims are the teeming unwashed masses, the so-called survivors of the invasion in Doom ][: Hell on Earth. Their lives destroyed by the hordes of fraggin' evil Imps and Zombies descending on the cities of man, a few souls will rise up and take a final stand ( and die horribly, no doubt...). Combat and medical skills are doubtful, unless your tastes run toward ex-space marines and Law Enforcement types. Again, as with the Doctor, the possiblity of a foil exists, as the paperboy or office supply clerk lend their formidable skills to the war against Hell Itself. Endless possibilities here, any character and combination you can think of, except magical characters (but see Doomed Earth, above....) Victims should be limited to 100 pts to keep it interesting, and they're easier to replace, taking less time to generate... THE TRAITOR: For the PC with drop-dead AMAZING roleplaying skills and high levels of Running, this provides an interesting challenge. He has been contacted by one of the Demonic Bosses, and will compromise the Mission at a crucial juncture. Skills vary, but should be ABSOLUTELY required for completion of the mission, so the players are hung with out him! (Evil laugh (Bwa_ha.wav) here). EVERYBODY ELSE!: Hackers, Pilots and other skilled persons are going to be required and hard to replace. Any combat or technical specialist build on around 200 pts seems appropriate. After the campaign gets going, government organizations will start springing up to fight the war, and paramilitary Occultists (armed with Plasma Guns and silver crosses) become available as PCs. The PC's might even start such an organization, assuming they live long enough... Advantages Disadvantages and Skills of use to you in GURPS DOOM: Ripped from the Krommlist on Illuminati Online...a great reference! Absolute Direction Now you won't get lost in the bowels of hell, which seem to meander endlessly though the underworld... useless in combat though. Acute Senses Anything to help YOU find THEM before THEY find YOU is helpful... Alertness See acute Senses Allies You need friends in GURPS DOOM, if not as backup, as shields! Ally Group Lots of Friends, cool! Ambidexterity Good for when CyberDemon Boss rips your right arm out of its socket... Appearance After a demonic attack everybody looks the same, only in intensely roleplayed games should appearance be a factor. Blessed, Clerical Investment, Divine Favor These might save you, but God doesn't seem present in DOOM.... Some GM's might allow holy people to scare some of the LESSER demons with Religious advantages. Charisma See Appearance, above Combat Reflexes Very useful.. be warned. Read Berserk pack, below... Common Sense Useful in GURPS DOOM, saves you from making pate' of yourself. Cybernetics Can be good in a fight, providing armor, firepower or a useful talent or two. A very Doom-ish advantage Damage Resistance Another Doom-ish advantage Danger Sense This will be ringing off the hook 5 minutes into the game. "just a minute.. I have Danger Waiting" Clik... Destiny Guess what your destiny is? Demonic decor.... Doesn't Sleep Nobody sleeps much in GURPS DOOM.... :) Eidetic Memory Helps with mental skills, which, hopefully, your GM will call on frequently! Extra Fatigue, Extra Hit Points More fighting-time, good choice! Fearlessness Allows up to +4 to DOOM Fright Checks Full Coordination More attacks means more dead Demons Hard to Kill, High Pain Threshold Next to running, your most cherished assets. Immortality No GM will allow this, unless you're playing GURPS DOOMed Highlander "I am Conner MacLeod of Clan MacLeod, And I can'na be fragged..." Invisibility Obtained via Inviso-balls, fun stuff. Luck You're gonna need it! Magical Resistance Note that magic resistance does not help vs Missile Spells, so this is useless unless the GM adds other types of magic to the demon's arsenal. Military Rank In Spec Ops DOOM campaigns this will be required of some PCs to provide officers and such. Passive Defense Dodging is good, dodging on a higher roll is better. Rapid Healing This is a Very Good Thing Resurrection Normally found in only SUPERS Campaigns, known in GURPS DOOM as a Saved Game (5 pts) Ridiculous Luck As Luck and Super Luck, but no GM is gonna let you have it. Security Clearance Found in GURPS Terradyne (A terrific backdrop for GURPS DOOM, BTW), this might allow characters past doors requiring keycards. If the demons have Hackers on their side (Lost Souls are known to be good computer techs...) they will know about this advantage. Strong Will Good for overcoming DOOM Fright Checks. Super Running Good for Tactical Retreats, eh? Toughness Any armor between you and them is a Good Thing! Undying Really balanced advantage, this... Unfazeable Allows +4 only to DOOM Fright Checks (You may not have more than a total of +8 from Strong Will, Fearlessness, and Unfazeable.) Unusual Background This would be used mostly to simulate special, restricted types of knowledge, rather than unusual abilities Some examples: Functional Wizard before Doomed Earth Campaign arc: 10 Knowledge of Demons before Invasion arc begin: 10 Area Knowledge: HELL (any time): 15 More are possible, of course... Very Rapid Healing This is a great thing to have, therefore GM's are discouraged from allowing it. Disads (From the Krommlist, again) Berserk, Bloodlust These may actually be Advantages in some campaigns where the demons are the most oft-encountered foes. The GM should really mess up Berserkers who use Berserk Packs. Combat Paralysis, Cowardice These is the equivalent to Terminally Ill. If the character using this lives to episode 2, he's a roleplaying god, or the GM is a wimp... Curious Remember those scientists that opened the gate? They were probably Curious. Look where it got them... Cyber-Rejection This is a fun, dark-world disad. Destiny This should be obvious Dying Race Humans cannot take this, dispite evidence... Enemies Particularly successful Demon Hunters might develop Enemies among the leaders of the opposition, it makes for excellent roleplaying. Extremely Hazardous Duty All Demon Hunters have this disad Fanaticism After a while, most hunters will have this. It's not safe, but makes sense. Flashbacks Experienced Demon Hunters will almost certainly have this. I do just from playing.... Glory Hound Charge! Splat.... Impulsiveness Bad Thing... Real Bad Thing... Insomniac Who can sleep after even PLAYING Doom? Living it, as the PCs are, will eventually turn everybody insomniac. A good "background" disad. Involuntary Duty Some military units have this, it would be compounded by Extremely Hazardous, however, for most DOOM games. Low Pain Threshold You're just asking for it.... Odious Personal Habits "Keeps Demon Body Parts" is worth something.... On the Edge Another Doomish disad. Overconfidence As with Glory Hound, this can get you dead...(cannot be combined with Glory Hound!) Pacifism This is not applicable to Demons, the threat they propose is too great... Pacifism: Can't Harm Innocents Rarely useful in some games, as the innocent folks are all dead... Phobias Depending on the situation, the GM should be able to invent new demons to match any phobia a PC can think of. Sense of Duty A disadvantage like this one may be the only thing keeping a Demon Hunter going, be sure to point this out when playing the character. Unluckiness You were born on Doomed Earth, how much worse can it get? Weak Will A deadly disad, it will reduce the PC to a quivering mass of jelly in a few sessions. Weirdness Magnet All PCs are Weirdness Magnets of a sort. In a GURPS DOOM campaign, very weird stuff should happen to make the disad worth its points. Skills Area Knowledge You can't buy this for Hell... Armoury Fixing a BFG is a complex, often dangerous thing... Battlesuit When the Marine get serious about fighting back, they'll need this... Beam Weapons For the BFG and Plaz Gun! Body Sense Useful after any teleportation, especially if the sector didn't change texture! (Doom programming humor... sue me!) Broadsword For the chainsaw! Computer Hacking A nice skill for Cyberpunk DOOM games. Computer Operation Ttake this one, you'll need it! Computer Programming Useful in any well-run Doom game, the computers found in Hell are probably not compatible (I almost said they were Macs, but that would be suicidal...) Electronics Great for fixing a plaz gun... Electronics Operation For Electronic Level Maps, BFG physics.. Exoskeleton As used in the ALIENS Total Conversion Wad! A great skill in a full counter assualt scenario! Fast-Draw If you don't already have the gun out, yer toast! Fast-Talk Doesn't work on Demons... Gunner Nice for vehicle weapons, especially in the Upcoming release GURPS AUTO- DOOM (the demons loose this one...) Guns The single most important skill in DOOM!'Nuff said! Intelligence Analysis Useful for figuring out the parterns of Demonic attacks and such... Intimidation This doesn't work on demons and posessed humans Knife Last minute survival weapon, a good back up to that chainsaw... Occultism After a while this develops a default... Psionics In a DOOMED EARTH campaign, one might find (gasp!) the PSI MARINES!! (then again, maybe not...) Running One of the single most important skills in the game! BUY LOTS! Savoir-Faire (Military) Good in detailed campaigns where the focus is military intrigue and unit politics... Speed-Load Our Hero seems to have this, if he runs over a reload... bang! Reloaded! wow... Stealth Good all-around survival skill! Remember: GUNS! YA NEED GUNS! LOTS OF LEVELS IN GUNS! GURPS DOOM: THE FIREPOWER At last- the GUNS!!!! I won't bore you with endless discussion of the nature of Gunz in GURPS DOOM. Only to say that the weapons seem a bit anachronistic to me. Thus you get Gunpowder, Plaz Guns and High Energy weapons together in one setting.... Here goes... Barrels Every body knows when ya's shoots a barrel, they go Kablooie. Not really a weapon in the sense of the word. but a tactical device nonetheless. Barrels are DR 4 HT 15. Any hits to Radio-Ooze barrels doing over 15 hit points sends the barrel up in a huge 3 hex explosion doing 6d Cutting damage. Why? I don't know... unstable stuff, that radio-ooze. Radio Ooze Two ways to do this: you can spit out Rads/hour at your players, or just nuke them hard with 1d damage at with one-tenth armor divisor. Lotsa fun. Pistol Generic sidearm, does anyone really use this? I chose the IMI Eagle .44M, 1984 US Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 3d 12 3 230 2500 4.5 3~ 9 12 -3 750 7 Shotgun Good Ole' Remington M870.... love it! A 12 Gauge wet dream! Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 4d 12 5 25 150 8 3~ 5 12 -3 235 7 SuperShotgun Double your pleasure, Double your fun! Stats assume both barrels being fired, must reload after each shot, or every other shot if only firing one barrel (stats above). Didn't id do a great job on this one?! Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 8d 12 5 25 150 10 3~ 2* 13 -3 275 7 Chaingun Let's Rock! This is a great weapon. Really the most powerful weapon I like in a DeathMatch situation. Carried by Space Marine Assault Commandos, and some bald guys down in the catacombs, it is a most exciting weapon, capable of stopping a charging demon and shutting up cacodemons for good! Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 5d 12 3 1000 2500 20 20 400 13 -3 6000 7 Rocket Launcher A generic TL8 Launcher, fires Dumb Missiles, they explode over a 3 hex radius. This is launcher similar to the Revenant's, though with out the demonic tracking device. Sometimes I can get 50 or more rockets in one of these... that simply shouldn't be. Some may argue purity over realism, but so what.... Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Imp 10d 12 6 - 2500 20 1 10 13 -1 15000 8 Plasma Gun Introduce the demons to the Fifth State of Matter! The Gun sucks in air, heating it to a plasma state in an instant. This requires an energy cell, usually a C (100 shots), but it can use D's as well (200 shots). Armor counts for only one-fifth of its normal value. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Imp 10d 12 6 - - 9 15 200 10 -1 25000 9 BFG9000 (oh yes!) What DOES b-f-g stand for? The BFG fires a bright green ball of what may be charged particles, in the game, it does around million hits to each creature in a small area. In GURPS terms, this seems to translate as more damage than you can imagine. The gun launches these charged particles into the area, and lights up the demons big time, kinda like a microwave-range scatter-laser, but much worse. Anything in 50 yard radius becomes charged by the gun, and it emits a counter charge of particles. The particles are attracted to the charged targets and heat up the target until he explodes. This takes only a second for most creatures, but some of the bigger baddies seem able to withstand up to 7 or more shots from the thing. Mostly effective on living things, but areas of high radiation (i.e. barrels of radio-sludge) can also be set off by them. A C cell provides 10 shots, 20 shots are fired on a D cell. Armor divisor is 10. Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Imp 16d 8 10 50 300 25 .5 20 13 - 100000 9 GURPS DOOM: THE MELEE WEAPONS Fist Load The basic hand weapon, it you need this, you're in trouble... Type Amount Reach Cost Weight Min ST Special Cut Swing+1 C 15 neg 7 Nothing special about brass knuckles. Chainsaw A bloodbath! Takes one turn to start up. Type Amount Reach Cost Weight Min ST Special Cut Swing+4 1 75 7 lbs 10 Critical failures are a bitch! GURPS DOOM: THE EQUIPMENT Many players will want a fighting chance. Instead, give them this stuff to shut them up.... Note the detrimental side effects the use of many of these items incur. This isn't about game balance, it's about pain... lots of Pain..... Blue Bottles A mixture of bizzare herbs and spices. +1 HT (may go above starting value) This value is 10 times as powerful as the DOOM version. It should therefore be 10 times as rare! Spirit Armor +1 DR up to +25 DR. Very powerful stuff. Should also have x10 rarity... Green Armor Also called "useless" The attacks of some of the bigger critters will shred this stuff, better duck! PD 4, DR 80 (NOT ablative like in the game...) -1 to DX Skills Blue Combat Armor Riot Armor? Hmm, stay down. PD 6, DR 150 (Also Not Ablative) -2 to DX Skills DemonHunterSuperStreetFighter2 BattleArmor Mark IV Just kidding, this is DOOM, you don't deserve that kind of fair chance....But if you did, it would work out to about PD 7, DR 500 with racing stripes and a cool logo on it.... Probably powered, but you still can't move in the thing... Think "Gun Emplacement"... Demon Bait....you deserve what's yer gonna get.... Level Maps Cleverly placed by the GM prior to game time. In GURPS DOOM, they might be wildly inaccurate.... or just wrong enough to keep the GM interested.... Stim Packs +2 HT (only to starting value!)immediately , contains special coagulators to staunch blood flow and speed healing. In GURPS, this provides extra survivability with double healing for 24 hours. Further stimpacks offer no help in that period Medikits +5 HT, Double healing for 2 days, contains everything you need to turn that bleeding slice of pasta into a human killing machine in under five minutes... Light Intensifiers Provides light equal to full daylight for 20 minutes on a B cell. Makes Wraiths harder to see, I think... If the batteries run out, hit f11 twice.... Radiation Suits Provides PF 100 for a few minutes, made (apparently) of newspaper and duct tape. (I had to wear one of these back in the Air Force... you can't breath and I always started to panic... might be a form of claustrophobia....) Extra Weapons and Reloads Bullets and Rockets and Energy Cells oh my! Undoubtedly, such items will turn up if an active black market forms, or they will be found near dead bodies, or in armories, or even used as bait... Inviso-balls Gives the player partial fringe-cursed invisibility for a minute. This provides PD 7 for the duration. Good Luck. The monsters don't seem affected during close-up in your shorts combat, so the effect is reduced by 1 for every hex closer than 10 from the PC. SuperChargers Empowers the character with +5 HT and a natural *ABLATIVE* DR 20, he crackles and sparks when you touch him. Afterward, award the lucky stiff with -1 DX for an hour... Berserker Pack Ohhh... Buzzerk!... How about +10 HT and DR 50 and the advantage Combat Reflexes (persons with Combat Reflexes already become Paranoid, Characters who start out Paranoids with Combat Reflexes just explode...)? He can't remember his name or who the hell you are....He must make an IQ Roll to not Go Bizarre every turn for 60 turns. The other players make IQ Rolls to not run away from this supercharged freak. Megasphere Hmmm... Also called the Game Balance Disrupter. It is a mystical device that Heals the character to his max, empowers him with DR50 and 5 Extra Hit Points (this is for the GM. Really, it allows you to torture them five more seconds). These Bonuses are Ablative! Get to work, Mr. GM! Soulspheres Makes you Immortal. You gain the Undying Advantage, DR Infinity, Know all the answers on Jeopardy and can't see a thing. The world turns into bad 60's TV and all sight-based IQ Rolls are made at -6. This lasts for 30 turns, during which time, the other PCs can read by the glow of your eyeballs... GURPS DOOM: THE ENEMY: Endless in number, they come for the souls of mankind... I made up the stats, rather than converting from Dehacked's enumeration of the creatures stats, feel free to change them around or ignore the numbers altogether. Note that all these otherworldly losers are immune to radiation. All demons save "Former Humans, Sergeants and Commandos" are immune to attacks of their own species. Optionally, the GM may make Mancubi and Arachnotrons immune to the Plaz Guns carried by PCs (that stinker!). One thing of note: More Ambitious GM's won't miss the opportunity to add demons to the list. Properly building new creatures from old ones (ei Imps/Revenants, Cacos/Pain Elementals you get the idea...) and cybering them up! A few examples are included for inspiration. You should do better than me! Note: Dehacked is a must-have utility for carving up DOOM and making changes to the exec file. Get it! Former Humans (Zombies, Zomboids, Gruntin' Nuisances...) ST 10 Move/Dodge: 5 Size 1 DX 10 PD/DR: 0/0 Weight 200 lbs IQ 7 Damage: as weapon, or by ST HT 10 Reach: C Fright Check -2 You were playing cards with these guys two days ago, now they're trying their best to frag ya! Their minds clouded by the transformation, they move fairly slow, and are inaccurate shots. It takes about ten of these guys to be a real threat, but in such numbers, they can easily catch each other in a cross-fire situation and start fraggin' themselves, saving you the trouble! They normally carry light firearms and no armor. Wait untill REAL late in the campaign, until after the PCs have killed several former friends, and show them a method of curing the Zomboids (a method availible to them the whole time...) Skills include Guns (Pistols)@12, Guns (rifles)@12, and Gruntin' an' Weezin' (language skill)@10. Pistol Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr 3d 12 3 230 2500 4.5 3~ 9 12 -3 750 7 Former Human Sergeants ST 11 Move/Dodge 6/6 Size 1 DX 12 PD/DR 1/3 Weight 200 lbs IQ 8 Damage As weapon, or Thr1d-1/Sw1d+1 punching HT 11 Reach: C Fright Check -2 These guys have shotguns! Uh... They don't get along very well together, arguing over rank and other stupid stuff. The PCs should not have too much trouble with them, so use lots! They have the skills of Former Humans adding Guns (shotguns)@13, and Tactics@12. Shotgun Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 4d 12 5 25 150 8 3~ 5 12 -3 235 7 Former Commandos ST 14 Move/Dodge: 6/6 Size 1 DX 13 PD/DR: 1/3 Weight: 250 lbs IQ 10 Damage: A weapon, or Th1d/Sw2d-1 punching HT 11 Reach: C Fright Check -3 (he does have a chaingun) Bald, red-suited evil guys with chainguns. Life don't get no better than this! These former Spec Ops Commandos roam the demon infested-areas, using high levels of Stealth (14) and springing clever traps for the unwary, blowing large holes in them. . Their only really notable skill is Guns (Chaingun) @15 Chaingun: Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL Cr. 5d 12 3 1000 2500 20 20 400 13 -3 6000 7 Former Assasins ST 13 Move/Dodge: 6/6 Size 1 DX 14 PD/DR: 7/3 Weight: 250 lbs IQ 12 Damage: A weapon, or punching HT 12 Reach: C Fright Check -4 (he does have surprise!) This fellow is invisible (ala the wraith) and armed with a shocking array of ninja-tech weapons. His stealth skill is 23 and he loves to use traps. A comsumate professional before posession, his demonic inspirations are instantly lethal! He has PD 7 from invisiblity. Imps ST 15 Move/Dodge 6/6 Size 1 DX 15 PD/DR 2/6 Weight 200lbs IQ 9 Damage 3d fireball, or by ST with Claws +2 HT 12 Reach C Fright Check -3 These "Brown Bastards" swarm about, making life difficult. Their spiky hide is tough and leathery, and they can flip fireballs at you from a distance. The Fireball is an innate ability, but the GM may make them all Mages, and give them the fire college up to (or past?) Fireball or Explosive Fireball. The gruntin' and snortin' they make is very distinctive, and can be heard from quite far away. Fireball: Acc 10, SS10, 1/2D400, Max1000. They have the skill Spell Throwing (Fireball)@12. Demons ST 25 Move/Dodge 7/7 Size 2 DX 13 PD/DR 2/15 Weight 350 lbs IQ 7 Damage 3d Cutting bite HT 15/35 Reach C Fright Check-4 Big shaved gorilla-looking things, they want to eat your face. They have small horns and prefer to bite opponents rather than claw. Wraiths ST 25 Move/Dodge 7/7 Size 2 DX 13 PD/DR 5/15 Weight 350 lbs IQ 7 Damage 3d Cutting bite HT 15/35 Reach C Fright Check -6 Like Demons, but Invisible, that's all we needed.... The indistinct shimmering of the Wraiths can be detected long after death. It may lead to unnecessarily wasted ammo..... Lost Souls ST 12 Move/Dodge 7/7 Size <1 DX 13 PD/DR 3/10 Weight 14 lbs IQ 6 Damage 5d Crushing when charging, 2d cutting bite HT 15/30 Reach C Fright Check -6 Screaming, flaming, flying skulls, these guys are dumb. Robbed of their human reasoning, and twisted into their bizarre shape by demonic magic, they are quite insane. In a Magic Doom Campaign, they are unlikely to have spells. Cyber Slug ST 12 Move/Dodge 1/7 Size 3 DX 13 PD/DR 3/10 Weight 215 lbs IQ 6 Damage 3d cutting bite, or laser guns (see below) HT 15/30 Reach C Fright Check -6 A large brown Garden-Slug-From-Hell, he has been hardwired with twin laser guns. Quite a disturbing sight, they stick to walls and ceilings, dropping on PC and shooting them full of cauterized holes. Cyber Slug has Beam Weapons (Laser) at 15. The guns are as follows: Laser-Eyes Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Imp 5d 15 10 800 2000 - 6~ -- 10 -- Knights of Hell ST 25 Move/Dodge 7/7 Size: 3 DX 16 PD/DR 3/40 Weight 400 lbs IQ 10 Damage By ST or 5d Impaling HT 15/50 Reach 1 Fright Check -7 Lesser versions of the CyberDemon and the Barons, these brownish, cloven-hoofed beasties toss balls of flaming green slime. The slime is Acc12, SS12, 1/2D n/a Max 2000. They may fire once per turn. If their horns are employed in HTH, figure ST as Impaling. Spell Throwing (Plaz Ball) is 16 Cacodemons ST 10 Move/Dodge 4/7 Size: 2 DX 15 PD/DR 3/50 Weight 500 lbs IQ 15 Damage: 8d Cutting Plasma Ball, Acc11, SS12 1/2D400 Max 1000 HT 16/50 Reach: C Fright Check: -9 A bloated red cyclops that belches pinkish balls of fiery gas. Nifty, huh? They are hard to kill, but a few hundred rounds from a chaingun can make it think twice about attacking. They prefer ranged combat, but will bite in melee for Swing+6 (1d+4). The beast moves by floating across the ground at a height of around a yard, they can float slowly over obstacles, and are unaffected by trip wires and pressure plates of most sorts. Cacodemons hate Barons, and will attack them on site. Their Spell Throwing (Gas Ball) skill is 15. Plaz Ball Type DMG SS Acc 1/2D MAX Wt RoF Cut 8d 12 11 400 1000 - 2 Pain Elemental ST 10 Move/Dodge 4/7 Size 5 DX 15 PD/DR Weight 500 IQ 9 Damage: Summon Lost Soul, and ST 30 Bite HT 16/50 Reach C Fright Check -9 The Pain Elementals wait at the Gates of Death, consuming damned souls as the arrive in Hell. They metabolize them in strange twisted ways and spit them out as Lost Souls. Dispenses Lost Souls at a rate of 1 per turn. Upon dying, the critter explodes (4d Cutting, 4 yard radius) and 3 Lost Souls rise from his carnage.... Up close the thing prefers to bite, but will avoid melee if possible. Maybe bigger Pain Elementals exist, dying in larger explosions and birthing 4 or more Souls when dead. They float across obstacles and may avoid contact-based traps. From the sides of their spherical bodies, two atrophied arms dangle, if hard pressed they may strike at ST 5. Mancubi ST 25 Move/Dodge 1/3 Size 4 DX 16 PD/DR 3/25 Weight 1 ton IQ 8 Damage As weapon, or pummel at ST 30 HT 17/60 Reach 1 Fright Check -12 Blood Cholesterol Level: 10,400 Towering mountains of blubber, the Mancubus is one of my personal favorites. Armed (literally!) with twin linked plaz guns, the Mancubi can fire indefinitely, charging them with the huge reserves of energy stored in there fat. Mancubi are easily distracted by fast food, particularly bacon cheeseburgers and cheddar fries. Assume the Mancubi have Full Coordination for purposes of aiming. They have the skill Beam Weapons (Plaz Gun)@16 Plaz Guns Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Imp 10d 15 10 800 2000 - 2 -- 10 -1 Berserker Fungus ST 20 Move/Dodge 8/3 Size 2 DX 18 PD/DR 3/25 Weight 1 ton IQ 9 Damage As weapon, or pummel at ST 20 HT 18/60 Reach 1 Fright Check -12 When humans are possessed by the Demons, a strange hellish fungus takes root in their systems, if left alone, it will eventually kill the host and spread to a new body. If killed before the fungus finishes rooting, a few of them develop into the Berserkers more dangerous form. It appears as a tangle of greenish-brown vines or tentacles growing from the corpses severed head. The fungus has full control of the head, and can talk (Grunt- Snort-Grunt) and make threatening faces at PCs. They have no central vital organs, so all firearms do only 1 hit point per round. They are plant-like and take double damage from Plaz Guns. Barons of Hell ST 40 Move/Dodge 9/9 Size 4 DX 20 PD/DR 3/80 Weight 600 lbs IQ 18 Damage As ST or Plaz Ball HT 18/80 Reach 2 Fright Check -7 Oh... it gets dangerous from here on out, boys and girls... The Barons are the true power- mongers in Hell, scheming constantly from their brooding palaces, they are responsible for carrying out the plans of the Boss Demons and the Arch Viles. They command vast armies of Imps and Knights, and hate cacodemons passionately, preferring to kill them when possible. It is theorized that some rivalry exists between Barons and Arch Viles. When using their horns, they do Impaling ST damage. Plaz Ball Type DMG SS Acc 1/2D MAX Wt RoF Shots Imp 10d 15 15 1800 39000 - 1 -- Arachnotrons ST 15 Move/Dodge 8/8 Size 1 DX 18 PD/DR 4/60 Weight 600lbs IQ 14 Damage As below, Or stomp by ST HT 15/50 Reach C Fright Check: -7 Children of the Spider Demon, they are taken at hatching from her nest and attached to metal carriages. They are fitted with plaz guns with unusually high RoF's. Arachnotrons are normally encountered in groups. They have the skill Beam Weapons (Plaz Gun)@18. They are attended often by lesser demons, who are required to replace the D cells that power the guns. Plaz Gun Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Imp 10d 15 10 800 2000 - 10 500 10 -1 Revenants ST 20 Move/Dodge 7/7 Size 2 DX 14 PD/DR 3/60 Weight 250 IQ 9 Damage 10d Impaling Missile, or punching at ST 20 HT 15/45 Reach 1 Fright Check: -6 Dead Demons from earlier in the campaign, they have a surprise for the jerks who killed them. Twin Demonic Homing Missiles! These missiles are piloted by tiny demon-spirits and can home for up to one minute, following the tails of the PCs around corners and over small obstacles. The missiles have a Move of 15, are fired using DX. The revenants punch in Closes Combat for damage by ST, using Brawling@17. Arch Vile ST 25 Move/Dodge: 10/10 Size 1 DX 20 PD/DR 4/75 Weight 300 IQ 30 Damage 10d Impaling Immolation, or ST melee. HT 16/75 Reach 1 Fright Check: -10 The Arch Vile has a couple of powers that make him a complete Pain in the Ass. Firstly, the thing can Immolate someone. This attack is based on the Arch Viles DX, and does 10d Impaling. The attack sends the victim flying 6d hexes in a random direction, regardless of actual damage done. Facing is determined randomly also. The victim must make a Body Sense roll and spend his turn standing up as the attack definitely knocks them down. Secondly, he can cast a resurrection spell on any creature except Romero, the CyberDemon and the Spider Demon.. This power works in place of his Immolation attack and respawns every demon with 10 yards of the Vile, regardless of the condition of the body. These guys have always struck me as very intelligent, perhaps having many more spells than shown. They probably rival the Barons for political power in Hell, with lots of infighting and maneuvering. I suspect they win a lot, being able to respawn their supporters and all... CyberDemon Boss (Demon Lord of Hell) ST 120 Move/Dodge 10/10 Size 5 hexes DX 20 PD/DR 6/150 Weight 2 tons IQ 20 Damage As Missile type, or by ST (Thrust: 13d, Swing 15d) HT 18/350 Reach 4 Fright Check: -15 This guy is a pain in the butt (and everywhere else for that matter). 20 some-foot tall, cyborged demon with a missile launcher. GM's should use him with caution, as the cap to a long campaign full of suffering and stark horror. They use a variety of missiles (choose your favorite from GURPS Ultra Tech) summoning the projectiles from some hellish armory. The Cyber Demon rules the Barons, Knights and Arch Viles and their subordinates. Perhaps there is more than one of these monsters, suggesting that worse Cyber-Implants have modified other Demon Lords. promising, huh? The one in Shores of Hell was likely named "Babel" (after the name of the level...). His skill with the Rocket Launcher was around 30. Spider Demon Boss ST 60 Move/Dodge 10/10 Size 13 hexes DX 22 PD/DR 5/200 Weight 7 tons IQ 25 Damage As weapon. plus stomp at ST 60 HT 20/500 Reach 4 Fright Check -18 The Spider Mastermind, 30' of towering Brains and Twisted metal, she is the most powerful creature in the game. Her Super Chaingun will keep you busy enough, and her constant escort of cacodemons just adds to the mess. She has the skill Guns (Chaingun)@30 She doesn't seem to need reloading, but more realistic campaigns will give her several thousand rounds to spit at PCs and errant servants. Also, good GMs will play her as having several thousand points of other skills and advantages, to make her a truly frightening opponent. As an Enemy, she would be Utterly Formidable, and probably All the Time... Good Luck! Super Chaingun Type DMG SS Acc 1/2D MAX Wt RoF Shots Imp 10d 10 15 1800 5000 - 40B Infinite Note: 40B means 40 Bursts of 20 rds each. I know its a lot, but you can write up characters quick, can't you? Mr Romero ST 0 Move/Dodge 0/0 Size <1 DX 0 PD/DR 1/300 Weight 15 lbs (with spiky bit) IQ 25 Damage N/A HT 15/200 Reach C Fright Check -20 Seen at the end of Doom][, John Romero's severed head seems to have master minded the whole fraggin' invasion. This is a pretty sick idea, so it is rightly included here. It took several rocket hits to take him out. His strength and dexterity are both 0, as he just sits there on that fraggin' post, screaming when you hit him. His only form of attack is his ability to summon demons of any type save other Bosses. At one per turn, any area rapidly becomes a war zone. GURPS DOOM: THE CINEMATIC RULES All Cinematic Rules from the Basic Set are in force, but Doom begs a least one more!! CHEAT CODES For 1 Xp, a player may call out a cheat code and use it for 1 turn. If your players last long enough, they may build up quite a pool of cheat points. They have to shout the code when their character has an action. The codes are as follows: IDDQD "EyeDeeDicwad!" For as many turns as Xp sacrificed, the PC cannot be harmed in any way. After the cheat wears off, frag him! IDCHOPPERS "EyeDeeChoppers!" A chainsaw appears in the PC's hands. He may use it as normal until the cheat wears off. See DOOM: THE EQUIPMENT, above, for stats. IDDTDT "EyeDeeDeeTeeDeeTee" The player in question gets to look at your map for a many REAL seconds as Xp sacrificed. Watch the clock, GM! IDSPISPOPD "EyeDeeSpispopdee!" The PC can walk through walls, keep special track of the PC's Move score, if he ends his Cheat inside a wall, he's DEAD! IDCLIP :EyeDeeClip!" If the GM is using DOOM][, then idspispopd won't work, other wise identical to the above code. IDKFA "EyeDeeK'FA!" A sudden torrent of guns n' ammo n' keys descends on the cheating PC, as armor drops on him from the sky, crushing him beneath the weight of it all. The PC takes 3d Crushing, if he lives he may use any of the weapons for 1 turn per Xp. IDBEHOLD: Gives the player a bonus for too-short a time. The remaining codes for which escape me.... A NOTE: GMs using the Cheat Rules should be ashamed of yourselves.... sheesh! ANOTHER NOTE: Use of certain codes in the upcoming OPUS release GURPS HERETIC can be hazardous to your health...