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Doom: The Text Adventure

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raekuul:
(Anybody can jump in and do stuff; I'll try to resolve things in the order that they're done.)
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Thanks to Game Hunter, we have a "Quick Overview Section"!
Spoiler: Game Overview (click to show/hide)Spoiler: Weapons (click to show/hide)
Pistol
Description: Your Pistol is a standard-issue pea-shooter. Both the UAC and the Marine Corps issue these to their people in case of human activity. The activity here on the Martian Bases, however, is decidedly not human, so you will want something with a bit more punch. Still, it's good in a pinch, and there weren't any of UAC's more advanced experiments here on Phobos Base anyway.
Attack: Roll 1d20 to-hit. On success, roll for 1d10 damage.
Critical: 20 to-hit.

Shotgun
Description: This appears to be the standard-issue shotgun given to all Sergeants. It has three firing settings - Standard, Solid Slug, and Crowd Control. You've seen firsthand how powerful the Standard setting is at close range.
Attack: Roll 1d20 to-hit the primary target, then roll 1d5-n (min 3), where n is the total number of targets in the firing direction, to see how many shards connect with the primary target; Repeat for 1dx shards, where x is the number of shards that did not connect on the previous roll, until all shards are resolved. On success, roll 1d5 damage per shard.
Critical: 20 to-hit on primary target and primary target is hit with the maximum possible shards.

Chaingun
Description: (currently unidentified)
Attack: Roll 1d20 for hit, then 1d6 for number of bullets that hit: roll each connecting bullet for 1d4 damage.
Critical: 20 to-hit, 6 bullets hitting.

Chainsaw
Description: The Combat Chainsaw, as you and your buddies called it once upon a time, is a gas-powered device primarily used for cutting apart wood. There are no trees on Phobos, so why these are here is anyone's guess. You're fast enough and strong enough to use it as an actual weapon.
Attack: Roll 1d20 for hit, then 1d8+3 for damage.
Critical: 20 to-hit.
Special: Base to-hit is 9 instead of 10 both for and against anything wielding a chainsaw as a weapon.

A note on critical hits: For multiple bullet weapons like the Shotgun or Chaingun, a Critical Hit changes how armor is applied - instead of applying Armor against each individual shard of a shotgun blast, Armor is only applied against the total damage for a critical hit.


Spoiler: Equipment (click to show/hide)
Armor
Description: This appears to be the standard-issue armor that UAC gives to most of its people. It's green. Lightweight and durable, it can lessen the impact of bullets a little.
Use: Increases armor rating by 1. Undamaged armor grants 100 armor points.

Stimpack
Description: This is a UAC first-aid kit, designed to be quickly used for health restoration. You could probably only recover a small amount of health from it, but there are tools inside to instantly mend broken legs and sprained wrists. Interesting that UAC includes those tools in both their Stimpack and Medkit.
Use: Heals (10 + Over Points) HP.

Mod Toolkit
Description: This contains the tools necessary to modify your weapons and armor... but only those tools necessary. It appears that you'd have to find actual Mod Packs on your own.
Use: Allows you to use mod packs.

Blue Mod Box
Description: The materials contained within can be used as makeshift armor repair, or can be adapted to increase how much power one of your weapons can deal. There is only enough material for one meaningful modification.
Use: Undiscovered


Spoiler: Enemies (click to show/hide)
Former $subtype:
Description: (currently unidentified)
HP: 10
Attack: By Subtype
Inventory: By Subtype
Special: Never flees from battle.

Imps:
Description: These are the foot soldiers of Hell, as it were. While not dangerous on their own, in groups they can quickly overwhelm the unprepared. You've heard rumors that some imps are quite capable of throwing fire around like it was a water balloon.
HP: 20
Attack: Claws, Fireball
Inventory: None

Helltouched $subtype:
Description: Apparently these idiots thought they were getting a sweet deal on prime real-estate when they defected over to Hell. These guys aren't any tougher physically, but since they made a deal with the devil they didn't lose any of their training - which means they can use stuff that aren't guns.
HP: 10
Attack: By Subtype
Inventory: By Subtype, Stimpack (1)
Special: First to get injured may order other Helltouched to flee.

Subtypes
Human - Carries Pistol, Bullets
Sergeant - Carries Shotgun, Shells
Labguy - Weapon unknown, Ammo unknown
Grunt - Carries Chainsaw


Spoiler: Mechanics (click to show/hide)
Armor Rating
Armor rating determines how much damage is absorbed by a given damage roll. Whenever anything wearing armor takes damage, the amount of HP lost is first reduced by the victim's armor rating: as this applies to each damage roll, an attack with multiple hits is reduced for each hit, so long as the victim's armor points are above zero before each subsequent hit is calculated.

Armor Points
Armor points are used to determine the durability of armor. Armor point loss is equal to the amount of damage rolled. When armor points are equal to zero, the wearer's armor rating is decrease by an amount equal to the armor rating granted by wearing the armor.

Experience Points
Experience is gained by killing enemies: the amount gained in this way is equal to the damage dealt to the enemy before it dies. This means that an enemy with 10 HP can earn 10 experience points if you kill it with exactly 10 damage, or it can earn 20 experience points if you overkill it by dealing 20 damage before it dies. No experience is gained for killing anything not capable of killing you.

Experience points are used to gain levels.

Over Points
Over points are gained by overkilling enemies: this means that, if an enemy has 15 HP and you deal 25 damage to it, you will gain 10 over points for doing so.

These points are automatically added to your HP whenever using recovery items: whenever over points are used, they are completely depleted, regardless of actual HP recovery. There is no limit on the amount of over points a player can gain, though the effectiveness is limited by total HP. Over Points do not influence certain artifacts.

Rage Points
Rage points are only gained, so far, by taking damage. You gain a rage point for every two HP lost on a given damage roll (so 13 HP lost will give you 6.5 rage points).

Rage points are usually spent on the application of special shots, though not always.


Spoiler: Combat System (click to show/hide)Here's an example combat table:
EnemyHPArmorTo-HitWeapon/AttackIn InventoryFormer Human #1100%0%8PistolBullet (20)Former Sergeant #130%64%12ShotgunShell (10)
Enemy - name and number of enemy (resets each time the player enters a new building/area)
HP - current HP of enemy (as a percentage)
Armor - current armor points of enemy (as a percentage)
To-Hit - Number needed for you to hit the enemy or for the enemy to hit you (d20)
Weapon/Attack - default means of attacking
In Inventory - items that the enemy is carrying

Combat Commands
SHOOT {ENEMY} fires your default ranged weapon at ENEMY.
SHOOT {WEAPON} AT {ENEMY} fires the specific WEAPON at ENEMY.
SHOOT {ENEMY} WITH {SKILL} fires at the enemy using a specific SKILL.
ARM {WEAPON} sets your default attack to WEAPON.
RELOAD reloads your default weapon. This is done automatically unless you are injured such that reloading is more difficult (e.g., sprained wrist, broken arm).
RELOAD {WEAPON} reloads the specific WEAPON.


Spoiler: Skills (click to show/hide)Skills are the total collection of abilities that the player has gained. They can be active or passive. Skills are learned by either obtaining a weapon or surviving a critical hit from an enemy that uses the weapon.

Active
Shoot Pistol (1 Bullet, 0 Rage, Normal Speed) - Standard Pistol attack.
Shoot Shotgun (1 Shell, 0 Rage, Normal Speed) - Standard Shotgun attack.
Aimed Shot P (1 Bullet, 0 Rage, Delayed Speed) - Guaranteed hit with Pistol attack.
Solid Slug (1 Shell, 0 Rage, Normal Speed) - deals 1d15 damage to one enemy as opposed to (1d5)d5
Solid Shell (1 Shell, 3 Rage, Normal Speed) - deals 1d15 damage + (1d3-1)d5 damage to one enemy
Crowd Control (1 Shell, 0 Rage, Delayed Speed) - deals 1d4 damage to all enemies

Passive
Boosted Healing - Over Points are consumed to increase HP recovery when using healing items.


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The surface of Mars is dry and nearly barren. Looking up from the Hangar Grounds at Phobos Base, you can easily see where the Canals once lay.

You arrived on Phobos Base less than an hour ago, and you've been sizing up the situation from a safe location. One of UAC's experiments went, well, haywire, and unleashed some sort of hell upon Phobos Base.

Literally, hell. Some of your buddies from the Academy have been trying to shoot you dead ever since you got here. They appear to have become brainless, mindless, soulless sons of bitches. Nobody sane from inside Phobos Base is responding to your comm calls - all you've been getting is variations of "We're coming for you."

It looks like it will be all uphill from here.

INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
No visible enemies

VISIBLE DOORS:
Entrance to Phobos Base - Hangar

Game Hunter:
LOOK PISTOL

IDKFA

OPEN DOOR

(Should I be using all caps? I feel like I should be using all caps, because that's totally how a text adventure would play out.)

raekuul:
All caps is fine.
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Your Pistol is a standard-issue pea-shooter. Both the UAC and the Marine Corps issue these to their people in case of human activity. The activity here on the Martian Bases, however, is decidedly not human, so you will want something with a bit more punch. Still, it's good in a pinch, and there weren't any of UAC's more advanced experiments here on Phobos Base anyway.
-------
You chant "IDKFA... IDKFA... IDKFA...", but it doesn't appear to do anything here.
-------
As you enter Phobos Base, the smell of carnage and death washes over you. Despite your training, you can't help but gag at the smell. Some things can never be gotten used to.

You tense up as you hear movement. There is a small place in the wall where you could probably hide; with any luck, you'll be able to shoot first without being shot at in return.

INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
No visible enemies

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2

IronBeer:
This could take a while, couldn't it?

>>Approach Door to Room 2
>>Open Door to Room 2

raekuul:
Yes. Yes it could. I'm probably going to stop this at the Bruiser Brothers, if we manage to get that far.
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The sliding door opens as you approach it; you would take this moment to marvel at the wonders of technology, but you suddenly find yourself face to face with two Former Humans!

INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
Former Human #1 (100%) (0%) (-50%) (Pistol) (18)
Former Human #2 (100%) (0%) (+50%) (Pistol) (18)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)

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