Chaosforge Forum

  • July 10, 2025, 07:47
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kabrinski

Pages: 1 2 [3] 4 5
31
Play-By-Forum / Re: Doom: Hellhole
« on: May 27, 2012, 05:49 »
Their NPC's, at least a few of the one's worht mentioning. Their under my contorl, and have predetermined fates, provided they don't get killed sooner.

I thought I had listed that in my post. Appreantly not...I was tired and in a hurry when I posted last night. Sorry.

32
Play-By-Forum / Re: Doom: Hellhole
« on: May 26, 2012, 23:49 »
Name: James Harper

Equipment

Melee: Combat Knife(1d4+1)
Sidearm: Laser Pistol (3d6)
Primary: Auto Assault 12(6d4), GK36 Grumbar(4d5x3, x7)
Grenade: Frag Grenade x2(15ft, 3d6), Concussive x2(stun 1d4 rounds)
Pack: Sensor Pack
Armor: Assault

Bio:
James Harper is the captain of the unit being sent to Phobos. He’s been in the marines for 14 years and has often been called a surly, yet caring son of a bitch. Due to an incident that involved pissing off a superior officer-he was accused of dereliction of duty and conduct unbecoming(told the officer to go fuck himself when he was told to leave behind a squad in the field) he was transferred to the UAC branch of the marines.
It is noted in his personal records that the man does not have a very high opinion of marine high command, not to mention the UAC on a whole, and the officers in charge of the unit on mars have made his attitude known on his record.

Name: Pyro

Equipment

Melee: Chainsaw(4d6)
Sidearm: Incinerator x2(4d5)
Primary: Hellfire Flamethrower(1d12)
Grenade: Incendiary (1d8 initial, 5pts aftwords)
Pack: Ammo
Armor: Juggernaut
Pyro is a convicted felon who was pressganged into the marine core after being charged with about 14 counts of arson. The man was permanently sealed into his juggernaut armor and sent mars as punishment. Being completely expendable, the UAC decided to send him along with several other felons attached to the marine unit station there.
Pyro is often reckless, even fanatical when it comes to combat. Even though he is a convict, the man understands the concept of loyalty and camaraderie. He will often throw himself into harm’s way to protect his brother marines, and UAC psychologists noticed that he seems to have the mindset of a child-gentle, but dangerous when aroused. In other words-simple minded.

Name: Elene Waterman

Equipment

Melee: Stunner(stuns)
Sidearm: Mob Gun(2d3x5chance of open wounds)
Primary: 5A09S2 Combat Shotgun (7d3, 30%chance of stun) P90: (2d6x3)
Grenade: Concussive (stun 1d4 rounds)
Pack: Turret
Armor: Riot Shield, Reactive armor
Elene Waterman is one of the marine unit’s technician. The woman is above average in looks, but of average height and weight due to her massive frontal superstructure. She seems to disdain combat of any sort, often using turrets to defend herself and preferring to keep out of sight. She uses the Mob Gun and Shotgun to attempt to wear down and outright stop her opponents rather than kill them: her true love is engineering.

Name: John “Doc” Sayers

Equipment

Melee: Brass Knuckles(1d3)
Sidearm: Burst Pistol(3d4x3)
Primary: Chaingun(1d6x4), HMR 501 HMG(3d7+5x8)
Grenade: Gas(Causes Poison)
Pack: Repair
Armor: Red Armor
Doc is one of the unit’s medics and doubles as a heavy weapon’s specialist. The man stands about 7ft tall and is built like a tank. His personality is this: stern, but laid back. His is well liked by his fellow marines, and hated by everyone else: he was sent to mars after refusing to bend over backwards for some UAC scumbag wanting some medical records on several marines. He is often looking after both Elene and Pyro

Name: Eric Bellahoff
Equipment
Melee: Plasma Blade(3d8)
Sidearm Gauss Pistol x2 (10)
Primary weapon: Laser Rifle (5d7)
Pack: Probe
Grenade: Frag(15ft, 3d8)
Armor: Scout
Not much is known about Eric Bellahoff, save for that he’s a world class…moron. The guy is a good scout, but often makes some tactical errors in terms of weapon choice; Eric is a good shot with a rifle of any kind, but still sticks with standard doctrine when sniping-plant your fucking feet when you whip out your big gun-unfortunately he still hasn’t realized you can’t do that with a laser rifle. How he got the job on mars is a complete mystery…

Name: Garrick Lester
Equipment
Melee: Combat Knife(1d4+1 mounted on E3, Does an additional 2 points of damage)
Sidearm: Pistol (2d4)
Primary Weapon: E3 GPR(2d7), PK-38 Enforcer(4d6)
Grenade: Frag(15ft Splash)
Pack: Stimpack
Armor: green
Lester is the newest guy-as in a rookie straight out of training. Average joe, enough said.

Name: Sarah Farradin
Equipment
Melee: Chainsaw: (4d6)
Sidearm: Magnum (2d8+3)
Primary: Rolling Thunder ((AP rounds) 2d6, (HE Rounds) 3d7), Mortar (7d12+8)
Grenade: Concussive x1(stun 1d4), Incendiary x1(1d8, 5pts after), Flashbang x2(blind 1d4)
Pack: Detpack(10d10, 30ft splash)
Armor: Juggernaut
Sarah is a demolitionist currently assigned to the unit. She shares the same circumstance as Pyro: being sealed into a suit of armor for crimes, except hers were charges of terrorism, and was assigned to the unit going to mars. She is very beautiful, icy, and sadistic.

Now for the narrative:

“Alright, we’re coming up on Phobos now,” Came the pilot’s voice over the intercom. Some of the soldiers cursed and grumbled as the troopship began shaking violently as it penetrated the artificially generated atmosphere on the moon, “ETA to surface: 2 minutes.” Someone muttered something about the pilots getting a kick out of making their passengers miserable. “Pipe down ladies!” Barked captain James Harper as the complaints began to pick up speed, “We’ll have plenty to do when we land.”

They had been sent with 3 other troopships to investigate whatever the hell happened on phobos-roughly 200 men and women-and in Harper’s opinion that was one too many marines for a simple recon. So while his men were bitching, he wondered what the hell was going on? What was the UAC really up to? His musings were interrupted by the soldier called Pyro tugging on his shoulder plate; the guy was a convict with a mindset of a child-a child who liked to set things on fire. He felt sorry for the guy: probably wouldn’t make it back.

“What’s up Pyro? You allright?” He had to remind himself that this guy wasn’t your ordinary marine. “Scared Capn’.”Came the reply-Pyro’s deep bass voice was shakey. Haper laid a comforting hand on the convict’s shoulder, and smiled: “We’ll be alright big guy, now you just hang in there and we’ll get through this.” But in his mind, he could only see the guy lying on the ground, dead from whatever took him; he was too soft for this work. “Hey Pryo,” Came an icy, feminine voice, “The ship’s gonna crash-hope you got your parachute!” Pyro cringed, trying to tuck himself further into his armor as a woman in similar armor let out an evil chuckle. “Shut it Kerradin!” Came a sharp reply. A 7ft tall, beastly rock of a man sat across from her, Doc, clearly unintimidated by the woman’s heavy power armor and cold demeanor. “The guy’s already got a hard time of it and your messing with him isn’t helping!” The woman was clearly going to respond or explode, possibly both, until the ‘ship suddenly rocked violently. “What the hell?!” Came another voice; A recruit named Garrick, he believed. “Captain Harper to pilot: What the fuck’s going on up there?” James radioed, trying to get a sense of what was going on. “Hydraulics failure,” The pilot responded quickly, clearly trying to get the vessel uprighted, “It’s gradual, so should be able to land safely, other ships seem to be having the same problem.

“Alright, try and get us on the ground in one piece.” The man stood, and addressed the 49 other soldier’s with him: “Alright: we seem to be suffering from some kind of Hydraulic problem, but the pilot assured me he’ll get us on the ground in one-UNNGH!”
The ship hit the ground with a loud BANG-THUMP! “I thought you said safely!” Shouted harper over the radio. “We’re alive and in one piece, can’t say the same thing for the ship’s engines and landing gear though.” The pilot responded smugly, “So quit your bitching captain and get your asses off my ship!” Harper muttered something less than civilized as a retort and then grabbed his weapons. “Lock and load boys. Time to figure out what happened here and check up on the other crews.”

(OOC): Alright, main objective at the moment is to investigate the crash site and then hook up with the other troopships. You are now free to move about the cabin. There are three exits: a hatch on top-pilot’s cockpit, and emergency exit near the cargo hold.

33
Play-By-Forum / Re: Doom: Hellhole
« on: May 26, 2012, 20:51 »
You can select whatever starting equipment you want, but after that you have to find new gear. Or obtain it some other way, like off a fallen comerade.

I'll be making balance adjustments as we play, so expect some changes to weapons throughout the course of the game, primairly because I did the equipment up last night on short notice.

34
Discussion / Re: Quick questions thread!
« on: May 26, 2012, 08:16 »
Yeah, but don't it destroy most of the crap inside of it?

35
Play-By-Forum / Re: Doom: Hellhole
« on: May 26, 2012, 04:27 »
I found one, like it too. Simple and sweet.

36
Play-By-Forum / Doom Hellholle equipment and stats
« on: May 26, 2012, 04:16 »
Weapon and Equipment Stats for Doom RPG

Apologies to the Kornel for using some of the mechanics from the RL. I give him full credit for it.

Combat Knife
Damage: 1d4+1
Number of attacks: 2 per round
Description: It’s a standard marine issue combat knife
Damage Type: Melee

Grinder
Damage: 2d6*3
Number of attacks-1 per round
Description: Someone got the idea of strapping a couple of blades to a drill motor to grind stuff…go find some meat!
Damage type: Melee

Stunner
Damage: Special
Number of attacks: 1 per round
Special: The stunner inflicts no damage but instead on a successful hit stuns the target for three rounds. Stacks up to 4 times

Plasma Blade
Damage: 3d8
Number of attacks: 3 per round
Special: Ignores Armor
Damage: Plasma

Pistols:

Magnum
Damage: 2d8+3
Number of attacks: 1 per round
Reload time: 1 per round
Ammo: 6 shots
Ammo type: bullets
Damage Type: Bullet
Special: Can be reloaded fully, but user unable to act next round.

Gauss Pistol
Damage: 10
Number of attacks: 1 per round
Reload time: 1 turn
Ammo: 8 shots
Ammo type: bullets
Damage Type: Bullet
Special: This gun can hit multiple targets, but each penetrate brings the damage down by 1, up to a maximum of five targets.

Mob Gun
Damage: 2d3*5
Number of attacks: 3 per round
Reload time: 2 turns
Ammo: 15 shots
Ammo type: bullets
Special: The mob gun inflicts melee type damage. Upon a successful hit, the mob gun can inflict an open wound, which causes bleeding at the rate of 1 hp per turn. Stacks up to 6 times. It fires five “blade shots” per attack

Burst pistol
Damage: 3d4*3
Number of attacks: two three round burst per round
Reload time: 1 turn
Ammo: 21 shots
Ammo Type: bullets
Damage: bullet/fire(Fires High Explosive Rounds)

Incinerator
Damage: 4d5
Number of attacks Per round: 1
Reload time: none/ reloads while standing on lava or getting hit by a fireball
Ammo: 10 shots to begin with
Ammo type: fireballs/lava
Damage Type: Fire
Special: The incinerator requires you to get hit by a fireball or stand on lava to reload-halves fire damage

Laser Pistol
Damage: 3d6
Number of attacks: 2 per round/special
Reload time: 1 turn
Ammo: 18 shots
Ammo Type: power cells
Damage Type: Plasma
Special: The users instead of firing a standard shot can fire a laser ‘pulse’ to cut multiple targets. Uses four shots.

Shotguns:
(Note: Shotguns have a spread, and they can hit up to a maximum of 7 targets)

Auto Assault 12
Damage: 6d4
Number of attacks: 5(can all be shot off at once)
Reload time: 1 turn
Ammo: 30 Shots
Ammo Type: Shotgun shells
Damage type: Shrapnel, Standard Spread

Impaler
Damage: 5d12
Number of attacks: 1 every other round
Reload time: 3 turns
Ammo: 4 shots
Ammo Type: Uranium shards, power cell(used to power magnet)
Damage Type: Shrapnel-wide spread, Piercing
Special: The Impaler is a heavy duty, experimental weapon. Its shots require a full round to recharge and then it takes time to replace both the spent cell and shots. The weapon ignores armor and can hit multiple targets. The shards vary wildly in size. 10% chance of causing open wounds or cripple

PK-38 Enforcer
Damage: 4d6
Number of attacks: 1 per round
Relaod time: 1 turn
Ammo: 8 Shots
Ammo Type: Shotgun Shells(slugs)
Damage Type: Bullet
Special: The PK-38 Enforcer is a slug shotgun.  It hit fairly hard and can stop a charging demon short. Has 40% chance of causing cripple(slows movement, can stack up to 2 times)

C-35 Gutbuster
Damage; 11d3*2
Number of attacks per round: 2 attacks(4 shells)
Reload Time: 2 turns
Ammo: 12 Shots(6 in each barrel)
Ammo Type: Shotgun Shells
Damage Type: Shrapnel-Focused

5A09S2 Combat Shotgun
Damage: 7d3
Number of attacks per round: 1
Reload time 1 round
Ammo:10 shots
Ammo Type: Shotgun shells
Damage Type: Shrapnel, wide spread
Special: 30% chance of stun on each target hit.

Submachine guns

G3 Commando
Damage: 2d5*3
Number of attacks per round: 2 three round bursts
Reload time:1 turn
Ammo: 30 shots
Ammo Type: Bullets
Damage Type: Bullet

MP9
Damage: 3d3*7
Number of attacks per round: one 7 round burst
Reload time: 1 turn
Ammo: 35 shots
Ammo type: bullets
Damage Type: Bullet

M3 Shredder
Damage: 6d3*4
Number of attacks per round: 2 four round bursts
Reload time: 1 turn
Ammo: 24 shots
Ammo Type: Bullet
Damage Type: Bullet
Special: Can cause open wounds 25% chance

P90 Submachine Gun
Damage: 2d6*3
Number of attacks per round: 3 3 round bursts
Reload time: 1 turn
Ammo: 50 shots
Ammo type: bullets
Damage type: bullet

Assault Rifle

Bonebreaker
damage: 4d10+6
Number of attacks per round: 2
Reload time: 2 turns
Ammo: 20 shots
Ammo Type: Bullet
Damage Type: Bullet
Special: Cripple enemy target on successful hit, 30% chance of inflicting same status on user

GK36 Commando
Damage: 4d5(*3,*7)
Number of attacks per round: 3 shots per round, can opt to shoot 2 three round bursts or 7 full auto
Reload time: 1 turn
Ammo: 30 shots
Ammo Type: Bullet
Damage Type: Bullet

Pulse Rifle
Damage: 5d4*5
Number of attacks per round: fires one five round burst per round
Reload Time: 1 turn
Ammo: 50 shots
Ammo type: Power Cell
Damage Type: Plasma

K3 Carbine
Damage: 3d6*3
Number of attacks per round: 4 three round bursts
Reload time: 1 turn
Ammo: 36 shots
Ammo Type: bullets
Damage Type: bullet

E3 General Purpose Rifle
Damage: 2d7
Number of attacks per round: 4 shots, can switch to a 8 round burst
Reload Time: 1 turn
Ammo: 35 Shots
Ammo type: Bullets
Damage Type: Bullet

Sniper rifles(All sniper rifles, except the laser rifle inflict piercing damage, laser inflicts plasma damage)

Barret M2
Damage: 8d10
Number of attacks per round: 1 every 2
Reload time: 2 rounds
Ammo: 8 shots
Ammo type: bullets
Special: Slows marine by 40% when fired: stacks up to two times. Is also incredibly loud and has a 20% cumulative chance of attracting an enemy’s attention to the sniper’s position. Attraction can be negated by moving from position.

M8 sniper
Damage: 4d4
Number of attacks per round: 2
Reload time: 1 round
Ammo: 15 shots
Ammo Type: Bullets
Special: This gun is silence and thus does not attract enemy attention.

Laser Rifle
Damage: 5d7
Number of attacks per round: 1
Reload time: 1 round
Ammo: 10
Ammo type: Power Cell
Special: The beam gives away the sniper’s position, thus attracting attention. Best to move your ass after firing, and if you cannot hit anything with it you are a world class moron.

M45 Marksman
Damage: 3d6
Number of attacks per round: 3
Reload time: 1 round
Ammo: 15
Ammo type: Bullet

SSR-39 Recoilless
Damage: 6d8
Number of attacks per round: 2
Reload time: 1 round
Ammo: 16
Ammo Type: bullet

Heavy Weapons(Heavy weapons can take some time to reload

HMR 501 HMG
Damage: 3d7+5*8
Number of attacks per round: two 8 round bursts
Reload time 4 turns
Ammo: 90
Ammo Type: Bullet
Damage Type: Piercing

Rolling Thunder
Damage: (AP rounds) 2d6, (HE Rounds) 3d7
Number of attacks per round: 4 ‘round’ burst
Reload Time: 3 turns
Ammo: 45 rounds
Ammo Type: Bullets
Damage Type: (AP)Piercing, (HE)Fire.

Swarm Launcher
Damage: 2d4*12
Number of attacks per round: can fire 1 swarm
Reload time: 2 turns
Ammo: 1 swarm of rockets
Ammo Type: rockets
Damage Type: Fire

Disker
Damage: 6d6
Number of attacks per round: 1
Reload time: 3 turns
Ammo capacity: 15
Ammo Type: Disks
Damge Type: Fire

Grenade Launcher
Damage:5d8+3
Number of attacks per round:2
Reload time: 1 per turn, can be reloaded fully by sacrificing ability to act next round
Ammo capacity: 6(revolver type mechanism)
Ammo Type: grenades
Damage Type: Shrapnel, Fire

Mortar
Damage: 7d12+8
Number of attacks per round: 1 every 4
Reload time: 3 turns
Ammo Capacity: 3
Ammo Type: Rockets
Damage Type: Fire

Plasma Gun
Damage: 8d6
Number of attacks per round: 1 every 2
Reload time: 2 turns
Ammo Capacity: 7
Ammo Type: Power Cell
Damage Type: Fire
Has a 20% of igniting the target.

Hellfire Flamethrower
Damage: Special
Number of attacks: Special
Reload time: 1 turn
Ammo Capacity: enough fuel for 30 rounds, doubled with ammo pack
Ammo Type: Power Cell
Damage Type: Fire
Special notes: The flamethrower, on successful hit, causes 1d12 points of damage initially, and then causes the same amount of damage for 5 rounds. The flamethrower burns targets in cone, approximately 7 feet wide and 5 feet in diameter-it can hit multiple targets. A second fire mode is available where the user can channel the flame onto a single target, causing double damage.

Armor Properties

Scout:
Armor protection: 1
Move Speed: + 4
Damage Resistance:
Bullet: 10%
Shrapnel: 5%
Melee: 0%
Acid: 0%
Fire: -25%
Plasma: 0%
Special: the Scout armor has the option can use a set of built in jump jets for additional mobility

Reactive Armor
Protection: 2
Move Speed: -2
Damage resistance: See below
Special Property: Reactive armor doesn’t provide resistances, but rather it softens the blow, up to ten damage dice. It limits the damage to a maximum of 25 total points of damage

Assault Armor
Protection: 5
Movespeed: -3
Damage Resistance:
Bullet: 30%
Shrapnel: 25%
Melee: 25%
Acid: 10%
Fire: 35%
Plasma: 20%

Riot Shield:
Protection: 1
Movspeed: -1
Adds 10 to all resistances, in addition to the current armor’s resistance: can be used to supplement current armor.

Juggernaut
Protection: 12
Movspeed: -6
Damage Resistance:
Bullet: 75%
Shrapnel: 60%
Melee: 50%
Acid: 40%
Fire: 60%
Plasma: 30%

Shield belt
Protection: Special
Shield belts can totally protect the user form enemy attacks, up to 10 times. The user can move while it’s active, but not attack. The user must also state that they are using the belt. It cannot be recharged and must be found.

Pack stats:
Ammo Pack: Doubles the ammo capacity for all weapons
MARS Pack: Missile damage: 7d10, Number of attacks: ¼, can be reloaded.
Repair Pack: Heals 5 health per round. Can do it for 10 rounds before it must spend an hour recharging-can remove ailments at the cost of 2 charges.
Turret pack: Each turret has 120 health, 30 resistance to all damage types, and has the same rate of fire and damage of its parent unit.
Stimpack: At the cost of ten hp, the marine moves faster and can get an additional attack per round.
Detpack: when activated, 5 turn timer and then detonates, casuing 10d10 points of damage in a 30 ft radius, fire damage
Probe: Deploys a remote probe with 25 hp and no attack. May be used to scout and will not survive any direct combat with the enemy
Snake Cam: Can deploy up to 30mm, allowing you to look around corners and under doors
Sensor Pack: Can detect anything within 120 yards. Quite useful but must be stated and requires a successful roll

Special Items:
Anti-Venom: Removes Poison
Bandage: Removes open wounds and restores 20 HP
Eye Drops: Removes Blindness
Bone Splint: Removes Cripple

Grenades
Concussive: Inflicts 1d3 points of damage and can stun for unless the victim saves successfully.
Flashbang: Targets are blinded for 1d4 rounds
Frag Grenade: 15ft splash, 3d6 points of damage, Shrapnel type
Gas Grenade: Causes Poison
Incendiary: Bursts into flames for an initial 1d8 points of damage, then continues inflicting 5 points of damage for 5 turns. Blankets a 20 radius in a temporary sheet of fire that inflicts same as lingering flames.

Ailments

Poison Damage: Poison is a nasty thing: upon the success of the attack roll, the victim must roll die against a third roll-the poison resistance roll. The roll of the victim must be lower than the roll of the attacker’s poisoning attempt-if higher, the poisoning is successful and the victim takes 2 points of damage every round for 3 rounds. This can kill the character. An anti-venom must be administered to remove.

Open Wounds: Open Wounds is when a character is bleeding everywhere. The soldier will lose 1 point of health every round until it is either bandaged or treated by a Repair. The roll is similar to the roll of the poison damage.

Cripple: The Character is suffering from fractured bones. The character suffers a -2 penalty to move speed and -1 to melee accuracy. It can be removed by characters possessing the Repair pack to restore status or the Bone Splint item. A character must make a 7 or higher on a1d20 die roll to avoid being crippled.

Blindness: This reduces the player sight by 3. It also causes players to suffer a -2 penalty to ranged accuracy. This can be especially crippling against players that rely on ranged attacks. Certain enemies can cause this effect-it can be cured with the Repair Pack, eye drops, or it wears off after 1d4 rounds. There is no saving throw-the only way to avoid this is to kill or avoid the creatures that cause this.

Burning:
This is a nasty one-this causes the target to burn. The target receives whatever damage is prescribed and takes maximum damage from all fire based weaponry. It can only be removed by dousing yourself with water.

Stun:
Target is unable to act for 4 turns. Successful save of 5 or higher is required to avoid being stunned.

Note: All chars have 100 hp, boostable to 200. Each enemy and plaer has a base numbe or five to hit on a 1d20, this can be adjusted or worsened depending the circumstance

37
Play-By-Forum / Re: Doom: Hellhole
« on: May 25, 2012, 08:09 »
It's more of a storytelling style RP. I really don't want to do dice-don't have tha material or program to be doing it. THough epect a fair amount of combat though.

However. I may do some dice rolling, provided I can find the right program.

38
Play-By-Forum / Re: Doom: Hellhole
« on: May 25, 2012, 05:15 »
Character Creation, although I'm not exactly sure how that works on this site...I know that others have sperate threads. Hmm...I guess I'll set up a template.

Char Name: Pyro

Equipment
Melee: Combat Knife
Sidearm: Incenerator (2)
Primary: Hellfire Flamethrower
Grenade: Incendiary
Pack: Ammo
Armor: Juggernaught

Pyro is a convictied felon who was pressganged into the marine core after being charged with about 14 counts of arson. THe man was permenantly sealed into his juggernaught armor and sent mars as punishment. Being completely expendable, the UAC decieded to send him along with sevral other felons attactched to the marine unit station there.

39
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 24, 2012, 17:43 »
I'd lock and load. Ready whatever really, really big gun I have and shoot the hell outta them.

40
Play-By-Forum / Doom: Hellhole
« on: May 24, 2012, 13:48 »
Doom: The RPG

It was…I don’t know-18 hours ago? We were sent by the UAC to investigate a loss of contact with the Phobos Facility. Deimos had completely disappeared off the grid-nothing was there. So our all-knowing superiors figured that maybe the people on Phobos knew what had transpired. Only…they couldn’t raise anybody-and then we get a distress call from them. The message said that something “Frigging Evil is going on here” and that they needed help right away.
We preparing to leave-it was probably just another search and rescue mission-I remember listening to some of my buddies bitch about it. He was gonna be pissed about it, that was until someone responded that they didn’t give a damn what was going on so long as he got to kill himself something.

This brought up a cheer from my fellow marines, until we got the situation report: Extremely Hostile, threat level 5, heavy causalities are expected. Many of them were clearly nervous but confident they’d make it back.

Little did we know that most of us would never return…

Alright, what I’m going for here is something on the tactical end of the scale: you have several equipment slots-melee weapon, sidearm(can be dual wielded, at the cost of one primary weapon slot), Two primary weapon slots, grenades(4), and a pack. There are many different weapon and pack types available to you, in addition to your standard doom equipment.

Melee Weapons
Combat Knife: Well, it’s a combat Knife
Grinder: It essentially three serrated blades attached to a drill motor and turned into a vicious meat grinder. Very effective against poorly armored targets.
Stunner: The stunner is essentially a large stun baton that can be used to deliver 1,000,000 volts of non-lethal electricity into a target. ZAP!
Plasma Blade: A blade made of Plasma. Cool!

Handguns
Magnum: A very Heavy pistol that shoots really big bullets
Gauss Pistol: Experimental pistol capable of hitting multiple targets-suitable for most combat situations.
Mobgun: The flare mouthed mobgun is a handgun with little stopping power, but it cuts like so many knives.
Burst Pistol: This gun fire three high explosive bullets in row-very high damage, and very high ammo consumption.
Incinerator: Pistol of unknown origin-seems to be made of flesh and bone-it fires bolts of hellfire.
Laser Pistol: Fires a beam of energy.

Shotguns
Auto Assault 12: Fires a lot of shotgun shells very, very fast.
Impaler: A “Big Daddy” Shotgun that fires shards of depleted uranium that are magnetically accelerated. Completely devastates flesh, bone and armor.
PK-38 Enforcer: High powered gun that fires shotgun slugs instead of shells. Good stopping power.
C-35 Gutbuster: A huge 8 gage semi-auto double barrel-brutally effective close-quarters gun, ineffective at longer ranges
5A09S2 Combat Shotgun: This shotgun has poor range but a lot of spread, also stuns smaller demons.

Sub-machineguns(YAY! The famed SMG makes into doom!)
G3 Commando: 45. Caliber submachine gun. Very potent
Mp5: The classic MP5, good rate of fire, low damage.
M3 Shredder: A powerful 10mm submachine gun that fires “fletched rounds”, sort of like an arrow head. Tends to shred most targets.
P90: Excellent weapon. Can be used in either hand and doesn’t have handles to snag. Also has some decent stopping power.

Assault Rifles:
Bonebreaker: This semi-auto rifle has the power to stop a truck, provided the recoil don’t break your shoulder.
GK36 Grumbar: Fires a 30-06 cartridge at a rate of 760 rpm. A very rugged and reliable weapon.
Pulse Rifle: Fires pulses of energy very quickly. Kind of useful, now that I think about.
K4 Carbine: Fires a three round burst. Highly accurate and can act as an sniper rifle in a pinch, tends to chew threw ammunition quickly though.
E3 General Purpose Rifle: A rifle with good performance, average damage, and about 500 RPM.

Sniper Rifles
Barret M2: A huge, 50. Cal sniper rifle that can penetrate armor completely, also weighs down the marine using it.
M8 Sniper: A sniper rifle with a built in silencer. Poor damage but it doesn’t attract a lot of attention.
Laser Rifle: A long range rifle with no recoil. Only an idiot can miss with this gun.
M45 Marksman: A highly accurate semi-automatic rifle. Effective against flying targets.
SSR-39 Recoilless: Essentially a hybrid sniper/assault, this semi-auto weapon has little recoil and pretty good stopping power.

Heavy Weapons
HMR 501 HMG: A huge, fifty caliber machine gun that is effective at mowing down the masses. Its high impact rounds will penetrate armor completely.
Rolling Thunder: A chaingun that fires explosive fletchetts. 1 ‘round’ is actually 5 rounds: 2 armor piercing, 3 high explosive. Very dangerous, very powerful and ammo is hard to come by.
Swarm Launcher: The swarm launcher fires a swarm of  about a dozen lightweight, high explosive rockets. While it each one has a low splash area, it can be a very effective weapon in terms of crowd control.
Disker: Fires a medium speed explosive disk. Its damage is entirely thermal and concussive and has a splash of 5 meters.
Grenade Launcher: Well, its grenades have a timed fuse of about 3 seconds, but other than that-it’s what it says on the package. Splash of about 25 yards
Mortar: Fires a huge, incredibly powerful explosive shell. This is a heavy, hand held weapon-slows you down, a lot and can clear an entire room.
Plasma Gun: Fires a slow moving ball of explosive plasma. Good sweeping weapons
Hellfire Flamethower: Shoots a stream of plasma flame. Burns anything in its path.

Armor(I’ve included some power armors, so enjoy!)
Scout Armor: The scout armor essentially is an armor suit that allows for more movement through the use of micro-servos. Great movement, doesn’t last long under fire though.
Reactive armor: This armor reduces damage by softening the blow. Great if you need to take on a serious bad ass, but once it’s gone, it’s gone.
Assault Armor: A good, all-around armor. Decent protection, decent movement, and can take some serious hits.
Riot Shield: Well, it’s a riot shield. Good for covering the front, not so good for the back, also prevents the use of anything except SMGs and pistols.
Juggernaut armor: Extremely heavy, powered armor: Highly resistant to damage, but poor mobility.
Shield Belt: A belt that generates an energy field.

Packs
Ammo Pack: Allows you to carry lots and lots of ammo
MARS Pack: Multi Application Rocket System. Fires a plasma based shape charge that is far more powerful, not to mention bulkier, than a standard rocket.
Repair Pack: Can repair armor and heal companions
Turret Pack: Allows you to deploy any of the following turrets: Plasma, Laser, Chaingun, Shotgun, Rocket, and Flame Turret
StimPack: Injects you with powerful stimulants-you shoot and move faster, but it causes damage.
DetPack: A pack containing a high explosive charge: great to blast doors and cybies.
Probe Pack: Allows you deploy a remote controlled probe to scout areas: will not survive contact with the enemy.
Snake Cam: Used to peer around corners and under doors.
Sensor pack: Allows the tracking of enemy movement.

Grenades:
Concussive: Blasts opponets off their feet
Flash: Stuns enemies
Frag: A fragmentation Grenade
Gas: Tear gas grenade
Incendary: Its a grenade filled with flames.

41
Play-By-Forum / Re: Possible Doom RPG
« on: May 24, 2012, 04:56 »
I'm working on it now-although it's easier since I have some of the material already on hand. With a little alteration and some spit and polish, should be up and running soon. Maybe even today.

42
0.9.9.6 / [U|67%|2|YASD] I'm an asshole
« on: May 23, 2012, 17:49 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------

 Asshole, level 2 Imp Corporal Marine,
 was bit by a demon on level 2 of the Phobos base.
 He survived 3963 turns and scored 6379 points.
 He played for 2 minutes and 25 seconds.
 He was a man of Ultra-Violence!

 He killed 33 out of 49 hellspawn. (67%)
 He was an Angel of Shotgunnery!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 0
  Levels completed : 0

-- Awards ----------------------------------------------------

  None

-- Graveyard -------------------------------------------------

  #######################################====################
  #................#................}....====................
  ##/####################################|===################
  #................#...#............}|}|}}===........#.......
  #................#...#.........##||.}.|====........#......0
  #.............0..#.|.#..##}[...##}.##..====........#.......
  #................#\..#..##.%.......##..====....##..#.....}.
  #..0..........h}h/..%X.......##........====....##..#.......
  ##/#######/####/##..c#...##..##.........====.......#.....0.
  #..#............c#...#...##........##...====....|..#.......
  #..#.#########/#.#...#....}........##...|}[.=..}...#.......
  #../.#.........#.#.../.....|...\........}.====.....#......|
  #..#.#.........#.#...#..................|..%==.....#.......
  #i.#^#c.......h#.#...#..................}..===...../.......
  #../.#...|.....#.###############/#########====#############
  #..#.#.........#.#........................==0=............^
  #..#.#.c.......#.#..........^.............====......0......
  #.i#.###########.#........................====............0
  #..#..........i..#........................====.............
  ##########################################====#############

-- Statistics ------------------------------------------------

  Health 0/80   Experience 1026/2
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Marine

    Ironman          (Level 2)

  Iro->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   green armor [1/1] (51%)
    [b] [ Weapon     ]   shotgun (8d3) [1/1]
    [c] [ Boots      ]   nothing
    [d] [ Prepared   ]   nothing

-- Inventory -------------------------------------------------

    [a] green armor [1/1] (86%)
    [b] green armor [1/1] (100%)
    [c] shotgun shell (x35)
    [d] shotgun shell (x50)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 15%   feet 0%   
    Shrapnel   - internal 0%    torso 15%   feet 0%   

-- Kills -----------------------------------------------------

    17 former humans
    7 former sergeants
    5 imps
    3 demons
    1 lost soul

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he finally was bit by a demon.

-- Messages --------------------------------------------------

 You reload the shotgun.
 You see : an imp (scratched) | shotgun shell (x29) | blood | [ m ]ore
 The imp dies.
 You reload the shotgun.
 You see : a demon (almost unhurt) | floor | [ m ]ore
 You reload the shotgun.
 You see : a demon (lightly wounded) | shotgun shell (x29) | blood | [ m ]ore
 You reload the shotgun.
 You see : a demon (heavily wounded) | shotgun shell (x29) | pool of blood | [
 You see : a demon (heavily wounded) | shotgun shell (x29) | pool of blood | [
 You reload the shotgun. The demon hits you.
 You see : a demon (almost dead) | floor | [ m ]ore
 The demon dies. The demon dies. The demon hits you.
 You reload the shotgun. The demon hits you. The demon hits you. You die!...
 Press <Enter>...
 You see : a former human (unhurt) | floor | [ m ]ore

-- General ---------------------------------------------------

 27 brave souls have ventured into Phobos:
 27 of those were killed.

--------------------------------------------------------------

43
0.9.9.6 / [U|96%|23|YASD] Finally got to hell.
« on: May 23, 2012, 17:48 »
DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------

 Tycus, level 10 Imp Lance Corporal Marine,
 rode a mancubi rocket on level 7 of Hell.
 He survived 129936 turns and scored 35535 points.
 He played for 1 hour, 5 minutes and 4 seconds.
 He was too young to die!

 He killed 408 out of 424 hellspawn. (96%)
 He held his right to remain violent.

-- Special levels --------------------------------------------

  Levels generated : 7
  Levels visited   : 6
  Levels completed : 6

-- Awards ----------------------------------------------------

  Hell Champion Medal
  Armorer Bronze Badge
  Gatekeeper Bronze Badge
  Lava Bronze Badge
  Arachno Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #...............0....=.....V.=M===........0.0A.............
  #................=.====......=====.0...............0.......
  ####0.#.0####....==##=..#..#.=====...###..###A###0A#..#..##
  #.....#.....#...........#..#..====...0....+..#.....#0.#....
  #.....#.....#...........#..#..=====...>......#.....#..#....
  #..###.######..###.........##.V====#=..####..#...0====.====
  #.....==............=======================..==============
  ===========================================================
  ===========================M======================.###=##.#
  ======#.============.#....==.==.==[.#.=....==..0.........#.
  #.0#..#........#..#.0#0.=====X.=....#.0=|................#.
  #..#..#.........==.0.#..=======......#=#.}#...###...###..#.
  #........#..#..#.=...0..======...#.0..==}.===#........00...
  #........#..#..#==......#======..#0..==.======.....[^......
  #.0.###..#..#..#==#..#.....===#.0#..h###V=====###..###.###.
  #.........00....=.#00#........#0......hV======......0......
  #................=#..#........#.........0====.|.......}....
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/90   Experience 44010/10
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Marine

    Ironman          (Level 3)
    Finesse          (Level 2)
    Tough as nails   (Level 2)
    Badass           (Level 2)
    Survivalist      (Level 1)

  Bad->Iro->Iro->Iro->TaN->TaN->MSv->Bad->Fin->Fin->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   tactical shotgun (8d3) [2/5]
    [c] [ Boots      ]   Enviroboots [0]
    [d] [ Prepared   ]   shell box (x97)

-- Inventory -------------------------------------------------

    [a] napalm launcher (7d7) [1/1]
    [b] BFG 9000 (10d8) [60/100]
    [c] green armor [1/1] (100%)
    [d] blue armor [2/2] (76%)
    [e] Necroarmor [6/6] (86%)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x23)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] rocket (x5)
    [l] thermonuclear bomb
    [m] power mod pack
    [n] power mod pack
    [o] power mod pack
    [p] agility mod pack
    [q] agility mod pack
    [r] lava element
    [s] Arena Master's Staff
    [t] power battery (x120)

-- Resistances -----------------------------------------------

    Acid       - internal 0%    torso 0%    feet 100%
    Fire       - internal 0%    torso 0%    feet 100%

-- Kills -----------------------------------------------------

    66 former humans
    63 former sergeants
    11 former captains
    36 imps
    34 demons
    130 lost souls
    21 cacodemons
    3 hell knights
    3 barons of hell
    17 arachnotrons
    5 former commandos
    4 pain elementals
    8 mancubi
    2 arch-viles
    2 bruiser brothers
    1 lava elemental
    1 Cyberdemon
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 4 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 8 he encountered the Phobos Anomaly.
  On level 11 he ventured into the Halls of Carnage.
  On level 12 he assembled a tactical shotgun!
  On level 13 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he encountered an armed nuke!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  Entering level 17 he was almost dead...
  On level 19 he found the Enviroboots!
  Level 21 blasted him with unholy atmosphere!
  On level 22 he entered the Lava Pits.
  On level 22 he assembled a fireproof armor!
  On level 22 he found the Necroarmor!
  He managed to clear the Lava Pits completely!
  On level 23 he finally rode a mancubi rocket.

-- Messages --------------------------------------------------

 You see : a mancubus (wounded) | blood | [ m ]ore
 You hear the scream of a freed soul!
 You quickly reload the tactical shotgun. Boom! The missile hits the mancubus.
 The barrel explodes! You hear the scream of a freed soul! The missile hits
 the arch-vile. The missile hits the arch-vile. Boom!
 You see : an arch-vile (heavily wounded) | acid | [ m ]ore
 The arch-vile raises his arms!
 You see : an arch-vile (severely wounded) | acid | [ m ]ore
 You hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! The barrel explodes! Boom! The barrel
 explodes! You are hit! The barrel explodes! You die!... Press <Enter>...
 You found 8 of shotgun shell.

-- General ---------------------------------------------------

 24 brave souls have ventured into Phobos:
 24 of those were killed.

--------------------------------------------------------------

44
Off Topic / Re: Bad day all around....
« on: May 23, 2012, 17:47 »
Fuck's sake: I finally get a day off on which I'll be able to play Doom for most of the day, and then the numbnuts from the housing corporation that rent out the house next to ours decide to send in some beefy guys with an even beefier drill. Which they repeatedly insert into the wall about 3 meters from where I'm trying to hear if I've just hit an arch-vile or a mancubus around the corner.

And the worst thing is that they don't just drill a hole in one go, but it's been going NREEEH-pause-NREEEEH-pause-NREEEH-longer pause-NREEEEEEEEEEEEEEH for over 15 minutes now. And with every pause you subconsciously think 'would they be done?'. I mean, they got to run out of wall at some point, right?

I would've gone Psycho on their asses:

"YOU FUCKING ASSHOLES-DO ANY OF YOU KNOW WHAT SILENCE IS!"

45
Discussion / Re: Quick questions thread!
« on: May 23, 2012, 17:42 »
How the hell do you crack the vaults-I haven't been able to figure out how to get in!

[thelaptop: Shifted to Quick Questions thread because it is more appropriate than to use a single topic.]

Pages: 1 2 [3] 4 5