Alright, here we go...
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To be added in the nigh-immediate future (with your initial approval):
Shooting Actions
- Snap shooting: Shoot an enemy before they can perform their next action. Works best when your weapon is already drawn and you are sighting.
- Volleying: Volley at a target, to keep them behind cover. Or volley into a mob of enemies. Volleying is a good way to get off as many shots as possible, but with minimal accuracy.
- Sharp Shooting: Using the aim action, you can hit tricky targets. Based on the skills, some are better at this action than others.
- Sighting: Make a detect roll to spot an enemy and keep it in your sights for the entire turn. A high success means you'll know where it is for a few rounds afterwards. The more enemies you need to keep track of, the harder it is to roll detect. Detect is a skill.
Skills and their usage:
- Skills have equilibrium. This is a value applied to how often you may use the skill. Each roll of a skill removes 1 equilibrium - but if you wait until the next turn, all equilibrium from rolling skills is restored.
You can also artificially lower your equilibrium in order to apply a bonus to the skill (+1 per 1 equilibrium spent) - this reflects the amount of concentration you've vested into the skill. The more concentration you have in a skill, the more prone you are to distractions. If a distraction may prove too much, you need to compare your will to that value. You can also choose not to lower your equilibrium, instead applying a penalty to the use of the skill - this means that you will be less prone to distractions (your will increases by +1 per skill penalty) and focused on getting whatever it is you want done. Equilibrium spent on concentration does not restore itself until the end of a combat encounter. Otherwise, it restores itself fully after a minute.
- Fast skill check. You can increase the speed with which you perform the skill by cutting the time consumed in half. Take a -10 penalty to the check to do so.
- Everything else to do with skills is pretty much in the pattern of D&D regarding the numbers.
- Skill Synergy? There is none. There's also not too many skills in this game. But mind you, skills are what makes the man. There's a lot you can be with just one well invested skill in other words. Ie. Athletics master? The perfect scout! You're a point man! You're a hero! Get out there, marine, and do the UAC proud!
- .... perks then? You got it! Perks are what defines your manliness. If your into athletics for example, you could get the free running perk (those piles of corpses aren't really in your way), the tumbler perk (weed through zombies), and the parkour perk (Climb that elevator shaft! With your feet!).
Skills Breakdown
- Social; Be sociable! You are stuck in a hole, just like everyone else.
- Athletics; Are you a bad enough dude to climb elevator shafts and vault over rivers of green goo, while dodging imp fireballs? And then save the president... of mars?
- Unarmed; C'mon now. You don't really mean to punch that ugly thing?
- Big Guns; Now we're talking.
- Small Guns; Oh, yeah sure. I mean, we're certainly all practical gentlemen.
- Melee; Come closer.
- Computer; Boop boop boop! If you make these sounds, audiences will know that you are a computer hacking neeeerd. Use this skill to operate consoles too.
- Detect; Y'know that I can see you? And I heard that! Don't think I'm not witnessing every horrible thing that's going on around me. Gosh.
- Pilot; I hope I can find that suit of powered armor, and then put it to really good use before it runs out of fuel. Just a hunch?
- Scrounge; Find stuff, like uh... quest items. You want to finish this game, right? This is also the skill for being a mechanic.
- Stealth; Sneak around or just hide. Special melee and ranged opportunities. Also useful for lying in general.
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Skills are raised in ranks. Each rank reflects a d6 die. Modifiers apply to every die - so a bonus or penalty will be applicable to the d20 + every d6 provided by a rank. When rolling skills, there's some assembly required. But don't worry, even if they may seem tiny, modifiers are mighty things - chiefly, because they stack.
Maximum bonus for a skill is +6, increased with the right perk.
- Gender. There's no race except humans. But humans are a unique race. The most unique thing that defines them is gender - you have to admit. This system should get players thinking about just how interesting they can make a character based solely on gender, despite limited chances for roleplaying. In this sense, there is a gender differentiation. As GM, you can choose to run with these rules, or ban them. It's your choice. Nonetheless, they're there.
Male or female, you get access to choosing from some unique starting traits (up to a GM imposed limit). If you are 'other', then you can have access to traits from either section. However, how many players are that devoted to min/maxing, I don't know. Nonetheless - it's there. To play DOOM is to have already experienced games such as DNF (did not finish... yep) and the precluding franchise, so players should be a bit expected to be over the squick/secret nazi elements of transgender marines. Sure, they're allowed to complain. But, they shouldn't complain so much that it will burn this humorous idea so deep into a hole that it is never to grace any forum ever. And that'd be dickish.
Anyway, here's some example traits. NOTE: Traits are a type of perk, each of which cost 1 skill point. The cost doubles for every additional trait you take.
Female
Oh, so Lovely! - You're a girly girl that just wants to have fun and absolutely DESTROY anything ugly. You're cheerful to the point that it's annoying. -2 social when interacting with the male sex, +2 accuracy and melee versus zombies, -1 accuracy and melee versus demons (they're scary!). Destroying zombies in the most efficient manner possible 'heals' stress.
Jocky Gal - Alright, I get it. You're an athlete that would rather be in a gym than fighting for the survival of the human race. +2 athletics, -1 accuracy and melee.
Wirey - True girls are never proud of their muscles. It's a good thing that you're wirey like a dancer, and not some sorta oranguatang like so many others. Ew. +2 athletics, +1 melee, -2 body. The dexterity tree of athletics perks is 1 skill point cheaper for you.
Kick Chick - You like to kick people - they go down a little faster that way. +2 melee when kicking. -1 melee when punching.
Jackrabbit - You like to punch people, and are oddly good at it despite your frame. If you're body score is below average or minimum for your weight, it won't penalize melee.
Fat Girl - Being fat isn't a bad thing... at least in the marines. +2 body.
She's got Legs - The tier 1 unarmed perks that involve quick grapple maneuvers with your legs, now only cost 1 skill point. -2 melee for all other types of melee, apart from grappling.
Eagle Eye'd Gal - +2 detect when sharp shooting.
Thiefy Little Thing - You love to sneak around and generally behave rather cryptically. You also like small weapons. +1 snap with small guns and melee, +1 stealth, and +2 social when lying.
She's... fast! - Take no penalty to athletics when sprinting. On smooth terrain, you can add an extra 5 meters to sprinting speed. Athletics perks that increase sprinting speed are 1 skill point cheaper.
Psycho Bitch - Savage weapons, such as the machete and chain saw, give you an additional +3 melee. When soaked in blood, your adrenaline will rise a bit more. Violence is less stressful.
Attractive - You're a firecracker. Which is... only a bit rare in the marines. For some... reason? Anyway, +2 social when interacting with people that swing your way.
Charming - You're a poet with words. +2 social when interacting with male humans.
Lower the Globe! - You have a shrill voice. Great for shouting orders. +1 social when intimidating, +1 social when demanding attention.
A... contortionist in a past life? - Um (oh my)... you're flexible . Like, REALLY... flexible? Any perks to do with being flexible (primarily, athletics and unarmed) only cost 1 skill point. -2 body, since any time off of PT is spent stretching at the gym, rather than building needed muscle.
Matronly - Get it in your head! You need this gun too! And this ammo, or you will die out there! Seriously, men are SUCH idiots. Good thing you have that gatherer instinct in you. +2 scrounge, +1 social when consoling others (consoling generally 'heals' stress). Psychology social perks are 1 skill point cheaper.
Cardiorythmic - Studies show that girls can develop greater stamina than boys. Well, you don't know if that really is true, but you do know that you have great endurance. You can sprint for twice as long. You have 10% (rounding up) more melee points in accordance to your body.
Slutty - You are a bit too good at seducing people. +6 social when seducing males. +2 when seducing members of sexes other than male. Making love won't heal stress as much as it did before (it's just a way of passing the time).
Tall Girl - This might not make you taller, but longer limbs provide that impression anyway. +2 melee weapons due to reach. -2 grit, because you’re skinnier.
Stocky Girl - You’re not quite fat, and you’re proud of it! +1 grit. -1 reflex.
Busty Girl - You’ve got big arms and an ample uh.... chest. Leave it at that. +2 melee. -4 grapple melee, because chests get in the way.
Sometimes a skill can be rolled as a save. Other than that, there's 'instinct saves'. Their are two of these and they are 'grit' and 'reflex', provided in ranks. When rolling an instinct save, add a d6 to the d20 base die, per rank your character has in the save.
Grit and Reflex also have an effect on other aspects of your character, to be covered later. They are the fundamental basis of your character as they help determine your further attributes (shown below).
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The actual attributes of your character are Melee, Life, Stress, Accuracy, Stamina, Speed, and Body (To remember, read it like a nonsense military classification: Surface to Air Missile Standard arse-Pounds, or SAM'S LBS).
Speed: Speed is your movement rate in meters, or squares. Squares are about 3 meters. If measuring movement in squares, divide and then round to the nearest whole number. When calculating speed, it is calculated as meters, so the conversion formula must be dealt after everything else when simplifying for squares. Leveling up speed generally increases movement by one or two squares - if movement is being dealt in meters, it's usually about 3 or 5 meters. Speed is affected by the armor you wear and the weapon you are wielding. Speed increases when your stamina increases.
Sprinting: As a function of speed, you can sprint. Sprinting allows you to move at double speed, but you can't perform any other actions apart from things considered 'immediate' (limited to the domain of highest reflex, and stamina spenders). You can also run in a completely straight line for x3 speed. Both actions will drain stamina by a percentage (in addition to whatever stamina immediate actions drain). x2 speed generally drains about 10 stamina per round of combat, or 5% at a minimum/out of combat. x3 speed will always drain 10% stamina - if you expend up to 50%+ of your stamina sprinting (x2 or x3), and stop at any time afterwards, you will be unable to sprint again for a few turns. You cannot sprint if you're current stamina is 25% of your maximum or lower.
Other affects to speed: If you are over-encumbered, you can only move 1 space or 3 meters per turn, you cannot use athletics, and it costs a full action (no time for other actions). Medium and heavy armor both impose a 25 percent penalty to speed. Heavy armor costs 10% and 25% stamina/turn, replacing 5 and 10%, when sprinting at x2 or x3 speed respectively. Medium armor taxes sprinting at double stamina (10%/20% for x2/x3).
Accuracy: The accuracy attribute is really only your base accuracy, and will increase circumstantially depending on what you are doing while shooting (circumstantial). Ie. Using a bipod will stabilize the recoil, because that's what it says it does. But leaning forward might increase accuracy. Running and shooting, will reduce accuracy and recoil (if high enough) might 'damage' (force spending) stamina.
Melee: Melee is a number of dice + a modifier. The modifier is usually not part of the base melee, and is provided by a weapon, other attribute (read below), circumstance, perk or trait. Circumstantial melee modifiers aren't usually shown to the player, because it would increase the bookwork load. Because melee is highly dependent on creativity, it's ultimately GM discretion how a given circumstance might affect it.
The base melee modifier is cross affected by the Body attribute (more detail in the below spoiler).
Stamina: Stamina is for exerting yourself in order to do something a little extra. It's an important trait for strong characters that like to knock their enemies aside and absorb blows. Perks enhance the use of stamina and the limitation. Stamina is a number, because there needs to be a limit to the amount of tough things a PC can do versus monsters that should technically be tougher. After all, PCs are only human, and the only grasp of superhuman toughness they may be rewarded with is RAGE (see the 'RAGE and Stress' spoiler).
Lifting and Using Objects: Lifting is an action that does not directly tax your character's load, but it will probably affect speed, depending on how heavy the object is and whether or not it would overencumber the character, were it being stored in 'inventory'. However, the character must their hands and cannot be holding a weapon at the time. Depending on how heavy the object is, the character may lift or drag it. Either action involves expending stamina. If the object is light enough, it costs no stamina to lift or grab it. Throwing an object as part of an attack always costs stamina, depending upon it's Wg value; most of the time, this is GM discretion. If you have an eye for numbers and, as a player, don't mind paperwork, it should be easy enough to write down what weight values your character might consider 'light', 'medium', 'heavy', and perhaps 'very heavy' and then show it to the GM for approval (the GM will probably look at your character's load value to gauge his strength when considering the heavy and very heavy values). From that, the GM can decide how much stamina/turn it'll cost the PC in accordance to action with the object (note that any object can count as a melee weapon too) - lifting and dragging is just like sprinting (although a GM will probably disallow sprinting when lifting objects that would count as heavy and very heavy). Also, note that dragging is less taxing than lifting.
More on stamina is detailed in the 'Stamina' spoiler.
Life: This determines how close to being incapacitated, or dying, you are. The more life you have, the less wounds might affect you too. Want more information? See 'Life and Wounds' for more info.
Body: Body is your character's general ability to get their 'wind' and respond to melee, as well as shrug off damage in general. If they are wounded, they can use their body to ignore some wounds. Body affects stamina as well as melee, and the three attributes hold a strong partnership. More on 'Body and Melee' in the Body spoiler. Your body times 10 is your encumbrance (in vague weight measurement, known as Wg; nothing exact like lbs.).
Stress: Every character has the same stress limit. This is about 100, but can be enhanced with perks. Too much stress, and you might just snap one of these days. One of these days... Some minor details about stress are given in the 'RAGE and Stress' spoiler.
NOTE: Stress still hasn't really been covered yet and examples, as well as issues data, are a long ways off. I'll get to those rules, once the other things have been approved/playtested first.
Body is calculated by multiplying the ranks (not the dice) of grit by reflex and then adding current (not maximum) life. This is your character’s natural melee fighting aptitude, with the exception of perks.
When two characters have a weapon - the highest melee bonus wins, and character with greatest reach can wound first (if they defend well enough). You can roll melee, but only do so when there's a clear circumstantial risk of either party being wounded (or in a desperate grapple, etc.). If there’s no weapons, or the melee rolls are a tie - character with highest body wins over whomsoever they are attacking.
Body gives a +2 to melee for 30 body, and an additional +2 for every 15 above that. -1 melee if character has less than 20 body, and -3 if character has less than 10.
When you survive an encounter without use of rage, recover 1 RAGE.
You fully recover your 1 RAGE point that has already been spent after 2 encounters.
Your RAGE limit applies to every character. Although the limitation and gain can be boosted with perks, it is your ranks in grit. If you go above this, you start taking stress damage. GM discretion will determine just how much stress it takes before you need to roll issues. The more issues you have, the more you slip into insanity-inducing war trauma, and you will have to use grit to cope. Understanding of issues is a set of perks that falls under the social skill.
There’s some basic stuff that can be done with RAGE. Everything else requires perks from the berzerker perk set.
- Recover stamina = (grit * RAGE spent) * 5.
- Bloody Charge (1 RAGE): Additional +1 on melee charge. Always a chance of doing some wound.
- Die Hard (1 RAGE): Spend some RAGE to ignore wounds. 1 RAGE per wound.
Stamina is body times 10. Stamina can be further increased through perks.
Stamina is like action points in D&D 4e. Use it to take an immediate action, when it isn’t your ‘turn’ (it costs more depending on your speed and the weight/recoil of your weapon (recoil only applies to ranged weapons). Stamina fully recovers after surviving two encounters, or resting for 1 hour.
Extra snaps cost less stamina than immediate actions. NOTE: Snaps are essentially D&D’s AoOs.
Stamina is also used to do special exerting maneuvers (ie. dodging or retreating behind cover, or matrix style shoot and slide, or acrobatic wall kick, etc.), power attack for more damage in melee, doing certain non-skilled actions (no skill rolling) more quickly, using bodily strength (your grit is the base level of how strong you are, not your body), sprint, regain rage (actually a perk), etc.
For more on sprinting, see 'Attributes and Saves'.
If your life is 0, you are disabled. The more negative it is, the longer you are going to be put out of action. If your life is negative equal to your maximum life, you are dead.
NOTE: As playtesting GM, I won't generally let players die. There's a lot of lee-way between unconscious/dead. There's also perks that let you be not unconscious - so even if it seems very easy to die without body armor, the rules should make it pretty easy to get back in the action.
Even 1 point of life damage results in some kind of wound. Depending on how much life you have left determines how wounds affect you. Sometimes stress and rapid/constant stamina spending can reduce your life, but only if you’ve already been wounded (this particularly applies to low grit characters).
Wounds generally impair you in some way (depends on the wound; GM discretion). When you ignore wounds, you only ignore their penalties - they’re still technically there (still have life damage and still risk stress doing a number on that), it’s just that they’re no longer in the way, so to speak. Wounds DO leave room for dickish GMs - however, some players enjoy 'grittier' games than others. I think this idea is perfect for providing a sliding scale of 'heroic idealism versus gritticism'.
Your life at a minimum is 5 + 1d6 your ranks in grit. Each time you earn a new rank in grit, roll another separate d6 and add it to your life.
Snap is an attack of opportunity - used in melee whenever an enemy exposes themselves in some way. Used at range whenever you must react quickly to put them down (closing melee or when they’re retreating, or a quick bob around cover), but risky.
Other forms of reflex and reaction are used to determine what action happens when. Since turns are simultaneous, the speed of an action partly depends on your character’s speed. But this is only important when determining the order of actions. For example, if your speed is a 6, you technically have twice as many actions (or twice as much ‘time’) as a person with a speed of 3. However, if the person with a speed of 3 has greater reflex, then they may be able to react or complete their only action before even your first action. If your speed is much greater though, you might still accomplish, maybe, your first and second action before their first, but your detect will determine if you even notice them in accordance with your reflex. This is mostly GM discretion (apart from which numbers are greater than other numbers).
NOTE: The below are ways to look at initiative. In this system which uses simultaneous turns (actions are merged, interrupted, and only sometimes fall into a predictable order), the fastest reacting players always go first (this is determined by a single number; no roll, or anything).
Highest reflex characters are often not even noticed until they act/react, or until a round of combat has occurred and everyone has a chance to survey their situation.
In this way, they’re given the ‘ninja opportunity’ (first to put in an action/reaction; usually only a reaction in the case of enemy ambush) of the field, because with greater actions, they can close in melee and use a exploit maneuver (precision melee) before the enemy can react, thus giving them ranged or melee ‘sneak’ damage (depending on their stealth skill; at lower skill, certain weapons don't apply any sneak at all - some weapons are always better for sneak than others, whether because of damage/utility/etc.). A ninja opportunity might be good enough (GM discretion) to be considered Action Zero . This means that the ninja’s reaction is fast enough to instead be considered an action - the ninja, as such, can put in their first action before the enemy can complete its first action of a staged ambush. Action Zero is appropriately awesome, and grants a RAGE point if you’ve invested in the appropriate Berzerker tier one perk.
The secondary field is the ‘tenacious blocker’. These slightly slower, beefier characters are good at reacting and perhaps blocking a melee or ranged assault, simply because their body is high. Provided a sneak attack hits, they can roll grit immediately to ignore wounds for the round. A grit save, at default, will only ignore wounds for a round. Note that if they’re too slow however, their actions that the player chooses to put in the second half of the turn might come last.
The third field is the ‘spotter’. This guy has to take in information quickly before he can react. Because he has the information though, and is (perhaps) positioned at an advantageous point, some of his actions may come next. At a vantage point, accuracy is key. Good for sniper-type characters, because their single shots can cause crippling wounds and immediate death, provided they can get a good enough precision (attack roll over target difficulty), which usually requires decent circumstantial and base accuracy.
The final field is the ‘gunner’. The first actions of these guys typically count last - usually because they might doing something like moving to cover before they can bring out their (hopefully) more decent weapons. Also, it’s best if you’re behind cover and all of your allies are faster (ninja), stronger (tenacious), or at a safe distance (spotter), before you lob that horde finishing grenade.
The above fields let the GM determine who’s actions count when for the first half of a turn in a min/max environment.
The second half turn is where the actions are resolved at GM discretion, depending on who’s positioned where and how. If a person in the gunner field doesn’t manage to get to cover in time, ie., he’ll probably be the one to shoot last, and hope that a monster is dumb enough to still be standing after the initial chaos.
Under this system, the first turn should be the most hectic. The more predictable combat becomes, the more likely the encounter will suddenly end - enemies will retreat.
An encounter with a big demon (ie. a mancubus) should be very chaotic. Even if it’s 4 players versus one easily noticeable and slow monster, the monster’s size and strength should indicate a number of chaotic variables the GM could work with to foil the player’s plans.
Final Note: Because DOOM is tactical, players have to work together. They must plan a strategy. Running and gunning without a strategy might work if your into berzerking, but otherwise - the game is pretty risky.
The point of DOOM is endless hordes of monsters, yes, but this doesn’t mean players can wade through them on armor and life alone. They must use tactics. Protip for GMs: Hordes of monsters are usually stupider than singular ‘boss/mini-boss battles’. Because of this, players have to work on actually taming the horde and then finishing it off (while keeping an eye out for ninjas and snipers), rather than hunting/killing a singular tougher foe.
Armor: This is a percentage value. It reduces damage, depending on the type. If it's soft, it doesn't directly act against damage - instead increasing body and making it more affective against the other type of damage (see damage).
Recoil: This only applies to the use of ranged weapons. It is a penalty to attack. Too much recoil affects stamina and snap reactions.
Damage: Versus body and armor. Depending on the type of damage, it sometimes ignores armor less and is stopped by body a little more, or ignores body a little more and is stopped by armor a little more. Maneuvers and saves can also prevent or reduce damage. All excess affects life and results in wounds. The type of damage depends on the weapon's weight (melee), stopping power (ranged), and penetration (ranged and melee). These are listed as numbers. The highest number is the most likely behavior of the weapon and damage.
Precision: Precision is a value that applies to a weapon. It determines how lethal the weapon is in accordance to its accuracy per attack. High precision weapons often have very low damage values. The damage values, in this case, should only be considered the weapon's 'base damage'.
Building and the inevitable later customizing of said marine, should be a simple procedure. There is no 'levels' to determine how powerful you should be. The only real levels apply to attributes, skills and the perk tiers.
Step 1:
- Choose a mini (if necessary and played on tabletop). Next, write out your name and a background or bio to go with your marine.
Step 2:
- Roll instinct saves (d6, and then allocate the value to the two accordingly; ie. a 3 means you can have 3 total ranks). These are reflex and grit. NOTE that many GMs might not even let you roll, since having more 'total ranks' in instinct saves can be a drastic difference in the power scale of one marine over another; instead, it may be fine to have the GM roll and then provide the resultant points to the players to allocate for themselves accordingly so that 'power levels' are more balanced and similar. Ranks are reflected as, ie., 2d6 in grit (2 ranks).
Step 3:
- Roll for skill points. Many GMs will probably just decide on a value and give it to you. When purchasing skills, each rank costs an amount of skill points equal to the skill's next rank. Ie. Rank 3 in Stealth would cost 3 skill points.
Step 4:
- Use any excess skill points to purchase elligible perks. Some perks don't have any skill prerequisites (although most do), and instead depend on the more abstract attribute values such as speed or body.
Step 5:
- Get the GM to help you with calculating your attributes (SAM'S LBS). Once that's done, write it all down on your character sheet.
Step 6:
- What? You're done? Oh, okay then.
Step 7:
- Ready to play? M'kay now uh... mingle with a group. Roleplay. An' stuff.
Roooole play.... ha. ha. ha.