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DOOM Runner (DOOM/Shadowrun hybrid)

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Yipyioh

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« on: <09-23-11/1955:39> »
I really, REALLY like the idea behind the DOOM games, but I always wished there was a bit more of a roleplay feel to them, less run and gun and more discovery. Yeah DOOM 3 had a bit of that, but it was still very overly shoot 'em up. A while ago I got the idea of being gm of a DOOM rpg but couldn't find something on the internet premade and I didn't like the rulesets of most zombie games, so I decided to go with Shadowrun. Great system for any kind of modernized/futuristic warrior whether the person chooses gunslinger, explosives, or any kind of melee, and the solid magic system would allow me to add in all kinds of deviously satanic powers which should have been rocking the Mars base from side to side.

I gave the idea of it some thought, knocked the idea between a few friends, and forgot about it, but recently found the papers of it and now I want to actually go for it, but not without near excessive preparation. Part of that preparation is getting it all on paper (or in this case internet forums) to keep a solid record for myself and to get some ideas thrown around as well, including any advice, good or bad. This thread, in addition to collecting advice, is also meant to be a personal storage bank and I'll update it regularly regardless of posts to let anybody who likes it keep tabs. I have some stats, maps, plans, and such already made but it may take a bit to throw up on the screen. Now, to business.

Firstly, this will not be a free-form RPG by any means. The players may wander the base and go where they please, but it's gonna be pretty set. No conveniently placed towns to mull around in to find quests and no chances to say "I'm just gonna go on my own mission to find myself a friend." The players will almost always have some sort of overlying goal to get them towards the ultimate goal (getting off the cursed Mars base!).

Secondly, please take most of your fluff books and throw them out the window.
The game is supposed to be set on a secret mining base on Mars established by (insert megacorp name here) where they uncovered something and lost communication, so they hire a team of shadowrunners to escort a tech team there to re-establish communications on the surface (at least as far as the runners know. The corp knows they pretty much unleashed Satan but if their techs don't shut it down nobody will) and come home.
I know magic comes from nature and there are no trees in space. I know there are no bases on the moon, much less Mars. I know there is know ftl travel in the current Shadowrun time period.

As part of an attempt to get away from the generic urban sprawl which I and some of my companions have gotten a bit bored of, we decided to go a bit into the future and say a megacorp-fueled space race occurred and the moon is now populated completely and there are cities being built on Mars, as well as space station cities (think the Citadel from Mass Effect on a smaller scale, about the size of Brooklyn) floating at intervals between the planets like truck stops. Space travel isn't ftl yet but much, much faster than what we have now. A trip to Mars would take maybe 2 weeks.

Anyways, barring the fluff, I think the system will work. As I stated earlier, I have some maps drawn up, a basic idea of enemies I want in the game as well as NPCs and where the game flow should go. I will post these separately as soon as I get them typed up, as well as an introduction like a prompt basically for any gm who wants to use this to go by (it's kinda in the fashion of the "prologue" of the DOOM games that came in the manuals and in between episodes).


Any comments whatsoever are ALWAYS appreciated. I think it's a good idea. You might not. Just make sure if you don't like it you tell me why 8)
"Let there be Rock"
"Praise be to the Omnissiah"
"Actually, since Wedge Antilles > Carriers, and Carriers = Instant win, then it should be Wedge Antilles > Instant win"

Yipyioh

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« Reply #1 on: <09-29-11/2350:53> »
Well as a friend pointed out to me, apparently there ARE corp fueled bases on Mars. I didn't look at the fluff heavily for it, but at least it works. Now, to business...

I was planning on making it purely DOOM style, no bug hunt or anything involved and I'm unsure of the astral quest, I haven't actually heard of that before. I'm planning on making the Mars base last a few sessions, 3 to 4 would be optimum. If my players like it enough I can just expand like in the original DOOM games and say, "Oh no! Looks like there's a little bit of Hell on Earth now, why don't you take care of that too?" Of course I do want them to literally go into Hell and back so that may be part of the base or it could be a whole 'nother arc. Anyways, I've been doing some work on enemies for the base. The base itself is going to be extremely influenced by DOOM 3 but also have some more wide exploration, hopefully getting them to walk back where they've already been for the sake of getting to the next area but not in a boring way (Metroid Prime style perhaps?)

Enemy list so far:
Most all of these come straight from the DOOM series but there are a few guests from other games and worlds as well. Unless stated, all of these are taken from DOOM 3, I will mark if they came from a different game or source.

Imp
Pinky
Cacodemon (Classic DOOM)
Baron of Hell (Classic DOOM)
Civilian Zombie
Security Zombie
Lost Soul (Classic DOOM)
Revenant
Wraith
Commando
Remnant (F.E.A.R. 2 Puppeteer)
Remnant Puppet (F.E.A.R. 2)
Specter (F.E.A.R. 2)
-Cultists (My own design of enemy. Awakened occupants of the station who
    pledged themselves to the demonic powers)
 +Summoner (Summoner of demonic beasts)
 +Reaver (Insane Combat Adept)
 +Harbingers (Insane Combat Mages)
« Last Edit: <10-02-11/2338:34> by Yipyioh »
"Let there be Rock"
"Praise be to the Omnissiah"
"Actually, since Wedge Antilles > Carriers, and Carriers = Instant win, then it should be Wedge Antilles > Instant win"

Yipyioh

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« Reply #2 on: <09-30-11/0008:25> »
And the basic stats for a few of the most memorable DOOM enemies...

Imp
Metatype : Human
Magician

Attributes

Body: 3
Agility: 4
Reaction: 3
Strength: 4
Charisma: 1
Intuition: 1
Logic: 1
Willpower: 2

Edge: 2
Magic: 2 
Initiative: 4 
Essence: 6
Active Skills

Climbing : 5
Gymnastics (Jumping) : 2
Perception : 3
Tracking : 2
Running : 3
Shadowing : 2
Dodge : 2
Unarmed Combat : 2*
*
Weapons
Claws: (STR/2) + 2 AP 1
*
Armors
1/2 Natural Armor

Spells
Fireball


*

Pinky
Metatype : Troll
Mundane
Attributes

Body: 5
Agility: 1
Reaction: 2
Strength: 5
Charisma: 1
Intuition: 1
Logic: 1
Willpower: 4

Edge: 1
Initiative: 3 
Essence: 6

Active Skills
Unarmed Combat : 2
Perception (Scent) : 3*
*
Weapons

Claws: (STR/2) + 2 AP 1

Teeth: (STR/2) + 3 AP -
*
Armors
1/1 Natural Armor


Zombie (Civilian)

Metatype : Human
Mundane
Attributes
Body: 4
Agility: 1
Reaction: 1
Strength: 2
Charisma: 1
Intuition: 1
Logic: 1
Willpower: 6

Edge: 2
Initiative: 2 
Essence: 6

Active Skills
Perception (Scent) : 1
Unarmed Combat : 2
*
Weapons
Teeth (STR/2) +1
Satan Slobber*


Zombie (Security)

Metatype : Human
Mundane
Attributes

Body: 3
Agility: 3
Reaction: 3
Strength: 3
Charisma: 1
Intuition: 2
Logic: 1
Willpower: 3

Edge: 2
Initiative: 5 
Essence: 6

Active Skills

Automatics : 3
Longarms : 3
Pistols : 3
Dodge : 1
Blades : 1
Unarmed Combat : 1
Perception : 3*
*
Weapons

Teeth (STR/2) +1
Satan Slobber*
Firearm (either a pistol, shotgun, or rifle. DM's Discretion. Will upload
             weapons later on, there will only be a few types on the base)
*
Armors

3/2 Ruined Kevlar Vest

*Satan Slobber: Instead of being infectious like a disease, zombie slobber is purely satanic and therefore anything from the mortal realm dissolves under it like acid. Just don't tell the zombies that, they haven't found out how to spit yet. Whenever someone is bit by a zombie, the slobber acts as an acid which burns through armor at a rate of 3 pts per round (average the armor values of the character and subtract 3 from that every round). Once the acid burns all the way through, they begin taking damage from the slobber as it burns them, 2 pts of physical damage per round. It dissolves and dissipates after 3 rounds so if it can't burn through the armor in that time nothing happens, as it does not permanently affect armor (the holes would be too small and precise to be exploited by anything else really, it's just slobber) but if you wish to you can make their armor lose 1 point of armor bonus every time they are drooled on. Some other monsters may have Satan Slobber as well.
 
"Let there be Rock"
"Praise be to the Omnissiah"
"Actually, since Wedge Antilles > Carriers, and Carriers = Instant win, then it should be Wedge Antilles > Instant win"

 

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