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  1. "Doom"
  2. Doomjump
  3. Age: 26
  4. Gender: Male
  5. Background
  6. Space Marine
  7. You are one of the baddest motherfuckers to walk the walk in the Sol system. Recently court-marshaled for punching out your civilian-slaughter-happy CO, you got the shit duty on your new assignment of being the last man to enter the UAC base hangar on Phobos after your unit arrived in response to a distress call.
  8.  
  9. Location
  10. E1M1 (free)
  11. Considering, Jumpchan let this happen for free. Staying for the long haul.
  12.  
  13. Mods Used
  14. Project Brutality (Doom 1/2/Final)
  15. Project Remap (Doom 1/2)
  16. Brutal Doom 64 (Doom 64)
  17.  
  18. Perks
  19. Basic Training
  20. You are in peak human physical condition. Your maximum running speed is blisteringly fast, easily leaving non-supernatural speeders in the dust. You never get exhausted or tired from running full speed, you never take injury from long falls, and you can carry as much equipment as you can attach to your body without penalty, regardless of total weight. You may carry a maximum of 200 bullets, 50 shotgun shells, 50 rockets, and 300 energy cells on your person, along with one each of a chainsaw, a set of brass knuckles, a pistol, a single-barreled shotgun, a double-barreled shotgun, a chaingun, a rocket launcher, a plasma rifle, a BFG9000, and an Unmaker.
  21.  
  22. Automap
  23. An automatically updating digital cartographer, it will track and illustrate the surrounding level of terrain or infrastructure from a top-down perspective. In a multi-story building it might be a bit confusing to parse.
  24.  
  25. Pain Rewiring 200
  26. Beyond seeing red for a moment, suffering pain doesn't reduce your capacity to act. You may continue to operate at your full physical potential until the moment you finally take crippling damage or die, so long as you still have enough working limbs attached to a torso with which to do things. Instead of pain, you feel injuries as if your funny bone has been struck, just focused on any given point of your body. It's not pleasant, but you can power through it.
  27.  
  28. Source Port 300
  29. You may import up to 8 companions, or recruit up to 8 Space Marines or Monsters at the normal price. You may buy perks that are not available to your Background for double their CP cost. If you have Walnut Creek CD-ROM, you may use newer WADs from times after 2001 that may require more advanced versions of the Doom engine. Don't take the Dead Weight complication if you intend on the latter. Finally, Monsters with hands and thumbs may pick up weapons or items (you and your imported Companions only) and use them.
  30.  
  31. Walnut Creek CD-ROM 600
  32. You may replace any portion of the Doom world with any compatible file (Doom.exe and Doom2.exe compatible content) that was freely available on the cdrom.com /idgames/ archive circa 2001 before it fell offline. This archive is mirrored as /idgames/ across the internet.
  33. This can explicitly allow you to encounter (or be) any monster, and acquire any item or weapon on E1M1 instead of its proper point later in the game. It can sprite-swap weapons and monsters, leaving you with the simpsons.wad nukage launcher or the Chook Doom Chook Launcher instead of the Rocket Launcher.
  34.  
  35. Loadout
  36. A Super Shotgun, Rocket Launcher,.. 200
  37. ...8 shotgun shells, and two rockets.
  38. The Super Shotgun is a sawed-off break action double barreled shotgun that uses two shotgun shells for every pull of the trigger. It does roughly triple the potential damage of the normal Shotgun, but has a much wider spread. The Rocket Launcher fires small missiles on a semi automatic trigger that do serious damage, easily able to kill any mundane human (peak condition or not) in a single strike, barring crazy amounts of personal armor. The explosion is more than capable of hurting you . . . or sending you flying. While the Rocket Launcher does not need to be reloaded, the Super Shotgun does- however, two shells from your available pool will appear in your hand ready to load after each shot.
  39.  
  40. Complications
  41. Going Native +300
  42. You have forgotten your powers, equipment, and abilities from earlier Jumps- and your ns have, too.
  43.  
  44.  
  45. Debrief
  46. Flaws Revoked
  47.  
  48.  
  49. Cosmic Warehouse
  50. Utilities
  51. Electricity 10
  52. Wires the WAREHOUSE with electric outlets and switches.
  53. Plumbing 10
  54. Installs running water and sewage pipes. Bathroom not included.
  55. Heat/A.C. 10
  56. Installs thermostats and a tempature control system.
  57. Local Net 10
  58. Adds a secure connection to the current universe's internet, if it exists.
  59. ForceWall 20
  60. Adds a forcefield to the gateway to seal the entrance behind you.
  61.  
  62. Structures
  63. Shelving 0
  64. Basic metal shelving to keep your goods on.
  65.  
  66. Workshop 10
  67. Workspace full of tools and parts. Good for fixing all sorts of things.
  68.  
  69. Medbay 20
  70. Fully functional medical bay. Can fix up anything that still has a pulse.
  71.  
  72. Miscellanous
  73. Loft 10
  74. Allows you to stack structures on top of
  75. each other.
  76.  
  77.  
  78. Debrief
  79. Flaws Revoked
  80.  
  81.  
  82. Doom 2016
  83. Location
  84. Mars: Argent Tower 100
  85. The pride and joy of the UAC, the Argent Tower uses a portal to hell to harvest Argent Energy, powering all of mankind. Nothing could possibly go wrong here.
  86.  
  87. Origins
  88. Drop-In 0
  89. You wake up on a stone slab, chained to the inside. You break out, grab a pistol, and start gunning down any demons you see.
  90.  
  91. Perks
  92. Drop-In: Series A
  93. Combat Training 0 (d)
  94. The UAC has a variety of colorful, expressive machines meant solely for the purpose of killing things. With this, you are innately aware of the optimal use and function of every single one of them.
  95.  
  96. What Do You Mean, "Reload?" 100 (d)
  97. Don't worry about such things, Marine. As long as you have the ammo on your person, it'll be loaded in your gun when you pull the trigger. No need to swap mags.
  98.  
  99. Fortune and Glory 200 (d)
  100. Because bullets ARE too good for your enemies. If you deal enough damage to bring a foe to near death, you'll stagger them, at which point you can perform a devastating (and gory) melee execution to finish them off. For every enemy you kill in this way, you are more likely to find medical equipment and ammunition on their corpse.
  101.  
  102. If You Want a Job Done Right... 300 (d)
  103. You gotta do it yourself. You are now a one-man engine of death and carnage, fearless but not cocksure, enraged but not blindly so. You have been trained in murder and bloodshed, tempered and reinforced by ages of experience, and so long as your body can keep up your training will not fail as you literally decimate your foes.
  104.  
  105. Drop-In: Series B
  106. Pathfinder 0 (d)
  107.  
  108. Look at you, finding your own way around. You're very adept at spotting secret areas, hidey holes, and alternate methods of getting around wherever you are. You're also rather good at finding supplies and such that others may have stashed away. And hey, what's theirs is yours!
  109.  
  110. Hell Devours the Indolent 100 (d)
  111.  
  112. You're not really the type to stand still in a firefight. Run and Gun is the way to go. You run faster, jump farther, and tire out less easily. There's a lot of ground to cover, hop to it!
  113.  
  114. Impact Compensation 200 (d)
  115. Because being afraid of heights is lame. Now, you can walk away from more or less any fall without so much as a scratch. Though... mind your landing zone, spikes and fire and such will still hurt as much as they would normally.
  116.  
  117. Praetorian 300 (d)
  118.  
  119. You stand as the best that humanity has to offer. Enjoy being a literal wall of muscle and sinew as you tear the demons apart. Your strength, endurance, and agility are nigh-unmatched, only the greatest of humans could dare to compare themselves to you, and only the highest echelons of the demonic threat can surpass your raw strength.
  120.  
  121. Prophecy of the Seraphim 300
  122. Your coming was foretold, wanderer. For whatever reason it may be, the Seraphim of Heaven have seen fit to grant you a blessing, enhancing your capstone perks significantly. Although the UAC and the forces of Hell are now aware of your status, they may not know it's actually YOU that's the one in the prophecy. But depending on your actions, they'll know soon enough. The prophecy states that you will stand to become either the savior or ruiner of Hell, so the choice falls to you.
  123.  
  124. If You Want a Job Done Right...
  125. You are the end. Those you raise your weapon to will fall, as you fall into a kind of flow, moving across the battlefield as more of a force of nature than a soldier. There will be those who stand a chance. Those who pose a challenge. Your might is not absolute. But in the face of the weak, the many? Before your might, your rage, they will fall. They will all fall. Rip and Tear
  126.  
  127. Praetorian
  128. Not only is your body brought even further above, reaching clearly beyond what is capable of humans, but you also come into possession of a full set of Praetor Armor, forged for you by a rogue (or loyal) demon. Within the suit, you are even more resistant to damage, and the suit can be upgraded as you kill enemies or absorb Argent Energy. It fits you perfectly and will only accept you as its wearer. Fitting armor for the ultimate warrior. (The Praetor Armor can be upgraded / worked into other armor, but you will need a lot of time and know-how to do so.)
  129.  
  130. Items
  131. Pistol 0
  132. The UAC Energy-Matter-Gel Sidearm charges energy into a plasma gel that shoots and feels like a conventional bullet. However, it requires no ammunition, charging solely off kinetic motion.
  133.  
  134. Super Shotgun 100 (d)
  135. A classic double barrel shotgun. Though it's a bit antiquated, and MUST be physically reloaded, it offers incomparable destructive power at close range.
  136.  
  137. Chaingun 200 (d)
  138. A minigun with three barrels. Enjoy throwing a literal wall of bullets at your foes. Watch out for overheating.
  139.  
  140. Drawbacks
  141. Too Late +200
  142. You can no longer prevent Olivia from firing the Lazerus Wave.
  143.  
  144. Ultra Nightmare +600
  145. Your foes will be numerous, durable, and hit hard. There will be no room for error, or you will certainly die. Welcome to DOOM. Stay on the move,
  146.  
  147.  
  148. BodyMod
  149. Build
  150. The Heavy
  151.  
  152. Body Type
  153. Bodybuilder
  154.  
  155. Stats
  156. Strength 4; 200
  157. Endurance 3; 150
  158. Speed 1; 50
  159. Dexterity 1; 50
  160.  
  161. Perks
  162. Endowed x2; 100
  163.  
  164.  
  165. Debrief
  166. Flaws Revoked
  167.  
  168.  
  169. ST: TNG
  170. Starting Location
  171. Qo'NoS
  172.  
  173. Age & Gender
  174. 26, Male
  175.  
  176. Background
  177. Drop-In 0
  178. You suddenly arrive in the planetary capital, or it's closet equivalent, of your starting location. You will not gain any memories of a life you've not lived, and you will have no history in this world at all once you arrive.
  179.  
  180. Species
  181. Human 0
  182. You suddenly arrive in the planetary capital, or it's closet equivalent, of your starting location. You will not gain any memories of a life you've not lived, and you will have no history in this world at all once you arrive.
  183.  
  184. Skills
  185. Defense
  186. Weapons 100
  187. Knowledge in the operation and repair of personal and mounted weaponry.
  188.  
  189. Espionage 100
  190. Manipulation, subterfuge and information gathering skills that are essential for every good spy.
  191.  
  192. Command & Operations
  193. Piloting 100
  194. How to operate starships and other space worthy vessels like shuttles and Runabouts.
  195.  
  196. Navigation 100
  197. Training in how to locate your position and plot courses. You can navigate both with a computer, and without one using astronomy.
  198.  
  199. Perks & Abilities
  200. Our Darkest Hour 300
  201. With this perk you'll find yourself getting stronger as your situation becomes more desperate. Whenever you're in a dangerous or life-treating situation, you'll be able to think faster and more clearly, and your physical abilities will be doubled.
  202.  
  203. Cosmic Awareness 0 (d)
  204. You have the incredible supernatural ability to perceive alterations in Space-Time. You'll be able to instantly know when your surroundings have been altered. This ability allows you to perceive changes made by events, Singularities.) objects, (Mind altering artifacts.) people (Q.) and creatures. (Giant energy beings.)
  205.  
  206. Mental Alarm 150 (d)
  207. You can now sense whenever someone is trying to read your thoughts or emotions. This ability won't provide you with any defense against mind reading, but it will let you know the identity of the person trying to read your mind.
  208.  
  209. Q This! 300 (d)
  210. It's time to show those “transcendent” beings who's boss. With this perk you can disable the supernatural powers of a single reality warping creature so long as you're in direct contact with it.
  211.  
  212. Items
  213. Universal Translator 50
  214. A tiny device implanted into your ear that will automatically translate any language you hear. The translator is usually infallible, it can even understand the languages of aliens no one has ever seen before, but it does have problems understanding some forms of grammar, and it is completely unable to translate metaphorical speech.
  215.  
  216. TR-590 Tricorder XI 100
  217. A palm-sized computer filled with a variety of sensors, databanks, and communication aids. It is designed to gather scientific data, geographical information, and environmental readings. The model available here won't be developed for another 15 years, and it has additional features that let you interface with starship computers.
  218.  
  219. Companions
  220. New Friend 200 (Maj. Kira)
  221. Each individual purchase of this perk will grant you a single a new custom companion from this world. Newly purchased companions may be given a background and a body of any species for free. Additionally each individual companion gains double the amount of cp spent on them but just like imported companions they cannot select drawback or purchase any companions options or their own. This option also allows you to spend 200cp for the chance to take single existing individual from this world with you on your adventures. In order to make someone your companion you must convince them to come with you willingly.
  222.  
  223. Complications
  224. Recurring Character +200
  225. Instead of becoming a new addition to one of the main plots for this time period, you'll instead be a recurring guest in both! You'll cross paths with the Enterprise at the worst possible moments, and every time you're forced to visit DS9 something bad will happen.
  226.  
  227. Do Not Energize! +300
  228. You're molecular structure isn't compatible with the transporters in this universe. If some ever tries to beam you from one location to another, you will die. This also applies to the personal transporter.
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