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GURPS DOOM: THE PLAGIARISM

by Opusk@iquest.net (Jeffery Keown)

DOOM is a copyright of idSoftware, Inc.


GURPS is a copyright of Steve Jackson Games, Inc
Opusk is a figment of my Imagination
Jeffery Keown is copyright 1966 by Randall and MaryEllen Keown

DOOM is a three dimensional, virtual reality type action game


created by id Software. In some ways, it is similar to Wolfenstein 3-D
(id Software, Apogee).
In DOOM, you're a space marine, one of Earth's toughest, hardened in
combat and trained for action. Three years ago you assaulted a superior
officer for ordering his soldiers to fire upon civilians. He and his body
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste
facilities on Mars and its two moons, Phobos and Deimos. With no action for
fifty million miles, your day consisted of suckin' dust and watchin'
restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has
used the remote facilities on Phobos and Deimos to conduct various
secret projects, including research on inter-dimensional space travel.
So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other.
Recently however, the gateways have grown dangerously unstable.
Military "volunteers" entering them have either disappeared or been
stricken with a strange form of insanity--babbling vulgarities,
bludgeoning anything that breathes, and finally suffering an untimely
death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state
that the research is suffering a small setback, but everything is
under control.
A few hours ago, Mars received a garbled message from Phobos. "We
require immediate military support. Something fraggin' evil is coming
out of the gateways! Computer systems have gone berserk!" The rest
was incoherent. Soon afterwards, Deimos simply vanished from the sky.
Since then, attempts to establish contact with either moon have been
unsuccessful.
You and your buddies, the only combat troop for fifty million miles
were sent up pronto to Phobos. You were ordered to secure the perimeter of
the base while the rest of the team went inside. For several hours, your
radio picked up the sounds of combat: guns firing, men yelling orders,
screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the
planet on your own. Plus, all the heavy weapons have been taken by
the assault team leaving you only with a pistol. If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on
your way out. Whatever killed your buddies deserves a couple of pellets in
the forehead. Securing your helmet, you exit the landing pod. Hopefully you
can find more substantial firepower somewhere within the station. As you
walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.

Uh-oh... Roleplaying comes to the Doom-iverse...


This seems a bit stupid to me (especially since I should be working on
GURPS:Space 1889...). Here we have the ultimate brain-drain: Doom... the
adrenaline junkie's orgy of firepower and demonic savagery. Run, shoot, run,
turn, shoot, shoot, get shot, run some more. Gee...the roleplay is deep and
mystical here, boys...

I want to introduce roleplaying to the setting... If it had to happen,


no better place than GURPS. First off, lets start by reading the background
up there. Look's like a mystery in the works as the "Gate Project" begins to
malfunction. Then all hell breaks loose. Fun Stuff, Doom. What if more than
one marine survived? Some of your buddies have been taken by the demons...
Can they be saved? The Demonic Invasions of Doom][ offer "War against the
Cthorr" -type scenarios, as Spec Ops troops move in to clean up the ruined
cities. The mind rattles!
This is to say nothing of the "Bart Simpson" patch, the "Barney"
patches and innumerable other ripoffs... Have I had enough sleep?

GURPS DOOM: THE SETTING


Doomed Earth is Tech Level 8 or 9, it seems they have Space Travel,
cybernetics and are screwing around with FTL technology or TL15
teleportation.... Union Aerospace Corp sounds sufficiently cyber to me. Some
kind of radical terraforming seems to have taken hold (note that you
occasionally go OUTSIDE on Phobos and Deimos...). It is a great way to shake
up a Terradyne campaign. Speaking of Crossovers, Try these:
GURPS HORROR: Played properly, DOOM is a phenomenal Horror setting, if
played in the modern day, "normal" Clive-Barker-Steven-King-style elements can
give wild variety to the DOOM mythos.
GURPS SPACE: Maybe Hell is HyperSpace?
GURPS SUPERS: Cyber Demon and Spider Demon make excellent Villains...
GURPS TIME TRAVEL: What if the Gate opened up across time itself? Now
demons are pouring out across Agincourt, the OK Corral and out of the Book
Depository!
Can our Time Traveling Chrono-Marines save the day? (Who cares? Dumb idea, but if
you try it let me know how it works out)
GURPS CYBERPUNK: My "default setting" for GURPS DOOM, the depressing
world-gone-hell attitude works is perfect! Add Cthulhupunk for twice the dead PCs!
GURPS STAR TREK: "He's fragged, Jim..."
GURPS FANTASY: Demons? Demons in Fantasy? It'll never work!
GURPS BUNNIES AND BURROWS: Finished DOOM yet? See the cute bunny-
wabbit? See the burning city and the cute bunnyhead-on-a-stick? Nifty-nifty!
GURPS DAYS OF OUR LIVES: Have you seen this show lately? I think DOOM
would fit right in...

GURPS DOOM: CAMPAIGN ARCS:


Phobos/Deimos Campaign: The settings for Knee Deep in the Dead and Shores
of Hell, the action centers on reclaiming the Moonbases, other possible locales
include
early weirdness on Luna, the intrigue of corporate politics with the UAC and maybe
a
shuttle flight or two gone off-course....
Inferno: Jumping into Hell Itself to fight off the masterminds of all this
carnage,
the GM's descriptive talents must be at their peak for this one, as the horrors of
hell are
not described as "a ten by ten room, you see three imps...." Let the game run
wild,
describing vistas not possible even with the powerful minds of DOOM's programmers,
the software does limit the play somewhat: BE INSANE!!!
Hell on Earth: This offers the most varied of the "official" settings. It
combines
familiar elements with the insanity the GM learned during Inferno. Of course,
played by
the "disk" you end up back in :
Hell! Here we go again... more weird crap as we approach the severed head of
the ultimate Evil.... Romero himself....
New stuff: Just like patches and new .wads, bought by the thousands on CD-
ROMs, you can go anywhere and do anything. One evocative challenge is that of
DOOMED EARTH!
Doomed Earth: Like the classic Terror Mall episode, you find the Earth
changed
by its brush with the Demonic. Add Magery and spells (especially the more visceral
ones
from the Grimoire). The physical laws of earth are in flux, whole areas overrun by
Demons, a Mancubus in the White House (wait! that's not new...) Lost Souls
screamin'
and flyin' though the smoke-filled eternal night... wow.... Time to kick some
ass.... It
becomes like Rifts Earth.... (a copyright of Palladium, BTW). Imagine: Spec Ops
troops
trained to fight the demons, Secret Societies poised to take advantage as
Civilization
teeters on the brink of madness.. weird cults...

GURPS DOOM: THE FRIGHT CHECKS


All the Demons in a GURPS DOOM campaign carry fright check mods. Strong
Will, Fearlessness and Unfazeable can only add up to a +8 to the roll. Unlike
Mythos
Fright Checks, the Will Roll is not halved before adding bonus (say "Thank you").
Until
the characters gain some experience with the Enemy, they must make such checks each
time the critters are encountered. The GM will use his judgment, and after a
while, you
won't be afraid of Imps and Demons, but then he'll whip out the Revenants and Arch-
Viles...

GURPS DOOM: THE PLAYERS


Types of characters encountered and played in GURPS Doom are probably
endless, but here's the few I thought of:

THE SPACE MARINE (duh!)


This is the archetypal Doom character, a tough as nails, highly-trained
lightly-
armored killing machine. He was on the Phobos base, he went to Deimos.. he went
straight to Hell and back again... 200 pts of combat skills. In addition to the
obvious
skills with all the various guns (all at high levels, he never misses unless you're
playing
with the keyboard...) he must be a capable tactician, a master of survival and know
where
the keycards are... Military rank is a requirement if more than one marine is in
the party,
to avoid two privates fragging each other in an argument over Service Date.... He
seems
to know how to use a medkit (First Aid at default?)
Here's what I think he MUST have:
Brawling, Broadsword (Chainsaw?), Guns (Pistols), Guns (Shotguns), Guns
(Chaingun),
Guns (Rocket Launcher), Beam Weapons (Plasma Gun), Beam Weapons (BFG-9000)
(what DOES b-f-g stand for?), First Aid/TL9, Running (lot's of it), Extra Hit
Points
(LOTS OF 'EM!) and the list goes on, but I won't....
THE DOCTOR
The military maintains medical facilities everywhere. A doctor could have
survived the initial attack in a Phobos/Deimos campaign, and certainly they would
be
available as PC's during a Hell on Earth campaign. His obvious skills are medical,
but he
may have picked a few survival or combat skills, depending on his background and
the
campaign's pacing. If our doctor had lived off the land for a time prior to the
campaign's
start, he might be as tough our Space Marine. On the other hand, in a truly
roleplayed
game, the medic with no combat skills can make an interesting foil for the hardened
combat vets. Build Doctors on 50-150 pts, or 200 or fraggin' millions....who
cares! Have
fun!

THE VICTIMS
The victims are the teeming unwashed masses, the so-called survivors of the
invasion in Doom ][: Hell on Earth. Their lives destroyed by the hordes of
fraggin' evil
Imps and Zombies descending on the cities of man, a few souls will rise up and take
a
final stand ( and die horribly, no doubt...). Combat and medical skills are
doubtful,
unless your tastes run toward ex-space marines and Law Enforcement types. Again,
as
with the Doctor, the possiblity of a foil exists, as the paperboy or office supply
clerk lend
their formidable skills to the war against Hell Itself.
Endless possibilities here, any character and combination you can think of,
except
magical characters (but see Doomed Earth, above....) Victims should be limited to
100
pts to keep it interesting, and they're easier to replace, taking less time to
generate...

THE TRAITOR:
For the PC with drop-dead AMAZING roleplaying skills and high levels of
Running, this provides an interesting challenge. He has been contacted by one of
the
Demonic Bosses, and will compromise the Mission at a crucial juncture. Skills vary,
but
should be ABSOLUTELY required for completion of the mission, so the players are
hung
with out him! (Evil laugh (Bwa_ha.wav) here).

EVERYBODY ELSE!:
Hackers, Pilots and other skilled persons are going to be required and hard
to
replace. Any combat or technical specialist build on around 200 pts seems
appropriate.
After the campaign gets going, government organizations will start springing up to
fight
the war, and paramilitary Occultists (armed with Plasma Guns and silver crosses)
become
available as PCs. The PC's might even start such an organization, assuming they
live
long enough...

Advantages Disadvantages and Skills of use to you in GURPS DOOM: Ripped from the
Krommlist on Illuminati Online...a great reference!

Absolute Direction
Now you won't get lost in the bowels of hell, which seem to meander endlessly
though the underworld... useless in combat though.
Acute Senses
Anything to help YOU find THEM before THEY find YOU is helpful...
Alertness
See acute Senses
Allies
You need friends in GURPS DOOM, if not as backup, as shields!
Ally Group
Lots of Friends, cool!
Ambidexterity
Good for when CyberDemon Boss rips your right arm out of its socket...
Appearance
After a demonic attack everybody looks the same, only in intensely roleplayed
games should appearance be a factor.
Blessed, Clerical Investment, Divine Favor
These might save you, but God doesn't seem present in DOOM.... Some GM's
might allow holy people to scare some of the LESSER demons with Religious
advantages.
Charisma
See Appearance, above
Combat Reflexes
Very useful.. be warned. Read Berserk pack, below...
Common Sense
Useful in GURPS DOOM, saves you from making pate' of yourself.
Cybernetics
Can be good in a fight, providing armor, firepower or a useful talent or two.
A
very Doom-ish advantage
Damage Resistance
Another Doom-ish advantage
Danger Sense
This will be ringing off the hook 5 minutes into the game. "just a minute..
I have
Danger Waiting" Clik...
Destiny
Guess what your destiny is? Demonic decor....
Doesn't Sleep
Nobody sleeps much in GURPS DOOM.... :)
Eidetic Memory
Helps with mental skills, which, hopefully, your GM will call on frequently!
Extra Fatigue, Extra Hit Points
More fighting-time, good choice!
Fearlessness
Allows up to +4 to DOOM Fright Checks
Full Coordination
More attacks means more dead Demons
Hard to Kill, High Pain Threshold
Next to running, your most cherished assets.
Immortality
No GM will allow this, unless you're playing GURPS DOOMed Highlander
"I am Conner MacLeod of Clan MacLeod, And I can'na be fragged..."
Invisibility
Obtained via Inviso-balls, fun stuff.
Luck
You're gonna need it!
Magical Resistance
Note that magic resistance does not help vs Missile Spells, so this is
useless
unless the GM adds other types of magic to the demon's arsenal.
Military Rank
In Spec Ops DOOM campaigns this will be required of some PCs to provide
officers and such.
Passive Defense
Dodging is good, dodging on a higher roll is better.
Rapid Healing
This is a Very Good Thing
Resurrection
Normally found in only SUPERS Campaigns, known in GURPS DOOM as a
Saved Game (5 pts)
Ridiculous Luck
As Luck and Super Luck, but no GM is gonna let you have it.
Security Clearance
Found in GURPS Terradyne (A terrific backdrop for GURPS DOOM, BTW), this
might allow characters past doors requiring keycards. If the demons have Hackers
on
their side (Lost Souls are known to be good computer techs...) they will know about
this
advantage.
Strong Will
Good for overcoming DOOM Fright Checks.
Super Running
Good for Tactical Retreats, eh?
Toughness
Any armor between you and them is a Good Thing!
Undying
Really balanced advantage, this...
Unfazeable
Allows +4 only to DOOM Fright Checks (You may not have more than a total of
+8 from Strong Will, Fearlessness, and Unfazeable.)
Unusual Background
This would be used mostly to simulate special, restricted types of knowledge,
rather than unusual abilities
Some examples:
Functional Wizard before Doomed Earth Campaign arc: 10
Knowledge of Demons before Invasion arc begin: 10
Area Knowledge: HELL (any time): 15
More are possible, of course...
Very Rapid Healing
This is a great thing to have, therefore GM's are discouraged from allowing
it.

Disads (From the Krommlist, again)


Berserk, Bloodlust
These may actually be Advantages in some campaigns where the demons are the
most oft-encountered foes. The GM should really mess up Berserkers who use
Berserk Packs.
Combat Paralysis, Cowardice
These is the equivalent to Terminally Ill. If the character using this lives
to
episode 2, he's a roleplaying god, or the GM is a wimp...
Curious
Remember those scientists that opened the gate? They were probably Curious.
Look where it got them...
Cyber-Rejection
This is a fun, dark-world disad.
Destiny
This should be obvious
Dying Race
Humans cannot take this, dispite evidence...
Enemies
Particularly successful Demon Hunters might develop Enemies among the leaders
of the opposition, it makes for excellent roleplaying.
Extremely Hazardous Duty
All Demon Hunters have this disad
Fanaticism
After a while, most hunters will have this. It's not safe, but makes sense.
Flashbacks
Experienced Demon Hunters will almost certainly have this. I do just from
playing....
Glory Hound
Charge! Splat....
Impulsiveness
Bad Thing... Real Bad Thing...
Insomniac
Who can sleep after even PLAYING Doom? Living it, as the PCs are, will
eventually turn everybody insomniac. A good "background" disad.
Involuntary Duty
Some military units have this, it would be compounded by Extremely
Hazardous,
however, for most DOOM games.
Low Pain Threshold
You're just asking for it....
Odious Personal Habits
"Keeps Demon Body Parts" is worth something....
On the Edge
Another Doomish disad.
Overconfidence
As with Glory Hound, this can get you dead...(cannot be combined with Glory
Hound!)
Pacifism
This is not applicable to Demons, the threat they propose is too great...
Pacifism: Can't Harm Innocents
Rarely useful in some games, as the innocent folks are all dead...
Phobias
Depending on the situation, the GM should be able to invent new demons to
match any phobia a PC can think of.
Sense of Duty
A disadvantage like this one may be the only thing keeping a Demon Hunter
going, be sure to point this out when playing the character.
Unluckiness
You were born on Doomed Earth, how much worse can it get?
Weak Will
A deadly disad, it will reduce the PC to a quivering mass of jelly in a few
sessions.
Weirdness Magnet
All PCs are Weirdness Magnets of a sort. In a GURPS DOOM campaign, very
weird stuff should happen to make the disad worth its points.

Skills
Area Knowledge
You can't buy this for Hell...
Armoury
Fixing a BFG is a complex, often dangerous thing...
Battlesuit
When the Marine get serious about fighting back, they'll need this...
Beam Weapons
For the BFG and Plaz Gun!
Body Sense
Useful after any teleportation, especially if the sector didn't change
texture!
(Doom programming humor... sue me!)
Broadsword
For the chainsaw!
Computer Hacking
A nice skill for Cyberpunk DOOM games.
Computer Operation
Ttake this one, you'll need it!
Computer Programming
Useful in any well-run Doom game, the computers found in Hell are probably
not
compatible (I almost said they were Macs, but that would be suicidal...)
Electronics
Great for fixing a plaz gun...
Electronics Operation
For Electronic Level Maps, BFG physics..
Exoskeleton
As used in the ALIENS Total Conversion Wad! A great skill in a full counter
assualt scenario!
Fast-Draw
If you don't already have the gun out, yer toast!
Fast-Talk
Doesn't work on Demons...
Gunner
Nice for vehicle weapons, especially in the Upcoming release GURPS AUTO-
DOOM (the demons loose this one...)
Guns
The single most important skill in DOOM!'Nuff said!
Intelligence Analysis
Useful for figuring out the parterns of Demonic attacks and such...
Intimidation
This doesn't work on demons and posessed humans
Knife
Last minute survival weapon, a good back up to that chainsaw...
Occultism
After a while this develops a default...
Psionics
In a DOOMED EARTH campaign, one might find (gasp!) the PSI MARINES!!
(then again, maybe not...)
Running
One of the single most important skills in the game! BUY LOTS!
Savoir-Faire (Military)
Good in detailed campaigns where the focus is military intrigue and unit
politics...
Speed-Load
Our Hero seems to have this, if he runs over a reload... bang! Reloaded!
wow...
Stealth
Good all-around survival skill!
Remember:
GUNS! YA NEED GUNS! LOTS OF LEVELS IN GUNS!

GURPS DOOM: THE FIREPOWER


At last- the GUNS!!!! I won't bore you with endless discussion of the nature
of
Gunz in GURPS DOOM. Only to say that the weapons seem a bit anachronistic to me.
Thus you get Gunpowder, Plaz Guns and High Energy weapons together in one
setting....
Here goes...

Barrels
Every body knows when ya's shoots a barrel, they go Kablooie. Not really a weapon
in
the sense of the word. but a tactical device nonetheless. Barrels are DR 4 HT 15.
Any
hits to Radio-Ooze barrels doing over 15 hit points sends the barrel up in a huge 3
hex
explosion doing 6d Cutting damage. Why? I don't know... unstable stuff, that
radio-ooze.

Radio Ooze
Two ways to do this: you can spit out Rads/hour at your players, or just nuke them
hard
with 1d damage at with one-tenth armor divisor. Lotsa fun.

Pistol
Generic sidearm, does anyone really use this? I chose the IMI Eagle .44M, 1984
US
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr 3d 12 3 230 2500 4.5 3~ 9 12 -3 750
7

Shotgun
Good Ole' Remington M870.... love it! A 12 Gauge wet dream!
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr. 4d 12 5 25 150 8 3~ 5 12 -3 235 7

SuperShotgun
Double your pleasure, Double your fun!
Stats assume both barrels being fired, must reload after each shot, or every other
shot if
only firing one barrel (stats above). Didn't id do a great job on this one?!
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr 8d 12 5 25 150 10 3~ 2* 13 -3 275 7

Chaingun
Let's Rock!
This is a great weapon. Really the most powerful weapon I like in a DeathMatch
situation. Carried by Space Marine Assault Commandos, and some bald guys down in
the catacombs, it is a most exciting weapon, capable of stopping a charging demon
and
shutting up cacodemons for good!
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr. 5d 12 3 1000 2500 20 20 400 13 -3 6000 7

Rocket Launcher
A generic TL8 Launcher, fires Dumb Missiles, they explode over a 3 hex radius.
This is launcher similar to the Revenant's, though with out the demonic tracking
device.
Sometimes I can get 50 or more rockets in one of these... that simply shouldn't be.
Some
may argue purity over realism, but so what....
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Imp 10d 12 6 - 2500 20 1 10 13 -1 15000 8

Plasma Gun
Introduce the demons to the Fifth State of Matter!
The Gun sucks in air, heating it to a plasma state in an instant. This requires an
energy
cell, usually a C (100 shots), but it can use D's as well (200 shots). Armor counts
for only
one-fifth of its normal value.
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Imp 10d 12 6 - - 9 15 200 10 -1
25000 9

BFG9000 (oh yes!)


What DOES b-f-g stand for?
The BFG fires a bright green ball of what may be charged particles, in the game, it
does
around million hits to each creature in a small area. In GURPS terms, this seems
to
translate as more damage than you can imagine. The gun launches these charged
particles into the area, and lights up the demons big time, kinda like a microwave-
range
scatter-laser, but much worse. Anything in 50 yard radius becomes charged by the
gun,
and it emits a counter charge of particles. The particles are attracted to the
charged
targets and heat up the target until he explodes. This takes only a second for
most
creatures, but some of the bigger baddies seem able to withstand up to 7 or more
shots
from the thing. Mostly effective on living things, but areas of high radiation
(i.e. barrels
of radio-sludge) can also be set off by them. A C cell provides 10 shots, 20 shots
are fired
on a D cell. Armor divisor is 10.
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Imp 16d 8 10 50 300 25 .5 20 13 -
100000 9

GURPS DOOM: THE MELEE WEAPONS


Fist Load
The basic hand weapon, it you need this, you're in trouble...
Type Amount Reach Cost Weight Min ST Special
Cut Swing+1 C 15 neg 7 Nothing special
about brass
knuckles.

Chainsaw
A bloodbath! Takes one turn to start up.
Type Amount Reach Cost Weight Min ST Special
Cut Swing+4 1 75 7 lbs 10 Critical failures
are a bitch!
GURPS DOOM: THE EQUIPMENT
Many players will want a fighting chance. Instead, give them this stuff to
shut
them up.... Note the detrimental side effects the use of many of these items
incur. This
isn't about game balance, it's about pain... lots of Pain.....

Blue Bottles
A mixture of bizzare herbs and spices. +1 HT (may go above starting value)
This
value is 10 times as powerful as the DOOM version. It should therefore be 10 times
as
rare!

Spirit Armor
+1 DR up to +25 DR. Very powerful stuff. Should also have x10 rarity...

Green Armor
Also called "useless" The attacks of some of the bigger critters will shred
this
stuff, better duck!
PD 4, DR 80 (NOT ablative like in the game...)
-1 to DX Skills

Blue Combat Armor


Riot Armor? Hmm, stay down.
PD 6, DR 150 (Also Not Ablative)
-2 to DX Skills

DemonHunterSuperStreetFighter2 BattleArmor Mark IV


Just kidding, this is DOOM, you don't deserve that kind of fair chance....But
if
you did, it would work out to about PD 7, DR 500 with racing stripes and a cool
logo on
it.... Probably powered, but you still can't move in the thing... Think "Gun
Emplacement"... Demon Bait....you deserve what's yer gonna get....

Level Maps
Cleverly placed by the GM prior to game time. In GURPS DOOM, they might be
wildly inaccurate.... or just wrong enough to keep the GM interested....

Stim Packs
+2 HT (only to starting value!)immediately , contains special coagulators to
staunch blood flow and speed healing. In GURPS, this provides extra survivability
with
double healing for 24 hours. Further stimpacks offer no help in that period

Medikits
+5 HT, Double healing for 2 days, contains everything you need to turn that
bleeding slice of pasta into a human killing machine in under five minutes...

Light Intensifiers
Provides light equal to full daylight for 20 minutes on a B cell. Makes
Wraiths
harder to see, I think... If the batteries run out, hit f11 twice....

Radiation Suits
Provides PF 100 for a few minutes, made (apparently) of newspaper and duct
tape. (I had to wear one of these back in the Air Force... you can't breath and I
always
started to panic... might be a form of claustrophobia....)

Extra Weapons and Reloads


Bullets and Rockets and Energy Cells oh my! Undoubtedly, such items will
turn
up if an active black market forms, or they will be found near dead bodies, or in
armories, or even used as bait...

Inviso-balls
Gives the player partial fringe-cursed invisibility for a minute. This
provides PD
7 for the duration. Good Luck. The monsters don't seem affected during close-up
in
your shorts combat, so the effect is reduced by 1 for every hex closer than 10 from
the
PC.

SuperChargers
Empowers the character with +5 HT and a natural *ABLATIVE* DR 20, he
crackles and sparks when you touch him. Afterward, award the lucky stiff with -1
DX
for an hour...

Berserker Pack
Ohhh... Buzzerk!... How about +10 HT and DR 50 and the advantage Combat
Reflexes (persons with Combat Reflexes already become Paranoid, Characters who
start
out Paranoids with Combat Reflexes just explode...)? He can't remember his name or
who the hell you are....He must make an IQ Roll to not Go Bizarre every turn for 60
turns. The other players make IQ Rolls to not run away from this supercharged
freak.

Megasphere
Hmmm... Also called the Game Balance Disrupter. It is a mystical device that
Heals the character to his max, empowers him with DR50 and 5 Extra Hit Points
(this is
for the GM. Really, it allows you to torture them five more seconds). These
Bonuses are
Ablative! Get to work, Mr. GM!

Soulspheres
Makes you Immortal. You gain the Undying Advantage, DR Infinity, Know all
the answers on Jeopardy and can't see a thing. The world turns into bad 60's TV
and all
sight-based IQ Rolls are made at -6. This lasts for 30 turns, during which time,
the other
PCs can read by the glow of your eyeballs...

GURPS DOOM: THE ENEMY:


Endless in number, they come for the souls of mankind... I made up the stats,
rather than converting from Dehacked's enumeration of the creatures stats, feel
free to
change them around or ignore the numbers altogether. Note that all these
otherworldly
losers are immune to radiation. All demons save "Former Humans, Sergeants and
Commandos" are immune to attacks of their own species. Optionally, the GM may
make Mancubi and Arachnotrons immune to the Plaz Guns carried by PCs (that
stinker!).
One thing of note: More Ambitious GM's won't miss the opportunity to add demons to
the list. Properly building new creatures from old ones (ei Imps/Revenants,
Cacos/Pain
Elementals you get the idea...) and cybering them up! A few examples are included
for
inspiration. You should do better than me!

Note: Dehacked is a must-have utility for carving up DOOM and making changes to the
exec file. Get it!

Former Humans (Zombies, Zomboids, Gruntin' Nuisances...)


ST 10 Move/Dodge: 5 Size 1
DX 10 PD/DR: 0/0 Weight 200 lbs
IQ 7 Damage: as weapon, or by ST
HT 10 Reach: C Fright Check -2
You were playing cards with these guys two days ago, now they're trying their best
to frag
ya! Their minds clouded by the transformation, they move fairly slow, and are
inaccurate
shots. It takes about ten of these guys to be a real threat, but in such numbers,
they can
easily catch each other in a cross-fire situation and start fraggin' themselves,
saving you
the trouble! They normally carry light firearms and no armor. Wait untill REAL
late in
the campaign, until after the PCs have killed several former friends, and show them
a
method of curing the Zomboids (a method availible to them the whole time...) Skills
include Guns (Pistols)@12, Guns (rifles)@12, and Gruntin' an' Weezin' (language
skill)@10.
Pistol
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr 3d 12 3 230 2500 4.5 3~ 9 12 -3 750
7

Former Human Sergeants


ST 11 Move/Dodge 6/6 Size 1
DX 12 PD/DR 1/3 Weight 200 lbs
IQ 8 Damage As weapon, or Thr1d-1/Sw1d+1 punching
HT 11 Reach: C Fright Check -2
These guys have shotguns! Uh... They don't get along very well together, arguing
over
rank and other stupid stuff. The PCs should not have too much trouble with them,
so use
lots! They have the skills of Former Humans adding Guns (shotguns)@13, and
Tactics@12.
Shotgun
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr. 4d 12 5 25 150 8 3~ 5 12 -3 235 7

Former Commandos
ST 14 Move/Dodge: 6/6 Size 1
DX 13 PD/DR: 1/3 Weight: 250 lbs
IQ 10 Damage: A weapon, or Th1d/Sw2d-1 punching
HT 11 Reach: C Fright Check -3 (he does have a chaingun)
Bald, red-suited evil guys with chainguns. Life don't get no better than this!
These
former Spec Ops Commandos roam the demon infested-areas, using high levels of
Stealth (14) and springing clever traps for the unwary, blowing large holes in
them. .
Their only really notable skill is Guns (Chaingun) @15
Chaingun:
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl Cost TL
Cr. 5d 12 3 1000 2500 20 20 400 13 -3 6000 7

Former Assasins
ST 13 Move/Dodge: 6/6 Size 1
DX 14 PD/DR: 7/3 Weight: 250 lbs
IQ 12 Damage: A weapon, or punching
HT 12 Reach: C Fright Check -4 (he does have surprise!)
This fellow is invisible (ala the wraith) and armed with a shocking array of ninja-
tech
weapons. His stealth skill is 23 and he loves to use traps. A comsumate
professional
before posession, his demonic inspirations are instantly lethal! He has PD 7 from
invisiblity.

Imps
ST 15 Move/Dodge 6/6 Size 1
DX 15 PD/DR 2/6 Weight 200lbs
IQ 9 Damage 3d fireball, or by ST with Claws +2
HT 12 Reach C Fright Check -3
These "Brown Bastards" swarm about, making life difficult. Their spiky hide is
tough and
leathery, and they can flip fireballs at you from a distance. The Fireball is an
innate
ability, but the GM may make them all Mages, and give them the fire college up to
(or
past?) Fireball or Explosive Fireball. The gruntin' and snortin' they make is
very
distinctive, and can be heard from quite far away. Fireball: Acc 10, SS10,
1/2D400,
Max1000. They have the skill Spell Throwing (Fireball)@12.

Demons
ST 25 Move/Dodge 7/7 Size 2
DX 13 PD/DR 2/15 Weight 350 lbs
IQ 7 Damage 3d Cutting bite
HT 15/35 Reach C Fright Check-4
Big shaved gorilla-looking things, they want to eat your face.
They have small horns and prefer to bite opponents rather than claw.

Wraiths
ST 25 Move/Dodge 7/7 Size 2
DX 13 PD/DR 5/15 Weight 350 lbs
IQ 7 Damage 3d Cutting bite
HT 15/35 Reach C Fright Check -6
Like Demons, but Invisible, that's all we needed....
The indistinct shimmering of the Wraiths can be detected long after death. It may
lead to
unnecessarily wasted ammo.....

Lost Souls
ST 12 Move/Dodge 7/7 Size <1
DX 13 PD/DR 3/10 Weight 14 lbs
IQ 6 Damage 5d Crushing when charging, 2d cutting bite
HT 15/30 Reach C Fright Check -6
Screaming, flaming, flying skulls, these guys are dumb. Robbed of their human
reasoning, and twisted into their bizarre shape by demonic magic, they are quite
insane.
In a Magic Doom Campaign, they are unlikely to have spells.

Cyber Slug
ST 12 Move/Dodge 1/7 Size 3
DX 13 PD/DR 3/10 Weight 215 lbs
IQ 6 Damage 3d cutting bite, or laser guns (see below)
HT 15/30 Reach C Fright Check -6
A large brown Garden-Slug-From-Hell, he has been hardwired with twin laser guns.
Quite a disturbing sight, they stick to walls and ceilings, dropping on PC and
shooting
them full of cauterized holes. Cyber Slug has Beam Weapons (Laser) at 15. The guns
are
as follows:
Laser-Eyes
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl
Imp 5d 15 10 800 2000 - 6~ -- 10 --

Knights of Hell
ST 25 Move/Dodge 7/7 Size: 3
DX 16 PD/DR 3/40 Weight 400 lbs
IQ 10 Damage By ST or 5d Impaling
HT 15/50 Reach 1 Fright Check -7
Lesser versions of the CyberDemon and the Barons, these brownish, cloven-hoofed
beasties toss balls of flaming green slime. The slime is Acc12, SS12, 1/2D n/a Max
2000. They may fire once per turn. If their horns are employed in HTH, figure ST
as
Impaling. Spell Throwing (Plaz Ball) is 16

Cacodemons
ST 10 Move/Dodge 4/7 Size: 2
DX 15 PD/DR 3/50 Weight 500 lbs
IQ 15 Damage: 8d Cutting Plasma Ball, Acc11, SS12 1/2D400 Max 1000
HT 16/50 Reach: C Fright Check: -9
A bloated red cyclops that belches pinkish balls of fiery gas. Nifty, huh? They
are hard
to kill, but a few hundred rounds from a chaingun can make it think twice about
attacking. They prefer ranged combat, but will bite in melee for Swing+6 (1d+4).
The
beast moves by floating across the ground at a height of around a yard, they can
float
slowly over obstacles, and are unaffected by trip wires and pressure plates of most
sorts.
Cacodemons hate Barons, and will attack them on site. Their Spell Throwing (Gas
Ball)
skill is 15.
Plaz Ball
Type DMG SS Acc 1/2D MAX Wt RoF
Cut 8d 12 11 400 1000 - 2

Pain Elemental
ST 10 Move/Dodge 4/7 Size 5
DX 15 PD/DR Weight 500
IQ 9 Damage: Summon Lost Soul, and ST 30 Bite
HT 16/50 Reach C Fright Check -9
The Pain Elementals wait at the Gates of Death, consuming damned souls as the
arrive in
Hell. They metabolize them in strange twisted ways and spit them out as Lost
Souls.
Dispenses Lost Souls at a rate of 1 per turn. Upon dying, the critter explodes (4d
Cutting,
4 yard radius) and 3 Lost Souls rise from his carnage.... Up close the thing
prefers to bite,
but will avoid melee if possible. Maybe bigger Pain Elementals exist, dying in
larger
explosions and birthing 4 or more Souls when dead. They float across obstacles and
may
avoid contact-based traps. From the sides of their spherical bodies, two atrophied
arms
dangle, if hard pressed they may strike at ST 5.

Mancubi
ST 25 Move/Dodge 1/3 Size 4
DX 16 PD/DR 3/25 Weight 1 ton
IQ 8 Damage As weapon, or pummel at ST 30
HT 17/60 Reach 1 Fright Check -12
Blood Cholesterol Level: 10,400
Towering mountains of blubber, the Mancubus is one of my personal favorites. Armed
(literally!) with twin linked plaz guns, the Mancubi can fire indefinitely,
charging them
with the huge reserves of energy stored in there fat. Mancubi are easily distracted
by fast
food, particularly bacon cheeseburgers and cheddar fries. Assume the Mancubi have
Full Coordination for purposes of aiming. They have the skill Beam Weapons (Plaz
Gun)@16
Plaz Guns
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl
Imp 10d 15 10 800 2000 - 2 -- 10 -1

Berserker Fungus
ST 20 Move/Dodge 8/3 Size 2
DX 18 PD/DR 3/25 Weight 1 ton
IQ 9 Damage As weapon, or pummel at ST 20
HT 18/60 Reach 1 Fright Check -12
When humans are possessed by the Demons, a strange hellish fungus takes root in
their
systems, if left alone, it will eventually kill the host and spread to a new body.
If killed
before the fungus finishes rooting, a few of them develop into the Berserkers more
dangerous form. It appears as a tangle of greenish-brown vines or tentacles
growing from
the corpses severed head. The fungus has full control of the head, and can talk
(Grunt-
Snort-Grunt) and make threatening faces at PCs. They have no central vital organs,
so all
firearms do only 1 hit point per round. They are plant-like and take double damage
from
Plaz Guns.

Barons of Hell
ST 40 Move/Dodge 9/9 Size 4
DX 20 PD/DR 3/80 Weight 600 lbs
IQ 18 Damage As ST or Plaz Ball
HT 18/80 Reach 2 Fright Check -7
Oh... it gets dangerous from here on out, boys and girls... The Barons are the true
power-
mongers in Hell, scheming constantly from their brooding palaces, they are
responsible
for carrying out the plans of the Boss Demons and the Arch Viles. They command
vast
armies of Imps and Knights, and hate cacodemons passionately, preferring to kill
them
when possible. It is theorized that some rivalry exists between Barons and Arch
Viles.
When using their horns, they do Impaling ST damage.
Plaz Ball
Type DMG SS Acc 1/2D MAX Wt RoF Shots
Imp 10d 15 15 1800 39000 - 1 --

Arachnotrons
ST 15 Move/Dodge 8/8 Size 1
DX 18 PD/DR 4/60 Weight 600lbs
IQ 14 Damage As below, Or stomp by ST
HT 15/50 Reach C Fright Check: -7
Children of the Spider Demon, they are taken at hatching from her nest and
attached to
metal carriages. They are fitted with plaz guns with unusually high RoF's.
Arachnotrons
are normally encountered in groups. They have the skill Beam Weapons (Plaz
Gun)@18.
They are attended often by lesser demons, who are required to replace the D cells
that
power the guns.
Plaz Gun
Type DMG SS Acc 1/2D MAX Wt RoF Shots ST Rcl
Imp 10d 15 10 800 2000 - 10 500 10 -1

Revenants
ST 20 Move/Dodge 7/7 Size 2
DX 14 PD/DR 3/60 Weight 250
IQ 9 Damage 10d Impaling Missile, or punching at ST 20
HT 15/45 Reach 1 Fright Check: -6
Dead Demons from earlier in the campaign, they have a surprise for the jerks who
killed
them. Twin Demonic Homing Missiles! These missiles are piloted by tiny demon-
spirits
and can home for up to one minute, following the tails of the PCs around corners
and
over small obstacles. The missiles have a Move of 15, are fired using DX. The
revenants punch in Closes Combat for damage by ST, using Brawling@17.

Arch Vile
ST 25 Move/Dodge: 10/10 Size 1
DX 20 PD/DR 4/75 Weight 300
IQ 30 Damage 10d Impaling Immolation, or ST melee.
HT 16/75 Reach 1 Fright Check: -10
The Arch Vile has a couple of powers that make him a complete Pain in the Ass.
Firstly,
the thing can Immolate someone. This attack is based on the Arch Viles DX, and
does
10d Impaling. The attack sends the victim flying 6d hexes in a random direction,
regardless of actual damage done. Facing is determined randomly also. The victim
must
make a Body Sense roll and spend his turn standing up as the attack definitely
knocks
them down. Secondly, he can cast a resurrection spell on any creature except
Romero,
the CyberDemon and the Spider Demon.. This power works in place of his Immolation
attack and respawns every demon with 10 yards of the Vile, regardless of the
condition of
the body. These guys have always struck me as very intelligent, perhaps having
many
more spells than shown. They probably rival the Barons for political power in Hell,
with
lots of infighting and maneuvering. I suspect they win a lot, being able to respawn
their
supporters and all...

CyberDemon Boss (Demon Lord of Hell)


ST 120 Move/Dodge 10/10 Size 5 hexes
DX 20 PD/DR 6/150 Weight 2 tons
IQ 20 Damage As Missile type, or by ST (Thrust: 13d, Swing 15d)
HT 18/350 Reach 4 Fright Check: -15
This guy is a pain in the butt (and everywhere else for that matter). 20
some-foot
tall, cyborged demon with a missile launcher. GM's should use him with caution, as
the
cap to a long campaign full of suffering and stark horror. They use a variety of
missiles
(choose your favorite from GURPS Ultra Tech) summoning the projectiles from some
hellish armory. The Cyber Demon rules the Barons, Knights and Arch Viles and their
subordinates. Perhaps there is more than one of these monsters, suggesting that
worse
Cyber-Implants have modified other Demon Lords. promising, huh? The one in Shores
of Hell was likely named "Babel" (after the name of the level...). His skill with
the
Rocket Launcher was around 30.

Spider Demon Boss


ST 60 Move/Dodge 10/10 Size 13 hexes
DX 22 PD/DR 5/200 Weight 7 tons
IQ 25 Damage As weapon. plus stomp at ST 60
HT 20/500 Reach 4 Fright Check -18
The Spider Mastermind, 30' of towering Brains and Twisted metal, she is the most
powerful creature in the game. Her Super Chaingun will keep you busy enough, and
her
constant escort of cacodemons just adds to the mess. She has the skill Guns
(Chaingun)@30 She doesn't seem to need reloading, but more realistic campaigns
will
give her several thousand rounds to spit at PCs and errant servants. Also, good
GMs will
play her as having several thousand points of other skills and advantages, to make
her a
truly frightening opponent. As an Enemy, she would be Utterly Formidable, and
probably All the Time... Good Luck!
Super Chaingun
Type DMG SS Acc 1/2D MAX Wt RoF Shots
Imp 10d 10 15 1800 5000 - 40B Infinite
Note: 40B means 40 Bursts of 20 rds each. I know its a lot, but you can write up
characters quick, can't you?

Mr Romero
ST 0 Move/Dodge 0/0 Size <1
DX 0 PD/DR 1/300 Weight 15 lbs (with spiky bit)
IQ 25 Damage N/A
HT 15/200 Reach C Fright Check -20
Seen at the end of Doom][, John Romero's severed head seems to have master minded
the whole fraggin' invasion. This is a pretty sick idea, so it is rightly included
here. It
took several rocket hits to take him out. His strength and dexterity are both 0, as
he just
sits there on that fraggin' post, screaming when you hit him. His only form of
attack is
his ability to summon demons of any type save other Bosses. At one per turn, any
area
rapidly becomes a war zone.

GURPS DOOM: THE CINEMATIC RULES


All Cinematic Rules from the Basic Set are in force, but Doom begs a least
one
more!!

CHEAT CODES
For 1 Xp, a player may call out a cheat code and use it for 1 turn. If your
players
last long enough, they may build up quite a pool of cheat points. They have to
shout the
code when their character has an action. The codes are as follows:
IDDQD "EyeDeeDicwad!" For as many turns as Xp sacrificed, the PC cannot be harmed
in any way. After the cheat wears off, frag him!
IDCHOPPERS "EyeDeeChoppers!" A chainsaw appears in the PC's hands. He may use it
as normal until the cheat wears off. See DOOM: THE EQUIPMENT, above, for stats.
IDDTDT "EyeDeeDeeTeeDeeTee" The player in question gets to look at your map for a
many REAL seconds as Xp sacrificed. Watch the clock, GM!
IDSPISPOPD "EyeDeeSpispopdee!" The PC can walk through walls, keep special track
of the PC's Move score, if he ends his Cheat inside a wall, he's DEAD!
IDCLIP :EyeDeeClip!" If the GM is using DOOM][, then idspispopd won't work, other
wise identical to the above code.
IDKFA "EyeDeeK'FA!" A sudden torrent of guns n' ammo n' keys descends on the
cheating PC, as armor drops on him from the sky, crushing him beneath the weight of
it
all. The PC takes 3d Crushing, if he lives he may use any of the weapons for 1
turn per
Xp.
IDBEHOLD: Gives the player a bonus for too-short a time. The remaining codes for
which escape me....

A NOTE: GMs using the Cheat Rules should be ashamed of yourselves.... sheesh!

ANOTHER NOTE: Use of certain codes in the upcoming OPUS release GURPS
HERETIC can be hazardous to your health...

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