Post by Manah on Jul 18, 2020 0:31:52 GMT -5
DOOM SLAYER
The Scourge of Hell
"B.J" Blazkowicz III
The Slayer
The Scourge of Hell
"B.J" Blazkowicz III
The Slayer
QUOTE: "......"
Real Name: William Joseph “B.J” Blazkowicz III
Age: Unknown (Looks in his mid-thirties, but has been alive for thousands, if not tens or even hundreds of thousands of years, most of which he spent slaughtering demons in Hell in his original universe, before being transported to an alternate dimension where he did more of the same.)
Other Aliases: Doom, The Doom Marine, Doomguy, The Slayer, The Great Slayer, The Eternal Slayer, The Titan Slayer, The Hell Walker/Hellwalker, The Unchained Predator, The Beast, The Destroyer, The Harbinger, The God King
Occupation: Former UAC Marine, Former Engineer, Former Night Sentinel General, Former King of Argent D’Nur, Demon Slayer, Savior of Humankind
Marital Status: Single
Height: 6'2"/6’8”
Weight: 180 lbs/680 lbs
Eye color: Blue
Hair color: Blond
Species: Mystically-enhanced Transcendent Human
Notes: The Doom Slayer essentially never talks, although it is unclear why. At most he grunts, growls and roars in battle. He isn’t mute per se; he simply seldom uses his voice. It is theorized that the reason for it is the countless years spent in Hell where he had nobody to talk to but himself, which led to the habit of simply not talking.
Doom Slayer/Praetor Suit 2.0
ABILITIES
Int/A.I: 6/5
Str: 6/8
Agl: 5/7
Spd: 3/5
Dur: 6/8
HEALTH: 6/8
ENERGY: 24/32
REGEN: 12/15
LIMIT GAUGE: 18/30
ACTIONS
Slayer: 12
(Str.bonus, Agl.bonus and 2 Wpn.modifiers)
-Super-Efficient
-As Mastery of Kung Fu
-Hand-to-hand
-Martial Arts
-Firearms
-Heavy Weapons
-Thrown objects/weapons/enemies
-Grappling
-Precise Shots/Throws
-Handling Recoil
-Rip/break limbs
-Inhuman Might
-Fighting multiple/larger opponents
-Destruction
-Options: Balance, Blind fighting, Catch projectiles, Multiple opponents
Parkour: 9
(Agl.bonus)
-Efficient
-As Acrobatics/Wall-climbing/Swimming
PA Equipment Launcher
-A shoulder-mounted launcher capable of independtly firing three different types of weaponry, described below.
-Range 3
- Flame Belch (+4, 2x damage, Limited Area Attack, Sets flammable objects on fire; Stones come from Suit's energy)
- Ice Bomb (+2; Atk VS Durability to Freeze solid, Area effect 3; 4 Ice Bombs per payload. Stones are free from GP.)
- Frag Grenades (+4, 2x damage, Area effect 3; 6/8 grenades per payload. Stones are free from GP.)
PA Doomblade +3
-2x damage, AP
-Mounted on Left wrist; Retractable
-As Mega Weapon; Stones are free from GP
PA Energy Absorption/Reflection: 7
-Doesn't automatically absorb; Must use an action to activate
PA Holoprojector: 6
-As Create Illusions
PA Flashlight: 3
-Efficient
-As Create Light
-Mounted on Helmet
PA Thrusters: 2
-As Flight, Gliding only (May only glide up to AN panels)
-Perfect Maneuverability (Via Stabilizers; may only change direction up to AN times per glide)
Black Ops: 8
(Int.bonus)
-Efficient
-Stealth
-Search room/area
-Surveillance
-Infiltration/Exfiltration
-Security systems
-Escape artist
-Assassination
-Bodyguard
Technology: 10
(Int.bonus)
Inventing: 8
(Int.bonus)
Vehicle Operations: 8
-Light vehicles
-Motorcycles
-Aircrafts
-Boats
-Military vehicles
-Starships
-Alien Starships
-Vehicle/Ship Weapons
Medical Healing: 7
PA Molecular Containment Unit: 6
-As Hammerspace
General Knowledge: 9
(Int.bonus)
-Efficient
-Hell/Demons
-Occult lore
-Night Sentinels lore & culture
-Union Aerospace Corporation
-Armored Response Coalition
-Xenobiology
-Alien lore & culture
-Alien Technology
-Tactical lore
-Fortress of Doom
Perform: 5
(Agl.bonus)
-Writing
-Drawing
-Videogames
-Play guitar
-Skateboard Tricks
Badass Incarnate: 10
-Efficient
-As Iron Will
-Heal White Stones
-Leadership
-Doesn't require an Action to use
Business: 5
(Int.bonus)
Social Skills: 8
-Absolute Badass
-Silence Says All
-Silent Threats
-Humor/Dark Humor
-Intimidate
-Raging Roar
-Killing Glare
-Doom Slayer
MODIFIERS
Immortal
Doesn't Need Food/Water/Sleep
PA Deep Space Rebreather
-No need to breathe while wearing helmet
-Immune to outer space exposure
Accelerated Healing Factor/Accelerated Self-Repair
Energy Battery +2/+2
Deep Reserves +3/+3
Fearsome +5
-Adds to all Intimidation-based uses of Social Skills
-The Doom Slayer is downright terrifying when he wants to be, and even managed to become the one entity Hell actually fears in his dimension.
Rage +10
-Quick Temper (Gains +2 Str/panel instead of 1)
One-Man Army +10
-This modifier is added to any offensive actions the user takes as long as he is attacking multiple opponents at once.
-Only gets up to +2 per enemy targeted at once
PA VEGA Link +5
-As P.C.P.T
-Can interact directly with computers
Reflexive Dodge +5
Toughness +6/+8
-No 2x damage (Praetor Suit only)
Demonic Defense +12
-Applies to any demonic powers or magic
Immunities
-Diseases, Poisons, Fatigue, Fear, Falling Damage
Targeting +5
Fast-Draw +3
PA Delta V Jump Boots +3
-As Leaping
-Allows 'Double-Jump', namely leaping from the air, either after a previous jump, or after falling from up high.
PA Long-Range Communicator
-Range 10+
-Voice Projector (Range 2)
-Link with the Fortress of Doom's A.I, VEGA
-Universal Translator
PA H.U.D Sensors +6
-As Cybernetic Senses
Limit Breaks
-Max Limit Gauge: 30
-Fueled by Rage (In addition to gaining Limit points when injured, the Doom Slayer gains 1 Limit point per 5 stones played in any action for an offensive purpose.)
- Regeneration (MN 5; Healing Factor; Increases Accelerated Healing Factor to Superior for a Duration of 3 panels. The sheer willpower and rage of the Slayer allows him to shrug off wounds that would normally kill nearly anyone.)
- Undefeated (MN 5; Badass Incarnate; Allows use of the Action as Force Field at Half AN + Undefeated MN. At times, it almost seems like nothing can stop the Slayer, no matter the opposition.)
- Overkill (MN 7; Slayer; Adds '3x damage, AP' to all Attacks. The demonic energy absorbed over eons of slaughtering them imbues the Doom Slayer's weapons and body, allowing him to cause devastating damage to his foes with any of his attacks and weapons.)
- Berserk (MN 9; Slayer, Unarmed Attacks only; Adds 'Atk VS Durability, 3x damage' to all Slayer-based unarmed attacks. When truly enraged, the Doom Slayer literally tears and rips his enemies apart bare-handed, up to and including even very powerful demons!)
Glory Kills +5
-This modifier is essentially the same as Fatalities from Mortal Kombat; it simply adds stones to actions solely for the purpose of finishing off enemies in an especially gory and violent manner. The exact result is mostly left to the player's creativity, but the stones essentially acts as Good Luck, solely for the purpose of successfully killing one's target in the way the player describes.
Forged in Destruction
-The Doom Slayer actually gains power from every sentient foe he kills, although the process through which this happens is unknown. Scholars believe his body absorbs raw power from the souls of those he kills, but since this works against demons, this is debatable.
-Gains 1 LoE per sentient living being killed.
Indomitable
-As Reconstitute Self, Instant; Special
-Charges: 6/6
-May rise again up to base Dur AN. One such 'charge' is recovered every 6 hours (4 per day)
-The Doom Slayer, while not a proper 'god' per se, has transcended mortality as most beings know it, and as such he can overcome his own death with pure rage and willpower, getting back up even after suffering the most grievous wounds, still bloodied and battered, but more than eager to kill and destroy more demons. While some scholars believe him to be completely immortal and invincible, others believe he may have some sort of limit and could, theoretically, be killed. If that limit exists, Hell's denizens have never been able to put up enough of a fight to reach it.
Wealth: 8
-Gains $100,000,000 per month/issue
-Currently has: $100,000,000
CHALLENGES
-Mute (-3; the Slayer essentially never talks. He is physically capable of doing so, but hasn’t uttered a single word in possibly thousands of years, possibly due to all the time spend in Hell alone.)
-Psychological (-4; Undying rage. The Slayer is animated by pure, undiluted anger and rage of unprecedented intensity.)
-Psychological (-2; Limited emotional display. Aside for said rage, and while it has been hinted that the Doom Slayer does experience other emotions, he barely expresses them if at all, possibly because his rage and hatred of demons are too strong to leave room for other emotional responses.)
-Psychological (-3; Deranged cruelty. Luckily limited to demons and those who would associate with them. The Slayer would gladly inflict as much pain as possible, and then some, onto demonkind without a touch of remorse.)
-Psychological (-2; Short temper. Even when not dealing with demons, the Doomguy has little patience for fools, idiots and those who get in the way of his crusade.)
-Antisocial tendencies (-3; Deranged violence. Again, limited to demons and those who wilfully deal with them, although might extend to those who piss him off. Ripping limbs and organs off of demons, tearing them apart, slashing and crushing them into a bloody paste are all fair game to him.)
-C.T.S.U.F.U (-2. For all his anger and hatred of demonkind, the Slayer does have a measure of compassion and even a hint of kindness deep down. If doing so doesn’t impact his crusade against his enemies, he will sometimes go out of his way to protect those who deserve it.)
-Obsession (-3; to stop and destroy demons and their ilk.)
-Hatred/prejudice (-3; towards demons in general and those who consort/collude with demons, especially the U.A.C.)
-Reluctant to kill (-1; only and specifically towards humans. This principle may be stretched or downright ignored in the case of humans dealing or collaborating with demons. He has no problem with intimidating or pushing them out of the way, however.)
-Fame/Infamy (-4; the Doom Slayer is a basically a mythical figure among both humans and demons. To most humans, he is believed to be either a legendary, unstoppable and relentless hero capable of downright impossible feats, or literally a god and the protector or even savior of Humankind. To demons, he is literally the one being which Hell downright fears, an Harbinger of Destruction seen as a major threat to their continued existence, whom they have no idea how to stop for good. Interestingly enough, both beliefs are... essentially correct. In the case of humans, his mere presence often awes or frightens those who realize who they are dealing with.)
-Haunted Past (-3. The Doom Slayer has lost his entire team to demons – several times, returned from his first campaign against the forces of Hell to find his world essentially ripped apart by them, his family dead, and his pet rabbit Daisy in pieces with her head on a pike. He has spend essentially an eternity in the Hell of at least two different dimensions in which he spent about every waking moment hunting down and killing demons for eons. Doomguy’s life has not been a peaceful one.)
-Deadly enemies (-8; basically all of Hell and the forces of darkness, as well as the U.A.C, the latter of which essentially caused the apocalypse he had to stop on the Earth of the dimension he currently resides in.)
EQUIPMENT
-Praetor Suit 2.0 (A near mythical suit of technologically advanced armor said to have originated from Hell, which only the Doom Slayer can wear and use, as anyone else will find the armor depowered and refusing to move an inch if worn. It is Indestructible; when its Health falls to 0, the Doom Slayer simply begins losing his own Health instead of the Armor's, and still benefits from the rest of its abilities, which are included in this C.A.D.)
-P.D.A (+2 to all Computers-based uses of Technology; connected to VEGA A.I. This device is a highly advanced personal computer the size of an average modern tablet, capable of projecting an holoscreen if its own screen is too small for some purpose or another.)
-Rabbit's Foot pendant (This pendant was made with the left hind leg of Doomguy's pet rabbit Daisy after her death on his original world. He keeps it as a memento and a symbol of innocence lost, not for luck; after all, it wasn't lucky for Daisy.)
-UAC EMG Sidearm (+2, 2x damage, Range 4; May be used to fire as a +4 weapon if using a Charged Shot, but is One Target Only when doing so. A Semi-automatic handgun firing short-length energy blasts in place of bullets. Holds infinite ammo.)
-Heavy Cannon (+5, 2x damage, Limited AP, Range 6; is equipped with an MN 6 Telescopic Scope, and a +6, 2x damage, AP or Area Effect 3, Range 5 Micro-Missiles Launcher with 12/12 missiles per payload. This heavy rifle packs a vicious punch, is upgraded sufficiently to be a very effective sniper rifle, and is equipped with a micro-missile launcher for when the regular shots just won't do.)
-Combat Chainsaw (+4, 2x damage, Limited AP. A violent, gruesome weapon fantastic at spilling guts and blood. It holds enough fuel for 3 panels of use in a row, recharging enough fuel for 1 panel every 5 minutes on its own.)
-Combat Knife (+2)
-Several Energy Cells for the Volkite Blaster
RESERVE EQUIPMENT (Kept in Molecular Containment Unit)
-Megaton Hammer (+6, 2x damage VS Dragons, Limited AP, Ignores Hardness of objects; may be slammed on the ground with stones in Strength to cause a shockwave of Stones played + Wpn.modifier, Area Effect 2, Normal and Stun damage, Atk VS Agl + Ref.Dodge causing victims to fall prone on the ground. Indestructible. Requires Str 5+ or higher to wield.)
-Repeater Handgun (+5, 2x damage, Range 4; Wpn.modifier reduced to 4 when shooting single shots. Holds 8 rounds, one per barrel. This rifle - despite the handgun part of the name - is a pepperbox-style gun with eight barrels capable of firing all of them in quick succession.)
-Combat Shotgun (+4, 2x damage, Limited Area attack, Range 3; May go full Automatic, making it Area Attack; and can fire +4 Sticky Bombs, which are 2x damage, Area effect 3, Sticking onto impact surface with AN 6; Carries 5 sticky bombs per payload. A simple, yet very effective weapon which just feels good to use. It is pump action in its normal mode.)
-Webber (+3 weapon, Ignores Toughness and Armor, deals no damage; if successful, acts as Entangle AN 6 with stones of 'damage' adding to the Difficulty and Resistance of getting free up to up to D: 1.5 AN rounded down/R: Total stones of damage; with 'Sticky' and 'Covering' options. Range 3. An exotic, non-lethal weapon firing masses of sticky, quickly solidifying, near-unbreakable material which entangle and entrap targets.)
-Super Shotgun (+6, 2x damage, Limited AP, Limited Area attack, Range 3. Alternately can fire a +3, 2x damage, Sets flammable objects on fire grappling hook-like weapon on a Range 3 chain which can pull the victim to the user with Str 3, or the user to the target otherwise, adding +2 to Acrobatics when used to move around. A far more powerful, double-barreled shotgun packing a formidable punch, and equipped with a grappling hook-like weapon called the 'Meat Hook'.)
-Josh (+5 for one barrel, +8 for all six; 2x damage, Limited Area Effect 1, Range 3. 'Josh' is the signature six-barreled shotgun of the criminal known as "Cockroach" Hamilton, repurposed for 8 gauge ammo. Found by the Slayer in a skeleton's hands on a massive space wreck.)
-Plasma Rifle (+4, 2x damage, Area Attack or AP, Range 6; AN 6 effect VS energy/mental-based Force Fields which destroys them if it beats the Force Field AN, causing an Area Effect 2 explosion of the Force Field AN + the Plasma Rifle Wpn.modifier. Alternately, fires a +3, Atk VS Durability, May not target multiple enemies, microwave blast that basically cooks the victim alive and blows them up at the end in a blast of their Durability +3, 2x damage, Area 2. The Plasma Rifle is the Doom Slayer's answer to force field-using foes, overloading them and blowing them up in their faces. Alternately, it can be used as a very effective rifle in general, capable of both rapid fire and long range attacks... or as an excellent cooking device if one does not mind blowing up dinner.)
-Fae'Rhal Volkite Blaster (+7, 2x Damage, Area Effect 1 around point of beam impact IF damage is dealt; Range 3. A Volkite version of a Storm Bolter, combining the already high rate of fire of a Volkite heat ray weapon with the double firepower of mounting two of them into a single weapon package. Reloaded with Energy cells.)
-Dubstep Gun (AN 10 music-based Mental attack VS the Int + Mental Defense of anyone in an Area 4 around the user, which causes them all to dance uncontrollably, except the user and their allies. At the same time, the user can aim the gun at targets as per a +4, 2x damage, Normal and stun damage, Range 2 weapon; Electricity element. If not used to actually kill anyone, is great for a party.)
-Chaingun (+7, 2x damage, Limited AP, Area attack, Range 5. Secondary turret mode increases Wpn.mod to +9, but reduces Speed by 2 due to the recoil and difficulty of use. This formidable minigun-like weapon functions via a simple principle: firing thousands of round at formidable speed hurts people. Its secondary turret mod alters this weapon into four sets of rotating barrels, quadrupling its lethality.)
-Rocket Launcher (+6, 2x damage, AP, Area Effect 3 around impact; Range 5. At user's discretion, the rockets can be detonated remotely once fired instead of exploding upon impact. Alternately, the launcher can fire a lock-on burst of rockets, which uses up 3 missiles at once, but increases the Wpn.mod to +8, and adds a +3 Good Luck effect solely for the purpose of hitting its target. A powerful, bulky, simple and effective rocket launcher with a few tricks up its sleeve. Gets the job done in a very explosive manner. Holds 13 rockets per payload.)
-Ballista (+6, 2x damage, 3x damage VS Flying targets, One Target only, Range 5; Good Luck +2 for the purpose of hitting the target. Alternately, may be charged up - preventing movement for the panel, so may not use movement actions to either move or shift into defense - to fire a +7, AP, Area Attack version of the base blast at the end of the panel, with the other advantages also applying. This powerful weapon was the Night Sentinel's most lethal answer to flying foes, and is still one of the most dangerous weapons available to the Doom Slayer for that purpose to this day.)
-BFG 9000 (+10, 3x damage, AP (Ignores 3 Toughness even when No AP), Area attack, Causes massive collateral damage, Range 6 weapon. The BFG 9000 is, as its name implies, a Big F***ing Gun of immeasurably powerful destructive potential, capable of atomizing nearly any type of demons in a single shot, leaving atomized piles of ash in its wake where anything once stood. This devastating weapon is the Doom Slayer's answer to anyone who thinks their gun is bigger than his. Holds 2 shots; regenerates 1 shot per 10 minutes.)
-Unmaykr (+8, 3x damage, AP, Area attack, Range 5 weapon. The Unmaykr is an highly destructive, fully automatic energy weapon of incredible potential for turning one's foes into a scorched, bloody paste. It is less powerful than the BFG 9000, but still fires 700 bolts of superheated plasma per minute, and is more precise and less devastating for the environment. Fires for up to 4 panels of ammo; regenerates 1 panel worth of ammo every 10 minutes.)
-Crucible Sword (+12, 3x damage, AP (Ignores 5 Toughness even when No AP), Can strike ethereal/phased targets, Sets flammable objects on fire. May be used for up to 3 panels in total; recharges 1 panel of use every 10 minutes. If used to land the finishing blow on a - normally unkillable - demonic Titan by stabbing it in the chest, the Crucible Sword will actually kill it, permanently so if the blade is broken in its chest. If said measure is taken, the sword must be reforged at an altar in the Necropolis, a demonic city located in Hell. The Crucible Sword is a very powerful artifact filled with immeasurable amounts of demonic energy, potent enough to power a technologically advanced structure like the Fortress of Doom basically forever. However, its main use is forming a sword of mythical destructive power, capable of killing even the seemingly unkillable Titans of Hell, which no other force has been known to be able to destroy in Doomguy's universe.)
-The Soul Cube (+8, 3x damage, Atk VS Durability, +5 Good Luck to hit, Range 5; Drains half inflicted White stones of Health, rounded up, to heal user; and explodes as +4, 2x damage, Area effect 3 around impact upon impact. Must be charged by killing 5 living beings for each 'charge' of the cube, and it may only hold 1 charge at a time. The Soul Cube was a Martian artifact of near supernatural power, imbued with the souls of the dead Martian race who built it in a desperate attempt to defend against the demonic hordes invading them at the time. It is completely indestructible by any known means, is believed to be sentient, and levitates in place if the wielder wishes it to. It has no firing mechanism, and seems to respond to the user's will. It cannot be scanned by any existing device, and is constantly at a temperature of precisely 98.8 degrees Fahrenreit.)
-The Old Merchant's Business Card/Phone Number and Weapons/War machines catalogue
RESERVE EQUIPMENT (Kept in the Fortress of Doom)
-The Fortress of Doom (A massive space station appearing as an highly technologically-advanced fortress atop a huge stone formation with multiple towers buildings connected to each other, originally designed by the people of Argent D'Nur and built around a core of Maykr technology. A 'flag-station', the Fortress is a massive and well-equipped Night Sentinels warship capable of interstellar travel via space-folding technology.
- Difficulty: 8; Resistance: 3; Defense Modifier: 10 (No 2x damage, No AP); Vehicle Damage: 300; Menuver Modifier: 0; Speed: Teleportation AN 10 (Interstellar Distances, Dimensional travel); Weight: 20 (102,4 kilotons)
- Highly-advanced Systems (The Fortress is equipped with such high-level tech that it grants +5 to all uses of Technology, Inventing, Medical Healing, Computers, Genetic Engineering, and General Knowledge made using its systems and tools.)
- Gateway Generator (As Teleportation 8, Interstellar Travel, Dimensional travel, May see through portals before entering, May open portal for others to return, Needs not travel to send others. The Fortress is equipped with a system allowing its crew/passengers to enter and leave via portals generated in the front of the bridge.)
- Cannon Batteries (+6, 2x damage, Limited AP, Range 8, Automatically causes collateral damage; Ten of those.)
- Main Starship Blasters (+8, 2x damage, AP, Area attack, Range 10, Automatically causes collateral damage. Two of those.)
- W.M.D Strike (+10, 2x damage, Atk VS Durability, Area effect around impact; Range 10, Causes massive collateral damage. May only fire one shot per 10 minutes. This weapon system has basically the same effect as dropping a massive thermonuclear bomb into the target area. Good for flattening a planet's surface and wipe out everything on it, less good for a precise shot to protect your home.)
- Infinite Databases (As Photographic Memory. The ship's databases can hold any amount of information on any number of subjects.)
- Ripatorium (A high-tech training facility capable of re-creating any enemy the Doom Slayer has ever killed as per Summoning AN 10 via high-tech holoprojectors, energy manipulators and force field generators to create a near-perfect copy of the enemy for the Doom Slayer to practice fighting against. If some powers cannot be reproduced properly by the Fortress' technology, it tries to create the closest effect to it as possible via its available effects. The copies can be as lethal as the real deal or less, at the user's discretion.)
- VEGA A.I (In the Slayer's absence, the station is operated by VEGA, an Artificial Intelligence with A.I 9 fully loyal to the Doom Slayer, with a polite, professional demeanor and a touch of sarcastic humor to its observations.)
______________________________________________________________
STORY: The Doom Slayer. A legendary, near mythical figure many believed to be nothing but a tall tale for hopeful mortals in the incoming apocalypse. Hell's denizens very own boogeyman, the one thing they feared. An unstoppable, relentless, unbelievably powerful enemy of all demonkind fueled by immeasurable rage, yet still bearing compassion for humankind. Seemed too good to be true, for sure.
And yet, as humankind's darkest hours were drawing it ever closer to total annihilation, as Hell's abominations raged on all across planet Earth, with casualties in the billions and no hope in sight, He appeared. Whereas the A.R.C and the last bastions of the resistance were fighting a desperate, losing battle, the Slayer joined the fray and single-handedly turned the tide. Alone, he destroyed thousands of the fiends, butchering his way through the legions of Hell until he got his hands on all of the three Hell Priests responsbile for maintaining the demon presence on Earth, and killed them all.
Alone, he wiped out the Khan Maykr, supreme ruler of Urdak and of the Maykrs, before using the Crucible to permanently kill the demonic titan known as the Icon of Sin, putting a complete and brutal stop to the infernal invasion of Earth, and saving the life of the crippled, but still enduring, Human race. At long last, no matter the complains and protestations of the U.A.C and its leaders, the Slayer's existence could not be doubted anymore, for the Savior of Mankind's handiwork was there for all to see.