D OOM MARIN EHe’s a man known by many names--usually Marine, the Doom Marine, or occasionally Doomguy--but his actual history is murky, with some debate as to whether the stories all even connect to the same soldier. What’s known for sure is that the forces of Hell have been repelled many times by a lone space marine, and Doomguy--be he that lone space marine or not--is both very proficient at and very passionate about killing demons. With the Great Collide, the underworlds and demonic forces of every conceivable world are coming together. The Marine’s job is far from finished.CHECKSRoll 3d10and take the highest result for checks to identify demons and occult symbols or books.Roll 2d10 and take the highest result for attack checks made using firearms, feats of athleticism or pure physical strength, and checks to understand advanced or alien technology.Roll 1d10 for anything else.XPWhenever you do something incredibly bad ass, gain 1 XP.When your insatiable need to slay extraplanar evil at any cost causes bigger problems for you or your party, gain 3 XP.Whenever you prevent an otherworldly or demonic invasion, or stop an incredibly powerful evil from entering this world, gain 5 XP.YOU BEGIN WITHSpace Marine Armor: You possess a suit of high end space marine armor, which has been customized to fit your body and accentuate your already high end abilities. You can lift more, run faster, and punch with enough force to dent metal. Your suit accomodates you in outer space or underwater, adjusting your local gravity and providing breathable air while protecting you from the vaccuum--you move in zero G or underwater as if you were on land. Lastly, you receive a +2 on all attack and defense checks against undead, demons, and pure evil entities. You instinctively know if an entity meets these qualifications. This may be a function of the suit, but it’s probably just you.LEVEL UP CHOICESBerserk: You are able to tap into a deep seated and inhuman rage. You may activate this as a side action, and it lasts until the end of combat. While under the effect of this ability, roll 3d10 and take the highest result on any attack checks made with your fists, and roll 2d10 and take the highest result on any defense checks. However, while this ability is active, you are also affected by an incurable and unpreventable Rage status that ends when the combat does. This ability is shut off after you use it once.BFG9000: You possess the BFG9000, hailed as one of the most powerful anti-personnel guns ever built. After a brief charge up, it fires massive blasts of green plasma, dealing energy (rather than physical) damage. When you fire the BFG9000, treat one attack check as though you rolled a 10, and treat your target’s armor as though it were halved (rounding down). Shut this ability down the first time it’s used.Chaingun: You have acquired the Chaingun, a bulky multi-barreled automatic weapon akin to a gatling gun. It has an incredibly high rate of fire with surprisingly little spin-up time, though it eats through ammunition rapidly. When you attack with the Chaingun, you will do a guaranteed minimum of 5 damage before accounting for enemy defenses. If your dice roll and/or penalties would have you do less, round it up to 5. The third time you’re forced to round it up this way, however, shut the ability down.Plasma Gun:This futuristic weapon uses energy cells to fire blue and white bursts of hot plasma--the damage is considered energy, rather than physical. Its rapid fire and odd trajectory make it difficult to dodge, and its stream of fire helps cut straight through armor. When you deal damage to a target with the Plasma Gun, you also inflict the Armor Break status effect on them. If you roll a 6 or higher on an attack check with this ability, shut this ability off.Siphon Grenade: This grenade--specially designed to utilize receptors in your armor--creates a field on impact that siphons life force from the target and feeds it back to you. Whatever damage you deal with this weapon (after subtracting Defense Score) you recover in HP. If you hit multiple targets with it, you only get as much HP as you would from one. If you get back 5 or more HP at once with this ability, shut it off.Supercharge: By tapping into latent energies that your suit collected during its time in Hell (energies that may or may not be a human soul), you can briefly but dramatically increase your survivability. You can activate Supercharge as a side action; you immediately gain 10 HP, up to a total of 20 HP--double your normal capacity until the end of combat. If you have more than 10 HP at the end of the fight, your HP total is dropped back to 10. This ability is shut off the first time you use it.Super Shotgun: You have acquired the SSG, a sawed-off, break-action, double-barreled shotgun. It fires with short range but a wide spread, letting you attack up to 3 different targets at once without penalty, as long as they’re clustered together and within 20 feet of you. If you roll a 6 or higher on an attack check with this ability, shut this ability off.