Post by Felix Falora on Feb 5, 2008 23:59:21 GMT -5
Full Name: Jack Cruiser
Nicknames: Marine
Age: ?? Late 20s, Early 30s
Height: ??
Weight: ??
Gender: Male
Race: Human
Alliance: Good
Home: Unknown, Earth
Franchise: Doom 3
Physical Description: Jack Cruiser is a muscular man with a rugged face, cold onyx eyes trained to look emotionless during his experiance in Mars, and black battlescarred hair. Despite carrying his weapons, he's put away his green marine armor away in Void City in order to show that he's friendly, though he doesn't look it. He wears a black shirt with people burning in Hell on it, blue jeans, and black combat boots.
Weapons:
(All weapon information found on Wikipedia)
Fists - The fists are mêlée weapons in Doom 3. They have almost no use in the game. When playing single player, they are only useful when using the Berserker powerup, as the flashlight does twice the damage, but also provides light. When playing multiplayer, fists can be used to steal weapons from other players.
Flashlight - The flashlight in lower levels can be used to attack zombies to conserve ammo. It has slightly shorter range than the fists when used in this way, but is about twice as powerful. Attacking an enemy stronger than an Imp is not recommended. On higher levels, the flashlight should be used to light up dark corridors only. Upon sight of an enemy, a more powerful weapon should be swapped out. The flashlight could also be used to attack corpses on the ground to check that it is dead so that it does not rise again as a zombie. In deathmatch, using the flashlight alerts other people to your whereabouts. Not included in Xbox Deathmatch.
Pistol - The first real weapon you get, the pistol is the classic semi-automatic gun in Doom 3. Comparatively weak but also very accurate. Headshots are more effective than body shots. It is considerably more powerful than the classic pistol, but often seems weaker, due to the fact that several of the weaker monsters have been “beefed up” compared to their classic counterparts. Best used to conserve ammo or as a backup weapon for when stronger weapons get close to emptying their magazines. In mid and close range, the machine gun is far more powerful, but the pistol is very accurate, so use it for enemies at long distance, or when you run out of ammo. But when they come closer, swap to something more powerful.
Shotgun - The shotgun of Doom 3 is a devastating close-range weapon. Due to its wide spread however, it is almost useless at long range, making it only useful for close encounters. It has a slow rate of fire, but the player can reload two shells at a time. Twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double barrelled shotgun.) This can effectively be used on almost any enemy. Not recommended for Hell Knights, Mancubi or bosses.
Machine Gun - The Machine Gun, also known as the MG-88 Enforcer, is a versatile weapon introduced in Doom 3. It has a big magazine size, high rate of fire, and great accuracy. It is useful against most demons up to the Cacodemon and especially useful against the Lost Soul. Its default key is 4. The Machine Gun uses ammo from Machine Gun magazines. It has very fast rate of fire, but less power in one bullet than the pistol. It should be used to mow down hordes of lesser demons or zombies. It can also be used for long-range work against enemies who are hiding behind cover. Take note that the ammo counter is on the weapon itself and not on the HUD. It is first found in Mars City Underground after unlocking the second storage locker from T. Brooks' computer. If not, it can be found in Mars City off of one of the Z-Secs.
Chaingun - The chaingun is the gun-of-all-seasons, to say the very least. High accuracy and rate of fire make it a good weapon to use in anywhere from close to far range situations against almost any low to mid-range foe. Even a Hell Knight can be taken down with this supreme piece of military technology. Albeit it has stupendous firepower at any length, both short and long range use is discouraged. Short range attacks mean possibly being taken down by a melee attacker (such as a tentacle Commando zombie) in a situation where you want to lay down a lot of pain in a split second (say, with a shotgun). Despite its incredible accuracy, long range combat is also discouraged because the chaingun has no splash effect damage, meaning that unless the target stands perfectly still or you just fire blindly in the targets movement range (which means wasting ammo), you are not going to do much damage. The best situation is a relatively slow monster that affords enough time to be taken down and requires a steady stream of fire to be taken down. Pinkys and Cacodemons come to mind, as does Vagary. Also, a group of Trites or Lost Souls can easily be taken down with some blind firing. When using the chaingun, take into consideration its two flaws. It does have a warm up period, albeit short, than can allow a quick opponent a chance to throw in a melee attack and soften you up for the kill. Secondly, only 400 rounds can be carried at any time for the chaingun, and its high rate of fire can mean running out of ammo really quick.
Grenades - The Grenade is a weapon in Doom 3. It is an explosive weapon, dealing splash damage. Grenades can bounce off walls but will explode on contact with a monster. It should be used in corridors to kill zombies around corners or behind cover. Do not use the grenade at close range, as the explosion can hurt the player.
Plasma Gun - A plasma gun is a trusty weapon indeed, and many have seen fit to call it the "projectile killer". The actual plasma shots themselves are very large and fire with an accuracy better than that of the chaingun (approximately 0.1 degrees of spread), making them ideal for taking out projectiles fired by other monsters. This means that if ample ammo is available to you, Imps, Revenants and even Mancubi are no longer a hassle. Take into consideration that this stratagem is NOT effective against the Cyberdemon's rockets and that it is easier to simply outrun them. The plasma gun also has a decent damage per shot ratio and a very good rate of fire. The only limitations would be the speed of the actual projectiles and the limit of the fifty round "clips". Employing the plasma gun should be done in short to medium quarters, albeit the accuracy of the weapon makes it relatively effective at long range as well, provided that the enemy is not moving much. All low range monsters make easy target practice for the plasma gun, albeit ammo should be conserved for higher end monsters such as the Revenant and Mancubus.
Rocket Launcher - The rocket launcher of Doom 3 is a powerful weapon that is first found halfway through the single-player campaign. It carries highly-explosive rockets and reloads quickly. Although it provides little boost for the player in single-player, it can be used for rocket jumping in multiplayer.
BFG-9000 - The BFG 9000 of Doom 3 is the ultimate gun. Based on Quake II’s BFG10K, the BFG (acronym for "Big Fucking Gun") shoots a slow-moving ball of green plasma that contains a small computer chip. This chip identifies and shoots rays at opponents before the initial explosion that will kill most demons near the blast. Shooting the chip induces a less than optimal explosion. This version of the BFG can be charged up (consuming up to all four charges in the gun) to deliver an even more powerful blast essentially capable of destroying any non-boss monster it makes contact with. If charged for too long, the gun will explode, killing the player. The ammo counter is located on the weapon.
Chainsaw - The chainsaw can be used as a last ditch attempt to survive when out of ammunition or as a means to dispatch zombies due to the fact the weapon has infinite ammunition like its classic counterpart. Usage on powerful enemies (such as (Pinky) Demons, Mancubi or Hell Knights) is not recommended as they will counter-attack the player, potentially causing heavy damage.
Soul Cube - The Soul Cube is powered with the life force liberated following any death, including humans and allies, at the hands of its current user. Five kills will leave the Cube ready and fully-charged, and it will then say, "Use us." An indication will be when the Cube is lit up at its five orbs (four on the side and one in the center). The Cube then displays a large intersecting collection of whirling circular blades, before zooming off to the target and damaging it with the said blade array. During its attack, the player's normal weapons replace its position at the helm. It also transfers the target's life force to the user, partially or completely healing any injuries the player may have, depending on the remaining hit points of the main target when the Cube strikes. The Soul Cube attacks intelligently; it always attacks the enemy with the largest amount of hit points within range, and homes in on the target. The damage per Soul Cube attack is 1000, and splash damage of 40 to adjacent enemies. The maximum health that the Cube can restore to the player is 100. The rate of restoration is 5 health points per interval, and two intervals per second. Only the boss demons, like Sabaoth and Cyberdemon, can hope to survive even a single Soul Cube attack (4 attacks to be exact to kill the Cyberdemon), and even then, the Cube still performs a life force transfusion. The Cube then retracts the array and returns to the user's keeping, until its wielder inflicts enough deaths to re-energize it. It should be noted that the life force absorption seems to be only needed to power the Soul Cube's movement and homing functions. When it is charged and idle, it occasionally displays its blades and spins for a brief period of time. The Soul Cube does not attack monsters that are unaware of the user's presence, nor does it attack living humans, as seen in Nightmare mode where the player receives it at the beginning of the game.
Abilities/Powers: None
Skills: Anything having to do with the military.
Personality: Determined and fearless, Jack Cruiser is your typical military soldier. He does not smile... EVER... and he never betrays any emotion. This is excluded, however, to when he finds a woman he likes. Then he can be pretty romantic and caring, showing actual attempts at smiling. However, with no woman he's interested in yet... He's still emotionless.
History: Jack Cruiser was sent in as a replacement for one of the guys the UAC lost. No one would've thought that when he was sent to bring Johnathan Ishii back from the Underground Communications Tower, he'd be a hero. Upon finding Ishii, he told Jack, "The Devil Is Real... I Know... I Built His Cage." Then all Hell broke loose. Something came from the transporters of Delta. Satanic marks were appearing everywhere and a spirit flowed through Ishii, making him a zombie. Using the pistol he had picked up from his locker, Jack made Ishii the first of many unholy victims. As he progressed, his mission to send a transmission to Earth's forces, he came across many different demons, weapons, and choices to make. A man known as Counciler Swann advised Jack against following Kelly's orders, saying it would cause a demonic invasion on Earth. Jack continued on, but in the end, he listened to Swann. It was evident, later, that Kelly was mutated and wanted a demonic invasion as Jack had to kill the mutated Kelly known as Sabaoth, armed with tank treads for legs, a mechanical arm, and a BFG-9000. It's also revealed that Betruger is behind everything, but after Jack kills the Cyberdemon using the Soul Cube, no one can find Betruger because he's in Hell. Another hero would eventually kill Betruger, but after being found by reinforcements from Earth that had seen the ruined UAC base, Jack was sent back to Earth where he found the dimensional rift and made his way into Void City, holding onto his weaponry and ammunition from Mars just in case.
Other: Because the hero in Doom 3 does not have a name, I'm naming him Jack and he shall be mine X3
Picture:
Ready to kill
Nicknames: Marine
Age: ?? Late 20s, Early 30s
Height: ??
Weight: ??
Gender: Male
Race: Human
Alliance: Good
Home: Unknown, Earth
Franchise: Doom 3
Physical Description: Jack Cruiser is a muscular man with a rugged face, cold onyx eyes trained to look emotionless during his experiance in Mars, and black battlescarred hair. Despite carrying his weapons, he's put away his green marine armor away in Void City in order to show that he's friendly, though he doesn't look it. He wears a black shirt with people burning in Hell on it, blue jeans, and black combat boots.
Weapons:
(All weapon information found on Wikipedia)
Fists - The fists are mêlée weapons in Doom 3. They have almost no use in the game. When playing single player, they are only useful when using the Berserker powerup, as the flashlight does twice the damage, but also provides light. When playing multiplayer, fists can be used to steal weapons from other players.
Flashlight - The flashlight in lower levels can be used to attack zombies to conserve ammo. It has slightly shorter range than the fists when used in this way, but is about twice as powerful. Attacking an enemy stronger than an Imp is not recommended. On higher levels, the flashlight should be used to light up dark corridors only. Upon sight of an enemy, a more powerful weapon should be swapped out. The flashlight could also be used to attack corpses on the ground to check that it is dead so that it does not rise again as a zombie. In deathmatch, using the flashlight alerts other people to your whereabouts. Not included in Xbox Deathmatch.
Pistol - The first real weapon you get, the pistol is the classic semi-automatic gun in Doom 3. Comparatively weak but also very accurate. Headshots are more effective than body shots. It is considerably more powerful than the classic pistol, but often seems weaker, due to the fact that several of the weaker monsters have been “beefed up” compared to their classic counterparts. Best used to conserve ammo or as a backup weapon for when stronger weapons get close to emptying their magazines. In mid and close range, the machine gun is far more powerful, but the pistol is very accurate, so use it for enemies at long distance, or when you run out of ammo. But when they come closer, swap to something more powerful.
Shotgun - The shotgun of Doom 3 is a devastating close-range weapon. Due to its wide spread however, it is almost useless at long range, making it only useful for close encounters. It has a slow rate of fire, but the player can reload two shells at a time. Twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double barrelled shotgun.) This can effectively be used on almost any enemy. Not recommended for Hell Knights, Mancubi or bosses.
Machine Gun - The Machine Gun, also known as the MG-88 Enforcer, is a versatile weapon introduced in Doom 3. It has a big magazine size, high rate of fire, and great accuracy. It is useful against most demons up to the Cacodemon and especially useful against the Lost Soul. Its default key is 4. The Machine Gun uses ammo from Machine Gun magazines. It has very fast rate of fire, but less power in one bullet than the pistol. It should be used to mow down hordes of lesser demons or zombies. It can also be used for long-range work against enemies who are hiding behind cover. Take note that the ammo counter is on the weapon itself and not on the HUD. It is first found in Mars City Underground after unlocking the second storage locker from T. Brooks' computer. If not, it can be found in Mars City off of one of the Z-Secs.
Chaingun - The chaingun is the gun-of-all-seasons, to say the very least. High accuracy and rate of fire make it a good weapon to use in anywhere from close to far range situations against almost any low to mid-range foe. Even a Hell Knight can be taken down with this supreme piece of military technology. Albeit it has stupendous firepower at any length, both short and long range use is discouraged. Short range attacks mean possibly being taken down by a melee attacker (such as a tentacle Commando zombie) in a situation where you want to lay down a lot of pain in a split second (say, with a shotgun). Despite its incredible accuracy, long range combat is also discouraged because the chaingun has no splash effect damage, meaning that unless the target stands perfectly still or you just fire blindly in the targets movement range (which means wasting ammo), you are not going to do much damage. The best situation is a relatively slow monster that affords enough time to be taken down and requires a steady stream of fire to be taken down. Pinkys and Cacodemons come to mind, as does Vagary. Also, a group of Trites or Lost Souls can easily be taken down with some blind firing. When using the chaingun, take into consideration its two flaws. It does have a warm up period, albeit short, than can allow a quick opponent a chance to throw in a melee attack and soften you up for the kill. Secondly, only 400 rounds can be carried at any time for the chaingun, and its high rate of fire can mean running out of ammo really quick.
Grenades - The Grenade is a weapon in Doom 3. It is an explosive weapon, dealing splash damage. Grenades can bounce off walls but will explode on contact with a monster. It should be used in corridors to kill zombies around corners or behind cover. Do not use the grenade at close range, as the explosion can hurt the player.
Plasma Gun - A plasma gun is a trusty weapon indeed, and many have seen fit to call it the "projectile killer". The actual plasma shots themselves are very large and fire with an accuracy better than that of the chaingun (approximately 0.1 degrees of spread), making them ideal for taking out projectiles fired by other monsters. This means that if ample ammo is available to you, Imps, Revenants and even Mancubi are no longer a hassle. Take into consideration that this stratagem is NOT effective against the Cyberdemon's rockets and that it is easier to simply outrun them. The plasma gun also has a decent damage per shot ratio and a very good rate of fire. The only limitations would be the speed of the actual projectiles and the limit of the fifty round "clips". Employing the plasma gun should be done in short to medium quarters, albeit the accuracy of the weapon makes it relatively effective at long range as well, provided that the enemy is not moving much. All low range monsters make easy target practice for the plasma gun, albeit ammo should be conserved for higher end monsters such as the Revenant and Mancubus.
Rocket Launcher - The rocket launcher of Doom 3 is a powerful weapon that is first found halfway through the single-player campaign. It carries highly-explosive rockets and reloads quickly. Although it provides little boost for the player in single-player, it can be used for rocket jumping in multiplayer.
BFG-9000 - The BFG 9000 of Doom 3 is the ultimate gun. Based on Quake II’s BFG10K, the BFG (acronym for "Big Fucking Gun") shoots a slow-moving ball of green plasma that contains a small computer chip. This chip identifies and shoots rays at opponents before the initial explosion that will kill most demons near the blast. Shooting the chip induces a less than optimal explosion. This version of the BFG can be charged up (consuming up to all four charges in the gun) to deliver an even more powerful blast essentially capable of destroying any non-boss monster it makes contact with. If charged for too long, the gun will explode, killing the player. The ammo counter is located on the weapon.
Chainsaw - The chainsaw can be used as a last ditch attempt to survive when out of ammunition or as a means to dispatch zombies due to the fact the weapon has infinite ammunition like its classic counterpart. Usage on powerful enemies (such as (Pinky) Demons, Mancubi or Hell Knights) is not recommended as they will counter-attack the player, potentially causing heavy damage.
Soul Cube - The Soul Cube is powered with the life force liberated following any death, including humans and allies, at the hands of its current user. Five kills will leave the Cube ready and fully-charged, and it will then say, "Use us." An indication will be when the Cube is lit up at its five orbs (four on the side and one in the center). The Cube then displays a large intersecting collection of whirling circular blades, before zooming off to the target and damaging it with the said blade array. During its attack, the player's normal weapons replace its position at the helm. It also transfers the target's life force to the user, partially or completely healing any injuries the player may have, depending on the remaining hit points of the main target when the Cube strikes. The Soul Cube attacks intelligently; it always attacks the enemy with the largest amount of hit points within range, and homes in on the target. The damage per Soul Cube attack is 1000, and splash damage of 40 to adjacent enemies. The maximum health that the Cube can restore to the player is 100. The rate of restoration is 5 health points per interval, and two intervals per second. Only the boss demons, like Sabaoth and Cyberdemon, can hope to survive even a single Soul Cube attack (4 attacks to be exact to kill the Cyberdemon), and even then, the Cube still performs a life force transfusion. The Cube then retracts the array and returns to the user's keeping, until its wielder inflicts enough deaths to re-energize it. It should be noted that the life force absorption seems to be only needed to power the Soul Cube's movement and homing functions. When it is charged and idle, it occasionally displays its blades and spins for a brief period of time. The Soul Cube does not attack monsters that are unaware of the user's presence, nor does it attack living humans, as seen in Nightmare mode where the player receives it at the beginning of the game.
Abilities/Powers: None
Skills: Anything having to do with the military.
Personality: Determined and fearless, Jack Cruiser is your typical military soldier. He does not smile... EVER... and he never betrays any emotion. This is excluded, however, to when he finds a woman he likes. Then he can be pretty romantic and caring, showing actual attempts at smiling. However, with no woman he's interested in yet... He's still emotionless.
History: Jack Cruiser was sent in as a replacement for one of the guys the UAC lost. No one would've thought that when he was sent to bring Johnathan Ishii back from the Underground Communications Tower, he'd be a hero. Upon finding Ishii, he told Jack, "The Devil Is Real... I Know... I Built His Cage." Then all Hell broke loose. Something came from the transporters of Delta. Satanic marks were appearing everywhere and a spirit flowed through Ishii, making him a zombie. Using the pistol he had picked up from his locker, Jack made Ishii the first of many unholy victims. As he progressed, his mission to send a transmission to Earth's forces, he came across many different demons, weapons, and choices to make. A man known as Counciler Swann advised Jack against following Kelly's orders, saying it would cause a demonic invasion on Earth. Jack continued on, but in the end, he listened to Swann. It was evident, later, that Kelly was mutated and wanted a demonic invasion as Jack had to kill the mutated Kelly known as Sabaoth, armed with tank treads for legs, a mechanical arm, and a BFG-9000. It's also revealed that Betruger is behind everything, but after Jack kills the Cyberdemon using the Soul Cube, no one can find Betruger because he's in Hell. Another hero would eventually kill Betruger, but after being found by reinforcements from Earth that had seen the ruined UAC base, Jack was sent back to Earth where he found the dimensional rift and made his way into Void City, holding onto his weaponry and ammunition from Mars just in case.
Other: Because the hero in Doom 3 does not have a name, I'm naming him Jack and he shall be mine X3
Picture:
Ready to kill