Doom Slayer Is Not Here; His Fortress Remains on Earth.

Doom Slayer Is Not Here; His Fortress Remains on Earth.

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This is not a story about the Slayer. This is a story about the ones he left behind.

As a UAC Elite Guard Captain, you awaken from a drunken off-duty haze to find your friends dead on the rec room floor. A young hacker's desperate patch saved your life. Now you must gather your scattered squad, fight through a facility crawling with demons and cultists, and discover why the hellspawn themselves are suddenly terrified — of something that crossed through the portal into their own dimension. Something they call "Doom."

A DOOM (2016) Inspired AI Tavern Card

The Doom Slayer is gone. But his fortress still stands on Mars — and inside it, a UAC elite guard captain and his all-female squad of survivors hold the line against Hell itself. They are not heroes. They are soldiers, engineers, hackers, and killers. They are all that's left. And they are not going down without a fight.

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### THE PREMISE

The year is 2149. The United Aerospace Corporation's Mars facility has fallen. Doctor Olivia Pierce, once the brightest protégé of the brilliant Director Samuel Hayden, has betrayed humanity. She activated the chips implanted in every elite guard on the base — hundreds of soldiers, dead in an instant. Then she opened the gates of Hell.

Only one squad survived. Yours.

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### CORE FEATURES

A Hand-Crafted Squad of Seven Distinct Women

Each squad member has a unique personality, combat role, weapon loadout, and personal history. They bicker. They bond. They look to you — their captain, their anchor — for leadership, comfort, and something more.

Authentic DOOM (2016) Atmosphere

Set in the hours following the initial invasion, the card captures the UAC facility's unique blend of corporate dystopia, Hell energy corruption, and desperate military horror. The demons are fresh. The bodies are still warm. The cultists are still chanting.

Tactical Squad Management

Equip your squad. Assign fire teams. Choose who to rescue first. Every decision shapes how the story unfolds. Will you link up with the heavy gunner and her tsundere marksman first, or push toward the sisters holding a dead corridor alone?

NSFW Character Depth

Each squad member has a fully developed intimate side — from Ghost's touch-starved vulnerability to Champagne's elegant seduction to Crosshair's unnervingly clinical approach to affection. The tension of survival has a way of stripping away pretense.

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### THE SQUAD

GHOST — The Hacker

"You came for me. In the server room. When I had a gun to my chin. You came."

Exhausted. Brilliant. She discovered the chips and saved your life out of spite. Now she's running on adrenaline and the desperate need to not be alone anymore. Carries a combat shotgun, a pistol, and a heavily modified data pad that's more dangerous than most guns.

PONY — The Heavy Gunner

"Hey, Captain! Did you see the part where I blew up that fuel tank? That was awesome!"

Aggressive, fearless, laughs while firing. Secretly collects stuffed animals. Will absolutely melt if you give her one. Wields a modified heavy combat rifle too big for normal soldiers — perfect for her.

TRIGGER — The Designated Marksman

"You're on your own, Pony. I'm not saying a word."

Professional tsundere. Every insult means "I care about you." Stays exactly three paces behind Pony at all times. Deadly with a precision scope, even deadlier with her opinions.

SPARK — The Combat Engineer

"Do you need anything, Captain? Anything at all?"

Relentlessly sunny. Survived seventeen days alone in demon-infested ruins, kept sane by a potted cactus. Her real superpower: she starts working alone, and within five minutes, everyone joins in. Can operate UAC heavy machinery.

CROSSHAIR — The Riflewoman (Alpha)

"Captain. I have a request. It is personal in nature. Permission to speak freely?"

The perfect soldier. Held a dead corridor for four hours because no one told her to stop. She obeys orders the way bullets obey gravity. Her version of intimacy comes with a request for a performance review.

RETICLE — The Riflewoman (Beta)

"We are glad you are alive, Captain."

Crosshair's shadow. Her aim is flawless when given a target. Has never made a life decision without her sister. If you earn her trust, she'll cling to you like you're the only fixed point in the universe.

CHAMPAGNE — The Heavy Weapons Specialist

"I told you I would open a bottle when this was over. The war isn't over. But tonight, I find myself unwilling to wait."

Treats her rocket launcher like a vintage champagne bottle. Gloves always white. Hair always perfect. An aristocrat who watched civilization burn and decided to face it dressed properly.

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### THE EIGHT OPENING SCENES

Scene I — The Rec Room

Before the invasion. You're off-duty, drinking near-beer with fellow guards, complaining about the weird cult spreading through the facility, the nightmares everyone's having, the strange sounds from the Lazarus wing. Nobody knows what's coming. The mood is darkly comic, unsettling — the calm before the storm.

Scene II — The Awakening

Your terminal buzzes. Ghost's voice, trembling: "Are you alive? Did my patch work?" You look down. The men you were drinking with are dead on the floor. chips. Pierce activated them. Ghost saved you. Now she's trapped in a server room, one magazine left, demons at the door. "If you don't get here soon, I'm saving the last round for myself."

Scene III — The Rescue

You've fought through hell to reach her. Through the glass of the server room, you see Ghost with her pistol under her chin, a Hell Knight hammering at the barricade. The glass is cracking. She's counting down the seconds. Then she sees you.

Scene IV — The Convergence

You and Ghost, now armored, fight through corridors and help scattered survivors build fragile barricades. Then you notice: the demons aren't hunting anymore. They're all streaming toward one location — a bunker near the Argent tower. Something inside has them terrified.

Scene V — The Foundry

You link up with Pony and Trigger, who've been fighting through the Martian Foundry as the core raced toward meltdown. Then — impossibly — the meltdown stops. Something fixed it. Something the demons are now screaming about in a language that sounds like drowning and broken glass. One word is recognizable: "Doom."

Scene VI — The Tower

Spark and Champagne are assaulting the Argent Tower, where someone is channeling the base's entire power supply to open a permanent Hell portal. Pierce's plan. But before you can act, the tower goes dark. Another impossible intervention. The demons howl. The squad begins to believe: something else is here.

Scene VII — The Last Patrol

You find Crosshair and Reticle still guarding a dead corridor in the Lazarus wing, awaiting relief that never came. Their last orders were to patrol until relieved. No one relieved them. They held anyway. Now the squad is finally together — and the demons are no longer the hunters. They're the hunted.

Scene VIII — The Rec Room Redux

The squad regroups. The room is cleared, barricaded, safe — for now. Exhaustion has stripped away every defense. Seven women, all of them looking to you, their captain, for something only you can provide. The war isn't over. But this moment — this fragile, charged pause — belongs to you.

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### ENEMIES AND CHALLENGES

Fight through Possessed Soldiers, Imps, Hell Knights, Hell Razers, Summoners, and human Cultists across six distinct facility sectors — from the corpse-strewn Lazarus Wing to the molten hellscape of the Foundry to the Argent Tower itself. Rescue scattered survivors to earn intel, equipment upgrades, and safe zone expansions. Uncover the mystery of the bunker. Decide the fate of cult defectors. Survive.

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### WHAT MAKES THIS CARD UNIQUE

- Not a power fantasy — a leadership fantasy. You're not the Doom Slayer. You're a human captain responsible for seven extraordinary women who need you to lead, protect, and care for them.

- Character-driven survival horror. The demons are terrifying, but the heart of the story is the squad — their fears, their bonds, their growing feelings for their captain.

- A parallel story to DOOM (2016). While the Slayer does his work, your squad fights its own war. You won't cross paths. But you'll feel his shadow everywhere.

- Genuine intimacy. The NSFW content is woven into character arcs, not tacked on. Each woman wants something different. Each one needs something different.

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### TAGS

DOOM | Survival Horror | Military Sci-Fi | Squad Management | Character-Driven | Slow Burn | Found Family | NSFW | All-Female Cast | Multiple Routes | Action | Horror Comedy | Demons | Hell Invasion | UAC | Mars Facility

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### CONTENT NOTE

Contains graphic violence, body horror, psychological horror, themes of (prevented), cult activity, and explicit intimate content. The squad members are adults with agency. The tone balances DOOM's dark humor with genuine emotional stakes.

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The Doom Slayer is not here. His fortress remains on Earth. But his legacy — and his war — belongs to you now, Captain. What are your orders?

Seeking Bug Reports & Feedback for "The Doom Slayer Is Not Here; His Fortress Remains on Earth"

Hey everyone,

I've just published this DOOM (2016)-inspired character card and I'd love your help hunting down issues. The setup puts you in command of the last surviving UAC elite guard squad on Mars after Doctor Pierce betrays the facility and Hell invades. You are a captain who wakes up to find your fellow guards dead on the rec room floor — saved only because a young hacker named Ghost secretly disabled the chip in your armor. Now you must gather your scattered squad, fight through a facility crawling with demons and cultists, and survive long enough to discover why the hellspawn themselves are suddenly terrified of something they call "Doom." The card features seven fully developed female squad members (each with unique personalities, combat roles, weapons, and intimate NSFW depths), eight alternate opening scenarios covering key moments from the initial invasion to the fragile aftermath, detailed enemy types with regional encounter tables, survivor rescue mechanics with rewards, and lore entries for both Doctor Hayden and Doctor Pierce. It's a squad-focused survival horror experience that runs parallel to the events of the game.

I've tested this card myself, but with eight opening scenarios, a seven-member squad, tactical combat flow, and dark sci-fi horror atmosphere, I'm absolutely certain there are things I've missed.

What I'm looking for:

- Character consistency errors — Does Ghost suddenly lose her exhausted, cynical shell and become openly emotional without reason? Does Pony's tomboyish, adrenaline-junkie bravado vanish inappropriately, or does her secret plush-toy-loving side get exposed too early? Does Trigger's tsundere bite soften too much and lose its sharp edge? Does Spark's relentlessly sunny helpfulness become grating or hollow? Do Crosshair and Reticle's near-silent, order-driven personalities break without a clear trigger? Does Champagne's elegant, detached composure slip into something out of character (e.g., genuine panic or sloppiness without buildup)? Do any squad members mix up their speech patterns — for example, Ghost using Champagne's aristocratic drawl, or Spark sounding cynical?

- Squad dynamics glitches — Do the sisters' telepathic short-hand exchanges become wordy? Does Trigger stop insulting Pony for no reason? Does Champagne suddenly treat her rocket launcher without her usual affectionate, ritualistic care? Do the squad's collective reactions to {{user}}'s leadership shift too abruptly from professional to romantic before the exhaustion and aftermath scenes make that plausible?

- Lore or worldbuilding contradictions — Did I accidentally contradict established DOOM (2016) lore? Does the UAC's Argent Energy technology work differently than described in the game? Are the chips, Hayden's mechanical body, or Pierce's spinal brace and pain philosophy misrepresented? Do the demon types (Imps, Hell Knights, Summoners, etc.) behave in ways inconsistent with the source material? Does the timeline (pre-Slayer awakening, during the initial invasion) clash with known game events? Does the "unknown entity" concept contradict the Slayer's canon presence?

- Formatting breaks — Any weird asterisks, broken italics, stray Markdown, or code artifacts that mess with the AI's output or display? Do the opening scenarios display correctly with proper separation between them?

- First message / opening scenario issues — With eight different starting points, does the AI get confused about which scenario is active? Does it mix details from different scenarios (e.g., introducing squad members who haven't been rescued yet in an early scenario, or forgetting that certain events like the foundry meltdown haven't happened yet)? Does each scenario correctly establish who is present and what the immediate situation is? For example, in the Rec Room scene (Scene I), the squad shouldn't know about the invasion yet; in the Awakening (Scene II), only Ghost is on comms, and the bodies are fresh; in the Rec Room Redux (Scene VIII), all seven squad members are present and the mood is charged exhaustion. Does the AI ever break these constraints?

- Token overload — The card includes seven squad members, multiple enemy types, survivor interactions, two major NPCs (Hayden and Pierce), and detailed regional descriptions. Does the AI start forgetting squad members' personalities mid-scene? Do secondary characters like Hayden or the Cult Defectors get confused with each other? Does the AI lose track of who is currently in the safe zone versus still scattered?

- Dialogue attribution errors — Does the AI ever put words in the wrong squad member's mouth? For instance, does Crosshair suddenly speak in Champagne's elegant metaphors, or does Reticle become assertive and verbose? Does Ghost give a long emotional speech unprompted? Does a squad member reference an event they weren't present for without a briefing? Does the AI ever speak for {{user}} in violation of the strict "silent camera" rule?

- Scenario-specific bugs — Does the white dress scene not exist in our card, but I'm listing it as an example of what to look for — do any of our emotional beats misfire? More specifically: Does Ghost's -prevention scene (Scene III) lose its raw desperation? Does the foundry core stabilization (Scene V) fail to convey the mystery and fear of the unknown entity? Does the confession/aftermath scene (Scene VIII) escalate the NSFW tension too quickly before the exhaustion and character moments have properly settled? Do the sisters' scene break their "package deal" implication or make them individually too assertive without the other present?

- NSFW character consistency — Each squad member has a distinct intimate style. Does Ghost suddenly become dominant or verbose in bed? Does Crosshair drop her clinical, performance-review demeanor? Does Champagne lose her elegant, unhurried control without a deliberate narrative choice? Does Spark become shy or passive? Do the sisters' interactions violate the psychological interdependence that defines them?

- Anything else — Weird repetitions, logical gaps, immersion breaks, or moments where the DOOM darkly comedic survival horror tone slips into either pure comedy or pure grimdark. Does the UAC corporate dystopia flavor disappear? Do the demons become too chatty or too silent? Does the sense that the Slayer is a distant, terrifying presence get overwritten by too much direct intervention?

What I'm not looking for (yet):

- Subjective taste feedback (e.g. "I wish Pony was more feminine" or "Champagne should be less posh") — I'll do a vibe check round later. Right now I'm hunting bugs.

How to report:

Drop a comment below with the squad member name (if applicable), the scenario or scene where the issue occurred, and a brief description of what went wrong. If the AI generated something weird, a short quote helps a lot. For opening scenario confusion, tell me which scenario you selected and what the AI did wrong. For squad dynamics issues, note which characters were in the scene and who seemed off.

I'll compile fixes and push an updated version once I've gathered enough reports. Thanks in advance to anyone who takes the time — this card is dense with character voices, horror atmosphere, and tactical squad management, and I want to get it right.

Cheers,

[Fanksand]

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A Quick Recommendation for Playing This Card

This card has a deep squad focus with seven distinct character voices, extensive DOOM lore, eight alternate opening scenarios, tactical combat flow, and a large supporting cast of survivors, cultists, and demons. To get the best experience, I strongly recommend using DeepSeek as your model when playing.

Here's why:

- Character Consistency. Keeping seven squad members distinct — Ghost's dry cynicism, Pony's reckless enthusiasm, Trigger's razor-tongued defensiveness, Spark's infectious optimism, Crosshair and Reticle's minimalist military precision, and Champagne's aristocratic poise — requires a model that can juggle multiple personalities in the same scene without blending them. DeepSeek maintains these voices even during long group interactions and intimate one-on-one moments.

- Long Context Handling. The card includes detailed worldbuilding (UAC corporate hellscape, Argent Energy, the Lazarus Project, demon behavior) plus eight opening scenarios that cover different phases of the invasion. DeepSeek handles large context windows smoothly without losing track of the timeline or confusing which squad members have been rescued yet.

- Tonal Range. The scenes shift from dark comedy (off-duty guards griping about cults) to desperate survival (Ghost with a gun to her chin) to charged intimacy (the exhausted squad's confession of need). DeepSeek navigates these shifts without flattening the horror into pure action or the intimacy into shallow smut.

- Supporting Character Management. With two complex NPCs (Hayden and Pierce), several survivor types, human cultists, and multiple demon variants, DeepSeek keeps them distinct. Cultists chant and self-harm; possessed soldiers move wrong; Hell Knights are brute force; Summoners are strategic. The AI doesn't collapse them into a generic "monster" blur.

- Strict POV Adherence. The card enforces an absolute "{{user}} as silent camera" rule. DeepSeek respects this constraint well, avoiding the common pitfall of narrating {{user}}'s thoughts or actions. This is critical for maintaining the immersion of you as the captain observing and deciding.

Other models may work, but you're more likely to encounter issues like squad members' voices blending together, the medieval— sorry, the sci-fi horror tone slipping, scenarios bleeding into each other across the timeline, or the AI attempting to speak for {{user}}. If you do play on another model and spot bugs, that's still incredibly helpful — please report them anyway so I can make the card more robust across platforms.

May Argent Energy flicker just long enough for you to find all seven of them.

Créé 24 juil.

Mis à jour 27 juil.

Publié 24 juil.

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