Whats So Cool About Doom Patrol - Supernatural Doomed RPG

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What’s So

Cool About
DOOMED
Self
Loathing?
Make a Team
of Doomed Outcasts
Thatcher and Reagan are gone, but their racist
and homophobic policies live on as a shambling
beast called “neoliberalism.” The counterculture
is commodified and commercialized, sold in
department stores and available 10 for a penny
from newsprint music catalogues. Shit. Who are
we, anyway?

1. Give yourself a name that only you and your


friends call you. If you want, write down a name
that the norms and the fuckwits call you, but also
feel free to skip that shit.

2. Try to focus on the things you have left. Write


them down. Be as specific as possible.
• a tragic origin story
• a memento from someone who really cared
• a look or a wardrobe that you’ve worked
really hard on
• a weapon or superpower to fight against the
everyday
• a reason the mainstream can’t handle you

3. You had a normal life once—a time when you


no one noticed you (or, joy of joys, even cel-
ebrated you). Describe it in a couple words.

4. You have skills or interests beyond your old life


and your new tragically superheroic one. Write
down two that you’re best at or that you find
most interesting.
How to Do Stuff
(if you really have to)
When you do something uncertain or risky (like
resisting the temptation of the walking embodi-
ment of capitalism or just, like, making it through
a conversation with your ex-husband):

1. Tell everyone how you’re trying to address the


problem.

2. Roll two dice and add them together.

3. Add 1 for relevant advantages, such as:


• an applicable power
• a situational/geographical advantage
• esoteric knowledge
• looking cool

4. Subtract 1 for each disadvantage, such as:


• a traumatic association/memory
• superpowered opposition
• the backing of a powerful, shadowy orga-
nization
• you can’t figure out why to even bother

5. If your total is 8 or higher, you succeed, and


you and the GM figure out how the situation
changes in your favor. If your total is lower, the
GM tells you how things get worse for you (and
probably for your friends).
Listen, We Need to Talk
About Some Things
This shit just keeps coming. We punch out a bad
guy and find out he’s just part of a larger con-
spiracy. We try to go out for a “normal” dinner
and find a suburban mind control operation run
by extraterrestrial ants.

Even when we fail a roll, we don’t get time to


catch our breath and try again; it means things
escalate or we make a hard choice. Maybe
sometimes the GM gives you a bottle episode to
work through your feelings, but even that ends in
a cliffhanger.

But given all this (or maybe because of it), we


gotta stick together. We have to be there for
each other, you know? We’re all we have.
The Sex Ghosts
Monitoring the News
Issue an Alert!
1. People appear in a purple flash…it’s us! From
the future. Our closest friend has betrayed us,
and the world is fallen to ruin as a result. We
have to stop our buddy. But things might not be
as they seem; our future selves have holes in their
memories. Could one of them be at fault? Are
they even really us?

2. God’s second son, Harrison, has come into


his powers. Only this little bastard isn’t so hot to
sacrifice himself for our sin. Instead, he wants a
constant supply of pizza and the newest videog-
ame systems. Can we convince him to save us
all? Or does the lazy son of a deity actually have
a point?

3. We are all paired up. Like, for real, we’re


joined with each other in amalgamated bodies.
We have to pick and choose which skills we can
still call on while facing a new threat, Half Off,
who wants to combine people the world over
to stave off overpopulation (itself a neoliberal
myth). Can we work together? And what if we
like our new joined selves more than our old
ones?
4. This movie sucks! It’s literally absorbing its
audiences when aired on this newfangled digital
projection system, turning them into cyberzom-
bies stored on the Darker Web. Shit. I guess we
have to wade into, like, meta observations about
audience, auteurism, and the relationship of
author, text, and audience.

5. Retro-traditionalist normies have sanitized our


personal timelines, and now we’re stuck as our
“best selves,” at least according to them. Men
wear ties and go to work, women prepare the
meals, and anyone else is forced into these bi-
nary ways of living. Can we find our true selves?
Can we overthrow the normalizers? And can we
convince those of us who like it better here to
return to our freakish lives?

6. A classic villain no one remembers is back to


performing gimmick-based crimes. I guess we
should stop them. But their dumb gimmicks are so
effective on us, drenched as we are in irony and
dismissal. And maybe this villain has a point, you
know? Who’s really hurt by their crimes? Oh,
shit, I just got turned into a boardgame piece or
something.
SUGGESTED MEDIA
Doom Patrol by Arnold Drake & Bruno Premiani
(from which the art on page 6 is from)

Doom Patrol by Rachel Pollack, Linda Medley,


Ted McKeever, et al (from which most of the
other art was taken)

Doom Patrol (the TV show)

and I guess Doom Patrol by Grant Morrison,


Richard Case, et al (although parts certainly
haven’t aged well)

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