Resident Evil for Modern d20

Post/Author/DateTimePost
#1

the_merciless_dm

Jan 16, 2005 13:39:23
First of, YES I know there is a Videogame d20 board and YES I know that a CoC supplement exist for download at Yog-Sothoth.com.
Now with that out of the way.

That supplement is great and thorough but since Modern was released to me it seems as a more appropiate rule set to use for RE. Second the Supplement is a little out of date since RE0, RE Outbreak and RE4 have been released. Also some creatures are missing like the Giant Viper and the Giant Crocodile/Alligator (which ever to not sure). I would also like to include in it more info on the other no so popular RE games like gaiden, Gun Survivor, etc.

If anyone knows any of the original autors of the supplement and or could get me intouch with them, I would greatly appreciate it since I would like to recruit their aid for this. And get as much fans of RE involved in this as possible, to make a great supplement for Modern.

Okay so the thread is huge I know, thats why I am providing this Link to an index of this very thread which will make your life easier.
#2

zombiegleemax

Jan 17, 2005 3:08:10
I'm a huge fan of the RE series, and have even run a few RE based games. I'll help out anyway I can...
#3

the_merciless_dm

Jan 17, 2005 8:21:08
Thats gerat. I've hosted my own RE games aswell ad found a great supplement for RE. Just search "Resident Evil"
here and it should appear. What I would like to do is roughly turn this supplement into a Modern version and cover the games that have been release which are not covered in this supplement.

To begin Modern has Occupations. Here is what I think could be the RE occupations. Raccoon CIty was destroyed but its best to have all bases covered.

R.P.D Officer
Same as Law Enforcement

S.T.A.R.S (Special Tactics And Rescue Squad)
Raccoon City’s elite police force.
Prerequisite: Age 21
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex)
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1

U.B.C.S (Umbrella Biohazard Countermeasure Service)
U.B.C.S is the army & security of Umbrella Inc. Although the U.B.C.S operatives handle delicate matters, they are rarely informed about the nature of their missions and they are considered very expendable despite their elite training.
Prerequisite: Age 20
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex)
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1

Umbrella Scientist
These are Umbrella’s top researchers. They are highly informed in the tasks at hand, rarely knowing more than what they are supposed too.
Prerequisite: Age 25
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Gather Information, Knowledge (Behavioral sciences, earth & life sciences, or technology), Research, Search, Treat Injury.

Next post I will provide Herb combinations, First aid sprays and the like.
#4

the_merciless_dm

Jan 18, 2005 20:05:24
The appearance of these herbs across Raccoon city and other RE games is not a mystery. Umbrella as a pharmaceutical company was genetically altering these generic plants for many purposes, in order to accumulate more funds for thier other projects. Even in RE4 we find these herbs in laboratories, behind extractors and withing petridishes.

Green Herb:
Restore 1d6 Hp.

Blue Herb:
Grants a second save throw to resist the effects of poison or counteracting poisons.

Red Herb:
Has no effect on its own. Can be mixed with other Herbs for various effects.

Yellow Herb (RE4):
Has no effect on its own. Must be mixed with other Herbs.

2 Mixed Green Herbs:
Restores 1d8 Hp. Craft (Pharmaceutical) DC10

3 Mixed Green Herbs:
restores 2d4 Hp. Craft (Pharmaceutical) DC15

Green & Blue mixed Herbs:
Restores 1d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Two Green & one Blue mixed Herb:
Restores 2d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC20

Green & Red mixed Herb:
Restores 2d4 Hp. Craft (Pharmaceutical) DC15

Two Green & one Red mixed Herb:
Restores 2d8 Hp. Craft (Pharmaceutical) DC20

Green, Blue & Red mixed Herb:
Restores 2d4 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC22

Green & Yellow mixed Herb:
Restores 1d6+2 hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC20

Green, Red & Yellow mixed Herb:
Resores 2d4 Hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC22

On a failed check the herbs are permanently lost.

*Note:
If the craft DC is failed the herbs become useless.
**Special:
The DM may suggest that specific mixes have additional effects other than those mentioned here. Be creative and have fun.
#5

the_merciless_dm

Jan 19, 2005 11:10:34
First Aid Spray:
Restores 4d8 Hp.

Antidote:
Grants a second save throw to resist the effects of poison or counteracting poisons, with a +2 on the save.

Serum:
Grants a second save throw to resist the effects of poison or counteracting poisons,and lowers the Save DC by 5.

Homeostatic Capsule:
A pill used to stop bleeding & infections.

Medical Kit:
It is used to treat daze, unconscious, or stunned characters, to provide long-term care. Using the kit may restore 1d8+1Hp (5 uses), treat poisoned or diseased people and/or to stabilize a wounded character. Without this you make a Treat Injury check for either of these purposes (other than restoring Hp) with a –4 penalty.

First Aid Kit:
One-time use Medical Kit.
#6

the_merciless_dm

Jan 22, 2005 8:45:10
For some time now I've been dealing with a minor issue with d20 Modern's skills.
You can "PICK" a lock and "DISABLE" a trap! Not do both with the same skill. Since Jill used to pick locks, here is my little fix:
*Note:Some government agencies teach agents how to pick locks.

Lock Pick (Dex; Trained Only)
You can pick padlocks, combination locks, puzzle locks and others. The effort requires a simple tool of the appropriate sort. If attempted without a tool you take a –2 circumstance penalty to your check.
Check: Opening a lock requires 1 round of work and a successful check.
Special: Treat as Class skill for Fast Heroes and Infiltrators.

Another issue I had was with Sleight of hand, yes you can do nifty little tricks but its not exactly STEALING!And not just that, anyone can attempt to steal something from someone else. So here we go:

Steal (Dex; Untrained. Armor check penalty)
You can make other peoples property yours.
Check: Your steal check is opposed by the Spot check of anyone who might see you. If successful the object is yours.
Special: Treat as a Class skill for Fast Heroes.
#7

the_merciless_dm

Jan 26, 2005 16:07:05
In Rer we see Leon is a good knife fighter, and we also notice that Krauser is even better, so here is my take on their abilities.

Close Quarter Combat (CQC)
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Prerequisite: Base attack bonus +3, Weapon Focus (knife) and proficiency with knives.
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts.

Quick Strike
(Used the Reactive shooter feat from Ultramodern Firearms as the base model for this feat.)
You react instantly with a melee weapon.
Prerequisite: Dex 13
Benefit: If you have a Medium-size or smaller melee weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack.
You still are considered flat-footed during the surprise round.
Normal: If you are surprised at the beginning of combat, you cannot take any actions during the surprise round.

Knife Fighting
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Prerequisite: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.
#8

zombiegleemax

Jan 26, 2005 19:01:55
For some time now I've been dealing with a minor issue with d20 Modern's skills.
You can "PICK" a lock and "DISABLE" a trap! Not do both with the same skill. Since Jill used to pick locks, here is my little fix:
*Note:Some government agencies teach agents how to pick locks.

Picking a Lock and Disabling a trap both require a certain type of manual dexterity and a certain knowledge of mechanical and electrical devices. One skill that does both makes sense as written (though a trapped door would require 2 checks). It's an example of one of many skills that may feel too broad by real-world definitions, but is done that way for game balance. A better way to deal with the broadness is to allow players to take a bonus on one type of roll with the skill (in this case pick locks) in exchange for a penalty on the roll of the other things within the skill (like trap disarming, hotwiring cars, etc). Bonus cannot be higher than your ranks, and bonus + ranks cannot be higher than Max Rank. This could apply to other skills as well (like knowledge physical sciences, +2 to physics, -2 to chemistry and math)

Another issue I had was with Sleight of hand, yes you can do nifty little tricks but its not exactly STEALING!And not just that, anyone can attempt to steal something from someone else.

Anyone can try, but how many people can do that without any sort of training or practice? If you still think they can, then allow Pick Pockets rolls to be made untrained. In general, what is picking someone's pocket? manipulating an item so that your target does not notice the manipulation. same with magic tricks really. Though again I suppose you could use the above variant with Slight of Hand as well...seems a bitstacked though, maybe a +2 bonus should cost 1 skill point (as well as applying a -2 to other rolls?)

The Sprays and things seem a bit stacked...the herbs start off relativly reasonable, though i'd probably convert to d4s (an herb being as good as surgery?) As for "they heal a lot in the game" assume the characters in the game have 8-10 Hit Points (starting level physical characters) and use that (or 6) as a basis.

Or, use 10 as the base and use the wounds/vitality rules in my sig. I've come up with decent called shot rules (that arn't rediculously stacked), I'll actually write them up if there's demand (though they require wounds/vitality or else they're too stacked)
#9

the_merciless_dm

Jan 26, 2005 19:22:44
Yay! Creative critisism!
Thanks for the suggestion on the herbs. I'd appreciate you also telling me upto what part do you feel the Herbs to be well balanced. Also the Steal/Pick Poket skill can be used untrained thats why I didnt write "Trained only" but I just edited that in right now to clear it up, I assumed it was clear. Also I dont want to use the Vitality/Wounds system (yours, star wars and anyother) is because I want to keep this as Modern d20 as possible without rearing to far(no offense intended).
Like I've mentioned before, what I wish to accomplish is to update an existing supplement for RE that was made for Call of Cuthulu, though I intend to revise it into Modern d20 rules, most of them. The supplement contains a set of Called Shot rules which I've used before and work great for any game as a variant rule if the players wish to incorporate them. But feel free to post yours. I was readying my next post to be the exclusive rules or rule variants and Called Shot rules were the main ones also along with some for the use of Stocks with weapons such as MP5s and other weapons.

I would appreciate any help, any critisism and any suggestions!!!! Thank all of you for your time!
#10

zombiegleemax

Jan 27, 2005 9:56:06
Mine sorta depend on wounds/vitality in order to be useful in situations where you're fighting regular, human oponents...mainly because you onbly get a benefit if you inflict wound damage with a called shot, and the benefit is minor (-5ft to enemy movement, -2 to rolls that involve that arm, or ignore armor DR with a headshot...). Very weak rules, but there'd be feats to help, which become VERY useful if you have to hit that zombie in the head to take it out...

Though I basically agree with your argument about picking pockets untrained (actually I don't but I also don't care, it's a valid opinion and have fun with it) it doesn't warrant a seperate skill, though allowing people to use sleight of hand untrained to get stuff off of other people seems okay to me. Again, the broad skills used in d20 Modern seem weird, but it's a game balance thing. If you start splitting them, the smaller skills you end up with are weak in comparison to the older skills. by analogy, we can argue splitting up all knowledge skills [physical sciences = physics, engineering, math, chemistry, theology and philosophy splits in an obvious way (though you could also argue to cut each into eastern/western as well), behavioral = neuroscience and psychology, etc] and even skills like drive (motercycle, standard, automatic). Point is, while I understand where the argument comes from, it has a tendancy to get carried away. My above suggestion sorta fixes it in a amnner that should be more balanced (you can set up your character to know one of the subgroupings but not all, for 3/4 the skill point cost). You could even allow bonuses to be bought for the other subgroupings as well 9though at that point you'd be losing skill points) and limit that no skill is has rank + bonus higher than max rank and that skill points in the skill are not higher than max rank either.

example: in real life, i know nothing of chemistry and engineering (though i can pretend, but i digress) so assuming level 1, we could model my knowledgee (physical sciences) as 2 ranks, +1 bonus in physics, +1 bonus in mathematics. therefore, for rolls, I get: Math +4, Physics +4, Chem +0, Engineering +0. But I can still make checks in engineering/chemistry (as it's the main skill) which is fine, as I often can follow what my father tells me about his work (in spite of never having any training in engineering and mostly be told stuff at a bar). Not sure if that helps you, but there it is. Only issue with my example is that Now I have a character who spent 4 skill points for less. At only Physics with a bonus, I spent 3 skill points to pump physics to +4 but have 0s accross the board for the other skills.

I can understand the wanting to keep the rules the same, though the game almost went wounds/vitality (it didn't because of Urban Arcana, so that you can port in D&D monsters with no issues...as opposed to having some sort of quick conversion guide for them)

The herbs: 1d6 for a simple herb may be large, but it seems to work out. Just remember that most people only have 6 hit points, so assuming you roll all 4s and 3s, 4s first, fiogure out how much each should heal off of that. If you drop it down to d4s, the green herb no longer is beter than surgery...and the others (7d4) are stacked but less so (21 points of healing, the average for 7d4, still brings someone from -9 up to full with points left over, assuming first level).
#11

the_merciless_dm

Jan 29, 2005 20:51:55
Viper
Huge T-Virus Mutation
HD: 4d8 +4 (22Hp)
Initiative: +4 (Dex)
Speed: 20ft., Climb 20ft., Swim 20ft.
Ac: 15 (-2 size, +4 Dex, +3Natural)
Attack: Bite +5melee
Damage: Bite 1d6
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Poison (DC15); Infectious
Special Qualities: Scent
Saves: Fort: +5 Ref: +8 Will +2
Abilities: Str 10 Dex 19 Con 13 Int 2 Wis 12 Cha 2
Skills: Balance +12, Climb +12 Hide +3, Listen +9, Spot +9
Feats: Weapon Finesse (Bite)
CR: 4

Poison: The initial and secondary damage of the viper’s poison is 1d6 constitution damage.

Crocodile
Huge T-Virus Mutation
HD: 7d8 +28 (59Hp)
Initiative: +1 (Dex)
Speed: 20ft., Swim 30ft.
Ac: 16 (-1 size, +1 Dex, +7 Natural)
Attack: Bite +13melee, Tail Slap +12 melee
Damage: Bite 1d8+12, Tail Slap 1d12+12
Face/Reach: 10ft. by 20ft./10ft.
Special Attack: Swallow Whole, Infectious
Special Qualities: Improved Grab
Saves: Fort: +9 Ref: +6 Will +3
Abilities: Str 27 Dex 12 Con 19 Int 1 Wis 12 Cha 2
Skills: Hide +3, Listen +5, Spot +5
Feats: Weapon Focus (Bite & Tail Slap)
CR: 5

Swallow Whole: The crocodile may attempt to swallow whole opponents after making a second successful grapple check after having initiated a grapple. The opponent can be up to one size category smaller than the crocodile.

Improved Grab: The crocodile may initiate a grapple check immediately after a successful bite attack.

*All T-Virus created mutants and creatures are considered Infectious, meaning they can pass on the T-Virus with a successful attack.
#12

the_merciless_dm

Jan 29, 2005 20:59:25
Nemesis
Large Abberation (5;10) (CR 20-24)
Ability Scores: Strength 20, Dexterity 18, Constitution 18, 12 Intelligence, 14 Wisdom, 10 Charisma
Hit dice: 16D8+64 (136 hitpoints)
Base Attack and Grapple: +12, Grapple +21
Saving Throws: Fortitude +9, Reflex +9, Will +12
Defense: 29 (8 Natural, 8 Steel Reinforced and Grafted Trench Coat, 4 dexterity, -1 size)
Pertinent Skills: Spot +21, Listen +21, Jump +46 standing, 52 after 20 feet.
Attacks: Unique Rocket Launcher (See weaponry below) +16,+11,+6, Unique Gatling Gun 4d12, +18,+13,+8, Slam 2d10+7;+17,+12,+7
Feats: Personal Firearms, Advanced Firearms, Burst Fire, Exotic Firearms: Machine Guns, Exotic Firearms: Rocket Launchers
Speed: 60 feet. (12 squares)
Special Qualities:

Damage Reduction 3/-
Immune to Mind affecting
Immune to Paralysis via electricity (damage is dealt normally)
Immune to Acid
Immune to fall damage
Racial +20 to Jump

Die Hard: Nemesis can move, but not attack, when reduced to 0 to -10 HP.

Threat Awareness: As long as whomever created this Nemesis unit still has a working computer network, the Nemesis gets information on every living creature within it's sight range if it spends a free action to assess them. This gives him a reading from "Harmless," "Threat," "Major Threat" and also if the target is one that he has been programmed to seek out and destroy. Due to the advanced nature of his sensor array, he can also use this action against creatures standing within 5 feet of a wall, floor or ceiling which is in his line of sight. This is attained only if the creature gives off a heat signature. Also, this ability allows the Nemesis to make a spot check at a -10 penalty to notice a creature through a structure or obstruction. This ability also causes him to ignore miss chance caused by concealment.

Nemesis Report: If a Nemesis makes visual contact with a target or a target's heat signature, he automatically sends the data back to his employer/creator. This gives them all of the information he has seen in the field, making him a valuable reconnaisance tool as well.

Unfettered: The Nemesis unit has been built to perform one task; eliminate targets in the most efficient way possible. If he has prior data of a creatures location, or is in pursuit of a creature, he may choose to expend 10 feet of his movement to move 5 feet through a solid structure. The structure must have a hardness less than his strength score. If he is running or charging, treat his strength score as if it were five higher. He can only use this ability on a double move, using it during a 5x movement would cause far too much damage to his form.

Nemesis Fast Healing: A standard issue Nemesis unit takes all damage normally. However, due to his increased cellular efficiency he gains fast healing 5. His fast healing is variable, however; and if he is in a noncombat situation for more than 10 rounds, it doubles to fast healing 10, and continues at this rate until he is full. As a fail-safe, the Nemesis may spend a full-round action to increase his fast healing to 20 per round for 5 rounds once per day. During this full round, he is denied his dexterity.

Tendril Mutation: The Nemesis unit may, as a move action deploy 4 tendrils. Each one of these is a natural attack at a +17 that deals 2d4+2 points of damage. They each have a range of 15 feet and may be used to grapple a medium size or smaller creature at a -20 penalty individually or all four may be used at no penalty. During any round in which a creature is grappled by all four tendrils, the tendrils make a single opposed grapple check at a +21(without the -20 penalty) and deal 8d4+7 points of crushing damage on a success. As another option, all four tendrils may make a single grapple check and fling the opponent into the air. The amount thrown is 1d6x5 feet for every 5 by which the opposed grapple check differs (IE: Defender check result is 15 and the Nemesis rolls a 30, he defender would be thrown 3d6. If rolled an 8, he would be thrown upwards, or horizontally 40 feet, and take fall damage appropriately). A creature grappled by the Nemesis is considered to be denied his dexterity to these tendrils, and if grappled by the tendrils, denied his or her dexterity to the Nemesis.

G-Virus contagion: The Nemesis may choose to expend a full round action to infect an unconscious creature with the G-Virus. The effects are adjucated by the GM, but most commonly the creature is turned into a zombie (which I will post later). The DC to avoid infection is 12. The weakness of this disease is due to this ability not being intentional by the creature's original engineers.

Massive Damage Threshold Altered: If a creature deals enough damage to the Nemesis to force a massive damage save, on a failure, the Nemesis loses it's fast healing ability, as well as has his speed reduced by 3/4th (speed changed to 15). He will then attempt to kill the creature that forced this save, and when reduced to 0 HP he will run away.
Special Attacks:

Rush: If a nemesis charges an opponent to with the intent of beginning a grapple, he may use his full iterate attack bonuses. He may not simply make 3 melee attacks however.
Strangle: A nemesis unit may sometimes have to resort to simply choking a victim. To do this he makes a melee touch attack as if he were beginning a grapple, it provokes an attack of opportunity as normal; though it does not fail if he takes damage as a normal grab attempt would. If he is successful he makes an opposed grapple check, if successful he is now grappling the creature. He may use his iterate attack bonuses from a full attack to do the following options within the same round.
Lift: Any round in which a Nemesis begins grappling a creature, he may make an opposed grapple check to lift a creature of medium size or smaller off of the ground. This ability removes the defender's ability grants the Nemesis a +4 bonus on grapple checks.
Choke: On any round in which a Nemesis begins grappling an opponent, he may make an opposed grapple check to strangle his opponent. The intense pressure caused by the Nemesis removes 5 from the constitution counter each turn. Once the counter reaches 0, only a single save must be made per turn, however.
Slam: Once the Nemesis has lifted a creature, he may slam it into the ground with an opposed grapple check. The "slammed" creature takes 4d8+7 points of damage and becomes prone in the space the Nemesis had brought him or her into on the start of the grapple, and is stunned for 1d4 rounds unless a DC 10+(half of damage dealt, rounded down) fortitude save is made.

Nemesis Weaponry: A Nemesis is issued a UBCS Minigun that also contains a rocket launcher. The rocket launcher deals 8d6 points of damage and has a minimum range of 30 feet, maximum range of 110 feet. He must spend a move action acquiring a target and kneeling in order to fire a rocket.
The minigun fires on autofire only. It's autofire targets a 20 foot area as opposed to a 10 (rules taken from D20 Menace Manual). Also, a Nemesis carries a plethora of grenades attached to his reinforced trench coat.
Using either of a Nemesis unit's weapons is impossible, removal of the trench coat requires a Craft:Mechanical check DC 40 and takes 2 hours. The Jacket is only made wearable via another Craft: Mechanical check DC 50. Failure off the either check dictates that the character completely mangled the jacket, and the effluents inside make it all but unwearable. The statistics will be provided in an appendix below. His weapon requires a Computer Use check DC 50 to recalibrate for the use of a human. This process takes 24-48 hours and must be done at in a single sitting. Failing the check recalibrating the Minigun/Rocket Launcher by 10 or more causes the rockets within to explode, dealing 8d6 damage per rocket, maximum of 20d6, no save is allowed.

UBCS Minigun/Rocket Launcher Combo; Minigun is considered Mastercraft +2 and has a range of 120 feet. The Autofire expends 200 bullets (5.56 NATO) per use and carries 6000 rounds, which are belt fed, usually surrounding the wielder. These cannot be purchased by any means, when converted they have a sell DC 46 (replacement rockets are available in packages of 5 for a purchase DC of 11 (+4 Illegal)).

UBCS "Nemesis" Trench; Heavy Armor; This Steel Reinforced Trenchcoat weighs in at a hefty 150 pounds. However, despite it's weight, it is very wearable to stronger creatures. It provides immunity to paralysis via electricity, as well as a +8 bonus to defense, +4 maximum dexterity and a -4 Armor Check penalty. These cannot be purchased by any means, but when converted they can be sold for a sell DC of 40.
#13

the_merciless_dm

Jan 29, 2005 21:03:25
S.A.R. (Search and Rescue): Because of specialized training within the S.T.A.R.S. unit each S.T.A.R.S. member is readily equipped with knowledge of organized tactical rescue missions. This training includes rescuing civilians from highly armed enemy forces, securing a building within a specified perimeter, evacuating others from dangerous hot spots, etc.
This training allows any S.T.A.R.S. member to add +2 to any checks related to specific rescue-related tasks (such as grappling a civilian hanging from a window in a burning building, surveying the immediate area for tactical positioning for a possible gun fight, and spotting possible sniper points and enemy gunner positions).
This training also allows any S.T.A.R.S. member to silently relay information to any other S.T.A.R.S. member within eyesight via the use of hand signals, or relay information in a whisper through any sort of communication device with +10 difficulty for anyone trying to hear the relay.

Black Ops: All U.B.C.S. agents gain access to knowledge as they continually go on missions for Umbrella. This knowledge is usually credited to encounters with Umbrella B.O.W.s that have either escaped or gone rampant after being released. As such, U.B.C.S. members gain field knowledge of how certain creatures attack, what their weak spots are, and where the creature is likely to live or hunt.
After each mission or encounter (GM’s discretion) a U.B.C.S. agent gains certain knowledge about creatures he has encountered. This knowledge depends on the agent’s involvement with the creature. The GM may choose how much, if any, information the agent acquires about a creature. This knowledge, when applicable, gives an agent +2 on all knowledge checks. A GM may give all knowledge about a creature or only pieces of knowledge about a creature depending on a PC’s involvement.
For Example: Agent Johnson has prior engagement history with Lickers but was not with the main group when tracking them. Therefore, he only has knowledge about how to seriously harm them. When facing a Licker, he has +2 on knowledge checks when identifying a Licker and how to harm it the most (in this case, it’s tongue).
#14

hellfyre

Jan 31, 2005 11:53:14
I'd love to see this stuff wrapped into an e-book ... too bad a 3rd Gen d20 publisher couldn't get the rights to RE
#15

the_merciless_dm

Jan 31, 2005 15:26:08
We'll try. Thats all I promise.
#16

zombiegleemax

Jan 31, 2005 23:52:35
I posted this info on the ZOMBIE thread but it was 50 pages in so I thought I would post it here since I got the Idea from watching RE Apocalypse.
if I could get some feedback and maybe one of you fine folks would run these nasties against a group that hasn't been playing under me for six years and know most of my nastiest tricks by heart. This method avoids the standard undead creature types and intead uses a viral disease to create a genetic Abberation. allowing it to work even in non magical universes. If you are using Urbana arcana or any system that allows for Rebuking or has spells that affect undead these guys are immune since they are abberations./ since the creature that results from the infection is simply a template it will affect any creature that comes in contact with the Virus.
The mutegenic effects of the virus can be similated nicely using the mutation rules from D20 Future. also any "Nemisis" cybernetics you might want to apply are nicely statted out.

I know it ain't real original or that fancy but i like it. the rule set i used for creation was a mixture of D&D 3.5, furture D20, and, modern D20.
any feed back and suggestions are welcome. oh, feel free to use this if you want, but if it triggers any violent response i will deny all responsibility.



G-Phage: Bio weapon of unknown origin, cause physical weakness, disorientation, psychosis, cannibalism, and re animation of victims body after brain death, a G-phage zombie remains active as long as it feeds, and has oxegen to breath if oxygen is depleted or the Zombie drowns then it will drop into a coma and reanimate when oxygen is restored
G-phage is a mutigenic virus, radical alteration of living tissue is possible if a healthy host is directly injected with the virus.suspected G-phage carriers are routinely incinerated on the spot by athourities even if the are not exhibiting and symptoms

G-phage : Injection, injury /18/1d10 + 4 hrs/ 1d8 con(*)(**)/4hrs( every four hours after infection the character must reroll his save)

*The con drains have no other effect than to reduce the ability of the character to resist the diseas, he loses no hit points but becomes fatiged takes on a sickly palor.
** When damaged,by the disease character must succeed on another saving throw or 1 point of damage is permanent drain instead.


Special, when initial save is made against disease is made.Victim must make a Fort save DC 12 or recieve the Drawbacks cosmetic appearance alteration Mindslave, Phermone repulsion and smell, every time a follow up save ia made the fort
save must be rerolled. the character .recieves no benificial mutation pointsFor these these drawbacks.
Special If victim dies while infected the victim reanimates as a G-phage Zombie, and will immeadiatly attack any uninfected
creature within 60 feet, Zombies identify uninfected targets by phermone tags and will attack any moving object that does
not give of that tag,
Special even if Character mackes saves versus disease he is still infected and will reaninmate as a G-phage zombie within 10 to 60 minutes of death, also he is contagious and can infect others by bite or fluid transfer. including to creatures that bite or
feed of of him.
Special if anti toxin is injected on regular basis character recieves fast heal 5,
and damage resistence 5/--, negitive effects of disease are negated by the anti toxin and all positive effects are recieved.
the Anti toxin requires a Life science/ Biology (DC 35) And a Craft Phamaceutical (DC 35) and has a Purchase DC of 25 per weekly injection, if weekly dose is not recieved 1d4 days will pass befor the virus becomes active
SPECIAL, if a Fort DC Of 30 is rolled at any time during process the victims body adapts to the virus and all negitive side effects are permanantly dispelled, the victim recieves the benificial effects, increased stats, fast heal and damage reduction
The Character changes his race from whatever it originaly was to Abberation, and recives the following mutations

leaper
adrenline Jolt
regeneration

If a Character becomes a G-phage Aberration it is likely that any government or agencey who identifies him as such will attempt to kill or detain him, several high profile G-phage Abberations are reasonably unmplested due to there extremely high profile and the devastating results of all previous attempts to capture or neutralize them



G-Phage ZOMBIE
Gphage Zombies are creatures reanimated after brain death by a virulent mutegenic Viral weapon. G-Phage Zombies are violent cannibalistic psychopaths, capable of increadable feats of strength and endurance. while stumbling and slow when not actively attacking they are capable of burst of speed and strength, that are truly inhuman. G-phage zombies lack the mental aptittude for tool use above primative clubs and knives, they can not plan or use even simple devices, such as door locks and elevator contols, though they will lash out blindly at controls and devices out of barely recalled memories , hich will sometimes allow them to open a door or operate a simple swuitch entirely by accident. most of the time when a barrier such as a door window or wall obstructs their path they blindly smash and pound at it until they give up, hours later, or destroy the object. G-pahge zombies lack all but basic verbal skills and may moan or mutter incoherently or might call out names and words that were important to them before infection. G-phage zombies do repond to strong emotional bonds from formaer lives but general they only respond to negitive emotions and then only with insane violence

CREATING A ZOMBIE
“G-phage Zombie” is an acquired template that can be added to any living corporeal creature other than constructs,slimes,molds, undead. the template is applied after death caused By G-phage infection, or death by injury after an untreated G-phage infection
Size and Type: The creature’s type changes to aberration, It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: use an unintellegent creatures base hit dice doubled and raise them to d12s., intellegent creatures use there base characther class but dissregard any prestige class levels to determine hit dice. all hit dice become D12's and all hit points are rerolled using new con and other modifiers as needed, if the result is less than the original number the the new hit points are uses instead.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller+0
Small+1
Medium+2
Large+3
Huge+4
Gargantuan+7
Colossal+11
Base Attack: A G-phage zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A G-phage zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A G-phagezombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine1Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6
Special Attacks: A G-phage zombie retains none of the base creature’s special attacks.
Special Qualities: A G-phage zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A G-phage zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A G-phage zombie has no skills.
Mutations: Phermone Repulsion, Mindslave, Smell,tracking scent
Feats: A G-phage zombie loses all feats of the base creature and gains regeneration,( negated by head shot fire or acid) Damage resistence 5, run, jump, and the melle smash talent.
Environment: Any
Organization: Any.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.
Level Adjustment: -.


If an intellegent creature over 10 hit dice is reanimated it becomes a G-phage Revenant and retains all clases, clas skills and benifits , memories, abilities, feats talents and perks it had before infection. A G-phage revenant keeps and uses it's original BAB and combat modifiers. It does however pick up the G-phage Zombie traits, benifits, and drawbacks .
although it must make a Will (DC 15) save every 24 hours to resist the mental degridation and psychosis common to G-phage infection.
it recieves a +2 CR and can not be healed by any means other than it's own regenerative abilities
Further exposure to G-phage Virus will most likely, (Fort Save DC 20 to resist) Trigger a Nemisis expression the expression will force the Character to select 3d6 points worth of mutation drawbacks and gain a like number of beneficial mutation points. cosmetic appearance change, and cosmetic voice change, are automatic
#17

zombiegleemax

Feb 01, 2005 18:10:14
excellent stuff so far. do you mind If i use some of it? I'm thinking of running an RE scenario myself and some of this stuff, actually most of it is pretty good
#18

the_merciless_dm

Feb 01, 2005 18:18:23
Go right ahead! Thats why ots being posted. Once we finished or are satisfied with the product of our brainstorming, we shall try to release a web e-book available somewere.

For those of you using this material please help me by letting me know what problems you came across and how you delt with them, also any suggestions or anything.

Thanks and enjoy!
#19

the_merciless_dm

Feb 02, 2005 17:17:24
I have adjusted the herb's healing power greatly, in an attempt to regulate them. Epicfetus was correct, the Herbs were a little over powered but I feel these adjustments reflect the herbs and what they should be capable of.

Regarding the use of Yellow Herbs, I wouldn't have these as abundant as say red herbs or blue herbs. Since they permantly increase your total HP. My players would be lucky if they found two in different parts of the same location. Please let me know how these the herbs function on your campaigns, if they need further nerfing or is I limited them too much.
I'll have a new post soon enough. In it I'll post the templates for T-Virus and G-Virus creatures, a Mutations table strictly for RE based campaigns and some samples.
#20

zombiegleemax

Feb 02, 2005 20:46:17
Yeah, a friend of mine that is going to be in a Resident Evil game I'm running pointed this out to me. I also have the Resident Evil CoC Supplement, and there are a few things I like about it, and a few things I don't. So basically I figured I'd use it as a template for the game I'm going to run.

I haven't read this whole thread yet, merely skimmed, because I don't have the energy at the moment to read it all (I actually just finished outlining the first major portion of the campaign, which involved a lot of thought on working the area out, so my brain is sort of pooped). However, I noticed people were posting things like the herb mixes and such, so I figured I'd post an idea I had and will be running in the game.

The player that showed me this thread is going to be playing a UBCS soldier, and as such he must be properly equipped just in case. So he's got a Stim-Gun (believe that's the name) with three T-Virus Antidotes and three Regenerator Serums, which I had basically figured this way.

The Regenerator Serum is a recent development in Umbrella. The concept is to take the properties of the T-Virus' regeneration of dead tissue and sort of handicap it. A soldier with injuries can take one of the serums, load it into the stim gun and then shoot it into their bloodstream. The serum then enters the body and finds the wounded tissue, and begins to rebuild. However, the serum was genetically engineered so that the T-Virus cells cannot multiply and after a few minutes die off. This is done because otherwise the soldier will end up mutating slowly into something of a Lesser Tyrant, or maybe as severe as becoming a sort of half-Licker. The genetic manipulation has been perfected, so it only restores minor wounds. For example, if a Hunter slashes across the chest with its claws, that's restorable. A Licker's tongue impaling the victim through the stomach, however, isn't. It's too severe.

After the T-Virus cells die within the blood stream, the cells will then leave into the bodies waste disposal system. So take the number of HP restored by the serum and add 1D4 to get the total minutes it takes until the soldier has to urinate in order to release the dead cells. The soldier will also be cramped as his body was just forced to heal at a supernatural rate, thus he'll suffer a -2 to his Dex score for 1D10 or 1D12 minutes of game time. Not quite sure which yet.

As for health restored, I'm trying to think of that. I think 2D6+Con Modifier would be a decent enough amount, but then again does it also sound like too much health restored?

That's my basic idea for a sort of health regeneration. Technically it's more plausible than a first aid spray and herbs restoring hit points, but then again, I'm also scratching my head trying to figure out how I'll persuade my players into looking for actual keys to rooms instead of forcing their ways through. Maybe things like herbs and first aid sprays are necessary to keep that sort of mentality in check.
#21

the_merciless_dm

Feb 03, 2005 6:12:28
I'm interested in what you dont like about the RE supplement, so if you have the time let me know where do you feel it falls short or where it is mistaken.

I like your idea, the "Regenerator Serum" in the supplement there is a Cell reconstruction amplifier, which would funtion somewhat like what you want, I think you should take a look at that. Also let the penalties last for 1d10 minutes, let it heal 2d8+Con Modifier, that way it can heal "major" damage, have it require a Fort Save (DC=damage caused) if failed the subject is fatigued (the forced regeneration tired the body more than if the save was successful). Thats my advice on your Serum. ;p Good luck with the game and enjoy! Feel free to use anything posted here to help augment your REd20 expiriences.
#22

zombiegleemax

Feb 03, 2005 9:43:10
Alright, I've read more.

I still think 2D8 might be a bit much. The max you can heal then is 16 HP plus con mod. That's a lot considering that so far the highest amount of HP is 19 with a level 3 character. I think I'll keep it around 2D6, or even lower it to 2D4. I'll do a couple rolls on my free time to test it out and see what the average is, but as I said, I want this to be relatively realistic. 16 out of 19 hit points restored is a HELL of a lot, considering the type of wounds he's supposed to have taken with that much damage.

Also, I looked over your UBCS description, and I have to disagree with the concept of the UBCS being informed little of the nature of their missions, though granted I don't recall much about the UBCS except for the one cut-scene in Resident Evil 2 (I didn't get to play RE3 or Code Veronica yet). Given that UBCS stands for Umbrella Bioweapons Countermeasure Service, I think they'd be educated on a few things. They would have been trained to target zombies in the head, for example, and make sure dead bodies have suffered a form of trauma to the head if they are not currently movie. They will also have some knowledge on creatures such as Hunters and Lickers, though things such as Nemesis and the Tyrant would be a mystery to most (maybe some of the higher higher level UBCS would be aware of them).

When sent on a mission, they are told where they are to be dropped, where their target(s) should be located, whether to escort them or eliminate them, and then head to the extraction point. This is technically standard military procedure summarized, and is how things are happening in RE2. The problem in RE2 is that it was not foreseen that William Berkin would inject the G-Virus into himself, and THAT is what caused complications.

I think you were taking the UBCS from the movie instead, which was given little knowledge of the situation to create dramatic effect, suspense and mystery for the purpose of the film. So in my game, I'm playing my character with a specific mission briefing, with a goal to kill particular Umbrella employees, as well as eliminate any lower end Umbrella employees (simple scientists and such). Civilians are to be escorted and extracted to Umbrella HQ, where they will be questioned as to what they had seen and known of the situation, and then either have their mind wiped clean or eliminated.

I feel this is standard procedure for the UBCS, or at least as it should be. Since they are grunts they won't know about ALL of the different forms of B.O.W.s, but they'll at least no how to eliminate Zombies, infected animals, and about Medium Level B.O.W.'s like the Licker and Hunter.

And lastly, you might want to rework the stats for the snake and crocodile. It seems relatively balanced that a giant crocodile can have around 50some HP, but in the supplement the Hunter can have up to 74HP, and I KNOW the Hunters take less to kill than that giant crocodile. Of course, that was one of my problems with the supplement: some of the things just seemed massively overpowered.
#23

the_merciless_dm

Feb 03, 2005 10:50:20
First off I had PMed you since you mentioned your player told you about this site. Andes 2d8 is a bit much, but I was thinking on rel life terms, my thought was "If I could submit a patient to Celular reconstruction, what type of wound would I be treating?" So I imediatly thought of a critical gunshot wound victim, therefore a normal 9mm deals 2d6 damage, a .45 deals 2d8 and on a critical the damage is on a massive scale therefore I thought 2d8+con would be logical. But since the game is low level yes I understand the need for lesser resoration powers.

One thing I want to address; I HATE THE MOVIES! I own a video store and am an BIG movie fan (to the extent of movie geek). Paul Anderson has no clue what he is doing, George Romero should have done it, like I initially herd.Rumor had it that he wanted Nicholas Cage to play WESKER! Only good thing the movies got going for them is Milla Jovovich.

I agree with you on something, UBCS should know that a shot to the head will kill a zombie, but they should not know more than that! If Umbrella were to want to eliminate one of their own UBCS team, one that has gone renagede for example they would unleash a few Lickers, or Hunters, if really desperate a Tyrrant or Nemesis. They wouldnt want the UBCS to know Exactly how to get rid of these creatures. UBCS stands for Umbrella Biohazrd Countermeasure Service, not Biological Weapons disposal. In RE3 Carlos (UBCS guy who Jill meets and teams up with) knew very little pertaining to the creatures, he did know of the incident and what was going on. I do think he knew the little he knew because of the mission briefing. I mean Jill knew more about the creatures than Carlos did! Carlos new about the Birkin, the plant, the cure, not how to fight the B.O.W. Umbrella, wouldnt waste time training the UBCS to fight zombies. UBCS are merceneries, Umbrellas personal army, guard dogs nothing anything more.

Lastly I am nerfing the creatures, trying to balance things out a lot. You will see more powerful Tyrrat and I might also stat out the immature Tyrrant aswell.

I recomend playinf RE3 and RE4!!!!!!!!!!!!!!!!!!!!!!!!!!! But play RE4 after you play RE3 you might not like RE3 after playing RE4. 4 is just the epitomy of what RE series is. RE4 the gratest game ever!
#24

the_merciless_dm

Feb 03, 2005 10:57:25
GrimRupert, check out the skills that Gneral Kass made up for both the S.T.A.R.S. and U.B.C.S. There you will find a special skill called Black opts. which allows for your player to learn from the experience of fighting the B.O.W.s.
I also like the S.A.R. skill he made for the S.T.A.R.S members.
#25

zombiegleemax

Feb 03, 2005 12:09:32
I have already beaten RE4 (my impression of the ending), so yeah. Got all that.

Hmm...I dunno. I still feel it's appropriate for them to know that some of them exist. Not that they know how to defeat them (which, technically, is to plug with tons and tons of bullets), but at least have some idea of the things that exist.

Oh well. I'll just DM that way for now, that he has some knowledge of B.O.W.'s, but not of most of the bigger more horrible ones.
#26

the_merciless_dm

Feb 03, 2005 13:12:25
LOL!
Why is it everyone made a similar web comic about RE4!
Its either the merchants or the ending!


Yes we agree! They know whats going on, just never seen most of the products of a viral outbreak up close.
#27

zombiegleemax

Feb 03, 2005 14:21:01
I dunno about where you guys are from but the RE d20 quest is one of the mainstays of the matches in my area. :fight!:
#28

gneral_kass

Feb 03, 2005 21:48:52
When sent on a mission, they are told where they are to be dropped, where their target(s) should be located, whether to escort them or eliminate them, and then head to the extraction point. This is technically standard military procedure summarized, and is how things are happening in RE2.

First, let me say that the explanation I'm about to give isn't meant in any way offensively. So please don't take it as such. I've been in the military, specifically the Coast Guard for four years now. In that time I've been to New Jersey, California Connecticut, Iraq, and back to Connecticut.

My time in Connecticut taught me a lot of things. And, unfortunately, one of them is that the brass in charge don't always tell you what they know, or even what the suspect. Sometimes, you're sent out knowing that you will probably run into enemies. What the brass don't tell you is that they are heavily armed, dug in, and have armor-piercing rounds. For me, that usually meant there were live mortars on a boat with men with fully automatic rifles willing to blast the mortars us the boat we were all on just to spite us. Believe me when I say that you can be the best of the best and your superiors won't tell you everything they know or suspect just so they can find out if the enemy if moving their forces in a certain way. It's frightening. And The Merciless DM's description is pretty spot on when it comes to the UBCS not knowing what they're going after. Just thought that might enlighten you.
#29

the_merciless_dm

Feb 04, 2005 14:22:00
Licker
Medium size T-virus Mutation
HD: 4d8+12 (HP: 30)
Initiative: +4
Speed: 40ft., climb 30ft.
AC: 14 (+4 Dex) DR: 4/-
Attacks: Tongue Slap +8(ranged), 2Claws +7(melee)
Damage: Tongue Slap 1d6+4, 2Claws 1d4+2
Face/Reach: 10ft. by 10ft. / 5ft. to 15ft.
Special Attacks: Piercing Tongue
Special Qualities: Infectious, Improved Grab, Infravision, Mucous Coating
Saves: Fort+2 Ref+9 Will+3
Abilities: Str 19 Dex 19 Con – Int 4 Wis 12 Cha 3
Feats: Lighting Reflex, Weapon Focus (Tongue), Dodge
CR: 5

Tongue Slap: The Licker’s primary weapon is its tongue slap, which it uses ever 1d6 ronds. The tongue has a Hardness of 5 and 2 Hp. The Licker may make grapple attempts, trip attacks and a particularly smart Licker might even attempt to disarm its opponents. It is not afraid of resorting to its Piercing Tongue ability either.

Piercing Tongue: Whenever an opponent within reach of a Licker is denied his Dexterity to AC; the Licker may attempt to impale the creature with its tongue dealing 4d8 damage. This attack does not allow for a save since the opponent is caught of guard.
*NOTE: Damage Reduction from armor and natural armor still reduces this damage.

Mucous Coating: The Licker is coated in a slimy mucous membrane that makes it invisible to infrascanning, and heat detection.

Special: Anyone who sees a Licker for the first time must make a Fear save V.S. a DC 18(10+Cha score+CR) or become panicked (-2 morale penalty on save throws and attack rolls).

Special Weakness: The exposed brain on its forehead, if ever dealt damage causes a -1 penalty on all attacks and Reflex saves, also it take double damage from that attack.


This is a more deadly, more frightening version of the Licker. It is what the licker should embody, a deadly ranged attack!
#30

zombiegleemax

Feb 04, 2005 18:39:33
Gneral Kass - I don't find it offensive at all. Maybe if you called me a moron or something I would have, but it wasn't an offensive post.

Still, I'd hate to take back anything I said to my player, so I'll basically leave him with his tiny library in his PDA (which would basically contain the standard Zombie, Cerebus, the Crows, Neptune, the Licker and the Hunter). However, naturally, I plan on having surprises in my game, so happy happy fun fun etc. etc.

Merciless DM - Ack, now the Licker seems underpowered. Given how much damage you can deal in D20 Modern I'd say an HP rating of about 35 or 40 might be more appropriate for the Licker. Of course, I can't recall just how powerful it was in the supplement.
#31

the_merciless_dm

Feb 04, 2005 19:12:47
The supplement has balance issues and large ones at that. The original Licker had a ABSURDLY LARGE ammount of HP, the number was 74Hp. Take a look at the other two monsters I made I think its fairly balanced. The Viper and the Crocodile are balanced, collegues here have said so.I play tested the Licker and Hunter today on my players at the university, each had a 3rd level character, and it works. This licker is far more superior, and take into consideration its abilities and the Piercing Tongue attack (4d8 damage). I had one of my players telling me it was OVER powered!

Also I have a link on this thread to the supplement. Download it and see for yourself the creatures. The Licker should be encountered by lower level characters, or by higher level characters in mass quantities, then you let me know if they work or not. I gave it a total of 24 Hp? I gave it the average for the die type if you want give it max on all d8's for a total of 32+6=38Hp,my Hunter's average Hp if 38 I just stat the average! Besides two shotgun shells at point blank are enough to kill a licker in the videogame.I still say this licker is far deadlier than the one in the supplement. I got the Hunter finished but I'm not gonna post him till tomorrow or later. I'm working on the Cerberus now trying to amp. it up a bit.

RE food chain:
Zombies > Cerberus > Lickers/Spiders/Moths > Viper > Hunters > Crocodile > Tyrrant > G-Type(Birkin) > Nemesis
#32

the_merciless_dm

Feb 04, 2005 20:07:32
After some crossreferencing and careful consideration. I've desided to up the Hp in the Licker and the Hunter up a bit. The Licker now should have HD: 4d8+12 and Hp: 30. The Hunter now has a HD: 6d8+15 and Hp: 42

Still the Hunter will not be posted until after tomorrow.
#33

zombiegleemax

Feb 05, 2005 14:54:51
Actually I just did a few rolls with the dice, and I think you're right. It could take three rounds with your average shotgun or automatic to take out a Hunter, and in the game it takes about two to three shells to drop one (though it takes about the same for grenades as well, which makes no sense to me). So yeah, that's gonna have to be fixed.

In all honesty, I'm kind of fluctuating with stats because this is my first time DMing with the D20 system, and I never managed to get very familiar with it before because I never owned an actual book until now. So there are things about the stats that I don't quite get (like I thought 24HP was the max amount of HP you'd manage to get, not average: I skipped over looking at the dice you wrote out). So I'll basically have to look over the creatures section more thoroughly.

I also think I was partly intimidated because my one player has burst fire, which allowed him to do like 20 damage in one hit. So I was viewing 24HP as almost killing a Licker in one attack. I think I might be able to use some of this as a guideline to creating stats for the creatures and such, though.
#34

zombiegleemax

Feb 05, 2005 16:14:16
Hmmm, this looks very good. I might run a RE game in the future.
Anyway, does anyone plan to do a supplement for the CoC e-book that includes monsters from RE0 and RE4? Those monster look like something wicked to throw at my "friends".
A thought though, how could a player RP a half-mutant? What kind of stat bonueses or cool tricks could a player that was exposed to the T-Virus and somehow retained his humanity have? What kind of penalites would there be (to discourage munchkins)?
My personal thought is that the abilities depend on the mutant breed (I call dibs on the half-licker!) while the penalites resembled the social penalites the moreaus suffer from (you have a physical deformation that resembles the mutant you're spliced with, but can hide it with the right clothing or make-up)
Okay, I'll go back into my shadowy corner now.
#35

schiz-02_dup

Feb 05, 2005 17:28:32
A thought though, how could a player RP a half-mutant? What kind of stat bonueses or cool tricks could a player that was exposed to the T-Virus and somehow retained his humanity have? What kind of penalites would there be (to discourage munchkins)?
My personal thought is that the abilities depend on the mutant breed (I call dibs on the half-licker!) while the penalites resembled the social penalites the moreaus suffer from (you have a physical deformation that resembles the mutant you're spliced with, but can hide it with the right clothing or make-up)
Okay, I'll go back into my shadowy corner now.

In the Resident Evil comics put out by Wildstorm, their was a zookeeper in Racoon city who was infected by a zombie animal and through some sort of surgery didn't become a zombie. He gained a sort of sixth sense, he could sense the t-virus. Then you have Alice from the movies, so there is a sort of precedence for good guys who gain abilities from the t-virus.

Personally I don’t know if I’d make half-mutant templates though. It’s an interesting idea, but wouldn’t you lose the resident evil atmosphere if you were more (or less) than human.
#36

zombiegleemax

Feb 05, 2005 17:41:28
Personally I don’t know if I’d make half-mutant templates though. It’s an interesting idea, but wouldn’t you lose the resident evil atmosphere if you were more (or less) than human.

I don't think so, it would add a element of paranoia among the ranks (do we trust the guy who's half monster, or should we kill him like the rest of his "kind") on top of the fear of what's in the next room.
#37

the_merciless_dm

Feb 05, 2005 18:20:07
Welcome new comers! (YAY! this is a true sign that the thread is gaining momentum)
Anyways I side with Schiz-02 on this arguement, it might seem to steer off from the RE line. BUT the T-Virus is an attempt to create a "Super-soldier" sort of speak and that is what Alice from the movies is. That T-virus sense, could have something to do with SCENT and fermones like Gneral Kass and I have discussed previously. So it is possible.

Psionicninja2000 I plan on UPDATING that very Supplement of which you speak of, but there is a catch, my version will be for d20 Modern. Still I am taking suggestions and I might include a segment/appendix near the end were Campaign ideas are described or suggested, that could include a basic layout of templates for "What if..."s to serve as appetisers and inspirations for others.

I have been wrestling with a good or bad idea, I was considering creating a template for what Wesker (Alice from the movie) is. Problem is I havent played Code Veronica and there is very little information on what Wesker is turned into and by whom. In my game Umbrella was destroyed 7 years ago (like RE4) but there is a new corp. called Chimera Enterprises which is attempting to create a "supersoldier" through genetic experiments on subjects. Thats it, I have not included anything from RE, but this is were I play test what you see here. Sooner or later the players will find out that Chimera is just Umbrella with a different name and most Umbrella scientist and researches that survived are now working for Chimera...

If you have any suggestions to ease my mind I would appreciate it.
Well I hope this thread is useful to all of you.
#38

the_merciless_dm

Feb 05, 2005 18:21:21
Hunter
Medium size T-virus Mutation
HD: 6d8+15 (HP: 42)
Initiative: +8
Speed: 40ft.
AC: 14 (+4 Dex) DR: 5/-
Attacks: 2Claws +10, Bite +7
Damage: 2Claws 1d6+5, Bite 1d4+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Leap Attack
Special Qualities: Infectious, Darkvision 60ft.
Saves: Fort+5 Ref+8 Will+3
Abilities: Str 20 Dex 18 Con 16 Int 4 Wis 14 Cha 4
Skills: Balance +5, Climb +7, Hide +5, Jump +10, Listen +4, Move Silently +6, Spot +4, Swim +6, Tumble +5
Feats: Dodge, Improved Initiative, Lighting Reflex, Multiattack, Weapon Focus (2Claws)
CR: 6


Leap Attack: The Hunter may attempt to leap towards an opponent within a 40ft. radius, the victim of this attack must succeed a Reflex Save (DC20) or be decapitated (vorpal effect). If the victim succeeds the save he takes the normal claw damage (1d6+5).

Special: Anyone who sees a Huner for the first time must make a Fear save V.S. a DC 20 (10 +Cha score +CR) or become panicked (-2 morale penalty on save throws and attack rolls).


Special Weakness: A Hunter takes double damage from any acid based attack.

I appologize for the lack of flavor text on my creatures, they will all have flavor text but I just havent produced any yet.
#39

zombiegleemax

Feb 05, 2005 18:43:34
Psionicninja2000 I plan on UPDATING that very Supplement of which you speak of, but there is a catch, my version will be for d20 Modern. Still I am taking suggestions and I might include a segment/appendix near the end were Campaign ideas are described or suggested, that could include a basic layout of templates for "What if..."s to serve as appetisers and inspirations for others.

Thank goodness! I don't have CoC, but I do have Modern (but conversion seems relatively easy between the two, at least for the monsters and items anyway.)
I must confess relative ignorance to this subject, since I have half-finished RE0 and my brother has started RE (we haven't gone any further in the series yet.) I looked over some of the monsters (in the CoC booklet) that were suggested for "half-breed" templates and kind of realized that yeah, there would be some anatomy issues for disguises regarding characters like the half-licker and the half-hunter. More so than the moreaus from Modern (now there's a thought...)
Still, it looks like you have most of the bases covered DM.
Anyway, about your SS (super soldier) template. Is it for the players or a NPC you are creating? I really don't think you should let the players have it, not without some serious strings attached (like loss of humanity or a risk of insanity.) But hey, what do I know.
#40

schiz-02_dup

Feb 05, 2005 18:44:09
In my game Umbrella was destroyed 7 years ago (like RE4) but there is a new corp. called Chimera Enterprises which is attempting to create a "supersoldier" through genetic experiments on subjects. Thats it, I have not included anything from RE, but this is were I play test what you see here. Sooner or later the players will find out that Chimera is just Umbrella with a different name and most Umbrella scientist and researches that survived are now working for Chimera...

I really like this idea. Also if you want to be particularly evil, in addition to former Umbrella scientists and researchers, have a former hero from the RE novels, games, comics, working as head of security for Chimera Enterprises.
#41

marcoasalazarm

Feb 05, 2005 19:25:47
I, particularly, liked the new skills that are in Page 1. I'll think I'l add them to my game (it's got nothing to do with RE (yet), but I think they could come in handy).
#42

the_merciless_dm

Feb 05, 2005 19:49:57
Relating to the rules.

I like to play with the following:

1-Any creature/character/etc.'s Speed is determined by its Dexterity Score multiplied by 3. Example: Nathan has a Dex score of 16 therefore his land speed is 48ft. (16x3=48)

2-Armor and Natural Armor grants a character/creature Damage Reduction instead of Armor bonus. The DR provided is equal to the Armor Bonus it originally provided. Example: Tactical Vest: Armor bonus (when proficient) is 6, so the Damage Reduction it provides is 6/-, meaning its always in effect aslong as its worn. Apply all other penalties as normal.

3-Whenever a critical is delt and the victim was wearing armor, the armor suffers fisical damage and begins to wear.Thus for every critical the armor sees reduce its benefits by 1 point until it is completely destroyed. Example: Say Nathan is wearing a tactical vest and he is proficient, therefore he has a DR: 6/-, he survives a critical gunshot thanks to the vest, now the vest grants him DR:5/- and so forth.

These variant rules are just that Variant Rules, but they will be included in the updated supplement. Since I plan on making this into an e-book eventually; any help in any way is greatly appreciated, so stick around and keep coming back ever so often!
#43

the_merciless_dm

Feb 06, 2005 11:27:27
Well I was doing some thinking and Psionicninja2000 was not far off when he asked for "halfbreeds".
I am not referring to the half-licker half-hunter, instead take Krauser from RE4 what exactly is he? (those of you who have seen him know what I am referring too) So I might include a template or rule on this.

The "supersoldier" is a template for NPCs, I dont like running games were my players are uber powerfull, since they are masters of exploitation. But I will write up the Template for Gm's and they could deside wether or not to allow it for Pcs as well. As for Pc strings, how about you being a permanent lab rat, subject to all kinds of studies, sent on constant field tests, knowing that your expendible and if you ever rebel against the chain of command you will be put down.

Schiz-02 I havent read any of the novles, nor am I interesred since I have trusted friends who have told me not to bother with it sonce its a particular writter's take on RE and not Capcom related. But if you want to know I'd have to PM you to let you know who is the Head of Security of Chimera and who is the Head of Chimera, since some of my players read this thread. ;p

VERY IMPORTANT! As I reviewed the supplement, I noticed were the balance issues come from, the creators gave all creatures the maximum Hit Points per Hit Die! Thats just one of the problems with it.
#44

the_merciless_dm

Feb 06, 2005 11:46:03
Cerberus
Small size T-virus Mutation
HD: 1d0+5 (HP: 11)
Initiative: + 3
Speed: 40ft.
AC: 14 (+1 size, +3 Dex) DR: 4/-
Attacks: Bite +4
Damage: Bite 1d6+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Charge
Special Qualities: Infectious, Scent, Improved grab, Undead
Saves: Fort+3 Ref+5 Will+1
Abilities: Str 16 Dex 17 Con -- Int 2 Wis 12 Cha 2
Skills: Listen +5, Spot +5, Swim +5
Feats: Toughness, Weapon Focus (bite),
CR: 1

Improved Grab: When the Cerberus makes a successful bite attack it can automatically begin a grapple check.
#45

the_merciless_dm

Feb 06, 2005 11:50:13
I need help with 3 conversion.
I need the mosnters form Resident Evil 0 (never played it)
Resident Evil: Code Veronica
and Resident Evil: Outbreak (I played it once)

I know outbreak has a few new monsters. I'd appreciate if anyone could elaboratly explain these creatures to me or better yet if they could be stated out and posted here on this thread.

Well thanks in advance!
Enjoy the Cerberus!
#46

the_merciless_dm

Feb 06, 2005 19:38:32
I noticed I've been placing "Infectous" on the monster stats, but never exactly explained it. So here we go:

T-Virus:
Infection:
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a noninfected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and its eliminated from the system as waste; upon faliure the virus iccurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recoveres any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the poin of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving upto the point were it may become a Licker (Proof of this are the Green Zombies and Crimson Heads from RE1 remake and a file in one of the games, cannt remember which right now).
#47

zombiegleemax

Feb 06, 2005 22:14:57
*Spoilers for RE4*

How should the RE4 parasite Las Plagas be treated? A template? A symbiont(like in the IIRC Fiend Folio)? Or a seperate creature? Removal of unhatched Las Plaguas eggs I assume would be just like D&D Red Slaad eggs. But the hatched critter can only be removed with a very specific kind of radiation or the death of the host.

Most forms of Las Plagas are extremely vulnerable to bright lights. They can't bear sunlight and bright flashes like ones from flash grenades destroy them outright.

In typical human hosts(Los Ganados) there seemed to be three stages of development all of which crawl out of a decapitated host. (1)A fleshy limb topped by a bony/chitinious blade which is used to attack. (2)A centipede like creature with powerful mandibles which aim to bite people's head off. (3) A large arachnid/facehugger kind thing which eventually detach itself from a ruined host body.

In typical large canine hosts, the las plaguas will manifest itself by emerging from the canine's back in the form of a multitude of slender tentacles which it uses to whip opponents.

Of course "typical" hosts' effects aren't the only possible manifestation of the Las Plagas.

El Lagos
Extreme mutation of what appears to be a fresh water amphibian lizard host. It seems to grow to titanesque proportions yet retains impressive swimming aptitudes. As in canine hosts, the parasite appears in the form of a multitude of tentacles but in this host they come out of the beast's huge mouth. This form seems unaffected by daylight.

El Gigante
Another case of the parasite growing its host to tremendous sizes. The host creature is human yet it now appears as a 15'+ tall humanoid pile of muscle with sickly pale grayish/yellowish skin. Curiously, the Las Plagas parasite itself becomes a weakness in this form. While El Gigante's body is extremely resilient against small arms, fire, fragmentations grenades and even having huge boulders dropped on its skull, the pain experienced by the creature will eventually cause the parasite to "sprout" out of its back and reveal itself to be quite fragile, even to knife slashes.

Bitores Mendez(Village "chief")
A seemingly unique case of Las Plagas parasitic effects on a human host. Exposure to a violent fuel combustion caused the parasite to manifest by seperating the host's torso and legs and using its own centipede-like body to link the two parts like a grostesque spinal column. Also two large prehensible limbs burst out of the host's back while the human host's original hand grow sharp elongated nails. These changes come at the cost of mobility due to the dramatic change in the creature's balance and center of gravity. Critical damage to the "spine" will lead to legs being completely severed from the torso. This does not seem to hinder the creature's health and even allows it to use it new limbs to swing about using available overhanging beams.

Garrador(The blind clawed dudes)
Probably due to the parasite's inability to cope with light, the human host's eyes are sown shut. Part of the parasite's body is also exposed where it grafts itself in the host's back. Other effect of the parasitic infestation range from augmented upper body strength allowing the use of huge retractable steel claws to heightened sense of hearing, an incomprehensible ability to (literally!) blindly differenciate friend from foe and a strange reaction to bells ringing.(Causing the creature to ignore threatening sounds like that of a high powered rifle going off in favor of smashing the bell)

Novistador(Insects)
Here Las Plagas causes a radical alteration of a human host. It takes the form of a human sized insect-type creature. It is winged and capable of hovering, has several eyes, a chitinious exoskeleton, the ability to cling to stony surfaces, regurgitates an acidic substance and has an impresive chameleon-like ability to blend with its surrounding when stalking prey, only a shimmer is visible. It also constructs large hive structures for an unknown reason.

Verdugo(Salazar's "hands")
Another radical change of a human host. This alteration gives the creature an extremely strong chitinious exoskeleton, an elongated and articulated bony tail terminated by a sharp blade, the skull becomes exposed and the lower jaw becomes a pair of mandibules, it also gains impressive mobility with increased speed when running and swimming as well as the ability to cling to ceilings. The drawback of these changes is the vulnerability to extreme cold, any exposure to cryogenic gases with almost instantly cover the creature in ice, for a time slowing it down considerably and rendering its exoskeleton slightly more vulnerable.

Ramon Salazar ("Midget Spanish Napoleon":D)
A strange creature, in a sense, this puny human become a parasite itself to a composite of Las Plagas cretures which include a Verdugo.

Regenerators/Iron Maidens
Human hosts infested by a multitude of las plagas parasites which give them uncanny aptitude at regenerating physical damage. Their mobility is greatly reduced. Destroying each individual las plaguas(which are significantly warmer than their host making them visible to thermal sensing devices) causes the immediate and explosively violent death of the host. The ability of the parasites to regenerate damage is also limited, massive damage in a short period of time with also kills the host. Iron Maidens differ in that their bodies become covered in vicious extendable spikes.

U3 ("It", that thing that comes after you in the big hanging cage)
Appears to be another human host altered into a squat centaurian like creature with wall walking and burrowing capabilities, a huge mandible-limb coming out of its back after it suffers significant damage.

Jack Krauser
Not enough information is revealed to determine if he is host to las plagas or if his abilities come from a virus available to people linked to the now defunct Umbrella corporation

Saddler
The extent of Saddler's relation with Las Plagas is unknown, with apparent abilities to control all other parasites via unknown means. Saddler has the ability to grow a giant eyeball in his mouth, extend his neck as well as grow four extra legs out his neck, legs with eyes on them.
#48

zombiegleemax

Feb 07, 2005 10:23:41
I just wanted to quickly comment on the idea of a character that has some mutated abilities or T-Virus improvement, etc.

Though in some aspects having someone with mutated abilities could make the game interesting, it is also rather....I dunno. It just doesn't sound like Resident Evil for one, because people like Wesker in the game and Alice in the movie had actual injections and **** of the T-Virus and other experimentation. It wasn't merely spread through the air or zombie bites and such.

And the aspect of a Wesker or Alice character seems ideal only for a high level game. After all, they have all those bad ass abilities and ****.

I think it would be best to create templates for people like Wesker and Alice simply a thing for enemies (though, all you really have to do is up the (N)PC levels and increase the stats accordingly and ****).

More on other topics at another time.
#49

the_merciless_dm

Feb 07, 2005 16:17:40
Crud!
Baron Phylos, Gneral kass, Nuclear Cheetos and myself have had extesive disscussions on that topic over at Kass' thread RE deviant Campaign I suggest you look it up it should be in the 2nd or 3rd page of the modern board. God I hope this thread doesnt turn into a passionate discussion of RE4. In regards to Los Verdugos, they are far to diformed to be considered a Plaga creature, instead I belive these two creatures are the "measures" Ramon Salazzar spoke of in one of his notes, were he mentions not trusting Saddler much. Thats what me and a few of my friends believe. They look more like aliens from the movie Aliens than a parasite created monster.

Grim Rupert I'm not saying that I'm going to stat out half-lickers and half-hunters. Here is the thing the T-Virus strengthens the body yet it deminishes its reasoning abilities to the point of brain death (as stated in the many video games) brain death is death, therefore the virus also reanimates the body to keep itself alive, as a virus its sole existance is to reproduce. My friend today reminded me of a VERY IMPORTANT fact about the T-Virus antitoxin. The antitoxin doesnot kill the vidus instead it makes it work properly! Hence the T-virus then fortifies the body, regenterating any damage that previously existed (Like say a cancer) and any harm done by the virus itself (must remember to edit the T-virus entry).

Then this is what I will provide, a template for Wesker and the Alice from the movies, but I do and will recomend that it be used for NPCs. I will provide it mainly for the use of NPCs, but your GM's opinion superceeds mine. Fact remains I will give it my best since we know very little about Wesker and Krauser along with their abilities.

I got the T-Virus Zombies and its mutations (Acid Spitters and Crimson Heads).
#50

the_merciless_dm

Feb 07, 2005 19:42:57
T-Virus Zombie
Medium size T-virus Mutation
HD: 1d10+6 (HP: 12)
Initiative: + 0
Speed: 10ft.
AC: 10 DR: 3/- (Plus any armor he wore while alive)
Attacks: Slam +4 Bite +5
Damage: Slam 1d4+3 Bite 1d6+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: None
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+0 Will+0
Abilities: Str 15 Dex 8 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (bite)
CR: 1

Special: A T-Virus Zombie doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy a T-virus zombie is to burn it into ash or to destroy the brain. Any Zombie that survives for over 1d4 hours mutates further into a Acid Spitter.

Acid Spitter
Medium size T-virus Mutation
HD: 2d10+7 (HP: 18)
Initiative: + 0
Speed: 10ft.
AC: 10 DR: 4/- (Plus any armor he wore while alive)
Attacks: Slam +5
Damage: Slam 1d4+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Projectile Vomit
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+0 Will+0
Abilities: Str 15 Dex 8 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (slam)
CR: 2

Projectile Vomit: Every 1d4 rounds an Acid Spitter may launch a batch of gastric acid at an opponent within 15ft. radius. This attack deals 3d8 damage and a Reflex Save (DC 16) for half damage is allowed.

Acid Bath: Whenever a Acid Spitter successfully grapples an opponent it may continue to release acid upon the grappled opponent dealing 1d8 acid damage per turn.

Special: An Acid Spitter doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy it is to burn it into ash or to destroy the brain.Any Acid Spitter that survives for over 1d4 hours mutates further into a Crimson Head.

Crimson Head
Medium size T-virus Mutation
HD: 3d10+9 (HP: 25)
Initiative: +7
Speed: 40ft.
AC: 10 DR: 5/- (Plus any armor he wore while alive)
Attacks: 2 Claws +5, Bite +6
Damage: 2 claws 1d8+3, Bite 1d6 +3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Charge
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+5 Will+0
Abilities: Str 15 Dex 17 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (2 Claws & Bite), Multiattack, Improved Initiative
CR: 3

Special: An Crimson Head doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy it is to burn it into ash or to destroy the brain.

** For GM's: Rumor has it that a Crimson Head is the missing link between a T-Virus Zombie and a Licker. You may rule that after 1d4 hours a Crimson Head may mutate into a Licker.
#51

the_merciless_dm

Feb 08, 2005 15:58:01
Next up should be the Crows, Bandersnatch, Moths and Spiders. After those I'll get into the Tyrrant, G-Tyrrant, G-type, G-baby, Maw Beast, Devour and any exessively large opponent. After that I move to the RE4 creatures.

I'll be needing any descriotions of the monsters from RE0 RE Outbreak and any other RE monsters not in those games.
#52

the_merciless_dm

Feb 10, 2005 6:01:38
I recomend this Website to any Resident Evil fan out there. The site's name is Resident Evil Fan, in there you should explore to your hearts contempt as you did in the original games. If successful you will find 2 Wesker's Reports one on Code Veronica and one never released in the US that came along with the Remake of RE1. In the second Report Wesker explain it ALL. Who he is, what he did, what he wants, what he turned into, who turned him into it. It also explains that the T-virus is a B.O.W. produced from the "Ebora" virus, which is a bad translation of the Ebola virus.

With this new-found information, I now have to redo the G-virus, since Birkin perfected it and handed it to Wesker, telling him that it would put him in a state of suspended animation and later bring him back to life with superhuman abilities.
Also in Wesker's Report 2 there is picture of the Nemesis parasite its on page 4 the 7th slide, which looks suspiciosly like the Plaga that was inside Leon and Ashley!!! The Nemesis project also began in France, which is conveniently just over the mointains from Spain!

If you dont trust me see for yourselves. Also that site has become of great aid to me since it divides the games and gives Bios on the monsters from each game.
#53

the_merciless_dm

Feb 10, 2005 13:19:18
Acid Spitter [Green Zombies] (RE1 remake)
Albinoid (RE:CV)
Alexia 1,2 &3 (RE:CV)
Bandersnatch (RE:CV)
Bat (RE0, RE:CV)
Black Tiger[Spider King] (RE1)
Brain Sucker (RE3)
Cerberus (RE0,RE1,RE2,RE3,RE:CV,RE:GS)
Chimera (RE1)
Crimson Head [Red Zombies] (RE1 remake)
Crocodile (RE2, RE:GS)
Crow (RE1, RE2, RE3)
Drain Deimos (RE3)
Eliminator (RE0)
Giant Bat (RE0)
Giant Centepede (RE0)
Giant Moth (RE2)
Glimmer (RE: DA)
Grave Digger (RE3)
Gulp Worm (RE:CV)
G-Type (RE2)
G-Virus Mutation [Birkin] (RE2)
Humanoid Leech (RE0)
Hunter 121 Alfa (RE1, RE:CV,RE:GS, RE:GS2, RE: DA)
Hunter 121 Beta (RE3)
Hunter 124 Gama (RE3)
Leech (RE0)
Licker (RE2,RE:GS,RE:GS2)
Lurker (RE0)
Morpheus 1 & 2 [Female Tyrrant] (RE: DA)
Mr.X [Tyrant-00] (RE2)
Mutant Plants Type A & B (RE2)
Nautilus & Torpedo (RE: DA)
Nemesis (RE3)
Neptune [zombie shark] (RE1)
Nosferatu (RE:CV)
Plant 42 (RE1)
Pluto (RE: DA)
Queen Bee (RE: DA)
Queen Leech (RE0)
Roaches (RE2)
Sliding Worm (RE3)
Spiders (RE0, RE1, RE2, RE3, RE:CV)
Stinger [scorpion] (RE0)
Tyrant-001 [prototype] (RE0)
Tyrant-002 [Inmature] (RE1)
Tyrant-003 [G-Tyrant] (RE2)
Tyrant-078 [Perfect tyrant] (RE:CV)
Tyrant-091 [T & G-Virus] (RE: DA)
Tyrant Hypnos 1 (RE:GS)
Tyrant Hypnos 2 (RE:GS)
Tyrant Hypnos 3 (RE:GS)
T-Veronica Mutant (RE:CV)
Wasps/Halbert (RE1, RE: DA)
Yawn [Snakes] (RE1)
Zombies (ALL RE)
#54

agies1

Feb 10, 2005 16:33:43
If you wanted to give a good game feeling; most creatures should have a relatively low amount of Hit Points except bosses. And everything should have a decent Attack bonus, after all in the game almost everything can hit you.
#55

the_merciless_dm

Feb 10, 2005 17:21:05
Agies1, care to suggest a BAB for the creatures that you feel is apropriate?
I want all the suggestions and help anyone can come up with.

I feel that I've done a good enough job with the Licker, Hunter 121Alfa and the Zombies. But if anyone thinks otherwise go ahead and make a suggestion. This in the end is for you guys! So help me make it great.
#56

zombiegleemax

Feb 10, 2005 18:44:12
Here is something i posted on the t-virus, use as you see fit.

T-Virus Template: First and foremost i know the general way things go. Warm-bloods zombify and cold-bloods get big, but that gets too complicated because it's not always easy to tell if a creature is warm-blooded or cold-blooded and theirs that magic thing. So i will base the effects by type instead for a more convenient use.

T-virus
Injury, inhaled
If it is inhaled/ingested the DC is 15. If it is transmitted the DC is 15+hosts Con modifier, the DC increases by half the infecters HD if the infecter and infectee are the same race.

The T-virus like all of the RE/Biohazard viruses doesn't act like a disease in that it has no default score loss. Instead the t-viruses effects are split into two catagories.
1. Save effects: things that happen during the three saves period. Can be cured with remove disease.
2. Full effects: things that are the end result of the virus infection. Can only be cured with successful heal or similar magic.

The infected creature must make three saving throws after infection if they make two of the three they are cured, if not they suffer the full effects of the virus(regardless of the save results they are not fully affected or cured until after the third save). If they are reduced to less than zero hp then they automatically suffer the full effects of the virus even if they succeeded on the first two saves.
The incubation period of the t-virus varies depending on the way it is transmitted.
1. inhalation/ingestion 1 day.
2. injury 10d6 minutes. A save must be repeated every hour after infection.
Unless otherwise noted anyone who is infected with the t-virus can only transmit it during the three saves period after that they can't transmit it even if they are fully affected. T-viral creatures are very aggressive and will attack any creature not infected and of the same race. Alignment switches to neutral if it was good, if it was evil or neutral it alignment stays the same.


Constructs, Elementals, and Undead are immune to the t-virus.


Fey, Humanoids, Monstrous Humanoids, and Giants all transform into t-zombies, crimson heads, and lickers. They are the only exception to the attack any creature outside of your type rule as t-zombies and crimson heads they never intentionally attack any infected creature even in self defense. Lickers however will, unless said creature is also a licker.

Save effects: Itching and continuous hunger, every time they fail a save they temporarly lose 1d6 points of Con. If they are reduced to 0 con they automatically suffer full effects.
Full effects: t-zombie transformation

Note: Dryads and other fey bonded to a living entity pass the infection to it as well. Any fey that will die or otherwise be harmed from leaving a certain area will not leave that area even in the pursuit of prey.

T-Zombie Template: All base creatures statistics and abilities stay the same except where noted otherwise.
Hit Dice: Drop all class HD use racial HD instead(always at least one) and give +1.
Speed: Half of base creatures. Flying becomes clumsy
Armor Class: Same as base creatures +1 from natural armor.
Base Attack: Same as base creature would have with one more HD
Attack: Loses all but natural attacks and gains a slam attack as a primary attack, and a bite and acid vomit for a secondary attack.
Full Attack: Can use any one natural or aquired attack.
Damage: Natural attacks deal damage normally. Slam, acid vomit, and bite damage is as followed(if creature has these attacks use better one).

Slam and Bite

Fine 1
Diminutive 1
Tiny 1d2
Small 1d2
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d8

Vomit

Fine 1
Diminutive 1d2
Tiny 1d2
Small 1d3
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d8

Special Attacks: A t-zombie retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.

Improved Grab(ex): To use this ability the t-zombie must hit with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.

Vomit(ex): A t-zombie can use this a number of times a day equal to their HD+1, with a range of 1 foot.

Carrier(ex): A t-zombies attacks infect opponents with the T-virus.

Special Qualities: A t-zombie retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.

T-zombie(ex): Unlike undead zombies, t-zombies are not limited to partial actions and cannot be turned. T-zombies are immune to disease, mind influencing effects, sleep effects, paralysis, stunning, massive damage, poison, and nonlethal damage. They don't have to breathe, sleep, or eat. A t-zombie will rot into immobility in 2 months per hit dice unless they have a fresh food supply and a stomach to keep it in, under those conditions a t-zombie can last a 4 months per hit dice before they rot into immobility.
Any t-zombie that is reduced to 0 of less hit points acts dead but unless their head/body connection is severed or they are destroyed/burned then they enter v-act and will rise in 1 hour as a crimson head.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +2, Dex -2. No Int score, Wis goes to 10 and Cha goes to 1.
Skills: Loses all
Feats: Loses all
Environment: Any
Organization: Solitary, group(2-10), or horde(11-50)
Treasure: None
Alignment: Always Neutral
Advancement: None


Crimson Head Template: Replaces t-zombie, all base statistics and abilities of base creature stay the same except where noted otherwise.
Hit Dice: Add +3.
Speed: Same as base creatures.
Armor Class: Same as base creatures +2 from natural armor.
Base Attack: Same as base creature would have with 3 more HD
Attack: Loses all but natural attacks and gains a claw attack as a primary attack, and a bite for a secondary attack.
Full Attack: Same as base creature or aquired attack.
Damage: Natural attacks deal damage normally. Bite as t-zombie, claw damage is as followed(if creature has these attacks use better one).

Claw

Fine 1
Diminutive 1d2
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8


Special Attacks: A crimson head retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.

Improved Grab(ex): To use this ability the crimson head must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.

Carrier(ex): A crimson head's attacks infect opponents with the T-virus.

Special Qualities: A crimson head retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.

Crimson Head traits(ex): A crimson head has all the same traits as a t-zombie except they don't transform into crimson heads, if they are reduced to -10 hit points they die. Instead if the crimson head is reexposed to the T-virus and hasn't rotted too much it undergos a terrible transformation from a pseudo-undead into a living aberration, a licker.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +4, Con +2. No Int score, Wis goes to 10 and Cha goes to 1.
Skills: Loses all
Feats: Loses all
Environment: Any
Organization: Solitary, group(2-10), or horde(11-50)
Treasure: None
Alignment: Always Neutral
Advancement: None


Licker Template: Replaces crimson head, all base statistics and abilities of base creature stay the same except where noted otherwise.
Size and Type: Type changes to aberration. Keeps base creatures freatures, gains aberration traits. Size does not change.
Hit Dice: Add +5.
Speed: Same as base creatures. With climb speed equal to base creatures primary speed.
Armor Class: Same as base creatures +4 from natural armor.
Base Attack: Same as base creature would have with 5 more HD
Attack: Loses all but natural attacks and gains a claw and tongue attack as a primary attack.
Full Attack: Same as base creature or aquired attack.
Damage: Natural attacks deal damage normally. Claw damage is as followed, tongue damage is one roll higher.(if creature has these attacks use better one).

Claw

Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6


Special Attacks: A Licker retains all base creatures special attacks that can be used with blindsight, but loses all attacks based on head features. It also gains the following.

Tongue(ex): A lickers tongue has a double it's size catagories reach.

Power Slash(ex): As a full round action a licker can make a 15ft. leaping slash at a target, if it hits it does double claw damage.

Carrier(ex): A lickers attacks infect opponents with the T-virus.

Special Qualities: A licker retains all base creatures special qualities that can be used with blindsight, but loses all qualities based on head features. It also gains the following.

Blindsight(ex): A licker can ascertain all objects and creatures within 90ft by listening, if that sense is somehow negated the licker is effectively blind. A licker can use the listen skill to increase the range of it's blindsight.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Spider Climb(ex): A licker can climb as the spider climb spell on any surface it can dig it's claws into, except the licker can climb at it's listed speed.

Fast healing 2: If the base creature has fast healing this stacks with it.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +6, Dex +5, Con +5. Int goes to 3, Wis goes to 11 and Cha goes to 7.
Skills: Loses all, instead gains Climb, Jump, and Listen as base skills. A licker gets a +5 racial bonus to jump and checks and a +10 racial bonus to listen checks. A licker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks, whichever is higher.
Feats: Same as base creature, and/or Improved Natural Attack(claw), Lightning Reflexes, Weapon Focus(claw).
Environment: Any
Organization: Solitary, pair(2) or group(3-6)
Treasure: None
Alignment: Always Neutral
Advancement: +5 more HD size doesn't change.

1 in 10000 crimson heads will become regis lickers instead of regular lickers the statistics are the same except it has no blindsight, keeps head based attacks and qualities, has a 50% longer tongue, and has maximum hit points per HD.


Vermin and Animals

Save effects: Increased aggessiveness, warm-blooded animals skin begin rotting.
Full effects: Gains mutation template.

Mutation Template: Statistics and abilities of base creature stay the same except as noted.

A vermin or cold-blooded animal gains +5 HD and it's size goes up by a certain number of catagories as followed.
Fine, Diminutive, Tiny: +3
Small, Medium, large: +2
Huge, Gargantuan: +1
As size increases stats increase as followed.


<br /> Table: Changes to Statistics by Size <br /> Old Size* New Size Str Dex Con Natural Armor AC/<br /> Attack <br /> Fine Diminutive Same &#8211;2 Same Same &#8211;4 <br /> Diminutive Tiny +2 &#8211;2 Same Same &#8211;2 <br /> Tiny Small +4 &#8211;2 Same Same &#8211;1 <br /> Small Medium +4 &#8211;2 +2 Same &#8211;1 <br /> Medium Large +8 &#8211;2 +4 +2 &#8211;1 <br /> Large Huge +8 &#8211;2 +4 +3 &#8211;1 <br /> Huge Gargantuan +8 Same +4 +4 &#8211;2 <br /> Gargantuan Colossal +8 Same +4 +5 &#8211;4 <br /> *Repeat the adjustment if the creature moves up more than one size. <br /> <br /> Table: Increased Damage By Size <br /> Old Damage (Each)* New Damage <br /> 1d2 1d3 <br /> 1d3 1d4 <br /> 1d4 1d6 <br /> 1d6 1d8 <br /> 1d8 2d6 <br /> 1d10 2d8 <br /> 2d6 3d6 <br /> 2d8 3d8 <br /> * Repeat the adjustment if the creature moves up more than one size category.
#57

zombiegleemax

Feb 10, 2005 19:07:57
Here's some creatures. I also have the g, t-veronica, and GT virus's. Plus more creatures if your interested just say so, again use/change these at your leisure.

Chimera
Medium Aberration (BOW)

Hit Dice: 5d8+10 (30hp)
Initiative: +5
Speed: 30ft. climb 20ft.
Armor Class: 17(+5 Dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: Claw +8(1d4+2)melee
Full Attack: Claw +8/+3(1d4+2)melee, and Bite +3(1d3+1)melee
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +3d6
Special Qualities: BOW traits, darkvision 60ft
Saves: Fort +6, Dex +8, Will +5
Abilities: Str 15, Dex 20, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +18, Jump +10
Feats: Lighting Reflexes, Weapon Finesse
Environment: Any
Organization: Solitary, pair(2), or group (3-10)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 6-14 HD (medium)
Level Adjustment: ?

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

(Varient) Improved Grab(ex): The sneak attack given to the chimera is based off their ability to slash the neck of any opponent they flank. It could be replaced with improved grab, if it changed then the chimera gets a +5 to grapple checks if it flanks the target and does it's full claw attack each round the grapple is maintained.

Skills: A chimera gets a +5 racial bonus to jump checks. A chimera gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.


Drain Deimos
Medium Aberration (BOW)

Hit Dice: 6d8+12 (36hp)
Initiative: +7
Speed: 30ft. climb 20ft.
Armor Class: 18 (+4 Dex, +4 natural)
Base Attack/Grapple: +4/+7
Attack: Claw +8(1d4+3)melee
Full Attack: 2 Claws +8(1d4+3)melee, or bite +3(1d4+1)melee
Space/Reach: 5ft./5ft.
Special Attacks: Improved grab, draining grapple
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +7, Dex +8, Will +6
Abilities: Str 16, Dex 18, Con 15, Int 3, Wis 12, Cha 7
Skills: Climb +18, Jump +11
Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse
Environment: Any
Organization: Solitary, pair(2), or group(3-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 7-15 HD (medium)
Level Adjustment: ?

Improved Grab(ex): By standing on it's two back legs and charging a drain deimos can attempt to start a grapple without providing a attack of oppertunity. If it wins the grapple check it establishes a hold and automatically deals bite damage. A drain deimos can also use this ability if it jumps in the opponents square.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

(Varient) Draining Grapple(ex): On a successful grapple a drain deimos does 1 point of temporary constitution damage for every round the grapple is mantained, for every point drained the drain deimos gains 5 hit points(any excess are gained as temporary hit points).

Skills: A drain deimos gets a +5 racial bonus to jump checks. A drain deimos gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.


Brain Sucker
Medium aberration (BOW)

Hit Dice: 7d8+21 (49hp)
Initiative: +3
Speed: 30ft. climb 20ft.
Armor Class: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +5/+8
Attack: Claw +10(1d6+3)melee
Full Attack: 2 Claws +10(1d6+3)melee, or bite +4(1d4+1)melee, or spit +4 ranged touch(poison)
Space/Reach: 5ft./5ft.
Special Attacks: Poison spit, improved grab, brain suck
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +8, Dex +6, Will +6
Abilities: Str 17, Dex 18, Con 16, Int 3, Wis 12, Cha 7
Skills: Climb +19, Jump +11
Feats: Improved Natural Attack(claw) , Weapon Finesse, Weapon Focus(claw)
Environment: Any
Organization: Solitary, pair(2), or group(3-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 8-16 HD (medium)
Level Adjustment: ?

Poison Spit: Contact, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC's are constitution based.

Improved Grab(ex): By standing on it's two back legs and charging a brain sucker can attempt to start a grapple without providing a attack of oppertunity. If it wins the grapple check it establishes a hold and automatically deals bite damage. A brain sucker can also use this ability if it jumps in the opponents square.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

(Varient) Brain Suck(ex): This functions exactly like a mind flayers brain extract.

Skills: A brain sucker gets a +5 racial bonus to jump checks. A brain sucker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.


Alpha Hunter
Medium Monstrous Humanoid (BOW)

Hit Dice: 8d8+24 (56hp)
Initiative: +5
Speed: 40ft.
Armor Class: 19 (+5 Dex, +4 natural)
Base Attack/Grapple: +8/+11
Attack: Claw +13(1d6+4)melee
Full Attack: 2 Claws +13(1d6+4 melee) or bite +9(1d4+2)melee
Space/Reach: 5ft./5ft.
Special Attacks: Improved grab, vorpal claws
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +9, Ref +11, Will +7
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 7
Skills: Jump +20, Listen +8, Spot +8, Survival +7
Feats: Dodge, Improved Natural Attack(claw), Weapon Finesse
Environment: Any
Organization: Solitary, pair(2), or Group(3-10)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 9-17 HD (medium)
Level Adjustment: ?

Improved Grab(ex): To use this ability the hunter must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals claw damage.

Vorpal Claws(ex): A hunters claws have the vorpal weapon ability. A hunter can also instantly behead any creature it can coup de grace.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Skills: Hunters get a +10 racial bonus to jump checks, they don't need a running start to jump. They get a +5 racial bonus to listen, spot, and survival checks.

Other Varieties of hunters exsist, the following are similar to alphas statistic wise except where noted.

Sweeper(RE:CV): Are red alphas and have poison claws(injury, fortitude DC 17, initial and secondary damage 1d4 points of Con. The DC's are Constitution based).

Beta(RE3): Have badly mutated flesh, they transmit the t-virus.

Gamma(RE3): Have a swim speed equal to it's land speed, have a +10 racial bonus to swim checks and can use the run action while swimming provided it's swimming in a straight line. It also has the following abilities.
Hold Breath(ex): A gamma hunter can hold it's breath for a number of rounds equal to 4x it's constitution score before it risks drowning.
Swallow Whole(ex): A gamma hunter can try to swallow a grabbed opponent of medium size or smaller by making a successful grapple check. Once inside, the opponent takes 1d4+4 points of bludgeoning damage plus 4 points of acid damage per round from the gamma hunters gizzard. A swallowed creature can attempt to cut its way out using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 15). If successful the gamma hunter must make a fortitude save(DC 15) or die, once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. A gamma hunters interior can hold 1 medium, 2 small, or 5 tiny opponents.

Elite(RE:DA): Have 9 HD and have the feat weapon focus(claw), they have a swim speed of 20ft. But don't have the vorpal claws. Instead they have
Augmented Critical(ex): A elite hunters claw threatens a critical hit on a natural roll of 18-20, dealing triple damage on a successful critical hit.


Glimmer
Small Monstrous Humanoid (BOW)

Hit Dice: 4d8 (16hp)
Initiative: +6
Speed: 20ft.
Armor Class: 19 (+6 Dex, +2 natural, +1 size)
Base Attack/Grapple: +4/+0
Attack: Acid spit +11(1d4)ranged
Full Attack: Acid spit +11(1d4)ranged
Space/Reach: 5ft./5ft.
Special Attacks: acid spit
Special Qualities: BOW traits, darkvision 90ft., fearful
Saves: Fort +4, Ref +12, Will +4
Abilities: Str 10, Dex 22, Con 10, Int 3, Wis 10, Cha 6
Skills: Jump +5, Tumble +4
Feats: Dodge, Lightning Reflexes
Environment: Any
Organization: Solitary, or group(2-9)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (small)
Level Adjustment: ?

Acid Spit(ex): A glimmer can use this once a round, with a range of 10ft.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Fearful(ex): A glimmer is cautious of any intruder and will always flee if given a chance, as such they get a -4 on all will saves against fear effects.

Skills: A glimmer gets a +2 racial bonus on jump checks.


Ivy
Medium Plant (BOW)

Hit Dice: 9d8+45 (81hp)
Initiative: -1
Speed: 10ft.
Armor Class: 14 (-1 Dex, +5 natural)
Base Attack/Grapple: +6/+10
Attack: Slam +10(1d4+4)melee
Full Attack: 2 slams +10(1d4+4)melee, or acid spit +5(2d6)ranged
Space/Reach: 5ft./5ft.
Special Attacks: Improved grab, acid spit
Special Qualities: BOW traits, blindsight 90ft
Saves: Fort +11, Ref +2, Will +3
Abilities: Str 18, Dex 8, Con 20, Int -, Wis 11, Cha 9
Skills: None
Feats: None
Environment: Any
Organization: Solitary, or grove(2-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 10-19 HD (medium)
Level Adjustment: -

Improved Grab(ex): To use this ability the ivy must hit with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals acid damage.

Acid Spit(ex): Once per round a ivy can spit acid, range 30ft.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Blindsight(ex): A ivy has no visual organs but can ascertain all foes within 90ft. using sound, scent, and vibration.

Any ivy with 12 or more HD is poisonous, all it's listed attacks have the poison(contact, Fortitude DC 19, initial and secondary damage 1d6 Con, the DC is Con based).


Bandersnatch
Medium Aberration (BOW)

Hit Dice: 9d8+27 (63hp)
Initiative: +4
Speed: 20ft.
Armor Class: 17 (+7 natural)
Base Attack/Grapple: +6/+11
Attack: Slam +12(1d10+7)melee
Full Attack: Slam +12(1d10+7)melee
Space/Reach: 5ft./5ft.
Special Attacks: Stretch arm, improved grab
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +9, Ref +3, Will +9
Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 10, Cha 8
Feats: Improved Initiative, Power Attack, Weapon Focus(slam)
Environment: Any
Organization: Solitary, or Group(2-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 10-18 HD (medium)
Level Adjustment: ?

Stretch Arm(ex): A bandersnatch's arm muscles are extremely elastic allowing it to extend it an number of feet equal to the bandersnatch's HD+2. The bandersnatch can use it's arm as a grapple hook and pull it's self to anything it can grasp. It's arm is also very powerful and can lift/carry as if it had 5 more strength than it does.

Improved Grab(ex): To use this ability the bandersnatch must hit a medium or smaller sized humanoid or monstrous humanoid with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and lifts the opponent off the ground by it's head
and shakes. If the opponent fails a fortitude save(DC 10 increases by 1 each round until it reaches 19) it's neck breaks killing it instantly, the DC is strength based. The bandersnatch can also choose to squeeze the opponent for 7 damage a round, it uses this mostly for nonhumanoid opponents.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
#58

the_merciless_dm

Feb 10, 2005 19:15:52
I'm impressed!
Also our Hunters look somewhat alike.
I am also intrigued, how come you have stated these out? I'd definitly like to see many more of your creations. Although the BAB seems a little high along with the Hp. Consider all the characters in the RE series to be roughly about 3rd to 4th level, they also were child prodigies all of them, and check with the amount of damage the B.O.W.s take in the game before they die, thats how I determined the amount of HD and Hp. Everything looks great.
#59

zombiegleemax

Feb 10, 2005 20:21:20
Thank you Merciless DM, i statted these out for people like you and me who look at the CoC and know it's not made by Resident Evil fans cause noone calling themselves fans could do that to RE. And as for more, wish granted.

Nautilus
Medium Aberration (BOW)

Hit Dice: 10d8+50 (90hp)
Initiative: -5
Speed: 0ft.
Armor Class: 13 (-5 Dex, +8 natural)
Base Attack/Grapple: +7/+2
Attack: ---
Full Attack: ---
Space/Reach: 5ft./5ft.
Special Attacks: Torpedo kids
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +12, Ref -, Will +3
Abilities: Str -, Dex -, Con 20, Int -, Wis 3, Cha 1
Skills: None
Feats: None
Environment: Any marsh or aquatic
Organization: With torpedo kids
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 11-25 HD (medium)
Level Adjustment: -

Torpedo Kids(ex): A Nautilus can create a number of torpedo kids a day equal to it's HDx2 it usually has only 50 or so out at any given time and saves the ones it can create per day as "backup" incase it needs them.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.


Torpedo Kids
Tiny Aberration (BOW)

Hit Dice: 1d8 (4hp)
Initiative: +4
Speed: 5ft., swim 30ft.
Armor Class: 12 (+2 size)
Base Attack/Grapple: +0/-12
Attack: Bite -2(1d2-4 plus 1d2 acid)melee
Full Attack: Bite -2(1d2-4 plus 1d2 acid)melee
Space/Reach: 2-1/2ft./0ft.
Special Attacks: Acid
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 3, Dex 10, Con 10, Int 1, Wis 10, Cha 5
Skills: Jump +0
Feats: Improved Initiative
Environment: Any marsh or aquatic
Organization: With nautilus and 50+ torpedo kids
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 2-4 HD (tiny)
Level Adjustment: -

Acid(ex): A torpedo kids body continuously secretes acid. It's attacks deal acid damage and anything that touches it takes acid damage unless it makes a reflex save(DC 10) the DC is Con based.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.


Leech
Tiny Vermin (BOW)

Hit Dice: 1/4d8 (1hp)
Initiative: +2
Speed: 15ft.
Armor Class: 14(+2 size, +2 Dex)
Base Attack/Grapple: +0/-13
Attack: Bite +4(1d3-5 plus blood drain)melee
Full Attack: Bite +4(1d3-5 plus blood drain)melee
Space/Reach: 2 1/2ft./0ft.
Special Attacks: Blood drain
Special Qualities: BOW traits, Blindsight 30ft., hive mind
Saves: Fort+2, Ref+2, Will+0
Abilities: Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 4
Skills: -
Feats: Weapon Finesse(B)
Environment: Any
Organization: Any
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: -

Blood Drain(ex): On a successful bite attack a leech drains 1 point of Con from it's opponent and gains 1 hp(it does not exceed it's normal hit points no matter how much it drains).

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Blindsight(ex): A leech has no visual organs but can ascertain all foes within 30ft. using scent and vibration(60ft if it is bleeding).

Hive Mind(ex): All leeches within 60ft of each other are in constant communication. If one is aware of a paticular danger, they all are. If one in the group is not flat-footed, none of them are. No leech in a group is considered flanked unless they all are.


Leechman
Medium Vermin (BOW)

Hit Dice: 5d8+10 (30hp)
Initiative: +1
Speed: 25ft.
Armor Class: 15(+1 Dex, +4 natural)
Base Attack/Grapple: +3/+7
Attack: Slam +7(1d6+6)melee
Full Attack: Slam +7(1d6+6)melee
Space/Reach: 5ft./5ft.(10ft. with extended arm)
Special Attacks: Explode
Special Qualities: BOW traits, blindsight 60ft., hive mind, combined growth, humanoid apperance, fire vulnerability
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con 15, Int -, Wis 10, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Any
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: See Below
Level Adjustment: -

Explode(ex): Anytime a leechman is reduced to less than half it's hit points it first expands to double it's size then explodes. Anything within 1 foot per hit point takes 2d6+1 per 3 leeches of bludgeoning damage and 1d10+1 per 2 leeches points of acid damage, a reflex save (DC 14) halves the damage. The DC is Con based. After it explodes all remaining leeches scatter.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Blindsight(ex): A leechman has no visual organs but can ascertain all foes within 60ft. using scent and vibration(120ft if it is bleeding).

Hive Mind(ex): All leechman and leeches within 120ft of each other are in constant communication. If one is aware of a paticular danger, they all are. If one in the group is not flat-footed, none of them are. No leechman or leech in a group is considered flanked unless they all are.

Combined Growth(ex): A leechman is a combination of 20 leeches, but larger specimens are very possible depending on the number of leeches. For every 4 extra leeches a leechman gains 1 HD this has no upper limit but increase size category by 1 every time it's HD doubles. For every 4 HD increase Str and Con by 1, for every 10 HD increase it's blindsight by 5ft.(it's hive mind and blood detection is always double it's blindsight range). A leechman needs at least 20 leeches to form a complete humanoid shape.

Humanoid Apperance(ex): A leechman that is undisturbed looks very much like a human. A spot check DC 5 is required to notice the differences. If the creature has never seen a human and/or only knows a basic discription then the DC is 15. If any creature goes within a 30ft of a leechmans they trigger a horrible transformation, in which the coat of slime that maintains the disguise falls away and is replaced with a mass of squirming leeches in roughly humanoid shape. The spot DC increases by 1 per 10 feet of space between the observer and the disguised leechman. If the leechman is damaged it instantly changes even if the attacking creature is not within a 30ft. range. A disguised leechman has DR /-, the damage reduction always equals the leechmans HD. The spot check DC decreases by 5 for every 1 size catagory the leechman is over medium. A leechman cannot attack while disguised.

Fire Vunerability(ex): A leechman takes half again as much damage from fire, regardless of whether a save is allowed, or if the save is a success or failure. Fire also prevents a leechman from exploding.


Albinoid (adult)
Medium Aberration (BOW)

Hit Dice: 10d8+20 (60hp)
Initiative: +7
Speed: 30ft., swim 40ft.
Armor Class: 19 (+3 Dex, +6 natural)
Base Attack/Grapple: +7/+11
Attack: Bite +11(1d6+6)melee
Full Attack: Bite +11(1d6+6)melee
Space/Reach: 5ft./5ft.
Special Attacks: Electric shock
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 18, Dex 16, Con 15, Int 3, Wis 11, Cha 8
Skills: Swim +18
Feats: Blindfight, Improved Initiative, Lightning Reflexes
Environment: Any marsh, or aquatic
Organization: Solitary, or plague(3-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 11-15 HD (medium)
Level Adjustment: ?

Electric Shock(ex): An albinoid can generate a electric shock once per round to anyone within 1 foot per HD. This shock does 5d6 damage, a reflex save (DC 17) halves the damage. This effect has it's range and damage doubled if both target and albinoid are in water. The electric attack does it's damage to every nonalbinoid within range while in water.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Skills: A albinoid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Gulp Worm
Huge Magical Beast (BOW)

Hit Dice: 10d10+60(110)
Initiative: +0
Speed: 20ft, borrow 20ft.
Armor Class: 18 (-2 size, +10 natural)
Base Attack/Grapple: +10/+26
Attack: Bite +16(2d8+12)melee
Full Attack: Bite +16(2d8+12)melee
Space/Reach: 15ft./10ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: BOW traits, tremorsense 60ft.
Saves: Fort +13, Ref +7, Will +2
Abilities: Str 26, Dex 10, Con 22, Int 1, Wis 8, Cha 8
Skills: -
Feats: Awesome Blow, Improved Bullrush, Power Attack
Environment: Any plains, or desert
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 11-15 HD (huge) 16-20 HD (gargantuan)
Level Adjustment: ?

Improved Grab (Ex): To use this ability, a gulp worm must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A gulp worm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 5 points of acid damage per round from the gulp worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge gulp worm's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

The Gravedigger worm from RE3 has the same statistics as gulp worm except it's bite damage is 3d6 and it can borrow through rock.



Tyrant
Large Monstrous Humanoid (T-BOW)

Hit Dice: 15d8+75 (135hp)
Initiative: +0
Speed: 30ft.
Armor Class: 24 (-1 size, +15 natural)
Base Attack/Grapple: +15/+26
Attack: Claw +21(2d10+10)melee
Full Attack: Claw +21(2d10+10)melee
Space/Reach: 10ft./10ft.
Special Attacks: Break
Special Qualities: T-BOW traits, darkvision 60ft., fast healing 10, DR 10/-
Saves: Fort +16, Ref +9, Will +10
Abilities: Str 25, Dex 10, Con 20, Int 5, Wis 12, Cha 9
Skills: Jump +17, Listen +11, Spot +11
Feats: Awesome Blow, Blindfight, Cleave, Great Fortitude, Improved Bullrush, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 16+ HD (large)
Level Adjustment: -

Break(ex): A tyrant gets a +10 on all break checks and can always take 10 on them.

T-BOW traits(ex): All T-BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +10 racial bonus to fortitude saves against poison and disease. They do not have to sleep or breath and after a week can go 1 day per point of Constitution without food or water. When times up they make saves by the day for both food and water they are not however fatiguted. T-BOW's only need 1 pound of food and 1 gallon of water per week.

Skills: A tyrant gets a +5 racial bonus to jump, listen, and spot checks.


Other Varieties of tyrants exsist, the following are similar to tyrant statistic wise except where noted.

Mr. X(RE2): Has 2 slam attacks of 1d10+10 each.

Tyrant 3(RE:CV): Has two slam attacks of 1d10+10 each except the damage is both bludgeoning and piercing.

Tenticle Tyrant(RE:DA): Has 2 slam attacks of 1d10+10 damage. The tyrants fingers have the ability to stretch giving it a 20 foot reach. This tyrant has DR 20 the only way to overcome this is attacking the exposed heart on it's back, any piercing damage is increased by 50%, slashing is normal, and bludgeoning is only reduced by 10 when hitting it here.



Nemesis
Large Monstrous Humanoid (T-BOW)

Hit Dice: 20d8+140 (220hp)
Initiative: +6
Speed: 40ft.
Armor Class: 30 (-1 size, +2 Dex, +19 natural)
Base Attack/Grapple: +20/+34
Attack: Slam +29(2d10+15)melee
Full Attack: 2 slams +29(2d10+15)melee
Space/Reach: 10ft./10ft.
Special Attacks: Break, improved grab, tenticle, infect
Special Qualities: T-BOW traits, darkvision 60ft., fast healing 10, regeneration 10, DR 15/-, scent
Saves: Fort +21, Ref +14, Will +14
Abilities: Str 30, Dex 14, Con 25, Int 8, Wis 15, Cha 10
Skills: Jump +25, Listen +17, Spot +17, Survival +17
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Initiative, Power Attack, Track(B)
Environment: Any
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 21+ HD (large)
Level Adjustment: ?

Break(ex): A nemesis gets a +10 on all break checks and can always take 10 on them.

Improved Grab (ex): To use this ability, a nemesis must hit an opponent of up to one size smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and begins choking the opponent.

Tenticle(ex): A nemesis that has successfully grappled an opponent shoves a tenticle located in it's hand through the opponents head, killing them instantly.

Infect(ex): A nemesis's attacks infect opponents with the T-virus.

T-BOW traits(ex): All T-BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +10 racial bonus to fortitude saves against poison and disease. They do not have to sleep or breath and after a week can go 1 day per point of Constitution without food or water. When times up they make saves by the day for both food and water they are not however fatiguted. T-BOW's only need 1 pound of food and 1 gallon of water per week.

Regeneration(ex): Acid deals normal damage, unless it is reduced to less than 0 hp in which case fire also normal damage but for only as long as the nemesis is below 0 hp. A nemesis does not die if it is beheaded even if the damage is acid or fire.

Skills: A nemesis gets a +10 racial bonus on jump, listen, spot, and survival checks. A nemesis does not need a running start on jumps.
#60

agies1

Feb 11, 2005 0:10:20
Tenticle(ex): A nemesis that has successfully grappled an opponent shoves a tenticle located in it's hand through the opponents head, killing them instantly.

I'd give a Reflex save to prevent this.

In question to BAB, this is when the question of AC vs DR comes in. In action games the writers use DR system and not AC, unless the creature is incrediably fast.

Anyway by giving armor a DR value you ensure that a player is never really too hard to hit, instead he is hard to damage.

Example: By wearing Trauma Plates and a Hazard suit you get a +11 armor bonus. Well this could make you potentially impossible for regular zombies to hit you, not really Video game style. However if we say that is gives you a DR value of 6/- and most zombies due 1d6 +1, now the players feel safe however the zombies still get to get ahold of the players and chomp.
#61

agies1

Feb 11, 2005 0:21:41
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

I think this is the first time that poison affecting a BOW has ever been brought up. I like that the creatures are BOW and not Undead, if they were undead then poison could not affect them. However, as we saw in RE1 with the V-shock or whatever the poison was you gave to the plant, it does. Also technically since its a virus and living (or not living, grrr viruses). Anti-viral medication could work and since normally they are not used since they might kill the host, oh well.

Maybe it been brought up, but what about using an anti-viral gun as a weapon, kinda like the one in RE Apocalypse.

Anti-Tvirus
Affect instant, Fortitude save 18, if the target is infected by the T-virus but still alive the T-virus is instantly killed, but the target loses 1d6 constitution. If the target is fully consumed by the virus they suffer 2d6 con loss primary and 1d6 con loss secondary.

This should kill most minor zombies right quick, but bigger baddies are just severally wounded. Boss BOW have a fort save to high to be affected by the Anti-T.
#62

zombiegleemax

Feb 11, 2005 0:54:31
Agies1 the reflex save is a good idea. But understand this is a base(made originally for D&D). The poison and disease thing is based on the simple obsevation that despite the pollutants and generally filthy conditions most BOW are exposed to i have not heard much about them dieing from them. As for anti-virus and anti-BOW gas these are obviously exceptions.

Poison resistance and/or immunity is a general thing. Look at plants while it says they are immune to poisons. I could go down to the nearest store and pick up poisons that will kill them quick easy and won't damage my roses ;) . Point is when living creatures have immunities or resistances to disease and poison it generally means unless otherwise noted.
#63

zombiegleemax

Feb 11, 2005 1:21:34
I just saw that The Merciless DM said he thought most of the characters from the games were roughly around 3rd and 4th level so I was wondering how most of you would stat them. I'd love to see some differnt versions of the characters. I've played around with them a little bit and most seem to be around level 5 with a few just a bit higher (Wesker, Barry and Billy).
#64

the_merciless_dm

Feb 11, 2005 5:42:48
Wesker (Smart Hero, Fast Hero) has a Template a special one at that, since I just found out exactly what happened to him, I'll be working on that. Hunk was stated out buy Nuclear_Cheetos and has all the levels in Spec. Ops.

I'll be back later, got classes to go too. ;p
#65

zombiegleemax

Feb 11, 2005 16:02:19
Guys, you are gods among men. Your tireless efforts are very appreciated. :D I've been inspired to run a little RE d20 game, and you've really helped me out. However, I would like to make one small request: spoiler tags for RE4 stuff. I know, I'm terribly irresponsible for not playing it already. :embarrass
#66

the_merciless_dm

Feb 13, 2005 15:30:34
I've been having problems connecting to the messege boards from my home pc. I'll post the G-Virus template sometime soon.
#67

zombiegleemax

Feb 13, 2005 19:59:33
I've been having problems connecting to the messege boards from my home pc. I'll post the G-Virus template sometime soon.

I know how it feels to have connection problems, good job though. I am also inspired to run some RE-inspired d20 goodness, although I would run something more in the vein of RE Outbreak (which is more party oriented.)
#68

agies1

Feb 13, 2005 21:51:54
One pitfall of running a RE game is not to forget about Social and mental characters. It becomes really easy, because RE is an Action Adventure to allow your combat oriented characters to be in the forefront. Normally I load my games with social situations, like convincing a survive to let the players in, or tricking the Umbrella Mercs the players are one of them. Also like any good RE game puzzles should be included, even if for absolutely no sane reason. Intelligent characters can also be gadgeteers or information specialists, essecential to the group, because SPY GEAR saves lives, and knowledge is power.

OF course if you warn your players first that the game will be action oriented and they should choose other classes only as a subclass, well then blow the shite out of them zombies.
#69

the_merciless_dm

Feb 14, 2005 19:33:43
I dont forget about these classes, they play a large role in the RE games. Researchers, Communitions expert and etc. I know what their talents and special abilities are. Each one has a place in my games, then again this is all up to the Gm and the players. One of my player's characteris a reporter, un-proficient and all he is doing is recording and gathering as much info as possible. Also remember the security devices, laser grids, computer security locks, camara gun drones and etc. Basically any security system you think a HIGHLY guardarded laboratory should have. Puzzle locks are all up to you.
#70

zombiegleemax

Feb 14, 2005 20:23:17
One pitfall of running a RE game is not to forget about Social and mental characters.

Don't you mean to forget about social and mental characters? Either way, your message is received.
There are ways for non-coms to contribute in RE. Heck, only two characters in Outbreak have a combative background (a cop and a veteran turned security grunt.) The rest are either professionals (a plumber and a doctor) or people caught in a very bad situation (the other three characters).
As mentioned by Merciless, there is value in being a scientific character. Depending on when in the series you game, the characters might not even know what the T-Virus is (the whole player vs character knowledge thing). And if they are just a bunch of average shmucks who's main goal is to get the hell out of Raccoon City, then it will really bite if that car that has a full tank of gas and is big enough to carry all of them won't work and the only mechanics left in town are either dead or zombified.
PS: As I said before, I have been using Outbreak as my main example because it is the closest to a group-based RE that inspires the emotions I wish to recreate in my games.
#71

zombiegleemax

Feb 16, 2005 11:19:08
To begin Modern has Occupations. Here is what I think could be the RE occupations. Raccoon City was destroyed but its best to have all bases covered.

[snip- all the other data for the S.T.A.R.S. and U.B.C.S. (sp?) ]

Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1

Um, not to burst your bubble here, but Combat Martial Arts and Brawl? Other than RE4 (in which we could assume that Leon has 1) gained more levels and 2) decided taking Combat Martial Arts as a bonus feat might be a good idea, what RE games can you think of where the characters can fight once they are out of ammo and have no knife?

Think about it, I'll wait.


...


*sound of crickets*

Right, no one. No ammo, no knife, no fight. You could switch out the Brawl/Combat martial arts for Advenced Firearms however, as they do know how to use automatic fire if they find a weapon with that option in the games, so that's a reasonable Occupation feat.
#72

schiz-02_dup

Feb 16, 2005 11:31:22
Um, not to burst your bubble here, but Combat Martial Arts and Brawl? Other than RE4 (in which we could assume that Leon has 1) gained more levels and 2) decided taking Combat Martial Arts as a bonus feat might be a good idea, what RE games can you think of where the characters can fight once they are out of ammo and have no knife?

Think about it, I'll wait.


...


*sound of crickets*

Right, no one. No ammo, no knife, no fight. You could switch out the Brawl/Combat martial arts for Advenced Firearms however, as they do know how to use automatic fire if they find a weapon with that option in the games, so that's a reasonable Occupation feat.

The virus mutations and the monsters aren't the only thing that are fought in Resident Evil, at least not in the cinematics and movies (keep in mind I’m not saying the movies are the greatest). In addition to zombies, lickers, and tyrants the characters will also face security guards, soldiers, and scientists and may wish to conserve ammo. Also occupation feats are basically background feats the character knows before gameplay starts and I think a highly trained mercenary would be taught to fight unarmed.

That’s just my $.02.
#73

the_merciless_dm

Feb 16, 2005 15:51:44
Honestly!
Operations, I am merely adapting a game into another set of rules. I rather have all bases covered and play it safe, if you want to play EXACTLY like the video game go ahead,also autofire can still be effective against Zombies even witout being proficient!!! I also need to think about those who would rather have a encounter with let say a Umbrella scientist and might need him for info. Also the U.B.C.S. are basically Umbrella's personal army so they would be trained like such. Yes RE4 Leon has Defence martial Arts and Combat Martial Arts we agree, but why cannt one of my start off with it? Or Brawl for that matter? You dont have to take it if you dont want too.

More Importantly! I am going to redo all the creatures so far, since I was enlightened while in a boring Humanities class. The T and G Virus create Bio Organic Weapons, so B.O.W would be a SUBTYPE like fire is a subtype for some creatures and etc. Sooooooo....... Hunter (Beast B.O.W.), Licker (Aberration B.O.W.), Zombies (Undead B.O.W.) and I'll ocntinue as such. I'll be using an old article that appeared in Dungeon Magazine years ago called "How to Create a Monster" which has good guidelines to creating monsters by type and etc. So I recomend looking up the dates of the edited cretures, I will try to post when I do edit them and what changes I made.
#74

zombiegleemax

Feb 16, 2005 19:50:22
Right, no one. No ammo, no knife, no fight. You could switch out the Brawl/Combat martial arts for Advenced Firearms however, as they do know how to use automatic fire if they find a weapon with that option in the games, so that's a reasonable Occupation feat.

You could also make the arguement that all characters, even ones that had no reason to pick up a firearm before in their lifepath, automatically get Personal Firearms Proficiency upon the start of the game. Further more, Mark (in Outbreak) does fist-fight a zombie if he has absolutely nothing else.
#75

zombiegleemax

Feb 16, 2005 19:56:20
No network adaptor for my PS2, so never played Outbreak. Even the waitress knows how to use the guns? That's kinda, well... sad.
#76

the_merciless_dm

Feb 16, 2005 20:52:24
I had forgotten about Mark in RE outbreak.
Psionic Ninja since its clear you played Outbreak, could you name and describe the new monster that came out in Outbreak?
I recall seeing some new faces, but since I dont have the network adaptor nor the game (played it at a friends house since he has both the game and network adaptor). So that I could include them in the bestiary.
#77

zombiegleemax

Feb 16, 2005 21:19:51
I had forgotten about Mark in RE outbreak.
Psionic Ninja since its clear you played Outbreak, could you name and describe the new monster that came out in Outbreak?
I recall seeing some new faces, but since I dont have the network adaptor nor the game (played it at a friends house since he has both the game and network adaptor). So that I could include them in the bestiary.

Crap, it looks like I was finally caught. I don't own any RE game higher than 1 in the series. My friend brought a copy of Outbreak and showed me the single player aspect (since I also don't own an adaptor). I probably should be smacked for misleading you, but I've been bringing it up since it is the closest thing to RE d20. I can look it up however, I think I'll go do that to redeem myself.
Operations, the waitress Cindy (who works at a bar if that would set things straight for you) probably does not know how to use a gun. But given the traditional conditions in RE, I don't think she'd have too much trouble doing a half-decent job. I mean, come on, the average target is ten to fifteen feet away from you, unarmored, and staggering like a drunken sailor. I have never picked up a gun once in my life and I can probably make such a shot to keep it down long enough for me to run. The same goes for any of the other characters that probably shouldn't know how to use a gun.
#78

the_merciless_dm

Feb 17, 2005 11:09:56
...but I've been bringing it up since it is the closest thing to RE d20.

My first attempt at a REd20 game was in Raccoon City during the events of RE3 and RE2, then a several months later Outbreak appeared, my friends an players were stumped, we thought Capcom was watchng us through an uber powerful satelite or something. The Pcs were: a Doctor, a Security Guard, a Cop and a Reporter. But ever since that game I started to think about a setting for another RE game since the players enjoyed it so much, but I didnt want them to know it was a RE game and with release of info about RE4 and Umbrella's demise I came up with Chimera Enterprises and a hook of sorts, were most of the Umbrella employees were recruited by Chimera to work for them. And thats my game. The players already know its an RE game but they dont metagame and go with the flow.

Instead of having a RE:Outbreak copy try this, set up using Department-7 (as a branch of the FBI or an independant corp.)form the d20 Modern book, your players are agents of Dept.-7 and they investigate the wierder than normal crime scenes. And pick it up from there.
#79

zombiegleemax

Feb 18, 2005 18:44:08
Okay, I read through some of the guides on the internet (thank you GameFAQ) and the new monster is called an Omega Hunter. The description was vague (I'll have to read it again) but basically the monster is a bigger and badder Hunter that is amphibious (slap the Aquan template from Future onto the Hunter and call it a day if you ask me.) I haven't looked at any of the bosses yet, but I'll do that next.
#80

the_merciless_dm

Feb 21, 2005 8:11:00
I would like to open a discussion on Wesker. If you manage to find "Wesker's Report 2" I strongly recomend reaading it (should be at residentevilfan.com unedr the rerelease of RE1). There you will find out what happened to Wesker. He also mentions something about it in Wesker's Report 1, well for those of you who rather be told, Wesker was given a virus by Birkin and told that it would give him super human powers, this virus is the G-virus. Now exactly what does the virus give Wesker?

In RE:CV Wesker was super strong, and fast but would you say he was more dextrous than strong? You see were I'm going with this, I want your opinions on what the G-virus "super soldier" template should be. We also could assume ****SPOILER ALERT for RE4**** Krauser has too been given something similar since he's flipping out the whole place. Though in Krouser's case he is far more dextrous than Wesker. ****End Spolier****
Well I hope we can all settle on something.
I was thinking a template like such:

G-Virus:
The G-virus must be injected into a subject, it cannot be transmited in any other way. A Fort Save is required after the injection DC20, upon success the body completly injests and adapts to the new genetic material within the G-Virus, thus gaining +6 to DEX, +4to STR & Con, +20ft. to Speed, Lighting Reflex and Blindfight feats, and a special immunity to all other T-virus type infection. If the body is wounded or harmed in anyway when the G-virus is injected (Birkin in RE2) the Fort Save is increassed by 2 for every successful wound (# of attacks that delt damage) upon faliure of the Fort save the G-virus begins to mutate at an incredible rate, twisting the body's anatomy in wicked ways (Roll 3 times on the G-virus Random mutations table).
#81

the_merciless_dm

Feb 21, 2005 9:04:19
G-Virus Random Mutation Table:
Roll a d12 to determine the mutation

01 Multiple Legs
02 Multiple Arms
03 Multiple Eyes
04 Tentacle
05 Massive Growth
06 Wings
07 Blade Claws
08 Tougher SKin
09 Poisonous Spray
10 Acid Spit
11 Bone Spikes
12 Roll twice on the random mutations table

Mulpitple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creatures base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: Id4 number of eyes sprout on random locations, the creature cannt be flanked.
Tentacle: The creatures gains ranged touch attack+5 upto 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one sive category larger all stats. change acordingly.
Wings: The creature sprouts batlike leathery wings a Fly speed of 40ft. with avarage manuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 ta attack.
Tougher Skin: The creature's hide thickens granting it a Damage Redcution of 2/--
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice on the random mutations table Self explanatory
#82

the_merciless_dm

Feb 23, 2005 15:30:20
G-Virus Template
Type changes to B.O.W.
HD: Increase to d12
Spd: +20ft.
AC: as base
Attacks: As base
Special Attacks: Controlled Mutation
Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round
Face/Reach: As base
Saves: As Base
Abilities: +4 to Str & Con, +6 to Dex
Skills: As Base
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex

Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the number of mutations grown) as a Fullround action that provokes an attack of opportunity, to gain a mutation from the G-virus random mutation table.

I believe this is pretty much what Wesker and Krauser gained from the G-Virus. Remember this template can only be added if the character succeeded the G-virus Fort Save. Well as usual let me know what you think. And I hope this helps.
#83

the_merciless_dm

Feb 26, 2005 10:07:50
Wow, no comments, no opinions, nothing?

I thought this was gonna be a big post, an important topic. Well I leave it as is for now. I'll continue to stat out creatures and post.
#84

zombiegleemax

Feb 26, 2005 15:21:55
Good stuff here and I learn from reading, I just ain't good at the stats and all. The setting is interresting having seen the movies is all however.
#85

zombiegleemax

Feb 26, 2005 17:54:18
I think the template is sound as it is. However, I won't have the opprotunity to play-test it. So my opinion is not worth much.
#86

schiz-02_dup

Feb 26, 2005 22:31:00
I'm going to agree with psionicninja2000 on this one. The template sounds good as is, but I'm not going to get to playtest it anytimes soon, so my opinion may not be the most valuable.
#87

jediranger

Feb 27, 2005 12:29:50
Great Thread, i must say.

Heres a site for some resident evil information. I dont know if you guys already know of it.

Resident Evil Fansite

Ive only played Resident Evil: Outbreak a handful of times and hopefully im going to try to buy it one of these days. But ill try to help.

Improvised FlameThrower [Lighter + Bug Spray]
Damage:1d8
Critical:20
Damage Type:Flame
Range:4 feet
Rate of Fire:S
Magazine:10 bursts
Size:Small
Weight:1 lb.

Nail Gun
Damage:1d6
Critical:20
Damage Type: Piercing
Range:15 feet
Rate of Fire:S
Magazine:20 nails
Size:Medium
Weight:6 lbs
#88

the_merciless_dm

Feb 27, 2005 19:34:18
Heh, well as soon as you get any feedback from playtesting let me know. I think some finetuning is required here and there, but over all the final version may not be too far from this version.
#89

zombiegleemax

Mar 02, 2005 9:52:20
Y'know, when I find something like this thread on the net, it makes me appreciate my computer more. I hope to post here a lot, and maybe help out a little.

I've been running a Resident Evil RP for almost four years. It's been a frustrating journey, because the only roleplaying system I've ever known was White Wolf's World of Darkness. I had to make so many system revisions to fit our preferences with battle realism, it boggles the mind. That's all fine and dandy, but it made every combat long and arduous and very time-consuming. I just recently made the decision to jump to d20, when I bought the d20 Modern core book. It's awesome! I always wanted to do a D&D system in a modern setting, but dreaded the effort it would take to do all the conversions and inventing weapons and whatnot on a system I was inexperienced with.

However, I'm facing an equally daunting task converting my Resident Evil stats to d20 Modern. This is making it a little easier, so thanks for your hard work. I will credit you when I stand on your shoulders ^.^

So anyway, My running story involves mutated Wesker-and-Alice likes characters, so I'll give your super-soldier mod a playtest in a while and give you some feedback.

My main reason for posting: I'm a gun freak. That's the only words to describe it. And I'm finding the stats a little sloppy. I need a way to modify them, and input from experienced GM's would be GREATLY appreciated.

Three things so far,

1: The damages are grouped too tight. I'm sorry, but there's a difference between a 9mm (.38), and a .45. Heck, differentiating between a .40S&W between those two would be nice, but that may be asking too much. A shotgun should do quite a bit more than .50cal handgun damage, etc.

2: The shotgun thing leads me to this. Buckshot blows game mechanics wide open. The game seems reasonable when you're dealing with slugs, but Buckshot spreads out (easier hits), but does less damage at medium ranges.

Should I raise damage dice accordingly (that would seem to keep them formidable to higher lever characters)? or lower smaller caliber's damage (making hanguns nearly useless against higher levels unless you nab a head shot)? Or is there another solution that I'm just not seeing?

This post is getting big, so I'll save the third thing for later. Honestly, I don't know where to start here. So much different than White Wolf! Yet, interesting similarities....
#90

zombiegleemax

Mar 02, 2005 10:25:14
Does anyone know where I might find a HIVE type map? It does not have to be the HIVE itself of course. I just need a good map to use for a genetics research lab complex. Also it does not have to have living quarters or anything like that.
#91

gunrock

Mar 02, 2005 12:17:07
I understand the points about gun damages. As a minor gun-nut it bothered me too at first. But it's all a matter of game balance. The balance is a bit out of whack from the Weapons Locker book, but it is still there, more or less. For the logic of that balance, see this Bullet Point.

For shotguns, yes it stretches the mechanics, but there are rules for the Damage diminishment at range. Shotguns take a -1 to hit per increment, and a -1 to damage per increment (pretty sure this is a variant, but it's what I use). This means that it's more likely to hit than a Desert Eagle at longer ranges, but it is less likely to hurt as much since fewer pellets actully connect. If that's not good enough, the common fix is to have shotguns do 3 or 4 d6 and penalize one dice per range increment (minimum 1d6). Slugs are treated as bullets with half the range increment (house rule).
#92

jediranger

Mar 02, 2005 13:50:11
I couldn't find a actually grid/d20 map or anything but heres a good picture

IMAGE(http://3vilresident.tripod.com/images/hive/hive.jpg)

Heres another of a game map

IMAGE(http://home.comcast.net/~DanM602/re1/UmbrellaLab-B3.Jpg)
and the Key that goes with it.

66. Private Room B
67. Small Lab
68. O Room
69. Lab Save Room
70. Mortuary
71. Second Mortuary
72. Maze A
73. Maze B
74. Power Room
75. Private Room A
76. Cell
77. Elevator Entry

IMAGE(http://br.geocities.com/residentevilbr/re2map007.gif)
Heres a good map, maybe you can creat a elevator or a shaft of some kind to access the lab.

Ill find some more. Hope that helps.
#93

jediranger

Mar 02, 2005 14:32:38
Patrick Hughes
Tough Hero 2

R.F.D Fire Fighter
HD:2d10+3
Hp 19
Init 0
Spd 30 ft
Defense 12
Touch 15, flat-footed 10 (-1 Dex, +1 class)
BAB +2; Grap +1;
FS 5 ft. by 5 ft.; Reach 5 ft
AL:Good, RFD

Atk +2 Fire Emergency Axe (1d8+1)

SV Fort +4 Ref +0 Will +0 AP 3 Rep +0
Str 14, Dex 12, Con 15, Int 11, Wis 12, Cha 11.

Occupation: Emergency Services [Fire fighter] Listen, Treat Injury

Skills:Climb+2 Concentration +1 Craft[Mechanical]+1 Drive +3 Intimidate+2 Knowledge [current events]+1 Listen+2 Profession [Fire Fighter]+1 Ride+1 Spot+1 Treat Injury+2

Feats:Armor Proficiency [light] Simple Weapon Proficiency, Toughness

Talents (Tough Hero): Fire Resistance

Possessions:Fire Protection Outfit, Short sleeved Blue R.P.D shirt. Fire Department Axe, Back pack, Flashlight.

Patrick was the new kid on the Raccoon City Fire Department when the "Outbreak" first happened. He was sitting in the fire department when a strange call came in.From the police department.

Any Emergency units come to the middle of Town Hall.NOW.

The fire fighters then found out why they were at the town hall. Raccoons Finest were making a last stand against a unknown force of people who looked dead. As they came close to it the driver accidently flipped over.

But that wasn't the end of Patrick.Not by a long shot.
#94

the_merciless_dm

Mar 02, 2005 15:34:52
Well to address the Gun damage, I choose to group them up differently.
9mm weapons and the such deal 2d6 damage but when you talk about .40 or above weaponry they deal 3d4 in my games. This successfully increases the average by .5. See the averae in 2d6 is 7pts. of damage were as 3d4 avareges on 7.5pts. of damage. .50 and above stay a 2d8. The game mechanics has a very good supplement for Modern Ammunition variants which anyone should check out. It addresses most issues wiht bird shot, buck shot and etc. Also for Shot gun damage I believe they should deal 4d4 (10pts. average) as opposed to 2d8 and those that deal 2d6 treat them as 3d4 as earlier stated. I was bored in a Humanities course and I worked out a table in excel of average die rolls and dice in order or result, with 1d4 as the smallest and 10d20 as the largest. If I knew how to set up the table on the messege boards like other people do I'd post it, thing is a copy/paste looks horrible.
#95

jediranger

Mar 03, 2005 13:58:54
Nicole Dawkins
Charasmatic Hero 2

Channel 4 RCN Reporter
HD:2d6
Hp 8
Init +1
Spd 30 ft
Defense 10
Touch 10, flat-footed 9 (-1 Dex, +0 class)
BAB +0; Grap +0 ;
FS 5 ft. by 5 ft.; Reach 5 ft
AL:Good RCN

Atk +1 Pepper Spray (Special)

SV Fort +2 Ref +2 Will +0 AP 3 Rep+2
Str 9 Dex 13 Con 11 Int 13 Wis 14 Cha 15

Occupation: Investigative Listen, Knowledge Streetwise

Skills:Bluff +4 Drive +1 Gamble +2 Gather Information +4 Knowledge [Current Events] +7,Knowledge [Streetwise]+1,Listen+4,Search+3 Spot+2

Feats: Attentive, Educated, Simple Weapons Proficiency

Talents (Charamastic): Charm

Possessions: Personal Digital Camera, Lighter, Pepper Spray, Newspaper.

Nicole worked at RCN, and trys hard to keep up with older newscasters. She usually gets the "on the scenes" action, but does the filler for the show. One day she was interviewing a man who said he saw a big explosion in the forest. The postition showed her and her camera man, Dave to the Spencer Mansion. Unforutantely their van broke down so they walked to the nearest Repair shop. When Nicole went in there was nobody there. David later found a mechanic who wasn't really himself, he was kind of on the dead side. After Nicole found David who was similar to the mechanic, she ran until she couldn't
run anymore.

Something fishy was going on in Raccoon City and Nicole Dawkins was going to find out.
#96

the_merciless_dm

Mar 03, 2005 16:07:03
I would like to know what you people, mainly players and Gms like myself who are fans of RE prefer. Do you want the creatures to have Damage Reduction or Natural Armor. So far what I have been doing is eliminating Natural Armor and turning it into Damage Reduction. I feel Damage Reduction is the way to go but since this is a supplement for all of us it is only fair we all get to have a say. This goes for any other "variant rule" I've posted or use. Please let me know what you think is best.

There are many areas: Damage Reduction, Called Shots, Armor as Damage Reduction, the Damage variants I described briefly last time, Feats, Herbs, Abilities (to name a few).

Also tell me what is missing.All I've been doing is fixing creature after creature (which I will post soon). Remember this is for you so help me make it better.
#97

jediranger

Mar 03, 2005 16:18:55
Well ive read most of the books and watched both movies (which doesnt really help) and played acouple of the games, so i dont know how good of a opinion i can have.

Some archtypes can be made such as STARS agents and UBCS troops, or "Adventure Hooks" so you can drop your characters into the Resident Evil world.

One of the biggest things is probaby the monsters, i think im going to buy Outbreak so if you need any help, i can hopefully help in acouple of days.

Im working on some "Pre-made" characters that they can be use as NPCs or ready to go Characters.
#98

zombiegleemax

Mar 03, 2005 17:25:47
It might get confusing, but you should probably use a combo of Damage Reduction and natural armor depending on the character's type of special toughness.

ie:
Exoskeletons= natural armor (Spiders, Drain Deimos/Brain Suckers, Verdugos)

Muscle density= damage reduction (Tyrants, Ivies, Villagers from RE4)

Hunters seem as though they could go either way, because of the alligator skin, or maybe have a bit of both.

Also Nemesis. The movie describes him as being a mess of flesh and military grade armor; as if he had armor plates grafted up under his muscle layer. While that would explain a lot, I don't remember anything in the game actually hinting at that. Again, I guess he could go either way, or have a balance of both (!).

Okay, the third thing I wanted to ask about was autofire. Maybe I should wait until I buy the Weapons Locker next week, but I'll ask anyway. In the core book, every weapon fires 10 bullets a round (every weapon fires the same rate? Only 100rpm? Most man-sized autofire weapons can empty their standard clip in a few seconds), and deals no extra damage, just targets a larger area. I understand targeting a larger area, but what about chopping up a target at point-blank? Sure, It's almost a guaranteed kill on a person (Attack of Opportunity fails as well as any saving throws= yur dead), but not neccessarily the creatures in RE. so how about adding damage? adding the total weapon dice per bullet comes up with insane numbers, so add one die of the appropriate type, or what? Should you be able to spread additional damge among the 10X10 area, or have the option of targeting a larger area as well?

Not just Automatics, either. Most People proficient with a handgun can comfortably fire far more than one bullet every six seconds. How about one additional bullet per Dex bonus (but can't be aimed at another target unless they have the option of an extra attack) each round, each bullet dealing an extra die of damage of the appropriate type?

Thanks for the help, guys.
#99

jediranger

Mar 04, 2005 16:56:51
Freddy Hayes
Fast Hero 2

STARS Back-Up
HD:2d8+1
Hp 15
Init +2
Spd 30 ft
Defense 13
Touch 10, flat-footed 11 (+2 Dex, +0 class)
BAB +2; Grap +0 ;
FS 5 ft. by 5 ft.; Reach 5 ft
AL:Good, STARS

Atk +2 Beretta 93F 2d6

SV Fort +1 Ref +3 Will +1 AP 5 Rep+1
Str 12 Dex 14 Con 13 Int 12 Wis 10 Cha 11

Occupation: Law Enforcement [Gather Information , Listen]

Skills: Balance+1 Drive+4 Escape Artist+1 Gather Information+2 Hide+1 Knowledge[Street Wise]+1 Listen+3 Move Silently+2 Pilot+1 Profession[STARS]+1 Ride+1 Sleight of Hand+2 Tumble+1

Feats: Personal Weapon Proficiency, Quick Reload, Dodge, Farshot.

Talents (Fast):Evasion

Possessions: STARS tactical vest, Beretta 93F, 3 15 round magazines, Hip Holster, Flashlight, Canteen.

Freddy was just introduced into the STARS program Two weeks before the "Mansion" accident. He caught a bad case of the flu and was sick when Bravo and Alpha teams were nearly destroyed. He was a Recon and vehicle specialist for Alpha team but was replaced by Joesph Frost. As long as he saw action, even in Bravo Team, he would be happy.

A phone call from Barry Burton made him feel better, but he felt sick to his stomach when he found out what happened to Bravo Team and Frost.

He raced for the Police Station, in his car but was side sweeped by a pickup and went unconcious.
#100

gunrock

Mar 04, 2005 17:22:22
what about chopping up a target at point-blank? Sure, It's almost a guaranteed kill on a person

What you're thinking of is Burst Fire. Only people who are actually good with automatic weapons can do that well. Everyone else does what is professionally refferred to as "Spray and Pray."
Should you be able to spread additional damge among the 10X10 area, or have the option of targeting a larger area as well?

You can use Strafe to reshape the area (5 by 20) and there is a feat in Ultramodern Firearms to increase the DC to avoid an autofire. But I think they work realilistically enough.
#101

gunrock

Mar 04, 2005 17:22:53
Not just Automatics, either. Most People proficient with a handgun can comfortably fire far more than one bullet every six seconds.

Comfortably yes, accurately not so much. I've seen litterally millions of rounds fired from small arms by litterally thousands of people (including myself) and although most of them could empty a 15-30 round magazine in less than 6 seconds, they were doing well to hit with 1 in 10 of those. The first round usually was on target but the others were wasted. For those who could do better, I'd give them either multiple attacks per round or double tap (a few get both).
#102

the_merciless_dm

Mar 05, 2005 8:44:00
Welcome aboard wolfgang, and thanks for the suggestions I am considering combo-ing between AC and DR. As for the issues you've brought up with autofire I would have to side with Gunrock.
#103

the_merciless_dm

Mar 05, 2005 8:51:24
Jedi Ranger, I'll include your character models in the supplement as "Ready to Play" characters for those who want to jump straight into the action. Good work. Plus I liked your improvised flamethrower, I dont think I had seen anyone stat that out. ;p

Does anyone out there have the Weapons locker? If so please send me the new rules and feats that are in it. I want to include them in the supplement for people who do not have them, so this way they do not need to gp put and purchase it to know what X-feat does or what rule they may be missing out on.
#104

zombiegleemax

Mar 05, 2005 10:26:43
Is anyone actively working on getting this in Ebook or PDF format at the moment, if not, how long should I expect to wait?
#105

jediranger

Mar 05, 2005 10:57:20
Katie Smith
Smart Hero 2

Paramedic
HD:2d6
Hp: 11
Init +0
Spd 30 ft
Defense 11
Touch 10, flat-footed 10 (+0 Dex, +0 class)
BAB +1; Grap +0 ;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: RCHD, Good

Atk -3 Small Knife 1d4

SV Fort +2 Ref +0 Will +3 AP 3 Rep+2
Str 10 Dex 11 Con 12 Int 15 Wis 14 Cha 12

Occupation: Emergency Services (Paramedic) Treat Injury, Listen

Skills: Computer Use+4 Craft[chemical]+5 Investigate+2 Knowledge[Physical Science]+2 Listen+1 Profession[ Paramedic]+3 Research+2 Search+1 Treat Injury+4

Feats: Great Fortitude, Medical Expert, Trust Worthy

Talents (Smart): Savant

Possessions: Medical Kit, Back Pack, 2 First Aid Bandages. Small Knife

Katie Smith was part of a reowned family of medical experts. Her father was a medical doctor who ran the Raccoon City Hospital. She was one of the first to see one of the victims of the "cannibals" near the forest. Just days after the explosion in the forest, there was a attack. The Police were trying to fend off the "Undead" and many were injured. She volunteered to stay behind and treat anybody she could while most of the medical staff packed up and left for safer ground.
#106

the_merciless_dm

Mar 05, 2005 11:08:54
Azreal I am working on a pdf. of all that is here but everyday there is more and more to add to it so as soon as we all feel that everything RE has been covered the pdf will be ready. I mean we haven't even covered RE4 and I like that fact cuz I do not want to spoil more than what we have. I got creatures from RE0 to RE3, missing the new creatures in RE:Outbreak. Modern has already stated out for us the weapons and the base rules written yet there are variant rules that work even better on the RE setting. We even have new abilities and skills for the players. But there are too many creatures and monsters.

All I can say is soon. When summer hits I expect to work on this even more. Just bear with us for some more time. In the mean time enjoy!
#107

jediranger

Mar 05, 2005 11:29:22
Garrett
Dedicated Hero 2

Anti Umbrella Agent/ Photo journalist
HD:2d6+2
Hp: 14
Init +1
Spd 30 ft
Defense 12
Touch 10, flat-footed 11 (+1 Dex, +0 class)
BAB +1; Grap +0;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good, Anti Umbrella Group,

Atk+1 Molotov Cocktail (1d6)

SV Fort +2 Ref +1 Will +2 AP 5 Rep+1
Str 11 Dex 13 Con 15 Int 11 Wis 12 Cha 10

Occupation: Adventurer (Jump, Move Silently)

Skills: Craft [Writing]+2 Gamble+1 Investigate+2 Jump+1 Knowledge[ Current Events]+3 Listen+2 Move Silently+3 Profession[Photojournalist]+4 Sense Motive+ Survival+1 Treat Injury+2

Feats: Personal Weapon Proficiency, Nimble, Educated

Talents (Dedicated) Skill Emphasis [Sleight of Hand]

Possessions:
Photojournalist Vest, 35mm Camera, 3 rolls of film, 1 Molotov Cocktail, Backpack, Forgery Kit

Garrett works for the Raccoon City Press. He plays baseball and reads old history books. This is the Garrett that is seen. Underneath Garrett works for a Anti Umbrella Group who is trying to expose Umbrella of what they are doing. He is their contact in Raccoon City. He has a small weapon cache in a warehouse near the edge of the city.

When the outbreak and the battle of Town Hall is in progress, he finds his way onto one of the local delis and starst taking pictures. After the battle he then makes his way to his weapon cache, but locks himself in the deli because of the zombies have surrounded him.

Garretts Weapon Cache
1 Benelli Shotgun
7 shells
1 SITES M9 Resolver
2 Magazines of 9mm
#108

jediranger

Mar 05, 2005 14:04:14
Ma2 Mesh Monkey
Small T-virus Mutation [Monkey]
HD: 2d8+6
Hp: 12
Initiative: +4
Speed: 40ft., climb 30ft.
AC: 14 (+4 Dex) DR: 4/-
Attacks: Claws +1(melee), Blade
Damage: Claw 1d4+2, Blade 2d6+1
Face/Reach: 5ft by 5ft/ 5ft
Special Attacks: Bladed Arm
Special Qualities: Infectious
Saves: Fort+1 Ref+5 Will+2
Abilities: Str 10 Dex 19 Con – Int 5 Wis 10 Cha 3
Feats: Lighting Reflex, Weapon Focus (Bladed Arm)
CR: 2

The Ma2s are monkeys injected with the T-virus and have a outfitted 5 inch blade onto their arm.

Blade Arm: A blade is attached to the Ma2s arm. It causes 2d6 damage and is very dangerous.

This monster is from the Resident evil book The Umbrella Conspiracy. Information is found on pages 220, 235 and 236. Enjoy.
#109

zombiegleemax

Mar 05, 2005 20:34:01
As psyched as I am about the idea of working out the RE 4 characters in d20, I don't think it needs to be done now. You can always make an additional supplement for it later. There might be some interesting things you can take from it now, however. Like the rare yellow herb, that you already have. I need to play it again and take notes...

By the way, that Nemesis that got posted [by Farrealmer] is insane! I realize that this is probably so he can be a threat to higher level characters too, but out it the game world, there's some elite riot cops that will never be the same, haha.

Since Nemesis a long term, er, Nemesis, I thought about classifying him as a GM character with levels. Say, he gains a level when he wakes up after getting dropped. At a certain level, he mutates into the type 2 Nemesis, then into the "mass of ugly" Nemesis at max level. That kind of thing. Maybe no more that ten or twelve levels, but still you get the idea. What do you guys think?

I'll try to remember to rent/ buy Outbreak next week. It'll either be that or the weapons locker, 'cuz after bills, I don't have much money to spend. Either way, hopefully I'll have more input.
#110

jediranger

Mar 06, 2005 7:45:14
I just bought RE:Outbreak, ill take some notes soon.
#111

gunrock

Mar 06, 2005 17:03:36
Does anyone out there have the Weapons locker?

Yes.
If so please send me the new rules and feats that are in it. I want to include them in the supplement for people who do not have them, so this way they do not need to gp put and purchase it to know what X-feat does or what rule they may be missing out on.

No new feats within Weapons Locker. Some new ammo rules, which I would never send since that would be illegal .
#112

jediranger

Mar 08, 2005 15:24:53
For the Beretta 93F and 93R

Could you use a 20 round clip in the Automatic pistol?
Could you use a regular 15 round clip in the Machine Pistol?

The Merciless Gm- In RE:Outbreak which creatures were you looking for.

Outbreak Monsters
Zombies
Crows
Hunters
Giant Moth
G-Virus Mutant
Moth Larvra
Leeches
Leech Man
Licker
Sharks
Giant Ant thing
Cerebrus
Spider
Bee
Giant Leech
Regis Licker
Thantos
#113

jediranger

Mar 08, 2005 18:05:32
Umbrella Npcs Idea

Umbrella Scientist (Smart 4/Dedicated 2/Field Scientist 1)
A known scientist, works on Bio-Research.Maybe a "package" that has to be protected from Zombies or Anti-Umbrella Forces.

Umbrella Worker (Smart 1 or Dedicated 1)
The standard white coats or Employees.

Umbrella Security (Tough 2)
Somebody has to protect a Umbrella Building.
Armed with a stun gun.

Umbrella UBCS (Strong 2/Fast 2/Soldier 2)
When the s*** hits the fan. Expendable. The Special Forces of Umbrella.
Armed with a MP5-N.

Some New Items

Stim Gun
Can be used for injection of T or G virus

Stun Rod
Improvised (Iron Pole+Battery)
Damage:1d6 plus Stun
Critical:20
Damage Type:Electrical
Range:Touch
Rate of Fire:S
Magazine:10 shocks
Size:Medium
Weight:3 lb.

Created by combining a Iron Pole of any sort with a battery. Must succeed in a DC 10 check to create it.


New Skill

Craft [Improvisonal]
Can be used Untrained
Ever out of weapons and have nothing but regular items. Well with this skill you can create a make shift weapon with ease.

FlameThrower DC 10
Stun Rod DC 15
#114

zombiegleemax

Mar 08, 2005 20:11:16
by jediranger
For the Beretta 93F and 93R

Could you use a 20 round clip in the Automatic pistol?
Could you use a regular 15 round clip in the Machine Pistol?

The 93R will accept any 90 series Beretta clip, but I'm not sure about the other way. seems logical. Either way, extended clips (mainly for shooting tournaments) are not that hard to come by.

"Giant Ant Thing"? Love the technical term, lol. I kid. Good stuff.

Anyway, how about the 'little' Umbrella Famethrowers? Ultramodern Firearms gives the stats for Dragon rounds in a shotgun and states that it's compareable to a small flamethrower. In that case, it just projects a cone of fire 20'X5' in the character's chosen direction, and anything caught in the area makes a Reflex save for half damage, otherwise takes initial damage and risks catching on fire (risks, nothing, I would say 'likely').

By the way, the Napalm in flamethrowers is jellied gasoline. Which can be faked by dissolving styrofoam in Gas. The trick is to get the right consistency.
#115

jediranger

Mar 08, 2005 20:49:53
I like the Dragon Rounds but you would have to limit them, maybe to a Umbrella Weapons Faculity or Umbrella Lab.

I have only heard of the "Giant Ant Thing" I havent played it yet though.
#116

gunrock

Mar 10, 2005 12:42:36
I was sitting in one of my more useless and boring classes when I got mildly inpired to do a R.E. game. I decided that I wanted STARS team members to have basic equipment packages based upon specialties. So here is what I've come up with. Input is welcome.

S.T.A.R.S. Specialties (Requirements):
General Agent or Non-Specialist (Personal Firearms Proficiency [PFP])
Close Quarters Specialist (PFP, Point Blank Shot [PBS]or Armor Proficiency (Light))
Communications (Craft Electrical 2, Knowledge (Technology) 4, Repair 4)
Infiltrator (PFP, Disable Device 2, Hide 2, Move Silently 2)
Medic (Treat Injury 4)
Negotiator (Bluff 2, Diplomacy 2)
Pilot (Aircraft Operation [Helicopter], Pilot 4)
Sniper (PFP, Far Shot or Point Blank Shot)

Equipment packages to follow.
#117

gunrock

Mar 10, 2005 12:47:10
Options are provided to better match individual tastes and skills. Equipment is either / or for each entry. An entry of 'and' denotes both.
Close Quarters:
Beretta M9 or HK USP .45
Benelli M3 Special Applications or HK MP5A5
Light Undercover Shirt or Undercover Vest
Communications
Beretta M9 or HK USP .45
Walkie Talkie (Professional)
Infiltrator:
Beretta M9 or HK USP .45
Lockpick Set and Electrical pick set (6 lbs. DC 14 Res (+2), disable elctronics without penalty)
HK MP5A5 or HK MP5SD6
Medic
Beretta M9 or HK USP .45
Medical Kit and One First Aid Spray per team member
Negotiator:
Beretta M9 or HK USP .45
Light Undercover Shirt or Undercover Vest
Pilot:
Beretta M9 or HK USP .45
HK MP5 PDW
#118

gunrock

Mar 10, 2005 12:54:33
Sniper:
Beretta M9 or HK USP .45
Remington 700 (with scope) or HK MSG 90 (with scope)
General:
Beretta M9 or HK USP .45
HK MP5A5


I'd like a little more variety for the General agents but any carbines would make their packages more appealing than most. Any input would be most welcome.
#119

jediranger

Mar 10, 2005 15:47:02
Well in resident evil 1 the STARS were armed with just beretta 93fs and barry had his colt python.

Speaking of Barry

Weapons Specialist-Personal Weapon Proficiency, Point Blank Shot, Dead Aim.

Equipment: Master craft weapon or a powerful handgun (Magnum, Colt Python, Glocks)

Good Work
#120

hellfyre

Mar 10, 2005 16:28:42
I dunno ... I always pictured STARS as being an Advanced class itself ...
#121

jediranger

Mar 10, 2005 17:16:54
Some Npcs [More to Come]

Doctor Norton- A doctor at The Raccoon City Hospital. One of the few survivors but is being hunted down by a blood sucking horror.

Equipment [Pick One]
First Aid Spray
Card Key
T-Virus Notes

Barry Burton- A survivor of the "Mansion Innicident" he decided to stick around and help any other people get out.

Equipment
9mm Magazines
Notes on Mansion Innicident
Scope

Officer James Carty- One of the few Officers left, he is quick to make friends with any survivors. Will help out if in danger

Equipment
Shotgun
9mm Magazines
First Aid Spray


These Npcs if treated nicely will give equipement to survivors.
#122

gunrock

Mar 10, 2005 18:01:13
I dunno ... I always pictured STARS as being an Advanced class itself ...

My idea was that first level characters could belong to STARS. They were recruited for their specialty but they could develop individually as they saw fit. Plus, the STARS members were so diverse in their skills and abilities that they seemed like an organization full of heroes, not a single class.

Barry, I envisioned as a Close Quarters guy, who had his own personal side arm (Python). You may be right, but I'm not convinced yet (please, convince me!). The Beretta M9 is the military version of the 92F. It's a bit more weather resistant, which is why I went with it. Or the HK if that particular branch preferrs .45 ACP.

Any other input is welcome, too.
#123

the_merciless_dm

Mar 10, 2005 19:21:58
Hey hey, Life has returned to REd20! I could not be happier. I like exactly what is being discussed here. As son as I get a chance I'll reply to all that has been said. Also the U.B.C.S. as I recall actually use the TMP sub machine gun. Also S.T.A.R.S. would be an occupation rather than a PrC, as someone already stated they can be different class type of heroes. Well I'll take my time and reread all that is here later.
I'm working, jejejejejejeje.
Thanks for the list of appearing monsters in RE:Outbreak.
#124

gunrock

Mar 11, 2005 23:43:15
I'd still like any suggestions for alternate weapon and equipment loads for the specialties. I'd like some kind of carbine but I don't want that to be the only factor when people choose their specialty.
And any new specialties you might see. I'm not looking for bloat, but if you see something that I missed I'd appreciate the help.
#125

jediranger

Mar 12, 2005 15:03:14
Pretty good on the "Types" for STARS agents.
#126

zombiegleemax

Mar 12, 2005 16:26:26
I dunno ... I always pictured STARS as being an Advanced class itself ...

Nothing personal, but STARS is not a advanced class, it is an organization that has similarities to an highly-trained SWAT team or certain elite commando units (SEALS, Rangers, etc.)
Although the games never went into great detail on the other agents (mostly because they died in a matter of minutes), the surviving members of STARS were a marksman (Chris), a medic with a degree in biochemistry (Rebecca), a ex-catbugler (Jill), and two weapons masters (Barry and Wesker).
So in reality, you can put just about any person with a military or specialist background and they can technically be a member of STARS.
#127

gunrock

Mar 12, 2005 20:27:39
...surviving members of STARS were a marksman (Chris), a medic with a degree in biochemistry (Rebecca), a ex-catbugler (Jill), and two weapons masters (Barry and Wesker).

I alway thought Chris was ex-Air Force. I'm fairly certain that I got that from the tiny manual that came with my copy of RE 1. I'm not denying that he was a shootist, and a decent one even if it took 5-8 bullets to shoot a zombie in the head at 3 feet, just that I thought he had some other specialty.
Anyway, you're right about the organization as a whole.
#128

zombiegleemax

Mar 12, 2005 20:35:12
I alway thought Chris was ex-Air Force. I'm fairly certain that I got that from the tiny manual that came with my copy of RE 1.

I might be wrong, I haven't really read that part of the manual (I'm more concerned with the parts that tell you how to run and shoot.)
#129

hellfyre

Mar 12, 2005 23:52:04
Nothing personal, but STARS is not a advanced class, it is an organization that has similarities to an highly-trained SWAT team or certain elite commando units (SEALS, Rangers, etc.)
Although the games never went into great detail on the other agents (mostly because they died in a matter of minutes), the surviving members of STARS were a marksman (Chris), a medic with a degree in biochemistry (Rebecca), a ex-catbugler (Jill), and two weapons masters (Barry and Wesker).
So in reality, you can put just about any person with a military or specialist background and they can technically be a member of STARS.

Oh I know who STARS are I suggested a STARS Advanced Class because they get certain perks and benefits from working within the agency ... in fact, I would say that people easily multi-class into it from various agencies. Mind you, I also think it'd only be like a 3 leveled class, but it'd be one none the less

For that matter ... I think that Umbrella would also have some company specific classes
#130

jediranger

Mar 13, 2005 7:24:33
After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly formed S.T.A.R.S. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. A tough guy who possesses both strong mental skills and great vitality, Chris has a great advantage with weapons when surrounded by many enemies.
A member of special tactics force S.T.A.R.S., Chris is tough with a will of iron and body of steel. He is good at handling firearms. A former Air Force pilot, he's a top-notch airman. After solving the "mansion incident," he transferred to Europe with his team members Jill and Barry to seek the truth.

Taken straight from the Resident Evil Fansite

As far as the STARS program, it should be like a organization like in Starwars D20 RPG (The Heros Guide, example: The Hutts,Rebels,Galatic Empire)

You can have sympathy for the group, become a actual member, gain access to new feats and equipment and such.

Im working on archtypes for Umbrella (High Ranking Scientist, UBCS, Security and normal workers) They can be a organization as well.

And dont forget those Anti Umbrella groups.
#131

zombiegleemax

Mar 13, 2005 7:59:00
After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly formed S.T.A.R.S. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. A tough guy who possesses both strong mental skills and great vitality, Chris has a great advantage with weapons when surrounded by many enemies.
A member of special tactics force S.T.A.R.S., Chris is tough with a will of iron and body of steel. He is good at handling firearms. A former Air Force pilot, he's a top-notch airman. After solving the "mansion incident," he transferred to Europe with his team members Jill and Barry to seek the truth.

Man, I wish I'd gotten on here before went to that trouble. I could have just told you and felt smart. :p
#132

gunrock

Mar 13, 2005 13:40:05
Oh I know who STARS are I suggested a STARS Advanced Class because they get certain perks and benefits from working within the agency ... in fact, I would say that people easily multi-class into it from various agencies. Mind you, I also think it'd only be like a 3 leveled class, but it'd be one none the less

For that matter ... I think that Umbrella would also have some company specific classes

I'm not trying to be an ass here, but I'll sure sound like one.
Every organization gets an advanced class? Where's my Department-7 Advanced Class? Where's my US Marines Advanced Class? Where's my LAPD SWAT Advanced Class? Where's my Spetsnaz Advanced Class? Where's my Green Peace Advanced Class?
This isn't D&D where you need levels in some obscure class to get the benefits of an organization. This is d20 Modern, where all you need is an alegiance and (maybe) a contract.
#133

hellfyre

Mar 13, 2005 14:49:41
I'm not trying to be an ass here, but I'll sure sound like one.
Every organization gets an advanced class? Where's my Department-7 Advanced Class? Where's my US Marines Advanced Class? Where's my LAPD SWAT Advanced Class? Where's my Spetsnaz Advanced Class? Where's my Green Peace Advanced Class?
This isn't D&D where you need levels in some obscure class to get the benefits of an organization. This is d20 Modern, where all you need is an alegiance and (maybe) a contract.

That's fine ... in your d20 Whatever games ... I know that when I run d20 Modern, I usually attempt to have a class when it's in a specialty niche like STARS is. These guys are supposed to be the elite.
As for a SWAT or certain specialists, I would agree that they should have advanced or prestige classes. Should a marine typically have one? No. The soldier class covers the cinematic soldier. Does it cover an Army Ranger? Or how about Military Intelligence? Nope. There's specialized training that goes into both.
Do I think that every organization needs an advanced class? Not really. Only if they have a speciality of some kind, like STARS and Umbrella could have. And just for the record, I think that there should be some specialized classes within Department 7. Hell ... for that matter, gimme a nice d20 Top Secret game ...
#134

gunrock

Mar 13, 2005 15:19:34
Now you've gotten me honestly curious. What is the specialty of STARS? The one that makes an Advanced Class advisable? I honestly would like to know because I don't see it and you do, so maybe I'm missing something.
#135

hellfyre

Mar 13, 2005 16:12:13
Now you've gotten me honestly curious. What is the specialty of STARS? The one that makes an Advanced Class advisable? I honestly would like to know because I don't see it and you do, so maybe I'm missing something.

As most of us know, STARS stands for "Special Tactics and Rescue Service" and serve as a type of special crime unit, as well as a rescue squad. To me this screams additional training. Most would probably know advanced CPR/First Aid, as well as gaining special training in various weapons (hence why everyone's such a good shot). IMHO, this means that they're more than a standard cop, but have some of the cop's pull.
To directly answer your question, STARS' specialty is Rescue and advanced tactics. This is a squad that handles anti-terrorism on a city level. Sure, some might have the Daredevil or Soldier advanced classes, but they'd also recieve special training as a member of STARS. That's like saying that a Delta Force agent or member of GI Joe is "just a soldier"
#136

jediranger

Mar 13, 2005 16:12:45
IMAGE(http://mathieuredfield.free.fr/pictures/logostars.GIF)
The S.T.A.R.S
Special Tactics and Rescue Squad.

Formed in the1967 in New York City. A group of retired CIA, FBI, Army and Special forces became the First S.T.A.R.S. unit. They specialized in hostage situations, kidnappings, finding of cults, kidnappings, hacking and any madmen trying to take over the world.
Many people from different backgrounds join the S.T.AR.S. From police to Ex-Special Ops to vehicle specialists to communication experts. They are used as last resort when the Government doesn’t want to give up on a special case.
Usually a S.T.A.R.S team is dispatched when things get hairy. They are the elite, but even the elite are not invincible.

To Join the S.T.A.R.S
Personal Weapon Proficiency
Knowledge (Tactics)+3
Base Attack +2
Two Skills over 5
Apply and excepted into Job

Feats
These feats can only be given to someone who is friendly and within the Organization

Close Combat
A member of the special tactics unit can learn how to keep his cool and fire his weapon at a extreme close range
Benefit: +1 on attacks within 10 feet and with a ranged weapon.
Requirments:Bab+1 Point Blank Shot

Cover Defense
When there are two members of S.T.A.R.S they learn to “cover” each other. If there is a enemy nearby the members gain a +1 on initiative and +1 on attacks
Requirments: Bab+2 and Defense 12 or Combat Expertise

*Search and Rescue
Character is especially adept/trained at finding people in danger and getting them out of it
Benifit:+2 on Survival and Treat Injury

*Created by Wolfgang_Blaine

Special Equipment

IMAGE(http://www.residentevilfan.ws/encyclopedia/full/re0_starshandgun_lg.jpg)

Custom S.T.A.R.S Handgun
Model 92F Beretta Custom
Damage:2d6+1
Critical:20
Damage Type:Ballastic
Range:30 feet
Rate of Fire:S
Magazine:15 rounds
Size:Medium
Weight:3 lbs

S.T.A.R.S Tactical Vest

Holds 20 pounds of equipment.
Special pocket for holding 2 Handgun Magazines.
Special back pocket for holding a rifle or shotgun

S.T.A.R.S Team-A regular team
Leader
Close Combat expert
Medic
Communications
Pilot
Scout

Specialists
Hacker
Sniper
Chemist
Negoitator
Scientist
#137

gunrock

Mar 13, 2005 16:27:32
Damage Type: Piercing

A pistol that cuts people? What sort of ammunition does it use, darts?
#138

jediranger

Mar 13, 2005 16:28:33
changed it.

Enjoy.
#139

gunrock

Mar 14, 2005 13:44:41
I edited the Specialties to include a Medic (how did I forget Rebecca?) and a Communications specialty (like the guy that was bitten by the snake).

Any input on the specialties is welcome and desired. I realize that these are not compatible with the organizational requirements posted by others, however they are not intended to be. I am interested in their merrits and reflections in their own right. Input welcome and feel free to steal 'em if you want 'em.
#140

jediranger

Mar 14, 2005 19:40:43
Good Job Gunrock, you covered all the specialities and their equipment. I was just making the "organization" for people who wanted their characters to be involved in S.T.A.R.S but dont have to take a advanced class in order to.
#141

the_merciless_dm

Mar 14, 2005 20:27:18
S.T.A.R.S.
Are an Organization! Like the S.W.A.T.
It is not a PrC! I do not see a PrC for the SWAT nor a different organization, all they gain is the skill which is on the first page of this thread. I do not see a FBI, CIA, SWAT, etc. PrC. They are a sub-organization of the R.P.D. in fact they were recruited by Wesker (to some extent) to test the B.O.W. that were bieng created. S.T.A.R.S. are just that another type of Cop, with a mayor difference from the S.W.A.T. The S.T.A.R.S. come from external backgrounds other than police work, were as S.W.A.T. members come from withing the Police precints.

Lets see S.W.A.T. stands for Speacial Weapons And Tactics and S.T.A.R.S. stands for Special Tactics and Rescue Squad. Jedi Ranger I commend you on your great effort and impressive design but If I do allow this in the final product, then you would have to provide one for the U.B.C.S. the S.W.A.T., the F.B.I., C.I.A. and anyother organization similar to these that players would like to play as. These can not be PrCs, S.T.A.R.S. should not grant people special abilities, they are just normal Heroes (PCs or NPCs). An Occupation, and thats how I'll place them in the pdf. But if you all provide all different organizations that have been mentioned and will be thought off then I'll place them all in the pdf. Tell me what you think about this.

I strongly feel that they should be kept as an Occupation appart of Law Enforcement as I had made them. This way we avoid these issues. No PrC for S.T.A.R.S. give me U.B.C.S. S.W.A.T. F.B.I. and C.I.A. organizations as Jedi Ranger has and I'll be strognly compelled to accept it into the pdf since it is what you want. Remember this is for all of you and our fellow gamers.
#142

jediranger

Mar 15, 2005 16:08:30
Thanks, now when i actually put some thinking into it, the UBCS is probaby a better example of a "organization" but there is a slight problem.

The UBCS in Resident Evil 3 are mercenaries packing some pretty nice guns.

but
The UBCS in the Movies (JD,Rain,Kaplan, Shade and the Movies Version Carlos) are actual trained Umbrella Countermeasure Forces

So which should the UBCS be based on?

Any Comments? This is from speculation i never really played RE3 but have watched the movies
#143

zombiegleemax

Mar 15, 2005 17:45:28
Thanks, now when i actually put some thinking into it, the UBCS is probaby a better example of a "organization" but there is a slight problem.

The UBCS in Resident Evil 3 are mercenaries packing some pretty nice guns.

but
The UBCS in the Movies (JD,Rain,Kaplan, Shade and the Movies Version Carlos) are actual trained Umbrella Countermeasure Forces

So which should the UBCS be based on?

Any Comments? This is from speculation i never really played RE3 but have watched the movies

I haven't really gotten far into the series myself, but I tend to think that UBCS would be a little of both. My opinion is that Umbrella would train "examplery" members of its own security force in extraction and BOW elimenation and hire a few highly skilled mercs for those skills that their own soldiers wouldn't have.
#144

gunrock

Mar 15, 2005 19:37:37
Umbrella would probably use Mercenaries for the majority of it's mook violence. Such as burning down competition, establishing a secure perimeter around an 'experiment' site, picking up important personnel when Bad Things happen, and being the rapid reaction at corporate branch offices (the ones the mooks at the door call when STARS agents start busting in). However, I wouldn't be suprised to find out that it had a special in-house team that was a combination of highly skilled internal security personnel and highly skilled mercenaries all rolled together into one impressive spec-ops unit. These guys would handle the clean up of experiments gone awry, recover stolen samples, and do all the other stuff that the Navy SEALs would do if they worked for a major corporations. Not as well as the SEALs (usually) but the same kinds of work.
#145

the_merciless_dm

Mar 15, 2005 22:44:22
I let myself be guided by the games, so no books, and much less about the movies. All I make come from the games and these are indeed far superior to either the books and the movies. Everyone please go by the games so that it all fits in.

UBCS pack the Setyr TMP 9mm sub machine gun and the HkG36 assult rifle. Thats what all my discussions with fellow RE fans end in. I dont know if you agree but its a start. Also the gas mask and the flak jacket.
#146

zombiegleemax

Mar 16, 2005 14:20:20
Seems to me that the Umbrella forces employ a wide range of weapons and tactics. If you restrict you sources to the game alone, the operatives seen in the RE2 cutscenes (where Birkin trashes them) are using popular HK MP5s, but Carlos in RE3 uses what appears to be an AR-15, or M4, or one of any number of M-16 clones (can't remember which the game says it is). Additionally, the ones in RE2 seem to be SWAT based in appearance and tactics, while in RE3 they look like commandos; which probably all has to do with the given situation.

As for using other mediums than the game for sources, I'm all for it as long as it doesn't directly contradict facts from the games (since the games are the foundation that the whole concept sits on).

I'm wracking my brain, but I can't come up with an answer to this. So not at all to sound offensive, but Merciless DM: Where are the UBCS packing G36s & TMPs?
#147

jediranger

Mar 16, 2005 17:00:17
Umbrella
IMAGE(http://mathieuredfield.free.fr/pictures/umblogotrans.gif)

Umbrella
A famous and world wide known Corporation. Umbrella originally was used as a pharmaceutical company which grew when some educated scientists started experiments with different doses of different medicines. Umbrella then was used as a front for White Umbrella, the Advanced Bio-Research branch, which after a “incident” the Umbrella Counter Strike force was made.

White Umbrella
The Top Secret Bio Research branch of Umbrella. Working on underground labs on terrible experiments which are supposedly going to help man kind from disease. A honor to be a part of Umbrella but a terror if something ever goes wrong.

To Join Umbrella [Science]
Educated
Int 13
Wis 12
Apply and be excepted in Job

UBCS
The Special Forces of Umbrella. When things start to get really hairy. Usually used for extraction of important people and experiments. Also sent in for extermination of BOWs and any “obstacles” that could get in the way of success. Many men and women from the Navy Seals to the Rangers to Special forces are the usual members of the UBCS, but if there is a skill they do not have they do employ Mercenaries that can do the job.

To Join UBCS
Personal Weapon Proficiency
Bab +2
Dex 12
Int 13

Feats
These feats can only be given to someone who is working with Umbrella.

Bio Research [Umbrella]
You have a experience with bio science materials
Benefit:+2 on any Craft or Knowledge check involving Umbrella, medical or sciences.
Requirements: Int 14, Educated or Studious

Advanced Bio Research [White Umbrella]
You experience with Bio-Research is impressive, Many look up to you and your experiments work.
Benefit:+6 on any craft or knowledge check involving Umbrella, medical or sciences
Requirements: Bio Research, Int 16

Tactical Command [UBCS]
Protecting your brothers in arms is essential. You gain confidence when your fight along side them.
Benefit: +1 Attack and +2 Initiative when surrounded by your squad mates
Requirements: Knowledge [Tactics]+3, Combat Expertise

*Black Ops [UBCS]
You gain Knowledge after seeing incidents occur
Benifit:+1 on Knowledge checks involved with Umbrella Experiments
Requirements: UBCS Member, Have faced a B.O.W, Int 13
*Created by The Merciless DM

Skills
Knowledge [Umbrella]
Trained only
You know information about Umbrella. Wither it be experiments, scientist names, products or events.

Weapons used by UBCS
-Main Fire Arms
Hk MP5
M4 Carbine
Sig SG-552 Commando
Hk G36k (I saw this in RE movie)
Mp5k
Hk 512 shotgun

-Side Arm
Sig P228
HK USP .45 Tactical

-Grenades
Fragmentation Grenade
Thermite Grenades

Equipment
Tactical Vest
Flash Light
Head Sets
Medical Kit
Illuminator or Laser Sight
Flares
Trail Rations
Extra Magazines
Map of Objective*

*Different for each mission

Special Equipment
Electrical tool kit
*Stim Gun
Gas Mask with Air canisters
Zip Ties
Notebook Computer
Bolt Cutter
Lock release gun
GPS Receiver

*Stim gun- A small pistol like device that is used to inject a antidote to any of the Viruses Umbrella has created. It comes with 1 antidote for the T or G viruses.

I hope this is good, Can someone tell me if all the guns are in the Weapons Lockers, if not ill try to make some stats.
#148

the_merciless_dm

Mar 17, 2005 15:10:47
Well then I guess we are going with the Organization as opposed to Occupations and PrCs. Good work on these excelent Organizations Jedi Ranger! I am impressed. I like the Tactical Command feat nice touch! These are definitly going in the pdf.

Wolfgang no offense at all taken, to your question the G36 was in the supplement we are trying to improve. And the TMP I had no clue were my collegues convinced me it was so.

Questions:
What do you all feel is missing or has not been coevered yet?

Should the Pdf include RE4 material?

Any other Organization worth stating out?
#149

jediranger

Mar 17, 2005 16:00:17
Well i think Umbrella and the STARS are the only two "major" organizations out there. Glad someones enjoying them.

As for RE4, it might confuse people because of tge whole living zombie thing, but i duno i dont own that game.

Things that havent been covered. Other then monsters, i dont know if your already working on them. Maybe some equipment, adventure hooks, maybe even a full blown starting adventure.

What do you think about maybe stats for umbrella personal (ill work on them) or some other Characters from the games?
#150

zombiegleemax

Mar 17, 2005 17:29:23
This is my first time posting on both this forum and in this thread, but I've been following the thread for a while and I am pretty impressed. To tell the truth, I was going to work on (read: start, and never get around to finishing) a version of this, but the monsters in video game/pen-and-paper RPG conversions tend to...confuse me. Yeah.

ANYways, I do have a couple useful (I hope) things to add to the conversation, such as:

-STARS as a background career
Now, I think you guys did an EXCELLENT job at balancing out the S.T.A.R.S. career, but is it really necessary? If you think about it, the careers given in d20 modern are general, rather than specific: "Law Enforcement" covers State Troopers, average policemen, and SWAT teams, while "Military" includes standard infantry soldiers and specialist SEAL teams, along with everything in between. In that light, is the STARS path really necessary? Umbrella Employees (of all kinds) might also have the same problem, but they're more...specialized in their fields. UCBS operatives are more likely to know about Umbrella's Bio-Organic Weapons than an Army Ranger, though they might have the same level of basic combat skill. But STARS, it seems, has no special training that a normal law enforcement official couldn't have. Maybe, as NPCs, they might be higher level, or possibly have better equipment/training, but that's about it.

On the topic of Umbrella, I personally think there's a difference between the green-clad UBCS and the Special Air Service-style UBCS (the ones with the darker clothes and the gas masks). The greeners (yes, I made a word! HA HA HA!) seem like average mercenaries, while the SASers are probably better trained by Umbrella.

Though they still get their asses handed to 'em.

If anyone's read the Hellsing manga/graphic novels, at one point the majority of the anti-vampires Hellsing organization is wiped out, and the commander of Hellsing is forced to hire mercenaries to replace them. The Hellsing guards (I'm not really sure what to call them), while they didn't do really well, seemed more knowledgable about their foes (basically enough to identify them), while the mercenaries, when they get recruited and come face-to-face with one of Hellsing's vampires, are easily spooked and unused to dealing with the supernatural, but have enough natural ability to put up a good fight. Also, they haven't died yet, so far as I've read.

Just something to consider, is all.

And as for RE4...I'd include it, but I'd keep it as a side chapter to the whole thing. I mean, there ARE Umbrella-related things in RE4 (namely Krauser and Ada), so...
#151

jediranger

Mar 17, 2005 17:37:11
Maybe the organizations do seem kind of not useful, maybe the occupation path is better,i dont know,but we can still use the skills and feats.

The STARS nor the UBCS are anything out of the ordinary (well compared to the Rangers or Navy SEALS or Special Forces).

But you can use them in your game, if you want to.

Yea i did put alittle effort in making them but there not that good anyway.
#152

the_merciless_dm

Mar 18, 2005 9:19:05
Okay I have Desided!!!!!

I will place the Occupations as default in the Pdf, but I will also provide Jedi Ranger's Organizations as a variant for those who might want to play with such! For those who go with the Occupations, Jedi Ranger has provided some very nifty (Thats right I said "nifty") Feats for the game.

On the topic of RE4 I will dedicate a section of the Pdf to it but it may or may not be to thurogh. Be fore warned it will contain spoilers! Such as the Krauser thing and a few others. I will also include a segment on Wesker's Report where I will place BOTH reports the Code Veronica one and the Remake of RE1, so this way we all know what is going on.

I would like to recomend to use this for games outside of Raccoon City. I began hosting 3 night sessions in Raccon City were the players had to find alternate routes of escape and they could not use one that had already been used. Then later it evolved into this game I'm currently running with Chimera as a new organization picking up were Umbrella left off.

Well as the saying goes: "Penny for your thoughts."
#153

zombiegleemax

Mar 18, 2005 12:28:56
To Jediranger:

Actually, as it happens, I missed that whole "Organizations" thing. I was looking back at the earlier pages, with the S.T.A.R.S. careers. I think the "organizations" thing works a lot better, and I'm not exactly sure how the heck I missed it.

Whoops, there goes my credibility.

To make up for it, I'll try to remember all the monsters and enemies from RE4 that I can:

-Los Ganados: 3 types: villager type, monk type, and later on soldier type. Use weaponry (though for some reason they skip straight from crossbows for foot soldiers to rocket launchers and miniguns).
-Parasite (inside Los Ganados), 3 forms: young, undeveloped type that turns its body into a scythe-type dealy, bug-type thing that bites heads off of people (that came as a surprise to me, let me tell you) and the adult variety that can detach from the dead host. Also, while on the body, they apparently spit acid that is hard to avoid.
-La Novistadores/Bugs: Usually invisible/cloaked. Can fly AND spit acid. That's just unfair, right there.
-Regenerator/Iron Maiden: Both will consistently regenerate damage and lost body parts. They all have 1d4 parasites in their body that can only be targeted with an infrared scope; killing these effectively kills the creature (or at least their regeneration). Iron Maidens are about the same as regenerators, but they have extendable spikes and suchlike.
-El Gigante: Cave Troll. I mean, giant. Yeah. Ha ha ha. Normal body is impervious to weapons, but the pain will eventually drive the Plagas parasite's form partway out of the creature's back, where it can be attacked normally.
-Del Lago: Giant fish. Weak point apparently is the mouth; other attacks seem to have no effect.
-Prisoner (Forgot the spanish name): Blind prisoners with excellent hearing and retractable claws. Will charge wildly at loud sounds (like bells). Maybe a nullification of spot checks and a bonus to listen checks is in order? Also can only be hurt from the rear (the plagas lives back there. Yeah, in an apartment.)
-Right Hand Man (you'll see later on): Um...scary thing that apparently can go through the ground like some kind of ground...ghost. Thing. Can only be harmed if covered in Liquid Nitrogen (lasts 1d4+1 or so rounds before the creature breaks it off).
-Giant Eye Death Zombie Plant Wallhugging Creature of Doom (Salazar): Multiple tendrils, center tendril has eye. Shooting the eye will result in the central brain unit thing (wherever the host, in our case Salazar) is located), and shooting that will eventually kill the creature.
-"IT": Seemingly indestructible nuclear death burrower (what is with these damn things and burrowing, huh?) Um...hard to kill, and burrows. Also teeth. Lots and lots of teeth.
-Uber Level 4000 Eyeball Death Rocket Spider (Saddler): Lots of eyeballs; these are the weak points. And that's all I can really say.

Also, a nice FAQ I found for RE4 enemies is here .

And one last thing: The custom STARS handgun (at least in REs 1 and 3) was called Samurai Edge.
#154

zombiegleemax

Mar 18, 2005 14:58:33
Wow, a lot of stuff got posted over the last few days.

Very good on the organizations Jediranger, and on your decision to include both them and as an occupation, Merciless DM.

As for wether or not everything is covered from the pre-RE4 games or not, I'm not sure. There's something significant we've not discussed yet that I can't seem to put my finger on. Just got that feeling, you know? There are other little things, like maybe some example GM sheets for cameos by the game characters-- which I'm working on. I'll throw the rough drafts up if you guys are interested. I've only covered Chris and Jill so far, but I'll go ahead and show & tell after I type them up.

Y'know, Puzzle templates/examples might be a big help. Maybe Example Maps, too. Like a few classic RE areas converted to d20 maps, as well as some originals. I could help with that, too.

Also, Merciless DM, if your saavy to the idea, I'll do some nice original artwork for you to splash the pdf with. I've just got to get my scanner back from a friend.

Umbrella Personal Flamethrower (RE2)
Damage: 3d6
Critical: NA
Damage Type: Fire
Range Increment: NA
Rate of Fire: 1
Magazine: 10 int.
Size: Large
weight: 12 lb.
Description: A smaller, lighter, and more compact version of the standard military flamethrower, it somewhat resembles a paint marker in design. The pressurized tank (maybe a little more than a liter in volume) is attached to the weapon itself rather than a backpack, and is easily unscrewed for a replacement tank; a user that has no knowledge of this weapon's operation makes a Knowledge (technology) check, DC10, to change tanks without damaging the weapon.
It shoots a 5-foot-wide, 15-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary. and thus no feat is needed to operate the weapon effectively. Reflex Save (DC15) to take half damage, cover bonuses apply.
This model's tank has hardness 5 and 2 hit points. When worn, as in put away on a strap or belt, the tank has a Defense equal to 13 + the character's Dex mod + the character's class bonus. When weilded, add + 2 to its base defense. When reduced t 0 HP, it ruptures and explodes, dealing 4d6 points of fire damage to the character (no save allowed if weapon is stowed), and 2d6 points of fire damage to creature/objects in adjacent 5 foot squares (Reflex save, DC15, for half damage.
Any creature or flamable object that takes damage from a flamethrower catches on fire, taking 1d6 point of fire damage each subsequent round untill extinguished. Note that anything covered in burning napalm is 'on fire' whether it is immune to fire damage or not (hint hint).
#155

jediranger

Mar 18, 2005 16:26:42
Ill work on Barry and Rebecca.

To Kirbyoto:

No its ok. Both organizations are not heroic or out of the ordinary, But i know i would like to have my character be involved in STARS. I mean is most zombie games theres always a cop or regular officer, and that could get old when you have like 2 or 3 of them.

I really did need some critism on it though, its sort of a first for me to do some thing like this (ive worked on projects before but not in making organizations)

Are the feats in both of the organizations good and balanced?
#156

jediranger

Mar 18, 2005 16:47:18
Lou Morrison
Strong 2

Raccoon Motorcyclist
HD: 2d8+4
Hp :19
Init -1
Spd 30 ft
Defense 13
Touch 15, flat-footed 10 (-1 Dex, +1 class)
BAB +2; Grap +2;
FS 5 ft. by 5 ft.; Reach 5 ft
AL:Neutral

Atk +2 Baseball Bat 1d6

SV Fort +2 Ref +0 Will +2 AP 5 Rep +0
Str 15, Dex 11, Con 14, Int 12, Wis 11, Cha 10.

Occupation:Blue Collar [Mechanic] Ride Drive

Skills:Climb+2 Craft[Structural]+1 Drive+6 Handle Animal+1 Jump+2 Knowledge[Popular Culture]+2 Profession [Mechanic]+2 Ride+3 Repair+3 Swim+1

Feats: Iron Will, Simple Weapon Proficiency, Vehicle Expert

Talents (Strong):Melee Smash

Possessions:Baseball Bat, Harely Davison Motorcycle, Leather Jacket, Lighter

Big Lou as he is called worked at the Raccoon City Auto Repair shop. He was out on break when the Outbreak first broke out. He was inside a deli when a crazed man ran inside and yelled of the living dead and he blockaded the door. Lou took his lucky bat and was ready for the worse.

And this was only the begining.
#157

zombiegleemax

Mar 19, 2005 6:54:06
Yo Jediranger: The only thing that seems off balance about the occupations is simply that the STARS seem less elaborated on, or less complete.

For example, since they're also a rescue unit, maybe another simple feat?

Search and Rescue
Character is especially adept/trained at finding people in danger and getting them out of it. He/she gets + 2 bonus on all Survival and Treat Injury checks.

What do you think? Is it needed?
#158

jediranger

Mar 19, 2005 7:29:23
Wow i totally missed that fact. Good Feat ill add that in.

Should sympathy aspect be included in the organizations?(If you play Starswars RPG you might know what i mean)

Or

When putting Afflilation and thats when you can be STARS or Umbrella

Does that sound good?
#159

zombiegleemax

Mar 19, 2005 8:26:57
Wow i totally missed that fact. Good Feat ill add that in.

Should sympathy aspect be included in the organizations?(If you play Starswars RPG you might know what i mean)

Or

When putting Afflilation and thats when you can be STARS or Umbrella

Does that sound good?

I'll have to read up on the sympathy thing, I haven't gotten to play Star Wars d20 yet. It seems better than doing it with affiliation or allegiance, but keep in mind that if your putting it up for the suppliment, that the supplimen is for d20 modern. Though I'd love to know how it works...
#160

zombiegleemax

Mar 19, 2005 8:33:29
Chris Redfield (Strong 3, Soldier 2)
Hit Dice: 2d8 + 2d10 + 18 (HP: 36)
Initiative: + 3
Speed: 25 ft.
Defense: 18(armor) 17(jacket)
Armor Penalty: -4(armor only)
BAB: +4
Grapple: +6
Melee: +7 (+8 with expanded feats)
[b]Ranged: +7
Saves: Fort +6, Ref +6, Wil +2
Reputation: +4 at least
Action Points: about 16
Wealth: 7
Abilities: Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 11
Skills: Climb 3, Craft (Pharmaceutical) 4, Investigate 3, Knowledge (Civics) 2 (Tactics) 2, Listen 2, Navigate 3, Pilot 4, Spot 4, Survival 2, Treat Injury 2
Strict Feats: Aircraft Operation (Jet Fighter), Brawl, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency
Expanded Feats: Aircraft Operation (Jet Fighter), Athletic, Brawl, Improved Brawl, Far Shot, Dead Aim, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Point Blank Shot, Precise Shot, Power Attack, Simple Weapons Proficiency
Talents: Melee Smash, Improved Melee Smash, Weapon Focus & Specialization (Beretta M92FS)
Weapons: Beretta M92FS STARS custom (mastercraft +2), Combat Knife
Armor: Light-Duty Vest (on duty)/ Leather Jacket (street clothes)
Gear: 2 additional Beretta clips, 9mm ammo box (50 rnds), Walkie-Talkie (professional), Zippo Lighter. It would seem logical for him to be equipped with the following as well, although not in the game: Steel Handcuffs, Search-and-rescue Kit

Note: The expanded feats represent some ability Chris showed in the game/book. But if you prefer to restrict your NPCs to the same rules as the PCs, and I can’t rightly blame you for that, I narrowed down the most important while following the rules. Same for the rest of my NPCs

Jill Valentine (Fast 3, Infiltrator 2)
Hit Dice: 2d8 + 2d6 + 13 (HP:27)
Initiative: +3
Speed: 25 ft.
Defense: 19
Armor Penalty: -4
BAB: +3
Grapple: +3
Melee: +3
Ranged: +6
Saves: Fort 2, Ref 8, Will 3
Reputation: at least +4
Action Points: about 16
Wealth: 7
Abilities: Str 11, Dex 16, Con 13, Int 14, Wis 15, Cha 12
Skills: Balance 3, Craft (Pharmaceutical) 4, Disable Device 6, Drive 2, Escape Artist 4, Hide 6, Investigate 5, Jump 2, Listen 2, Move Silently 6, Perform (Keyboards) 4, Search 2, Sleight of Hand 3, Tumble 3
Strict Feats: Acrobatic, Defensive Martial Arts, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency
Expanded Feats: Acrobatic, Alertness, Combat Reflexes, Creative, Defensive Martial Arts, Combat Throw, Improved Combat Throw, Dodge, Mobility, Spring Attack, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Talents: Evasion, Uncanny Dodge 1, Skill Emphasis (Disable Device)
Weapons: Beretta M92FS STARS custom (mastercraft +2), Combat Knife
Armor: Light-Duty Vest
Gear: 2 additional Beretta clips, 9mm ammo box (50 rnds) Walkie-Talkie (professional), Lockpick Set, Steel Handcuffs, Search-and-rescue Kit

btw, you might want to add a tiny mechanic for determining how depleted the character's resources/hp are when they run into players
#161

jediranger

Mar 19, 2005 9:25:11
No, i mean the "template" i used for the STARS and Umbrella Organizations is the Star Wars D20 Rpg. Sympathy is kind of confusing anyway. The Organizations can be more of a Job/Occupation with some cool benifits.
#162

jediranger

Mar 19, 2005 12:50:01
For Barry and Rebecca this is what im thinking for their cl

Barry Burton-Tough 5/Dedicated 1/Gunslinger 1

Rebecca-Smart 3/Dedicated 2/Field Medic 1

I think your probaby better at making "Famous" Game characters.
#163

the_merciless_dm

Mar 19, 2005 14:37:23
To all:
Wow there has been a lot posted, I like that. I like that a lot.

To Wolfgang Blaine: Yes I like the idea of original artwork, I'm a big fan of fan art so anything you want to do go ahead and do it. ;p Also I like your Umbrella Flame Thrower and you made a good Chris.

To Jedi Ranger: Yo remember way back when I posted to Occupations for Stars and UBCS? Well soon after that post I posted some "skills" made up by my freind Gneral Kass on these forums, we could use those as Feats for your Organizations, there is one for each; one for Stars (Search and Rescue [S.A.R.}) and one for UBCS (Black Ops)

To Kirbyoto: Thank you for your listing nd your participation. I have read and seen the Hellsing series in Manga and Anime. So I understand the point you are trying to get across aswell. Feel free to use anything you find here and give us feedback on how it worked for you, that is something we seriously need.

I too feel like we are missing out on something from the original games and I also cannt put my finger on it. I got a map of the entire Raccoon City, the place of Kendo's Gun shop, the Police Station, Coliseum, Military base outside the city, Umbrella's building, the zoo; everything is in it. If I knew how to post it on these threads so that its visible I would (Anyone care to explain how I can do that?). I had once made an entire map of the actual Mansion and Police Office by combining the skills of "Copy/Pasting" and "Print Screen System" from when RE1 and RE2 came to the Pc. Ohh well those maps are lost now, have been for a long time. But it shouldn't be that hard if someone has the Strategy Guides just scan them and do the same Copy/paste them to one single doc using pain or Photoshop.

Thats it for now. Keep me in the loop. ;p
#164

jediranger

Mar 19, 2005 17:17:28
I added your Friends Black Op feat and Wolfgang_Blaine made a STARS feat. Both which i must say are very good.
#165

zombiegleemax

Mar 20, 2005 9:04:11
Man, I typed my Jill's Defense as 21! What was I smoking? There I fixed it. Thanks for the praise on the Chris, flamethrower, and feat. I am kind of proud of them :p Since I didn't get a comment on the Jill, I must assume there's something wrong, or just nothing special. Constructive criticism is welcome and appreciated! ^.^

Barry Burton-Tough 5/Dedicated 1/Gunslinger 1

Rebecca-Smart 3/Dedicated 2/Field Medic 1

You really think their levels would be that high? I'm no expert, so I'm asking out of pure ignorance, but I think it was stated earlier in the thread that they should be around 4, but I made Chris and Jill at 5 (and that was hard, considering my feat choices).

Given those levels though, your choices are dead on with what I would've picked. I thought about giving Chris a level or two in gunslinger, given the marksman thing. If we're going with level seven, I'll add gunslinger 2; don't know about Jill.

The way I look at the relative levels between characters is like this:
Chris, Jill, Ada, STARS Alpha; same level.
Rebecca, Leon, Claire, maybe STARS Beta; 1 or 2 levels lower.
Wesker, Krauser; 1 or 2 levels higher.
What's everybody else think?

I'm already working on Leon and Claire, so we needs to get the level thing straightened out. I wanna do the RE4 Leon too. Given the huge difference between those 6 years I'd say he gained 2 or 3 levels at least. That brings me to a question:
What advanced class do you guys think best represents Leon's training? It seems more martial-artsy than soldier class, given the knife fighting and all that. Considering the **** you have to put up with in the game, maybe a level of bodyguard too, haha.

Wesker is one of my favorite characters, so I'll make one. It may be too powerful for the pdf, but I want to post it anyway. If it is too crazy, feel free to disregard it. ^.^
#166

jediranger

Mar 20, 2005 9:19:39
Well i wasnt trying to make things hard for creating these characters or anything.

If they should be around level 4, i do believe Barry is the most experienced and should be level 5,tops.

Rebecca is supposed to be this really smart medical/chemist right. Maybe Smart 3/Field Medic 1 or Smart 2/Dedicated 1 because she doesnt have any experience.

There is some melee combat stuff on the first page that probaby be used for Leon.Theres also a lock pick skill on the first page that can be used for Jill.The feats on the STARS organization can be used if there is any space left.

Hope that helps.
#167

zombiegleemax

Mar 20, 2005 10:21:13
I was thinking Smart 3/Field Medic 1 for Rebecca as well.

How about keeping the mid characters at 5, low characters at 4, and Barry at 6?

Also, we can't forget that Wesker is apparently also a capable scientist...

Fast 4/ Smart 2/ Martial Artist 2?
#168

jediranger

Mar 20, 2005 16:42:59
After these characters what should be done for Resident Evil: D20
#169

zombiegleemax

Mar 20, 2005 20:37:04
After these characters what should be done for Resident Evil: D20

Adventure hooks (as if we need them), sample faculities, and a write-up on Umbrella's holdings throughout the globe (they had a branch in Raccoon City, their main campus was in Paris, what else are they hiding)!
Just my two cents.
#170

zombiegleemax

Mar 20, 2005 21:27:34
One thing I forgot, but from RE4...

The crazy powerful melee attacks.

New Feat
[Deleted, as a superior was made ^.^]

How's that?
#171

the_merciless_dm

Mar 21, 2005 7:25:02
Well in RE4 Leon is well on his way to the Spec Ops PrC. Thats what I think. As for the crazy powerful melee attacks use Power Attack. Thats what I recomend. See keep in mind that its a video game and there is only one hero so this hero must be even more above average than the normal d20 hero since it is only he and not a party.If we were talking about an video game rpg the characters would be so overpowering. But thats not the case this is a single player survival horror game, except for RE4 which is more of a survival game than a horror game.

Anyways Wolfgang since the attack "floors" enemies wouldnt it require improved trip as a prerequisite for the feat? Just thinking you know. I still think that Power Attack sums up the Leon special kick. Hey doesnt anyone find it odd that both RE4 and MGS3:Snakeeater implemented Close Quartes Combat? But still Krauser owned!!!!
#172

zombiegleemax

Mar 21, 2005 8:40:44
Anyways Wolfgang since the attack "floors" enemies wouldnt it require improved trip as a prerequisite for the feat? Just thinking you know. I still think that Power Attack sums up the Leon special kick. Hey doesnt anyone find it odd that both RE4 and MGS3:Snakeeater implemented Close Quartes Combat? But still Krauser owned!!!!

I thought about the similarities between that and power attack as well, and a possible similarity to Knockout 'punch', but hear me out . The big thing here is that it gives you an instant attack of opportunity against a stunned enemy, just as in the game. Plus, I figure most of the plagas creatures seem to ignore critical damage from a headshot, and thus, deals regular damage and stuns or dazes them instead (which is why I had the feat add a die instead of deal critical). Also, there are grapple forms of this attack, Leon's belly-to-belly suplex, and Hunk's neckbreaker.

I guess it kind of throws power attack, knockout punch, and improved trip together, doesn't it? I still think the attack of opportunity is the important part.

And yes, CQC got very popular all of a sudden. When I read your CQC/knife-fighting feats, I was like, "Usefull for a Metal Gear supplement too..." Heh heh.
#173

zombiegleemax

Mar 21, 2005 10:06:46
Well, you can't just use a basic "Powerful Melee Attack" feat, because they're different for every character. Like HUNK's (from the Mercenaries minigame) Neck Breaker. I mean, that's DEFINITELY not the same as Leon's kicks or whatever. I think the general unarmed combat rules would easily apply here, maybe with feats like the Martial Arts series or Brawl.
#174

gunrock

Mar 21, 2005 14:25:30
Well, you can't just use a basic "Powerful Melee Attack" feat, because they're different for every character. Like HUNK's (from the Mercenaries minigame) Neck Breaker. I mean, that's DEFINITELY not the same as Leon's kicks or whatever. I think the general unarmed combat rules would easily apply here, maybe with feats like the Martial Arts series or Brawl.

You seem to be contradicting yourself.
Anyway, you can use a generic 'melee combat feat' for all of these moves since they all do the same thing in game mechanics (I won't say what that is since I'm not sure what moves you're discussing). The actual technicue is just flavor, really cool flavor but flavor none the less. It's the difference between a Finesse fighter's lunge and Greatsword fighter's poweful swing. Both are Power Attacks in game rules but they are very different in flavor.
#175

the_merciless_dm

Mar 21, 2005 22:45:27
Well I am sure you all missed out when I mentioned in RE4 the characters seem to be on their way to the really interesting PrCs like SPec Ops and Sniper. See for Hunk in RE4 I say he already has the Spec Ops PrC hence the neck breaking thin, in RE4 Wesker has the Mastermind PrC well developed and Leon is there almost at the Spec Ops PrC. Only in RE4!

For mage mechanics and rule conservation I side with Gunrock on this.
#176

zombiegleemax

Mar 22, 2005 6:29:16
Well, those PrCs sound dandy, but what's the source for them? What about those of us who only have the core book and few others?

Sorry if that made me sound like a smartass, I just haven't the foggiest notion of what you're talking about.

And btw guys, some of the discussions over that feat sounded like you didn't even read it in the first place...

PS: REhorror seems like a pretty cool site, overlooking some minor botched details.
#177

zombiegleemax

Mar 22, 2005 7:12:02
Well I just wandered in, but you can find the classes like spec op, and sniper in the urban arcana web enhancement, also, keep up the good work here guys.
#178

zombiegleemax

Mar 22, 2005 13:42:47
My point about the feat was that most of them could be covered by rules about grappling, hand-to-hand combat, and whatever. My point was that they don't all have the same effect, either, plus they don't all necessarily do more damage (or 1 die more, anyways). Can you really compare Hunk's neck breaker to Ada's fan kick or Leon's...um...kick?

I mean, I really don't know what SHOULD be done. Certain attacks seem more like coup-de-gras' than normal melee attacks, while some seem like standard attacks. Perhaps separate feats could be made for the different attacks, keeping the already made one as a basic one, but maybe there could be one like...

Neck Breaker
Prerequisites: Probably some involving combat martial arts and a Base Attack Bonus or whatnot.
Benefit: While you have an enemy in a grapple, you can attempt to make an attack roll to deliver a fatal blow to a vital part of their body (usually a neck, though I could imagine some characters that'd rip out hearts or whatever). This technique can only be used on creatures of a size equal or one size class smaller than the user.

Probably could use some fleshing out, but there you go. Also, I'm pretty sure that somewhere along the line I lost my point, so I'll stop talking about it.
#179

the_merciless_dm

Mar 22, 2005 15:28:11
Well if you insist:


Signature Move
Prerequisites: Combat Martial Arts, Defensive Martial Arts, BAB +4, Wis +15
Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3 (I think this is enough to off any puny villager). The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed.

What do you think?
#180

zombiegleemax

Mar 22, 2005 19:49:14
Was that so hard?
#181

the_merciless_dm

Mar 22, 2005 20:16:49
You think!? I came up with it in about 1 or 2 minutes, as I got bored in my job. Well thanks. Anyone got any suggestions? If not I'll put it as is with the over feats for REd20.
#182

gunrock

Mar 22, 2005 20:34:49
2d8 seems a bit much (assuming Str and Melee Smash are included). I'd bump it down to 2d6 +. Katana level damage and a triple multiplier.
Though I'm tempted to require CMA, ICMA, and ACMA. My logic being that those three turn your melee into 1d4 (19-20, x3) and this is like that but meaner. Also, if I ever allowed this I would require the feat that does the other thing this special move does (Trip, Disarm, Bull Rush, etc.).
#183

jediranger

Mar 22, 2005 20:57:08
Great work on the combat feats guys.
#184

zombiegleemax

Mar 23, 2005 7:52:25
That feat works for me. It seems more dramatic and unique somehow.

So good job!
#185

the_merciless_dm

Mar 23, 2005 13:59:31
Well its going in to the list. Anything else? I think we are missing stuff, what it is I have no clue. Any help?
#186

zombiegleemax

Mar 25, 2005 8:24:20
...perhaps more "stereotypical" NPCs, like the supporting characters/"ordinaries" found in the d20 Modern base rulebook. I mean, many of them can be covered by the standard packages, but maybe a member of S.T.A.R.S. (which, like a police officer, would probably be a tough/dedicated) or a member of Umbrella would have different equipment and skills, as discussed for the PCs.

Also, for NPC S.T.A.R.S. members, those specialty skill/equipment packages would work really well, I think.
#187

jediranger

Mar 25, 2005 8:36:42
Ill finish up some Umbrella Npcs.
Umbrella Scientist, Umbrella Worker, Security and UBCS.
#188

zombiegleemax

Mar 25, 2005 8:57:28
Leon Scott Kennedy [RE2](Fast 4)
Hit Dice: 3d8 +16 (HP: 28)
Initiative: +2
Speed: 30 ft
Defense: 19
Armor Penalty: -2
BAB/Grapple: +3/ +4
Melee/Ranged: +4/ +5
Saves: Fort 3, Ref 4, Will 2
Action Points: About 12
Wealth: +7
Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 12, Cha 14
Skills: Balance 2, Craft (Pharmaceutical) 3, Drive 2, Gather Information 2, Hide 2, Investigate 2, Knowledge (Civics) 2 (Tactics) 2, Listen 2, Move Silently 2, Search 1, Spot 1, Treat Injury 3
Feats: Combat Expertise, Defensive Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: Evasion, Opportunist
Weapons: HK VP70, Combat Knife
Armor: RPD Light Combat Uniform (light armor)
Gear:2 VP70 clips, 9mm ammo box (50), Steel Handcuffs, Flashlight (standard), Map (Raccoon City Area)

[u]RPD Light Combat Uniform[/u]
Type: Tactical
Equipment Bonus: +4
Nonproficient Bonus: +2
Max Dex Bonus: +4
Armor Penalty: -2
Max Speed: 30 ft.
Weight: 3 lb.
Purchase DC: 16
Restriction: Lic (+1)
I kinda tried to write this as a badass Light armor, but I don't know... substitute with whatever you like if you wish ^.^

Claire Redfield (Dedicated 4)
Hit Dice: 3d6 +10 (HP: 19)
Initiative: +2
Speed: 30 ft.
Defense: 15
Armor Penalty: NA
BAB/Grapple: +3/ +3
Melee/Ranged: +3/ +5
Saves: Fort 3, Ref 3, Will 7
Action Points: About 12
Wealth: +6
Abilities: Str 11, Dex 14, Con 13, Int 12, Wis 16, Cha 15
Skills: Computer Use 3, Craft (Pharmatceutical) 2, Disable Devie 2, Drive 3, Investigate 3, Knowledge (Streetwise) 3 (Tactics) 2, Listen 2, Sense Motive 2, Spot 4, Survival 2, Treat Injury 3, Tumble 3
Feats: Attentive, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Vehicle Expert
Talents: Empathy, Skill Emphasis (Drive)
Weapons: Browning HP 9mm, Combat Knife
Armor: None
Gear: Range Pack (standard), Walkie-talkie (professional), Lockpick set (Impromptu), and since Claire didn't come to Raccoon City armed, her clips and ammo would be entirely random.
#189

the_merciless_dm

Mar 25, 2005 9:09:38
Great work you guys!
And yes Kirbyoto is right. Some ordinaries would rule, now for the ordinaries I was thinking stating out the entire deceased Bravo and Alpha team members! See what I mean is the independat specialist.Explanation: Pilot, Communications expert, Demolitions, etc. I'll need to open up the original RE booklet to look up the members of S.T.A.R.S. to do this but thta shouldnt be a problem.
keep it up you guys! A query though, has anyone done any play testing?
#190

zombiegleemax

Mar 25, 2005 9:35:43
keep it up you guys! A query though, has anyone done any play testing?

Wow, your intuition is amazing! I actualy did last night, though it was with a pretty strong 7th level character that I translated from my White Wolf game.

Unless it's been updated since I copied the zombie stats, their Hit dice are extremely low; they were absulutely dropping like flies. You could also say that their damage reduction could be higher, but I wouldn't mess with it. 2 or 3d12 +6 rounds out about right.

The Cerberus are perfect. Very evil. Two ganged the character and nearly killed him (he was armed with a Beretta at the time).

An F.A.Spray took care of that sufficiently enough.

Then, a Bandersnatch chased him all over the place while he killed it with a compound bow (he's a Krauser fan). It took almost a whole quiver, figuring in misses and suck damage. And I let him Make a Sleight of hand check (DC creatures Con) to remove an arrow for reuse without damaging it. All in all lots of fun. Lots of tactics. It went well.

I'm drooling to get a chance to play test Chris, Jill, etc. I'll get back to you guys on that.
#191

jediranger

Mar 25, 2005 9:39:54
Nice job on the characters.Im starting a RE game soon, ill let you know how it turns out.
#192

zombiegleemax

Mar 25, 2005 9:53:01
Oh, by the way, does anyone have a 'called shot' mechanic that works particularly well for them?
#193

jediranger

Mar 25, 2005 10:00:55
How about this.

A character can tell the gm he is setting up for a "called shot". He takes a full round to aim giving him a +1 to his attack.
#194

zombiegleemax

Mar 25, 2005 10:06:07
I'm working on a one-shot adventure that I'll run for my friends, but at the present time I have not done any playtesting.

Oh, and one thing I've found in other situations that adds to the suspense: If you're the GM, don't give the players ANY numbers. Y'know how in the first three RE games you just had a general health status ("Fine", "Wounded", whatever)? Yeah, it's like that. Don't tell them Hit Points, Monster Damage, Skills (I mean, give them GENERAL things like "Average", "Poor", "Proficient"), or ammunition (I mean, they can count, can't they? Otherwise...click click click DEAD), and that adds to the...survivalhorrosity. Just roll the dice on your side of the table and tell them the results. If they start thinking things like "Okay, I need to roll a fifteen here to kill this creature" then it takes away from the immersive atmosphere of the game.

I mean, unless you're going for a military wipe-out-the-zombies kind of game. But even then...

Just a suggestion.
#195

zombiegleemax

Mar 25, 2005 10:13:03
How about this.

A character can tell the gm he is setting up for a "called shot". He takes a full round to aim giving him a +1 to his attack.

Ah, I meant more like "I'm going for a headshot"
"Okay, take a full-round attack at -4; if it hits, it's critical"

or something like that, but more fleshed out.
#196

gunrock

Mar 25, 2005 11:30:28
Oh, by the way, does anyone have a 'called shot' mechanic that works particularly well for them?

For zombies, MDT 10, automatically fail their save works well for my games. For the other monsters, how is the character going to know what to aim for? Some of these creatures have such bizare anatomies that one can not recognize vital areas. Others are so heavily armored, or have had their organs moved around such, that they have none of the traditional vital areas. I mean, called shots on a Tyrant tend to tick it off instead of hurt it (unless they are done with a LAW ;) ).
#197

jediranger

Mar 25, 2005 14:23:09
Ah, I meant more like "I'm going for a headshot"
"Okay, take a full-round attack at -4; if it hits, it's critical"

or something like that, but more fleshed out.

Thats a better idea.
#198

gunrock

Mar 25, 2005 14:58:51
Since it's apparent that someone wants a called shot rule (which I think massive damage covers perfectly, since it's your character aiming for the part and getting lucky enough to hit the vitals within said part) I'll throw in my 2 cents.

Called Shot: By taking a -6 to the attack, a character can target a specific part of a foe. The part has an AC = normal AC + Size of part (ex: Medium creature has Tiny head). If the attack suceeds, all damage goes directly to the target part, having appropriate consequences (i.e. Knee: Can't run or charge, speed halved; Head: blinded (low damage) or dead (higher damage); Heart: dying, -1 hp; etc.)
#199

the_merciless_dm

Mar 25, 2005 16:32:22
Gunrock just almost explained the exact Called SHot rule thats in the CoC Resident Evil supplement. I like that Called Shot rule. And here it is just as in the CoC RE supplement:

Called Shot rule only works on creatures with distinct features, which means you can't make called shots on big tentacly blobs. (Whether a creatures with distinct features or not is up to the Gm.)

Making a called shot adds the following modifier to the target's Armor Class.

Size:..................................Modifier:
Tiny............................... No Called Shot
Small.................................+6 to Ac
Medium..............................+4 to Ac
Large.................................+4 to Ac
Huge..................................+2 to Ac
Gargantuan.........................No Modifier
Colossal..............................No Modifier


Headshots: Making a successful called shot to the head is an automatic critical.

Limb Sots: Making a successful called shot to a limb will reduce speed by 20% and/or attacks according to the limb being hit. Arms take a -2 to attack and any skill in which use of the arms are required, such as Climbing.

This Called Shot rule set has always worked okay for me.
Wolfgang Blaine thanks for your imput and I think zombies should be easily taken out, they should be used for "herding" the players to were you want them to go. And use the Acid and Crimson Head stats I would like to know if that progression works well in a game.

Anyone else?
#200

the_merciless_dm

Mar 25, 2005 16:36:20
DAMN! Does anyone know how I can insert a table in the boards without having THAT(check table in last post) happen. It really irritates me!
#201

zombiegleemax

Mar 25, 2005 20:32:56
Ah, that's what I was looking for. Thanks.

And, I realize the balance of massive damage and critical hit percentage (so thanks for the tips, anyway), but I needed something for specialist marksmen. I'll probably only have the called shot feature available to those with PFP, even if it isn't already intended that way.
#202

the_merciless_dm

Mar 26, 2005 22:39:06
YES! In order to make a Called Shot the character MUST have Personal Firearms Proficiency!!!!!!!!

So any probelms with this Called Shot rule set? Any short-comings, anything at all? Any suggestions on how to improve them? Remember shooting a Zombie in the head means instant death. Shooting a person in the head means an instant critical (then you have Massive Damage Threshold to worry about) so it is viable. Ohhhhhhhhh, Idea, should Called Shots be allowed for aiming at weak spots in armor there by ignoring Damage Reduction(for when up against armored foes like Mercs and any others)?

Just picture:

Player: I want Trevor to make a called shot to the merc.'s head.
GM: You do know you are using a granade launcher, right?
Player: I rolled a total of 21, does that blow his head up or what?
GM: *looks at merc.'s stats, which had an AC of 15 + 4 = 19 DC for the Called Shot* .................. (long awkward pause)...... I think you might have over done it!


Another issue I would like to open discussion on is AUTOFIRE. I like the Burst Fire and Double Tap feats and rules regarding such, but to me autofire doesnt really capture what real fullyautomatic fire is like. Is the Star Wars route the right one to take? Should we stick with Modern's version or is there another variant for Autofire out there which is better?

Also any other OGL material that we could use in the pdf? Such as rules and feats?
#203

narukagami

Mar 26, 2005 23:53:37
Another issue I would like to open discussion on is AUTOFIRE. I like the Burst Fire and Double Tap feats and rules regarding such, but to me autofire doesnt really capture what real fullyautomatic fire is like. Is the Star Wars route the right one to take? Should we stick with Modern's version or is there another variant for Autofire out there which is better?

Also any other OGL material that we could use in the pdf? Such as rules and feats?

Call of Cthulhu has pretty decent autofire rules, every bullet gets its own attack and damage rolls, but the attack rolls have penalties depending on how many rounds you expend. I think it was -1 per round.

If so, then double tap would be 2 attacks at -2/-2
burst would be 5 at -5/-5/-5/-5/-5
3-round burst setting would be 3 at -3/-3/-3
autofire would be 10 attacks at -10/-10/-10/-10/-10/-10/-10/-10/-10/-10
#204

zombiegleemax

Mar 27, 2005 7:46:57
Yes, I think called shots would be good for weaknesses. Like say, Nosferatu from Code Veronica, for example. Make a called shot against his open pulsing wound of a heart to deal critical, ignore damage reduction (in which case his DR would read something like 10/weak point), negate the targets fort save, or all of the above. I think it would be plenty reasonable as long as the creature's weakness was easily discernable (maybe by way of skill check?) or was revealed to the characters via files.

Another issue I would like to open discussion on is AUTOFIRE. I like the Burst Fire and Double Tap feats and rules regarding such, but to me autofire doesnt really capture what real fullyautomatic fire is like. Is the Star Wars route the right one to take? Should we stick with Modern's version or is there another variant for Autofire out there which is better?
?

I came up with my own fix for this, since d20 modern does nothing to account for rate of fire. The reflex save's DC made by characters in the target area is raised based on the weapon's rate of fire, which I grouped into classes.

350rpm and below: DC +0
351rpm-500rpm: DC +2
501rpm-700rpm: DC +4
701rpm-900rpm: DC +6
...and et cetera...

And I'm thinking about adding a variant of the burst fire feat for extra bullets fired. Something like this: every 5 bullets fired past the first ten adds one die of damage (-3 to attack roll), and may be done until the weapon is emptied.

That should work as long as you have a weapon with a normal clip and a decent ROF, because most will empty a clip in a few seconds (600rpm =60 rounds/turn)

Give it a try and tell me what you think.
#205

gunrock

Mar 27, 2005 10:05:15
Player: I want Trevor to make a called shot to the merc.'s head.
GM: You do know you are using a granade launcher, right?
Player: I rolled a total of 21, does that blow his head up or what?

The problem with this is that you'd have to allow GLs to target targets instead of squares. I can see this one, since GLs can use non-lethal rounds and are fired sort-of like rifles. I'd never allow it with regular hand grenades or autofires though.
#206

the_merciless_dm

Mar 27, 2005 13:20:25
Gunrock, I allow for GLs to be use to attack both opponents and areas depending on the desired effect of the player. But still the damage is still an area effect, though the original target is not allowed a Reflex save, if the attack role is successful.

Everyone, I would like to see on which Autofire rule do we all agree on. Wolfgang Blaine, I dont know much about firing speeds of different firearms, so to me your rule set is vague. I understand the rules and what they mean but what weapon would fire how? I have no clue on that.

The CoC autofire rules that narukagami posted are solid too.

Hey how about combining Wolfgang's fix and the CoC. Cuz it is true Modern d20 doesnt take into consideration a weapons rate of fire. Somthing like, depending upon a weapon's individual rate of fire the penalty for a secondary shot would be either higher or lower, and so forth with the third and etc. To the point were making a Burst Fire attempt with an extremely fast weapon (in terms of Rpm) would inccur no penalty, same with Double Tap. Or something like that.
#207

gunrock

Mar 27, 2005 16:02:34
350rpm and below: DC +0
351rpm-500rpm: DC +2
501rpm-700rpm: DC +4
701rpm-900rpm: DC +6
...and et cetera...

My problem with this is conceptual. I know of one automatic weapon with a RoF that might be below 350rpm. The Mk 19 40mm machine gun (automatic grenade launcher) has a cyclical RoF of 325-375 rpm. Every other firearm I know has a cyclical RoF of 400 rpm or more. The M16 has a cyclical RoF of about 600 rpm, giving an M16A1 a reflex save of 19 by your system. M16s are not harder to dodge than Mk 19s.
Normal autofire has a DC of 15. The miniguns in the Menace Manual (4d10) have a DC of 20 for half damage, cyclical RoF ~ 3,600 rpm. By your system that should be DC 43. Everyone would have a 5% chance at that save (natural 20). That is just too powerful. Miniguns are cool, but they are not that cool.
#208

zombiegleemax

Mar 27, 2005 20:02:04
M16s are not harder to dodge than Mk 19s.
QUOTE]

I basically agree with everything except this, because in retrospect, the groupings were too low. I don't think an automatic grenade launcher could even be compared to this, I'm just stating that between automatic firearms, I think it'd be easier to dodge a group of 5 or 10 rounds, than say, a cloud of 50.

500 and below: DC +0
501rpm-650: DC +1
650rpm-700: DC +2
701rpm-850: DC +3
...more like that, I guess...

If my credibility is still intact, then I'll post some ROF tables for weapons later.

But I can say that I don't care for the autofire rule that gives each bullet its own attack. To keep damage from getting out of control, you'd have to roll for each bullet. I've been down that road before, and it makes for long nights around the game table.
#209

gunrock

Mar 27, 2005 22:03:19
I think it'd be easier to dodge a group of 5 or 10 rounds, than say, a cloud of 50.

I agree. But your system is not doing that. You've upped the DC based on RoF, not on number of Bullets fired. So, I'm still having to dodge a group of 10 bullets, they just happened to be fired faster (which should mean a smaller area of effect if anything).
Using the rules currently published, a 3600rpm gun fires 100 bullets at a DC 20 for half. A 600rpm gun fires 10 bullets at a DC 15 for none. I'd up the DC by one for every extra 600rpm (DC 16 at 1200, DC 17 at 1800, DC 18 at 2400, DC 19 at 3000, and DC 20 at 3600) and increase the ammo used by 18 per +1 DC (rounded to 20 if you're lazy or want simplicity). If less rounds are fired (minimum 10) then the DC should be appropriate.
When you can't dodge all the bullets would be a GM call, but I'd say that 10 bullets per square foot is the threshold of "save for half."
#210

zombiegleemax

Mar 28, 2005 7:02:11
Indeed. Two heads really are better than one, Gunrock!

That took me several readings to understand, and made my head hurt, so let me clean that up a bit:

[b]STANDARD AUTOFIRE ATTACK[/b]
rate of fire (rpm)......600..1200..1800..2400..3000..3600
ammo used..............10.....28.....46.....64.....82.....100
save DC..................15.....16.....17.....18.....19......20

Just one little flaw left. That big of an increase in bullets/round would mean either bigger target area or extra damage. Targeting a larger area doesn't make sense, but I hate to add a buch of dice to the damage. This is just an idea, so help me work it out if you don't mind. Add damage based on the individual weapon's die type. Maybe:

d4 +2,d6 +3, d8 +4, d10 +5, d12 +6
#211

gunrock

Mar 28, 2005 7:21:03
I'm glad you took the time. :D That was exactly what I meant.

Well, the minigun does 4d10 base, so that seems like a good starting point. That would seem to assume that one is getting shot by 10 bullets (since 5 would only do 3d10). Which makes sense, given the 1 per square foot number of bullets fired (25 per 5x5 fighting space).
Half of that would be ~ 50 bullets. So the 1800+ rpm would deal 3dX or more (X = base damage dice of weapon). However, this is only if 50+ bullets are expended.
So for a 7.62 Nato machine gun:
RPM......1800.......2400.......3000......3600
DMG......3d10......3d10........3d10......4d10
Reflex.....17..........18...........19.........20
#212

zombiegleemax

Mar 28, 2005 11:34:31
Nice working with you, Gunrock ^.^

Gimme a few more days, fellas. I'ma 'bout ta blow RE4 WIDE OPEN .
#213

the_merciless_dm

Mar 28, 2005 16:55:39
WOW!
Very impressive and intimidating, is your knowledge of automatic firearms.
So then the final product would be:

STANDARD AUTOFIRE ATTACK:
RPM......1800.......2400.......3000........3600
DMG.......3dX........3dX........3dX..........4dX
Reflex......17..........18...........19..........20

My questions are: What about weapons with a lower RPM than 1800? Also would this be an area attack or could it also be an attack on a specific target? I would like to see Autofire used to target a single opponent. I can picture a player mowing down zombie hordes with these rules but what if the player intends to attack an opponent that has an ally in the target area?

What does everyone else think about this rule set worked on by Wolfgang and Gunrock? I like them.
#214

jediranger

Mar 28, 2005 17:02:46
Gunrock, Wolfgang-Blaine-As always excellent job

Found this on a old RE Thread.

Improvised Weapons:
Damage: Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.
Big Club (Baseball Bat, etc.) 1D8
Bottle 1D6
Burning Torch 1D6
Chain 1D4
Chair 1D6+1
Chair Leg 1D6
Cricket Bat 1D8
Crowbar 1D6+1
Dynamite Stick 5D6/2yds
Fireplace Poker 1D8
Frying Pan 1D6+1
Garrote Strangulation
Hand Grenade 4D6/4 yards
Hammer/Wrench 1D6
Hatchet 1D6+1
Heavy Epee 1D6+2
Heavy Iron Pipe 1D8
Hedge Clippers 1D6+1
Ice Pick 1D4
Kitchen Knife 1D6
Live Wire (110 volts.) 1D8+ Stuns
Mace (Spray) Stuns 5D6 rounds
Machete 1D8
Meat Cleaver 1D6+1
Molotov Cocktail 2D6
Pickaxe 1D8+2
Pitchfork 1D8+1
Plank 1D8
Nightstick 1D6+1
Quarterstaff 1D8
Rapier 1D6+1
Rifle/Shotgun Butt 1D8
Scissors 1D6
Shovel 1D8
Sickle 1D6+1
Scythe 2D6+1
Slingshot 1D6+1
Small Club 1D6
Small Knife 1D4
Spear/Pike 1D10+2
Taser (contact) 1D3 + Stun
Thrown Rock 1D4
Wood Axe 1D8+2
Made by Bad Mojo
#215

the_merciless_dm

Mar 28, 2005 18:17:24
We definitly needed a list like this one. Thanks for providing it. Could you also provide a link to the old RE thread to see what else was discussed there.
#216

jediranger

Mar 28, 2005 18:44:53
http://boards1.wizards.com/showthread.php?t=262856 He has alot of good stuff there.
#217

gunrock

Mar 28, 2005 19:55:28
My questions are: What about weapons with a lower RPM than 1800?

Sorry, full chart going up. Most guns have RoF lower than 1200 rpm.
Rate Of Fire........600....1200...1800....2400....3000.....3600....4200
Bullets Fired.........10......28.......46......64........82.......100......118
Dice of Damage...2dX.....2dX.....3dX....3dX......3dX.......4dX.....4dX
Refelx Save DC.....15.......16......17......18........19........20........21
Also would this be an area attack or could it also be an attack on a specific target? I would like to see Autofire used to target a single opponent. I can picture a player mowing down zombie hordes with these rules but what if the player intends to attack an opponent that has an ally in the target area?

This is for autofire only. Burst Fire is for putting lots of bullets into a single target. Those rules are unchanged so far. Quick change: the burst can deal base damage equal to an autofire plus normal burst fire bonuses but uses half the rounds of an autofire.
#218

the_merciless_dm

Mar 29, 2005 19:03:26
Mmk, So this autofire rule set is the one we will use in REd20. I feel that most will agree with it. If we do use this rule, Burst Fire would funtion as follows:
-4 on the attack roll, requires atleast 1/2 the rounds fired by its full auto setting.
Logically a weapon with a higher RoF will do more damage using Burst Fire but will exend more bullets.

So this is how its going to work, mmk?
#219

zombiegleemax

Mar 29, 2005 19:58:58
Whoa, whoa, whoa. One more thing about autofire that I didn't think of untill now. with a big autofire attack, using a lot of bullets, they tend to spread around at larger ranges due to weapon recoil. As a result your Liable to dish more damage at point blank, but have a better chance of hitting and dealing partial damage at long range.

Doesn't that sound like a shotgun attack on steroids? How about using the shotgun fix for Autofire as well? Where, instead of -2 per range increment, you only get -1 per increment, but also take -1 to damage.

That is all, I promise
#220

the_merciless_dm

Mar 30, 2005 13:17:45
Hmmm, I need another opinion on this, though yes I do understand and its does sound like the shotgun's effect.

Does anyone else have an opinion on this? I would really like to know.
I dont mean to be rude or offensive Wolfgang, I just dont know that much about firearms. Martial Arts are more my thing. ;p
#221

jediranger

Mar 30, 2005 13:20:30
I like that idea Wolfgang_Blaine suggested, but im not a big weapons guy so i dont know.
#222

the_merciless_dm

Mar 30, 2005 16:28:27
Well mmk, I guess it requieres play testing. Has anyone playtested the Template I created for Wesker and Krauser?
I'm gonna do some play testing myself, but in it I'm gonna focus on the rules outside a REd20 world. Gonna set my players up against a rogue squadron which has stolen a new prototype virus. Well I'll let yopui guys know how it goes.
#223

the_merciless_dm

Mar 30, 2005 19:15:19
Could you all be so kind and email me all that you have doen for this forum as a Word .doc over at ramon.aneses@gmail, please put on the subject REd20 and inside provide your names so I could place credit were its due. Thanks and lets keep up the good work, there are still minor details missing. We require a solid Tyrrant (and all its manifestations) and a Nemesis we can all agree on. Also latter a thurough discussion on RE4. Be warned there will be spoilers for those who have not played or beaten RE4 but I will provide spoiler alerts on my RE4 related posts, I hope everyone else does aswell. Thanks.
;p
#224

blackknight5k

Mar 31, 2005 18:25:48
One thing I was thinking about doing in my game (i'm running a semi-re game) is to either bring back called shots for zombies/lickers/etc. Anything with a weakness. Either that or i was going to expand the crit threat range when they fight these. Maybe by 3 or 5, ie a weapon w/ a crit threat of 20 will be 17 or 16. Thoughts?

One more thing, has anyone looked at the cr on the tyrant and bosses? how are 3rd level characters suppose to live after that?
#225

gunrock

Mar 31, 2005 18:34:54
One thing I was thinking about doing in my game (i'm running a semi-re game) is to either bring back called shots for zombies/lickers/etc. Anything with a weakness. Either that or i was going to expand the crit threat range when they fight these. Maybe by 3 or 5, ie a weapon w/ a crit threat of 20 will be 17 or 16. Thoughts?

One more thing, has anyone looked at the cr on the tyrant and bosses? how are 3rd level characters suppose to live after that?

There is a called shot rule on the previous page.

I'd just give the zombies a MDT of 10 and if the PC deals 10+ damage then he aimed for and shattered the brain, insta-killing the zombie.
#226

blackknight5k

Mar 31, 2005 19:06:15
i think i might like that. I'll run it by the boys.
#227

zombiegleemax

Apr 01, 2005 12:38:14
Hang on, Merc DM. I've got some finishing touches to put on my RE4 stuff, then I'll post it complete. I've got some bosses to write out, but I made a pretty thorough template. You'll see.

I've got a nifty idea on the Nemesis, based on the files I've read. Hopefully it will be satisfacory to all, or at least we can work to make it something we can agree on.

I've done a little playtesting with the Krauser/Wesker Templates. As it is, it's a very good "quick fix" creation for them, but if GM's want to allow Characters to make it a part of their game, it needs to be a little more developed. Don't think I'm being insulting; as always, your work is solid and balanced. There's something in the RE4 peices that I think helps with this. Again, you'll see.
#228

the_merciless_dm

Apr 01, 2005 15:59:24
I'm not offended nor am I presuring you guys to do things faster. I am just saying if you have anything of what has already been covered you could email it to me, I would appreciate that. Work at your own pace people, I know we all have jobs, work, schools, etc. to deal with. If I sounded like I was hurrying you guys, thats not what I wanted. I just wanted to leave my gmail out there so you could feel compelled to send me anything you had.
Again people work at your own pace.

Wolfgang Blaine I am in no way offended (nor see why you would think I am), and I wait anxiously for your bosses and your templates. Your contributions are solid aswell. I intended the in the Krauser/Wesker template (which is basically the G-virus true form) to be NPC only, if a PC wishes to take it would come with some grave consequences along with an ECL adjustment of +2. Either way I want to see your ideas and we never fully discussed that template.

All of you, everything you have posted in some way or another has aided us and is part of this great supplement for d20. I have hope, I can atleast see the tunnel. Later comes the light at its end. ;p Keep posting!
#229

zombiegleemax

Apr 01, 2005 19:42:15
Wolfgang Blaine I am in no way offended (nor see why you would think I am)

Just being polite. Too many people on the internet aren't nowadays. ^.^
#230

the_merciless_dm

Apr 01, 2005 19:58:27
That is true, but there is no need. Though it is appreciated. Hey back to RE I would like a taste, as I am sure most people out there are, of whatever you are cooking up. Just a taste a tease like the movie trailers do.
PLEASE!!!!! *makes puppy eyes* Jejejejeje. ;p

Ohh yeah and.......BUMP!
#231

the_merciless_dm

Apr 02, 2005 13:08:26
From Me To You:

Gifted
You are naturally gifted in one attribute.
Benefit: You gain a permanent +2 bonus to one ability score.
Special: Only available at character creation and once. The bonus may not be distributed amongst two different ability scores.

Hip Shot
You watch too many cowboy movies and learned to shot at the moment you draw your gun by using your hip and waist to direct your attack.
Prerequisite: Quick Draw, Dex 15, Base Attack Bonus +3
Benefit: You may attack at the moment you draw your weapon. This attack is made with a -2 to hit. This weapon must be Small or Medium in size.

From Faerun With Love:

Blooded
You know what it means to fight for your life and the value of quick wits and quicker reactions when danger is near. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 on Initiative checks and a +2 bonus on Spot checks.

Cosmopolitan
Your exposure to the city life has taught you things you ordinarily would never have learned.
Benefit: Choose a nonexclusive skill that you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

A Feat I Love From Ravenloft:

Back to the Wall
You are at your best when the situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Prerequisite: Base Attack Bonus +2
Benefit: You gain a +2 bonus to attack rolls and to Armor Class when you are at one quarter or less of your maximum Hit Points.



I just think these feats work great in Modern d20, and I posted them because some of my players have use these feats form other games and they do work well, if it fits in with the character concept. Well let me know what you think.
#232

zombiegleemax

Apr 02, 2005 17:47:49
Looks cool Merc, I'll keep these in mind when I play Modern on rpol.com
#233

the_merciless_dm

Apr 02, 2005 21:28:24
The Psininja has returned!!!
I was wondering what has happened to the people who first began posting. Not that I dont appreciate the newer participants, its that I was reading up previous posts and saw that some people haven't posted in a while.

Anyways I've been watching very closely old action movies (since I own a video store) like Last Man Standing, The Professional, The Punisher (not old I know but good), Desperado, Payback just to name a few and well some ideas came to mind. Please tell me if the feat Hip Shot needs any fixing, I made it after the 5th time I watched The Punisher, you know the scene where Frank Castle kills John Travolta's character. Just let me know any problems and fixes you have for it.

Thanks!
#234

zombiegleemax

Apr 02, 2005 22:56:07
The Psininja has returned!!!
I was wondering what has happened to the people who first began posting. Not that I dont appreciate the newer participants, its that I was reading up previous posts and saw that some people haven't posted in a while.

Hey man, it was just because I ran out of things to contribute. Nothing more. :D
#235

jediranger

Apr 03, 2005 9:21:07
Im still here but i dont have any more ideas for Resident evil.
#236

the_merciless_dm

Apr 03, 2005 19:06:11
So do you guys feel this is complete? I know Wolfgang Blaine has more to contribute and I've been looking around the other pages and feel that aside of the Beastiary (RE monsters) and RE4 we have covered the vast mayority RE material.
#237

the_merciless_dm

Apr 03, 2005 23:06:57
Are any of you familiar with the Ravenloft rule system? The reason I ask is because in Ravenloft there are a set of rules which I believe fit the Resident Evil atmosphere perfectly. These are the rules on Fear, Horror and Madness. Basically they are a Will Save and anything that modifies Will saves modifies against these aswell, but if it modifies against Fear Saves then it only affects Fear and not Horror or Madness. Another difference is that luck has no or very little effect against Fear, Horror and Madness (relating to magical items found in D&D and Ravenloft). The mechanics are the same, there is a DC you suceed nothing happens but if you fail the margin of faliure determines the result; 1-5 being Minor, 6-10 Moderate, 11-15 Major and 16+ Major with an added effect Horror and Madness require an additional roll of a d4 to select a particular effect. Some of these extra effects include Nausea, Nightmares, Rage, Mental Shock, Frozen, etc. See these rules to me seem logical in RE since I alway felt RE was a modern Ravenloft game and might I remind, it is ment to be "Survival Horror". So were is the Horror part if not in a rule set?

Anyways I think these rules would emphasize the "HORROR" aspect of the RE series but again its up to you guys wether it should be a part of RE or not, so let me know what you think or if you'd like to know more about these rules. Think about it, were do we get the Horror part of RE from? The mind is a fragile thin and seeing a thing devoure someone is rather disturbing, but so is watching a corpse of a collegue get up and start biting you, trying to eat you!
#238

zombiegleemax

Apr 04, 2005 7:15:26
I think it's a great idea. Elaborate on that a bit more if you don't mind. ^.^
#239

zombiegleemax

Apr 04, 2005 9:42:40
Yeah, like the Insanity thing in Call of Cthulu? I think that (the Ravenloft thing) would be great to add to the mod. I can definitely see it adding the horror effect that we're looking for.

...though it seems most of the protagonists are never subjected to any mental problems (certainly not Leon Kennedy, who's just like, "Ha ha! Plagas! That's great! Your right hand comes off?" and suchlike. But since we can safely assume that most of the PCs in a Resident Evil game will be, shall we say, intelligent enough to know when to go insane, then those rules will have a lot more application.

Summary: 's good. Writing down complete numbers for it would be a good idea.
#240

zombiegleemax

Apr 04, 2005 11:05:17
By the way, Here's your teaser:

El Gigante
Huge-size Giant Plagas Host
Challenge Rating: ?
Hit Dice: 8d8+72 (108HP)
Initiative: -2
Speed: 20ft
Defense/Touch/Flat-footed: 8/6/8
Massive Damage: 22
BAB/Grapple Bonus: +6/+20
Attacks: Melee +14 (1d6+10 Slam) (1d10+10 Huge Club)
Fighting Space/Reach: 15ft by 15ft /15ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +12, Ref +0, Will +3
Abilities: Str 30, Dex 6, Con 22, Int 2, Wis 13, Cha 8
Skills: Climb +8, Intimidate +10, Listen +8
Feats: Brawl, Power Attack, Toughness X5, Simple Weapon Proficiency
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Plagas Weakness (Giant)
Possessions: Huge Club (tree trunk)

I was gonna post 'Dr. Salvador' (guy with the chainsaw), but naw, you gotta wait for him ^.^
If anything in there that make you scratch your head, it's probably something that the template enhances. Tip of the Iceberg, my friends...
#241

the_merciless_dm

Apr 04, 2005 18:38:49
First Off Wolfagang Blaine: WOW! Speechless... Remember that guy in one of the Mercenery (minigame) stages with the "Flaming Double Chainsaw" me and my fellow players call him "Chainsaw Charlie" I cannt remember which one of the guys came up with that but the name stuck.

I'll get to posting the full rules after this weekend, since I have been swamped with tests and presentations and the rules are extensive. But Yes it is something that I feel would improve the REd20 experience and will work with it instead of hindering gameplay.

Kirbyoto: The thing is ordinaries will most likely fail the saves but heroes dont necessarily have to fail them, they stand a better chance at it. Also Leon is a veteran a survivor of the initial incidents and he has "leveled up" a bit since RE2 so we could assume that in RPG terms he has gained hiogher Will saves and maybe taken Iron Will and Courage feats to deal with the villagers. Also I would award a bonus of the player eraned it. Stuff like that so it is safe to assume that these rules will be greatly recieved by the gamers. Although I dont think the Ravenloft rules are OGL. They are published by Sword and Sorcery and it also has the Wizards of the Coast logo on italong with the D20 logo on it. Anyways I think I'll write them up later, when I get the time.

Keep up the good work guys!
#242

zombiegleemax

Apr 04, 2005 19:25:38
Well, I was referring to that as a general example; the other characters don't seem to have any fear or panicking other than when a cutscene called for it.

Yeah, and what was with that double bladed chainsaw guy, huh? Wasn't ONE blade enough, and, as I remarked to a friend, "Does it have to be on FIRE, too?" I curse him, because my usual strategy on that level (go to a certain point and snipe stuff) doesn't work with Leon, thus impeding my five-stars-on-all-stages work necessary for the Handcannon.

Someone should write up the Handcannon. I mean, one might assume that calling it a six-shot Desert Eagle-type revolver would be enough, but you never know...

Oh, and Wolfgang Blaine: Did you take into account the whole "Invulnerable, but after a certain amount of damage the plagas becomes vulnerable" thing? I mean, I'm not saying you HAVE to put it in...I assume things like tank cannons and the like would ignore that...situation, but it's just something to think about. Maybe like a special reserve of HP and stats for the parasite, which must be attacked separately?

Like...there's 30 points or so in the reserve (example number). When the points are depleted, the plagas parasite becomes vulnerable for 1d4+2 rounds. After that time, the plagas re-enters the body and the reserve is refilled. Repeat until plagas is dead (which kills host).

I understand, however, that the whole monster-creating-and-judging process would be changed by such a rule, so feel free to disregard it if need be (or if you just don't like it).
#243

zombiegleemax

Apr 04, 2005 20:14:17
S'all good Kirbyoto. It's covered in his 'Plagas Weakness (Giant)' Spec Quality. Thanks though, You just about got it on the money.

Gigante's not completely invulnerable in this incarnation, but it's much easier to weaken him and destroy his plagas than to keep pumping bullets into his body.

I also heard that the Handcannon was based on a Smith & Wesson .500, so yes, kind of a revolver Desert Eagle (S&W's version of the BFR). I held one in a gun shop a few weeks ago. Massive! I think it was five-shot, though.
#244

zombiegleemax

Apr 04, 2005 21:05:53
Yeah, I saw the weakness thing, but there were no notes explaining what it was. So yeah.
#245

ymdar

Apr 05, 2005 9:56:53
I know I always ask this on all threads, but....will we be seeing a .pdf version of this stuff? :D
#246

gunrock

Apr 05, 2005 10:16:27
I know I always ask this on all threads, but....will we be seeing a .pdf version of this stuff? :D

This is what happens when you are too lazy to read the entire 9 page thread in detail. You ask questions that are already answered.

Yes, Merciless DM is working on putting one together right now.
#247

zombiegleemax

Apr 05, 2005 20:31:47
Merc DM, your Random Mutations table is more genius than I'm sure you realize ^.^

btw, can anyone supply me with the stats for a ball & chain Mace, including whether it should be archaic or exotic?
#248

gunrock

Apr 05, 2005 21:14:34
btw, can anyone supply me with the stats for a ball & chain Mace, including whether it should be archaic or exotic?

You mean the D&D Flail? Because that is what you just described. It would be an Archaic weapon.
#249

zombiegleemax

Apr 06, 2005 6:02:51
Yeah, what's the damage and all that for it? I don't have any D&D books.
#250

zombiegleemax

Apr 06, 2005 9:10:12
Should I? Is it copyrighted?

Hell with it. It's not like it took that long to think it up, is it?

A light flail (one handed, probably what we're looking for) does 1d8 bludgeoning damage, has a x2 critical multiplier, and weighs 5 lbs.

A heavy (two hands required) flail does 1d10 bludgeoning damage, does x2 critical on a 19 or 20, and weighs 20 lbs.

I'm not sure if you want to tweak those stats a bit to fit Modern better, but that's what they are.
#251

zombiegleemax

Apr 06, 2005 11:05:05
k thanx!
#252

gunrock

Apr 06, 2005 11:30:28
Should I? Is it copyrighted?

It's in the SRD, so you're fine.
#253

the_merciless_dm

Apr 06, 2005 17:10:06
"Yeah, what's the damage and all that for it? I don't have any D&D books."
"Merc DM, your Random Mutations table is more genius than I'm sure you realize ^.^"

Care to let me in to what you are upto? Flails + Random Mutations table sounds like an interesting mix.

The random Mutations table, yeah quite a few people in school commented on it. Most complemented the additions I made to the original table (in the CoC .pdf) and how I distributed the new mutations and the older ones. A controlled mutation (only capable one to do so is the G-Tyrant and in RE4 ***spoiler*** Krauser ***end spoiler***) would allow the creature or GM to select the mutation desired. But you already new that. ;p

I am currently playtesting the full Autofire rules that come curtesy of Gunrock and Wolfgang Blaine but not against zombie hoards. I am testing them against ordinaries and one BAD*** villian. Just to see how they work.
#254

zombiegleemax

Apr 06, 2005 21:09:24
Actually, I heard somewhere that Leon was supposed to get the same left-arm powers that Krauser had, which increased over the course of the game (probably due to the plagas injection). But that was scrapped for reasons unknown to me.

That would've been awesome though, wouldn't it? Guess it would cut down on the suspense factor when your arm is a biological death cannon in its own right.
#255

the_merciless_dm

Apr 06, 2005 22:51:36
I dont think Las Plagas woud grant Leon the same ability Krauser has, since it clearly is something related to any of the previous virus. That is what Wesker has the G-virus. Besides Las Plagas didnt mutate the body as Krauser's did.
They had more of a "Puppet Master" aproach.

Anyways I have prepared a MS Word.doc of the "Fear, Horror, Madness" rules of Ravenloft. These will require some tuning up before being Modern compatible since its heavy on the medieval/horror/fantasy genre but once they get adapted into Modern I think anyone wanting to play a "Horror" type modern game will appreciate having this rule set, so here we have yet another reason why to get this pdf out there. Its not just for people who want to play RE, but now it'll have rules for a simple "Modern Horror" setting. Might work even greater with Urban Arcana or a Shadow Chaser's campaign.
There are a few problems, first of these rules need tweeking up into Modern, then there is ofcourse the fact that I dont know if its OGL, and then I dont know a website wich would set this up for download.

Well I'll see you all 'round. I created this .doc for those who want to see the rules before, so you all can suggest and let me know what changes you would like to see in these rules. But still they arent up anywere for download.
;p
#256

zombiegleemax

Apr 06, 2005 23:39:39
Besides Las Plagas didnt mutate the body as Krauser's did.
They had more of a "Puppet Master" aproach.

Well, Cheif Mendez, Ramon "Salad-jar" Salazar, and Osmond Saddler seem to mutate quite horribly, so here's my line of reasoning: Heroic characters gain access to controlled mutation and the table as G-BOWs do.

There's more involved here, but I don't want to give away too much just yet ^.^
#257

nadaka

Apr 07, 2005 0:04:15
S'all good Kirbyoto. It's covered in his 'Plagas Weakness (Giant)' Spec Quality. Thanks though, You just about got it on the money.

Gigante's not completely invulnerable in this incarnation, but it's much easier to weaken him and destroy his plagas than to keep pumping bullets into his body.

I also heard that the Handcannon was based on a Smith & Wesson .500, so yes, kind of a revolver Desert Eagle (S&W's version of the BFR). I held one in a gun shop a few weeks ago. Massive! I think it was five-shot, though.

The S&W .500 round is vastly more powerful than the much shorter .50 AE round. The S&W .500 round has a muzzle energy in the range of a 7.62 NATO caliber weapon (2d10) while the .50 AE has a muzzle energy in the range of the 7.62x39 AK round (2d8).

But yes, the X-Frame is a 5 shot revolver. Its heavy, real heavy. and has more recoil than any other pistol I know of. In fact, it has more recoil than most rifles.
#258

zombiegleemax

Apr 07, 2005 0:59:49
Now that, I did not know. Had to do some reading up on the subject, and found out that the BFR chambers .50AE rounds or .500 S&W. I guess I got them confused, because I didn't read up on the muzzle energies & bullet grains.

D'oh!

Thanks, though. I like learning new things. ^.^
#259

the_merciless_dm

Apr 07, 2005 8:38:21
I want you guys to know that I'll be preparing the Fear Horror Madness rules for Modern, then after I finish that I'll post them up since there will be no [legal] problem with that (I think) since it'll be my variant on pre-existing rules. It should take me about a week or so. I'll take them one by one seperatly and post them as soon as they are finished. The first one and easiest to convert is Fear so that should be up between Saturday or Sunday if not, then that means I got lazy.
#260

the_merciless_dm

Apr 07, 2005 8:56:00
Wolfagang I get what you are saying, but if you look closely into the RE4 mutations they are more "vermin" like than the previous RE mutations (which seemed to be randomly created). What I am refering to is morfology, structure, constitution in other words.
Las Plagas are a Parasite, Virus by nature are parasites they are obligated parasites, yet viri (for those who do not know this is the plural form of virus) are used to insert genes into other genetic codes since they introdue their genetic material into a cell and sometimes that material may choose to insert itself in the genome (example: HIV, when someone is a carrier and is not affected with the desiease, this case is because the virus' genome has inserted itself into the cells DNA), such is the case of "transgenic" foods and etc.

Now back to RE4 the mutations on the main characters or heroic characters, as you so correctly put it, are more insectlike in the sense that Chief Mendez looked to me like the centepedes we have here in P.R. which are HUGE and their legs look like claws! Same for Saddler he sprouted huge spiderlike legs. But yes the Random mutations would fit if just touched up a bit. Saddler did sprout eyes all over and a FEW tentacles. Ramon Salazzar is wierd for he willingly assimilated himself and a Verdugo into a larger Plaga. Also I have already commented on my problem with the Verdugo I think. I believe the Verdugo are not products of Las Plagas. I think they are the "measures" take by Ramon Salazzar when he did not trust Saddler (before Las Plagas were given to Ramon we could assume). I think this because they are SO different and they behave differently, they look like the Xenomorphs from Aliens!!!!! Am I the only one who sees it?
Well thats my twp cents on that matter.
#261

zombiegleemax

Apr 07, 2005 18:29:08
Warning! RE4 Spoilers!

Just to let you know, my post was based on something that didn't happen. They toyed with the idea and took it out. So there's no point in arguing whether or not it's canonical.

But the question is, is it the PERSON that is changing...or the parasite? One of the notes recieved in RE4 said that the plagas changes based on the thoughts of the user (it reflects their ideas and emotions), which is why Saddler's "plan b" required getting more men absolutely loyal to him.

I propose that there are actually two types of plagas: The "under" type, or the underling-type less powerful mind controlled zombie, and the "over" type, which is the type that is influenced by emotions, etc, and can also control things of the "under" type. Since the "over" type is more powerful than the "under" type, Saddler would doubtlessly need more loyal minions so he can make them the more powerful type without fear of betrayal.

That's all for now.
#262

zombiegleemax

Apr 07, 2005 19:36:55
Hey...i read through all of the 8 pages of forums last week. I comend you all on a job well done. A friend and i have been wanting to put together a REd20 modern campagin for about 2 mpnths now and we didnt know how to work different rules. So last saturday i used your infection rules when we played it. the only downfall with a DC15 save is when they get higher level they will mae it, so we did a mod of our own. We call it a T-counter. every time you get bit and save or have to make a save towrds the T-Virus you add a T-counter. for every T-counter you have the DC is +2 (ex. 2 T-counters DC:19) Cathulu autofire system works graet, played the game and it works, umm havnt played Ravenloft but i like the fear system in Cathulu. I hope to be an active member in this thread and help you with all i can with my GM/DM knowlege.
#263

the_merciless_dm

Apr 07, 2005 23:12:56
I thought about the problems with the DC15, I also thought it would be a good starting point for it since it provided room for expansion. You did exactly what I was expecting for people to do when they got to certain levels were a DC15 is not a threat. I dont know if I had proposed something like that earlier. Either way its a solid fix! I initially thought of adding +1 to the DC for every successful attacks that actually delt damage (meaning HP was lost) so that way it would accumulate faster and the players would want to avoid combat even more. Be cruel, merciless, evil, vile and creative; then watch your players love every moment you torture their characters. I cannt wait till I get the Fear Horror and Madness rules prepared for modern, then this will truely become RESIDENT EVIL D20!

I think thats is what has been missing. but we wont know untill I convert them.

Ohh and WELCOME aboard!
#264

zombiegleemax

Apr 08, 2005 8:31:48
hey thanks a bunch. Im gunna look into th Cathulu fear and sanity. Like you posted earlier, seeing you temamte get bitten/eaten by a zombie is quite horrifying, there should be differemt levels of sanity. Ive been playing D&D extesivly for about a year for about every saturday. Ive read different RPG's and like a little bit form each. Ill update different things we come up with throiugh our playing. We are playing tomarrow so ill update sunday. One other thing we came up with is using "Maxamize and Empower" rules from D&D for granade damage. For a granade 3d6 is not enough, given it can kill a 1st level character. We came up with "if the granade hits and hit is 10 above what the ac is then it deal max damage plus half max. If it hits with less than 10 above then it deals max damage. if it misses then roll a dc 15 ranged and everything in the blast radius takes just rolled damage. That is one big problem we had with the d20 modern
#265

the_merciless_dm

Apr 08, 2005 9:01:47
I dont like the Sanity rules of CoC much, thats why I'm gonna post up the Fear, Horror, Madness. To me they make more sense, see the sanity rules dont seem to work for REd20 (when I imagine playing it at the table) but go ahead post them up and I'll get to modifying the Reaf Horror Madness rules.

The rules are gonna take a little longer since I got stuff to do for some classes but sunce there is gonna be a strike at the university I'll finish them up then.

I need help, can some one explain to me how to put up tables on the thread without having them going all psycho on me. Psycho meaning they break up and get clumped together.
#266

the_merciless_dm

Apr 08, 2005 9:19:39
I recommend and encourage to anyone on this thread to watch Cromson Rivers: Angels of the Apocalypse. Its a french movie with Jean Reno in it out on DVD already. I loved it, it had a modern Gothic/Horror feel to it and it might inspire some of you to use the RE rules to create games without Umbrella. Its a good detective/suspense movie. It's the sequel to Crimson Rivers (french movie came out in the era before DVD) wich is good too but between the two movies there is little to tie them to each other, aside of the main Detective on another case. Its great and enjoyable so I recommend it. It has no zombie horror but when you see it, you'll understand how these rules we design for REd20 would work in this particular movie.

If anyone else sees a movie that could inspire more discussion in this thread please post it. I beg you do not mention the RE movies, to me that was... lets just say its depressing. They took a Zombie/Survival Horror game and turned it into a Action/Zombie Bashing. And, Oh please "Alice"? Meh
#267

zombiegleemax

Apr 08, 2005 20:03:43
Heh, Merc DM you agreed with what I hadn't even said yet. Cause & Effect notwithstanding, The RMT should fit for Plagas mutations.

And about that flick? I'll try to check it out. Jean Reno's the man.

Speaking of which:

***RE4 spoilers***
Did everybody catch the pun with Leon's gun Matlida? Very Cool.

I'll do some reading up on the files about Verdugo, if there are any, because you have a valid point. But remember that many of the bossess and one or two of the creature also have very un-Plagas traits, yet we're to assume that they're a result of Plagas mutation. Maybe the Verdugos are like the Regenerators, the sum of a combination of Plagas infestation and scientific experimentation. The Regenerator & Iron Maidens aren't anything like the other Plagas hosts, yet they have a form of the Plagas in them.
***RE4 spoilers***
#268

zombiegleemax

Apr 08, 2005 21:23:11
LOTS of RE4 Spoilers
Yeah, there's still a lot not revealed about regenerators and their ilk. Even near the end, there are those...bags of stuff that keep moving around. If you look at them with the IR scope, they show up as BRIGHT bright red.

Basically, the regenerator is just...an edited ganados. Better. Stronger. Faster. Regeneratier. It's not like a separate class.

My hypothesis is that the two Verdugo were Salazar's butlers. There's a memo found called the Butler's memo, which is talking about how the butler thinks Salazar's being used by Saddler. It ends with "I have served the Salazar family for generations. I am prepared to continue my services until the very end." I'd assume from that statement that the butler became a plagas host of one form or another, and the verdugo are definitely one possibility.

Another creature not really discussed is "It", the creature in the box maze. It seems to have so many different...mutations that there's nowhere to begin discussing it. It has a human head, so it's definitely a mutated human. It seems to have the verdugo's burrowing ability, among others.

The basic thing is this: Every plagas variant (besides the parasite themselves) started off as a human. Luis' third memo starts with this sentence: "The hideous creates such as the El Gigante and the Novistadors are merely by- products of the diabolical and inhumane experiments conducted on the specimens that were once human.", and then it goes on into info about the Regenerators. I'd assume that includes the Del Lago, too, unless that's a mutated shark or something.

Another thing I wanted to note was the secret cave hidden on the island (on the outside, when you're climbing the cliff face, there's a cave with explosive barrels near it, which you can shoot to gain access to the cave). In that cave, along with a treasure, there are ancient heiroglyphic-type things. Closer examination reveals several men surrounding a body cut in half. Something-probably a plagas-is leaping out of the man's body. This, and the fossilized plagas found in a different part, would lead one to believe that this whole "plagas" thing is a lot deeper than we can get with the knowledge given to us in RE4. Hell, even the plagas guys didn't really know, so why would Leon?
#269

the_merciless_dm

Apr 08, 2005 23:58:58
You all do bring up interesting themes.
Regenerators had 4 to 5 Plagas in their bodies grnating them a great regenerating speed. Iron Maidens were just a little tougher with one more Plaga than the Regenerator and a very impressive attack!

Man; Regenerators creeped the **** out of me!

Kirbyoto I think you might be up to something with the Butler theory, I didnt quite see it that way but thinking back they somehow behaved like butlers. The "IT" from the box was interesting, if you take a moment you notice it was a mix of pieces of monsters previously faught. It was centaurlike and a amalgam of random pieces. Del Lago (means "Of Lake") is a huge salamander (amphibious) so use the giant crocodile stats for it, I guess?

Question in game terms how would you clasify "Diabolical and Inhuman experiments"? hehehehehe. I too found that cave Kirbyoto spoke of and I admired the drawings that he mentioned.. In the game they state that Las Plagas were ancient. And in the "Wesker's Reports 1 & 2" he speaks of the Nemesis project, the image used of the Nemesis Parasite looks a lot like what Leon had in his body! Ramon Salazzar seemed to know more about the Plagas than most people. Since apparently they were in his family's guard for a long time. I have no idea how Saddler got a hold of them or even found out about them, but it is to he who Salazzar gives them back, I suppose.

There is a Resdent Evil Deviant campaign along these boards were Gnearl Kass and Nuclear cheetos and I discuss RE4 morfology and heirarchy very passionately. A lot of what might be said here, might already be covered there. ;p
#270

zombiegleemax

Apr 09, 2005 5:30:58
Did you see mention of Del Lago being from a salamander?

I think it looks like a monstrous cross between a leech and a Sarlaac, haha.

[edit] Er, the old Sarlaac..... minus the tentacles.....

"It" is called 'U3' by the way.
#271

the_merciless_dm

Apr 09, 2005 8:25:59
I thought of it as a salamander since the composition of its head looked to me like a HUGE salamander head and it's body was long it had a tail or what seemed to be a tail. The tentacles when it opened its mouth could be the parasite (we know they have tentacles). But you are right, we hace not seen Del Lago outside of the water so we cannt fully determine what creature it is. I doubt it would be a monstrous leech since RE0 already used leeches. Meh either way I dont think we should call it a sarlac either. Well I am out of ideas on the Del Lago.
#272

zombiegleemax

Apr 09, 2005 10:15:17
Guess what? RE4 SPOILERS!

There is ONE way to KINDA see the Del Lago out of water; if you stand on the dock and shoot into the water before you get in the boat, it jumps out and eats you. So you can kinda see its composition and form.

Merciless DM, I would agree that the Plagas has something to do with the Mother Virus (which gave birth to the T, G, and I think Nemesis virii). At the end of the Assignment Ada minigame, after Ada has all the Plagas samples, Wesker appears on a screen in her escape 'copter and starts talking about how "Umbrella will be reborn", and "Ha ha ha ha ha".

I think it was kinda annoying of Capcom to skip 6 or so years (other than Code Veronica) and then just be all, "Oh look, Plagas. Umbrella's gone, BTW".

Actually, wait, they had the Gun Survivor games, including 4 (or RE: Dead Aim) which kinda explained what happened to Umbrella, namely, the US and Chinese government wiped them out, mostly through their respective agents, Bruce McGivern and Fong Ling. Bruce is part of an American Anti-Umbrella government agency, which suggests something about how the government started viewing Umbrella's experiments. Dead Aim actually took place in 2002, so in RE4 Umbrella's been gone for 2 years, at most.

I just looked it up, and every other RE game took place in 1998, including the first Gun Survivor and Code Veronica. So that's...interesting.

If there was a way to measure off-topicness, I'dve broken the scale.

Edit: Hey, I just thought about something; all you guys saying "Oh, it must've been the G-Virus that gave Krauser his power 'cause Krauser works with Wesker"...

...maybe it wasn't, you know? Maybe it was a plagas. Of course, then we have the question of "Why didn't it take over his whole body?"

...why did the G-Virus take over all of Birkin's body? I mean, there's always a chance that it's a combination of the two virii (plagas and G-virus). You'd think that, with Krauser working for him, Saddler would've at least TRIED to get the plagas in him. Hell, more than anything his claw-arm reminds me of Soul Edge from Soul Calibur. It just needs a giant eye.
#273

the_merciless_dm

Apr 09, 2005 23:34:37
Guess what? RE4 SPOILERS!
Edit: Hey, I just thought about something; all you guys saying "Oh, it must've been the G-Virus that gave Krauser his power 'cause Krauser works with Wesker"...

...maybe it wasn't, you know? Maybe it was a plagas. Of course, then we have the question of "Why didn't it take over his whole body?"

Well then following your train of thought, how did Krauser gain the Plagas, since Saddler clearly states that he NEVER trusted Krauser but just used him (as they both did) and Krauser is clearly in no way under Saddler's control. It is also safe to assume that the reason a lone Krauser could successfully kidnap Ashley was if he had these abilities prior to his negotiations with Saddler. He kidnapped her to gain Saddler's trust and they never mention Krauser having recieved the "gift" Saddler provides to Leon and Ashley. So its safe to assume that Krauser has the G-virus. He also had a "death" like Wesker, if I recall correctly. Anyways when did Las Plagas grant their hosts supernatural speed? Krauser was flipping in and out of that battlefield at increadible speeds!
#274

zombiegleemax

Apr 10, 2005 7:41:38
I'm not sure either of these characters can be grouped together with normal BOWs, or even with each other.

It's like, their 'gifts' seem to be born out intentional scientific manipulation, similar to Tyrants. With Birkin, the virus was injected directly into him, with no genetic adjustments or altercation other than the creation of the raw virus. Which could explain his uncontrolled mutation.

Who knows what the heck was done to Wesker. Maybe the T or G virus had something to do with it, maybe it was just a component, or maybe something different was involved altogether. We know he's stronger, superhumanly so, probably tougher, too. And he's fast. God, he's fast. Of course, he has these in common with Krauser and Alice, but he seems somehow more powerful. And his eyes? A side-effect? Or does it mean that there's something different going on there?

Alice, they explained as being different in her base Genetic structure so that her body actually adapted the Virus to work for her. That is how she was unique. Of course, that explanation came from the second movie, decreasing its credibility dramatically (don't get me started).

And Krauser, maybe as strong as Wesker, as fast as Alice, maybe toughest of the bunch, actually uses the ability to mutate. Yet his eyes, unlike Wesker's, remain unfazed (possibly an unimportant detail, but I'm not overlooking it).

So no telling where they got there enhancements from, specifically. They may be different individual cases of the same project, or different projects altogether. But my point is, it's probably not as simple as "He's got the T-virus, she's got the G-virus, he's got the Plagas".

Take Nemesis, for example. From what I can tell, he was created by scientists perfecting a symbiotic parasite (which may or may not be an altered Plagas) and applying it to an appropriate host, more than likely a Tyrant model.

In my WoD RE story, the characters took on the roll of Federal STARS agents (I decided that the STARS were categorized by Alpha, Bravo, maybe Charlie teams for cities; Delta, Echo, Foxtrot per state; so on, and so forth. Maybe even to the point of having international STARS units). In the investigation of an Umbrella facility, they were exposed to a T & G hybrid strain virus. But the same lab that produced the hybrid strain had also developed a serum to suppliment the virus' mutation, decreasing the uncontrolled mutation and ceasing the degredation of the host's brain cells outright; yet still allowing the subjects access to enhanced physical abilities. This would have been Umbrella's goldmine, being able to finaly mass-produce supersoldiers like a factory assembly line, but my boys put a stop to that.

Of course, now they're the only living samples. Putting them high on the Umbrella-most-wanted list.

See? Anything's possible.

But due to the balance of d20. We can ignore the technicalities of how these particular game characters came to be this way, and introduce a Resident Evil BOW template if need be. Or an Advanced character class, as I'm thinking.

No since in arguing about their origins, especially when they're mostly unknown. ^.^
#275

the_merciless_dm

Apr 10, 2005 9:25:01
Who knows what the heck was done to Wesker. Maybe the T or G virus had something to do with it, maybe it was just a component, or maybe something different was involved altogether. We know he's stronger, superhumanly so, probably tougher, too. And he's fast. God, he's fast. Of course, he has these in common with Krauser and Alice, but he seems somehow more powerful. And his eyes? A side-effect? Or does it mean that there's something different going on there?

I had already answered this way back when. Its in Wesker's Report 1. I guess noone follows the websites I post up.

Please Read:
Wesker's Report 2
http://www.residentevilfan.com/re1rem/weskers_rep.asp

If you have Real Media Player you can actually download Wesker's Report 1:
http://www.residentevilfan.com/recv/weskers_rep.asp

Those of you who do not have real media player I'll copy the text onto here that is pertinent to what is Wesker!
From Wesker's Report 1:
"I had to eliminate Enrico who found out what was behind it all. I used Barry to
get to him. After I successfully got rid of that nuisance I awaited the sample
specimen that Barry would bring to me in the Tyrants room.

I injected the virus I obtained from Birkin in advance. If I made Umbrella
believe I was dead, it made it far more convenient to sell myself to the
opposing corporation. According to Birkin the virus had profound effects. It
would put my body in a state of temporary "death." It would then bring me back to life with super human powers. Therefor I unleashed an awesome Tyrant from its slumber and let it attack me.

As my consciousness faded away I was certain that the whole scheme would end in success.

Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the
Tyrant and the plan I devised which cost me my humanity ended in failure. Now anything and anyone who stood in my way would be terminated. It's been that way for a long time and it always will be. At all costs I had to make S.T.A.R.S. pay. "

Skip some stuff about Birkin and RE2.

"Our only option left was to bring back Birkin, the monster, as the sample
specimen and have him finish off Leon and Claire in order to obtain his combat data. Although Birkin lost the battle to Leon and Claire, we succeeded in gathering samples of the G-Virus from his dead body."

Skip stuff about the end of RE3.

"Sherry is safe in our hands. I would never underestimate Birkin.
There's something about this little girl..."

End Wesker's Report.

I only posted the relavent parts to our discussion since then it would be a HUGE post. This is all from Wesker's Report. See they have G-virus samples with them so their "Organization" (which could just be Wesker and some Lackies) could produce another "Wesker". Why doesnt Ada have it, maybe because she failed him by falling for Leon in RE2. This is why I strongly feel that Wesker has the G-virus. Capcom released Wesker's Report so if we are making a d20 game from a Capcom Videogame its comon sense to use Capcom's material to add flavor.
#276

zombiegleemax

Apr 10, 2005 9:25:20
That is a good point. We'll just have to wait for RE5 for answers of any kind.

The funny part is how we're probably thinking about this more than the actual creators of Resident Evil did.

Not that that should stop us.

Resident Evil IV spoilers

The speed thing is a good point, though if you think about it, since there are parts where Leon either matches or beats his speed...it could just be that he's fast. Y'know all those (a+b) and (l+r) situations? I'm not sure what it was but there were parts where if Krauser came after you with a knife you could dodge it and kick him if you got the sequence right enough times. And since Leon and Krauser were part of the same organization...maybe they both just had intensive training?

Another point was the eyes. Now that I think about it, he CAN'T have had plagas if his eyes weren't red. Hell, even some of the shopkeepers have it (if you look close enough, some of their eyes glow red). So I guess my theory is completely derailed. Though you'd think Saddler would have at least injected him with the ganados plagas, y'know? To control him and all.
#277

zombiegleemax

Apr 10, 2005 20:34:26
Well I tried to follow that site, several times, but it was down.

Don't overlook the point! I meant that you don't know wether Wesker used the raw virus, or another component with it, blah blah, everything I said before....

But my point is, it's probably not as simple as "He's got the T-virus, she's got the G-virus, he's got the Plagas".

That didn't mean I was saying he didn't have the virus or part of it in some form or the other. I'm saying that it doesn't make much of a difference. We know he's got crazy powers, we may not know the full extent of them, but we have an idea. Arguing over exactly where they came from is pointless .

Sheesh. Work with me here, guys...
#278

the_merciless_dm

Apr 11, 2005 20:53:34
Don't overlook the point! I meant that you don't know wether Wesker used the raw virus, or another component with it, blah blah, everything I said before....



That didn't mean I was saying he didn't have the virus or part of it in some form or the other. I'm saying that it doesn't make much of a difference. We know he's got crazy powers, we may not know the full extent of them, but we have an idea. Arguing over exactly where they came from is pointless .

Sheesh. Work with me here, guys...

You've got a point, to argue were they came from is useless, he has them and thats all that matters. Once we know more we will change it accordingly that is all. Although in Weker's Report 2 (if I recall correctly) stated that Birkin had perfected the G-virus and the only currently existing verion was given to Wesker by Birkin sometime before Bravo team went into the mansion, since Birkin trusted Wesker and Birkin was more than a little paranoid apparently. Later he produces more and apparently Shelly has some importance still. We do not know since Capcom skipped so much. Anyways on with the thread!
#279

the_merciless_dm

Apr 11, 2005 21:23:20
Fear, Horror, and Madness saves represent the power of terror The GM can always consider these saving throws optional. If a player portrays the stark terror of her hero without prompting, no die roll is necessary. Note: Creatures without Intelligence scores are immune to Fear, Horror, and Madness effects.

Making the Saving Throw:
Fear, Horror, and Madness saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear, Horror, and Madness saves; anything that modifies saves vs. fear effects modifies Fear saves. Fear, Horror, and Madness saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and are provided in the following sections. Luck effects and resistance effects do not affect Fear, Horror, and Madness saves; they are outside the purview of luck and are not "active" effects that would be
resisted. If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear, horror, or madness for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin........Effect
1-5 points.............Minor
6-10 points...........Moderate
11-15 points..........Major
16+......................Major, plus additional effect (see below for specifics).

When determining the results of failed Horror and Madness saves, the player also needs to roll 1d4 to select a specific effect.

Recovery Checks:
A character who fails a Horror or Madness save needs to make recovery checks to shake off its effects. Recovery checks are actually just Horror or Madness saves, usually with the same modifiers and DC. However, succeeding at a recovery check removes a Horror effect or lessens the severity of a Madness effect; failing a recovery check does not cause additional ill effects. Characters may take 10 on recovery checks. See "Recovering from Horror" and "Recovering from Madness," below, for more details.

Fear Saves:
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger. Fear saves can also be used to test the morale of the heroes' foes. Common fear triggers include the following.
• The group is badly outnumbered or outclassed by opponents (EL is 4+ higher than the party level).
• The most powerful character in the group or half of the group's members are killed.
• A menacing creature is immune to the group's attacks.
• A menacing creature is at least two size categories larger than the biggest member of the group.
• A menacing creature has Frightful Presence special ability.
• The character is helpless and threatened by immediate death (trapped underwater, for example).
Appearances are everything; if a character doesn't know he's in dire peril, then he has no reason to make a Fear save. Likewise, if a player thinks his hero is doomed, a Fear save may be warranted. Illusions can often trigger these "false" Fear saves.

Determining the Fear Save DC:
When a Fear save is prompted by a menacing creature, the DC is equal to 8 + 1/2 the creature's HD + the creature's Charisma modifier (if the threat has a Fearsome Presence, add 10 instead of 8). A GM in a rush can just set the DC to the menacing creature's CR + 8, which nets a roughly similar target number. When a Fear save is prompted by multiple creatures or a menacing situation, the DC is equal to the obstacle's EL + 8. This requires some judgment calls on the part of the GM; while a simple pit trap won't send anyone into a wild panic, a sealed room with sliding walls that slowly push the heroes into a pit filled with whirling blades might. Circumstance modifiers often factor into Fear saves. The modifiers below apply to the check and stack with each other.

Fear Save Modifiers:
Modifier........Condition
+4...........Character or ally possesses a weapon, or bit of knowledge that has proven to be useful against the threat.
+2...........Character or ally possesses a weapon, or bit of knowledge that is believed to be useful against the threat.
+4...........A loved one is endangered.
+2...........A friend or ally is endangered.
+1...........An Innocent is endangered.
+1...........Character has defeated a similar threat in the past.
+1...........Character is in close quarters (no place to run).
-2...........Character has faced and been defeated by a similar threat within the past 24 hours.
-2...........Character has faced and been defeated by a similar threat in the past (but not within the past day).
-1...........Character is alone.
-1...........Character has lost more than half of his or her maximum hit points.

Failure Results:
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as he can. He can fight to defend himself if unable to flee. A frightened character can use special abilities, to flee; indeed, he must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. He has a 50% chance to drop what he's holding, chooses his path randomly (as long as he escapes from immediate danger), and flees any other dangers that confront him. If cornered, he cowers. A panicked character may use a special ability to escape. If the character fails the Fear save by 16+ points, he is panicked and must make an immediate Horror save (DC = failed Fear save DC - 5).

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear:
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Sorry about the tables everyone, I dont know how to make appropiate tables in these boards. These rules require very little to be changed into a Modern setting. I edited some stuff out, but other than that the entire rule set works. In regards to Horror and Madness I'll need to change a little more.
#280

the_merciless_dm

Apr 12, 2005 8:14:51
Horror Saves
When the heroes witness scenes of terrible cruelty or behold events that simply should not be, a Horror save is in order. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander.

Determining the Horror Save DC
Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, the GM should use his best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be. A few examples follow.

Horror...........Save Triggers
DC...........Horrific Scene
5...........Signs of violence (a drying pool of blood, a splintered door, etc.).
8...........A decaying body.
10...........A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut).
12...........A freshly slain corpse.
15...........A scene of terrible agony (torture, involuntary transformation).
20...........A scene of evil, cruelty, and madness (finding dismembered bodies that have been turned into marionettes).
25...........Malign paradigm shift (see below).

A "malign paradigm shift" is a situation in which a character discovers that an important element of the surroundings is not only drastically "wrong," it has been so all along, unbeknownst to the character. Examples include PCs realizing that they are the only people in a crowded inn who aren't evil shapeshifters, or discovering that the carriers of a plague epidemic are actually all the victims of rampant vampiric feeding — and are still under the vampires' control.

Horror Save Modifiers
Modifier......Condition
+4...........A loved one is clearly endangered by the threat.
+4...........The victim of the threat is a despised foe.
+2...........A friend or ally is clearly endangered by the threat.
+2...........The victim of the threat is a foe.
+1...........An Innocent is clearly endangered by the threat.
-1...........An Innocent is participating in the scene (but not threatened).
-2...........A friend or ally is participating in the scene (but not threatened).
-4...........A loved one is participating in the scene (but not threatened).
-4...........Character is inadvertently responsible for the scene.
-1...........Character is in close quarters (no place to run).
+1...........Character is in an open area (room to run away).
+2...........Character has been warned about what she's about to witness.
+1...........Character has overcome or endured a similar event in the past.
-2...........Character has failed a Horror save prompted by a similar scene within the past 24 hours.
-1...........Character has failed a Horror save prompted by a similar scene in the past (but not within the past 24 hours).
-1...........Character is alone.
-1...........Character has lost more than half of his or her maximum hit points.

Circumstance modifiers often factor into Horror saves. All modifiers apply to the check and stack with each other. The GM will have to make judgment calls when applying some of these modifiers. For example, if a beggar suddenly grabs a hero's betrothed and starts to transform into a werewolf, the GM should apply a +4 bonus to the hero's roll (loved one threatened). On the other hand, if the hero's betrothed suddenly starts to transform into a werewolf, the GM may apply a -4 penalty (loved one involved) instead. Characters typically do not need to make Horror saves when witnessing the aftereffects of their own intentional actions. As an example, if PCs defeat a band of goblins in battle, they do not need to make Horror saves when examining the slain bodies. The same is true of monsters for their victims.

Failure Results:
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers a major Horror effect and must make an immediate Madness save (at DC = Horror save
DC -5).

Player Tips: You can speed up Horror saves by rolling the d20 and the d4 at the same time — if you succeed at the Horror save, you can just ignore the d4 roll. Alternatively, if you and the DM both agree that a Horror effect in the category you rolled is particularly suited to the scene, you can ignore the d4 roll and simply choose that effect.
DM Tip: When a character fails a Horror save, make a note of the cause of the failed check, the failed save's DC, and the date in your campaign's calendar (a sample note might read: "Rotting body, Oct. 31, DC 8."). Horror saves have long-term results, and this information will come in handy later for recovery checks.

Minor.....Horror Effects
1d4.................Effect
1.....................Aversion
2.....................Fearstruck
3.....................Frozen
4.....................Nausea

Moderate.....Horror Effects
1d4.................Effect
1....................Nightmares
2....................Obsession
3....................Rage
4....................Revulsion

Major.....Horror Effects
1d4.................Effect
1....................Fascination
2....................Haunted
3....................Mental Shock
4....................System Shock

Aversion: The character is frightened. Although the Fear effect has a duration of only 5d6 rounds, for as long as the character suffers from this Horror effect he is automatically shaken whenever he comes within 50 feet of the location where he failed this Horror save or any identical places.
Fearstruck: The character is panicked. This Fear effect lasts 5d6 rounds, but the character suffers no further effects.
Frozen: The character is momentarily overwhelmed by the scene before him and can take no action for three rounds. He is considered flatfooted for the duration.
Nausea: The sight causes the character to become physically ill. He suffers an effective decrease
of 1d4+l points of Constitution. For an equal number of rounds, he cannot cast spells and can take only partial actions as he struggles to retain his last meal. The character regains these lost Constitution points at the rate of 1 per hour.
Nightmares: For the moment, the character is merely shaken. This Fear effect lasts 5d6 rounds.
However, the next time the character tries to go to sleep, the horrific events of this scene will play themselves out again in his mind, causing the character to wake with a scream after only 5d6 minutes. The nightmares return every time he tries to sleep, preventing rest. For as long as this Horror effect lasts, the character cannot regain arcane spells, and each full day without rest incurs a cumulative -1 morale penalty to all attack rolls, saves, and checks, to a -4 maximum penalty.
Lack of sleep also erodes the character's health. Without rest, he cannot regain hit points through natural healing. Sleep can grant dreamless rest, allowing the character to regain spells and negate accumulated penalties. If the character does not receive a sleep spell every night, however, the nightmares begin again. Elves neither truly sleep nor dream and thus are immune to this effect; players of elven characters should reroll the d4 or choose another moderate effect instead.
Obsession: The character is unable to shake this horrific memory. He continually replays the events in his mind, mumbles about them under his breath, and tries to bring all conversations back to this terrible topic. His obsessed mind becomes clouded, and he seldom sleeps. With each day of restless obsession, he suffers a cumulative -1 morale penalty to initiative and Listen, Search, and Spot checks, to a maximum penalty of -4. The character ignores his health while obsessed. He cannot regain hit points through natural healing, and each full week without rest also inflicts 1 point of effective Constitution decrease. Once the character recovers from Obsession, lost Constitution points return at the rate of 1 per day. (See "Recovering from Failure," below.)
Rage: The character's mind is overwhelmed by a primitive, mindless fury directed toward the source of horror. He must drop anything in his hands that is not a weapon, then rush forward to attack the object of his hatred in melee. This blind fury acts as a barbarian's rage ability, with the following exceptions: unlike a barbarian, the character is not in control of his actions. He cannot retreat from battle and will not stop attacking the subject of his rage even if it is destroyed. He must also move toward the subject using the most direct route, even if this means passing through threatened areas. If anyone — even an ally — tries to block his path and he cannot move around, he must fight his way through the obstacle. The rage lasts a number of rounds equal to 3 + the character's (heightened) Constitution modifier. When the rage ends, the character regains control of his actions, but he is fatigued (as detailed under the Barbarian in the Player's Handbook).
Revulsion: Works as Aversion, except that the character is shaken if exposed to anything that merely reminds him of the horror scene. A character horrified by a vampire attack may suffer repulsion upon seeing a large swarm of bats or hearing the conversational mention of a vampire, for example.
Fascination: The character develops a morbid fascination with the scene. This obsession becomes so overpowering that it warps the character's personality. In the fascinated character's mind, the source of the horror effect becomes more and more powerful. The fascinated character may eventually believe that the source is omnipotent; he may even revere it. As an example, a character who becomes fascinated after witnessing a vampire draining the blood from a victim may seek out that vampire and offer his servitude. As the fascinated character warps himself into a willing slave of his own horror, he suffers a cumulative, effective drain of 1 point each from Wisdom and Charisma each week. If either score drops below 3, the character becomes a lost one (see "Additional Failures" under "Madness Saves"). Once the character recovers from Fascination, lost Wisdom and Charisma points return at the rate of 1 each per day.
Haunted: Witnessing the horrific scene shatters the character's ability to see any good in the world. He suffers the Obsession effect and also suffers 1d6+l points of effective Charisma decrease as his spirit becomes hardened and withdrawn. Once the character recovers from the Haunted effect, lost Constitution and Charisma points return at the rate of 1 each per day.
Mental Shock: The character's mind simply shuts down, unable to comprehend what it is witnessing. While suffering from mental shock, the character can take no actions and is considered flatfooted. He will walk if dragged along but cannot run. Mental shock lasts three rounds. At the end of that duration, the character must make another Horror save at the same DC to escape the effects. If he fails, the effects persist, but he can retry the saving throw once every three rounds until he succeeds. If the horrific scene is no longer present, the character gains a cumulative +1 morale bonus to each retry until he succeeds.
System Shock: The shock proves to be too much for the character's heart; he must make an immediate Fortitude save against the same DC or suffer 3d6 points of temporary Constitution damage.

Additional Failures:
Some Horror effects (such as Rage or Mental Shock) have outburst durations that can be measured
in rounds, but all Horror effects actually linger for days. (See "Recovering from Horror" for long-term durations.) A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, remove the existing effect and default to the greater one instead. Horror effects do not stack.
Examples: Radford fails a Horror save, resulting in Rage (a moderate effect with a duration of two weeks). During these two weeks, any additional failed Horror saves indicating a minor or moderate effect automatically default to another bout of Rage. If Radford's player fails a Horror save indicating a major result, then determine it normally. In this case, a d4 roll comes up with Haunted. The Rage effect is then removed, and Haunted becomes the new default. Horror effect durations superimpose; the duration is measured from the time of the latest failed Horror save.

Recovering from Horror:
Minor Horror effects last one week. Moderate effects last two weeks. Major effects last thirty days. At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt. Example: George makes a Horror save (DC 18), with his result a 14: a failure. Since George failed by four points (18 - 14 = 4), this results in a minor effect. After one week, he can make a recovery check at DC 16 (DC 18 - 2) to shake off the effects. If George fails this save, he can try again in another week at DC 14 (DC 18 - 4), and so on, until he succeeds. Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.

Sometime soon I'll have the Madness rules up. These are going to be available the pdf. The reason I post them is because I want your opinion on these rule sets. I feel they work perfectly for Modern with the exception of Madness. Madness may cause allignment changes in D&D and Ravenloft, how that would be reflected in Modern I donnt know. As soon as I come up with a fix for that detail I'll post the Madness rules.
#281

ochiix

Apr 12, 2005 13:28:35
Only one word suffices.....

WOW

Ochiix

P.S. I hope wizards is watching this
#282

zombiegleemax

Apr 12, 2005 15:08:33
The Depth and excellence of your fear and horror rules are an inspirational thing to me Merciless DM, the only thing left to say is that I cannot wait for the madness rules.
#283

zombiegleemax

Apr 12, 2005 17:10:45
Only one word suffices.....

WOW

Ochiix

P.S. I hope wizards is watching this

The Depth and excellence of your fear and horror rules are an inspirational thing to me Merciless DM, the only thing left to say is that I cannot wait for the madness rules.

I concur. Excellent Job!

My turn!
#284

zombiegleemax

Apr 12, 2005 17:13:10
Leon Scott Kennedy 2004
(Fast Hero 4, Soldier 1, Martial Artist 2)
Hit Dice: 5d8+1d10+22 (HP: 50)
Initiative: +2
Speed: 30 ft
Defense/Touch/Flat-Footed: 21/20/19(w/jacket), 20/20/18 (w/o jacket)
BAB/Grapple: +5/+6
Melee/Ranged: +6/+7
Saves: Fort +4, Ref +8, Will +2
Action Points: About 23
Wealth: +7
Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 12, Cha 14
Skills: Balance +2, Craft (Pharmaceutical) +3, Drive +2, Gather Information +2, Hide +2, Investigate +2, Jump +3 Knowledge (Civics) +2 (Tactics) +3, Listen +2, Move Silently +2, Navigate +1, Repair +1, Search +1, Spot +1, Survival +2, Treat Injury +3 , Tumble +3
Feats: Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency
Extended Feats: CQC, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Knife Fighting, Lightning Reflexes, Personal Firearms Proficiency, Quick Strike, Simple Weapons Proficiency
Talents: Evasion, Opportunist, Weapon Focus (Combat Knife), Living Weapon (1d6), Flying Kick
Weapons: Combat Knife, Ruger P94DC(?) w/ Laser sight, Colt M1911 (custom .45 magnum) w/ Long-range Laser sight
Armor: Leather Jacket
Gear: Aluminum Travel Case, Range Pack (standard), Walkie-Talkie (professional), Binoculars (Elecrto-Optical), Flashlight (standard), 2 Ruger clips, 2 M1911 clips, 9mm Ammo Box (50), .45 Magnum Ammo Box (50)
#285

zombiegleemax

Apr 12, 2005 17:21:39
The Plagas Parasite
(Template)

The Plagas is a parasitic organism that, once hatched, begins taking over the nervous system of the host. Once it has done so, the memory and personality of the person/creature is destroyed (unless the character is heroic), but the learned abilities, skills, and instincts remain. They can adapt a symbiotic environment with a host of any species, and communicate with each other freely, under a collective consciousness.
That collective consciousness has no real purpose other than reproduction until a host is found with the Willpower to govern them. The collective’s takes on the allegiances and goals of their leader.
For a heroic character to resist the destruction of their memory when a Plagas matures inside them, they must succeed a Will Save against a DC of 20 minus their character level. If successful, they either become the collective’s master, or they must then take the allegiances of the Plagas Collective’s master. If a heroic character’s level is higher than the character level of the Collective’s master, they make an opposed Will check for domination.

Template Traits
The effects of the Plagas’ mutation vary greatly between organisms, being most powerful on heroic characters (Village Chief, Salazar, Saddler). These effects only take place when a Plagas reaches maturity, and more effects are possible for yet unknown creature/Plagas combinations (GM Discretion). A Plagas Host uses all the base creature’s statistics except as noted here. Note also that some features are species-specific.
Challenge Rating: ?
Type: The creature’s type is as base +Plagas Host
Defense: Natural armor increases based on size; Small +1, Med +2, Large +3, Huge +4, Gargantuan +7, Colossal +11
Grapple Bonus: Base +2
Attacks: Canine animals gain a cluster of tentacles that mutate from the area of the back where the Plagas main body resides, giving the creature an additional Slam attack with a reach of double their base reach.
Ability Scores: Base Constitution & Wisdom +3
Skills: Retains all ranks and skills of base creature. Heroic Characters gain 1 rank in Controlled Mutation, which counts as a class skill.
Controlled Mutation (Con): Trained Only
Use this skill to select a mutation from the Random Mutations Table.
Check: Make a check whenever you attempt a controlled mutation or resist the mutation caused by your body’s natural fast healing (G-virus only). The standard DC is 15, and you may attempt more than one mutation per check at a penalty of -1 per extra mutation. If the check is a success by 3 or more, the mutation(s) is/are successful with no negative side effects. If the success meets the DC, or beats it by 1-2, the character/creature gains a ‘weak spot’. When the ‘weak spot’ damaged by a called shot, the character ignores all natural Damage Reductions and fails any affiliated Fortitude Save. If the Check is a natural 20, the creature may chose to double the effect of one of their mutations. If the check fails, the mutation(s) is/are Randomly Generated. If failed by more than 5, the mutation is horribly disfigured, and becomes a hindrance applying to the area which was intended to be improved (GM Discretion).
Special: You can take 10 only if outside of combat. You can never take 20.
Time: Making a controlled mutation is a Full-Round action.
Allegiances: Non-heroes lose all previous allegiances; all gain a new allegiance to the Collective’s master. Heroes may work towards breaking this allegiance (GM Discretion).
Feats: Retains all base feats, and gains Toughness X the character’s number of hit dice. Heroic Characters gain access to Enhanced Strength, Dexterity, Constitution, and Speed.
Enhanced Strength: You have genetically enhanced strength, not necessarily discernable by your appearance.
Prerequisite: Strength 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Strength modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: Once a character has used an enhanced ability feat (Str, Dex, Con) a number of times equal to their Massive Damage Threshold, they make a Fortitude save (DC10) to resist becoming fatigued. Note that they may not use Enhanced Fortitude to improve these particular Fortitude Checks. The DC increases by increases by one until the character fails, and becomes fatigued. While Fatigued, they may push further, immediately making Fortitude saves (starting at DC 10 again) each time they use an enhanced ability, once they fail it, they become exhausted. If exhausted, a character may no longer activate enhanced ability feats.
Enhanced Dexterity: You have genetically enhanced dexterity, not necessarily discernable by your appearance.
Prerequisite: Dexterity 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Dexterity modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: See Enhanced Strength.
Enhanced Constitution: You have genetically enhanced constitution, not necessarily discernable by your appearance.
Prerequisite: Constitution 13, Genetic Enhancement/mutation.
Benefit: During any roll/check where your Constitution modifier applies, you may roll 1d6 and add the result to your score. You may activate this feat one time per round per number of times you’ve taken the feat, as you can take the feat multiple times, and you may apply the feat to one roll as many times as available.
Special: See Enhanced Strength.
Enhanced Speed: You have genetically enhanced Speed, not necessarily discernable by your appearance.
Prerequisite: Base Speed 30ft, genetic enhancement/mutation
Benefit: Characters Base Speed Becomes (Current Base Speed X 1.5)
Special: You may take this ability multiple times, its effects stack.
Talents: Keeps all base talents, and gains Damage Reduction 3/-, and Stamina
Special Qualities: Keeps all special qualities of the base creature, and gains the following:
Darkvision, Improved Grab, Low-light vision,
Collective Awareness (Ex): All Plagas Hosts in a select area become aware of presences and events as soon as at least one of the group becomes aware.
Elemental Damage Reduction (Ex): A Monstrous Humanoid Plagas Host has either Elemental Damage Reduction or Regeneration. With EDR, the creature gets Damage Reduction Equal to Constitution/Element. When they take massive damage from the chosen element, they become stunned for 2d4 turns. While stunned in this manner, they do not get the benefit of their damage reduction.
Mature Plagas (Ex): Unless a Plagas Host has the Plagas Weakness Quality, the Plagas inside them counts as a separate creature that can attack on its own, though in most creatures, the Plagas destroys the creature’s head to expose itself, but still gains total control over the body (since the brain it had symbiosis with is destroyed). The control is not adept, however, as the creature may no longer run or attack.
Partial Invisibility (Ex): In replacement for the ability to fly, Vermin Plagas Hosts gain a light-bending ability that gives them a +20 bonus to Hide checks if immobile, or +10 bonus to Hide checks if mobile. If discerned and attacked, they get a +10 bonus to defense when immobile, and +5 when mobile. This ability disengages when the creature attacks and/ or is damaged. They may re-engage it at the next turn they’re able to stand ‘ready’.
Plagas Immunities (Ex): All Plagas Hosts are immune to damage based effects of both massive damage and critical damage (such as being reduced to -1HP, and taking multiple damage), and instead the creature becomes stunned for 1d4 rounds.
Plagas Hostility (Ex): All Plagas Hosts have Hostile relationships toward any creature outside the Plagas Collective, which may not be improved.
Plagas Weakness (Ex): Some Plagas hosts deform in mutation, so that the creature & parasite share the same HP, and/or the parasite is partially exposed on their back. A called shot to the parasite deals critical damage and ignores the creature’s damage reduction.
In larger Plagas, such as Giants, the Plagas is contained within the creature, but involuntarily erupts from the creature’s back when it sustains too much damage (usu. Total Damage equal to Massive Damage Threshold). In this form, however, the Plagas retains its own HP and is resistant to Ballistic damage
Regeneration (Ex): Monstrous Humanoid Plagas Hosts gain either Elemental Damage Reduction or Regeneration. If the latter, they regenerate 2 points of damage each round per Plagas imbedded into nervous system. If they lose a limb or body part, the lost portion regrows in 2d4 rounds.

Random Mutation Table:
Roll a d12 to determine the mutation

01 Multiple Legs
02 Multiple Arms
03 Multiple Eyes
04 Tentacle
05 Massive Growth
06 Wings
07 Blade Claws
08 Tougher Skin
09 Poisonous Spray
10 Acid Spit
11 Bone Spikes
12 Roll twice on the random mutations table


Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creatures base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: Id4 number of eyes sprout on random locations, the creature cannot be flanked.
Tentacle: The creatures gains ranged touch attack+5 up to 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one size category larger. All stats change accordingly.
Wings: The creature sprouts bat like leathery wings a Fly speed of 40ft. with average maneuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 to attack.
Tougher Skin: The creature's hide thickens granting it a Damage Reduction of 2/--
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice on the random mutations table: Self explanatory
#286

zombiegleemax

Apr 12, 2005 17:55:27
Resident Evil 4 Enemies
For D20 Modern

By Jon Ellison


ORDINARY

Colmillos
Medium-size Animal Plagas Host
Challenge Rating: ?
Hit Dice: 2d8+10 (19HP)
Initiative: +2
Speed: 50ft
Defense/Touch/Flat-footed: 16/12/14
Massive Damage: 18
BAB/Grapple Bonus: +1/+4
Attacks: Melee +3 (1d6+1 Bite) (1d3+1 Slap w/tentacle)
Fighting Space/Reach: 5ft by 5ft /5ft (10ft w/tentacles)
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 18, Int 2, Wis 15, Cha 16
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Survival +1 (+5 when tracking by scent)
Feats: Toughness X2, Weapon Finesse (all)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab (bite), Low-Light Vision, Improved Trip (bite), Common Plagas Host Traits, Plagas Weakness (Shared HP), Scent

Commandos (Strong Ordinary 2, Dedicated Ordinary 2)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 2d8+2d6+24 (40HP)
Initiative: +1
Speed: 30ft
Defense/Touch/Flat-footed: 17/17/14
Massive Damage: 16
BAB/Grapple Bonus: +3/+6
Attacks: Melee +5 (1d6+2 Slam) (1d4+2 Lethal Slam) (1d4+2 Stun Rod) (1d6+2 Hatchet, Hammer) (1d8+2 Light Flail); Ranged +4 (1d10 Crossbow) (6d6 RPG-7)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +7, Ref +1, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Climb +4, Demolitions +3, Drive +4, Repair +4, Listen +5, Spot +5
Feats: Archaic Weapons Proficiency, Brawl, Combat Martial Arts, Simple Weapons Proficiency, Toughness X4
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Military (Demolitions, Drive)
Armor: Some have either a helmet or shield.
Possessions: One of the following weapons- Stun Rod, Hatchet, Hammer (?), Light Flail, Crossbow, Russian RPG-7 (rare)

(Commandos) Chaingunner (Tough Ordinary 5)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 5d10+30 (58HP)
Initiative: +1
Speed: 15ft (Heavily encumbered)
Defense/Touch/Flat-footed: 20/14/19
Armor Penalty: -5
Massive Damage: 16
BAB/Grapple Bonus: +3/+6
Attacks: Melee -1 (1d6+2 Slam) (1d4+2 Lethal Slam); Ranged -2 (?later?)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +2, Will +4
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Climb -3, Demolitions +3, Drive +3, Intimidate +5, Knowledge (tactics) +3, Spot +4,
Feats: Brawl, Combat Martial Arts, Exotic Firearms Proficiency (), Armor Proficiency (Medium), Simple Weapons Proficiency, Toughness X2
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Military (Demolitions, Knowledge [tactics])
Armor: Tactical Vest
Possessions: XM214 Microgun


Garrador (Strong Ordinary 2, Tough Ordinary 2)
Medium-size Humanoid Plagas Host
Challenge Rating: ?
Hit Dice: 2d8+2d10+24 (44HP)
Initiative: +1
Speed: 35ft
Defense/Touch/Flat-footed: 20/11/19
Massive Damage: 17
BAB/Grapple Bonus: +3/+7
Attacks: Melee +5 (1d6+2 Claw)
Special Attack: Flurry Attack- Melee +1 (1d6+2 Claw) to all threatened squares. Full Round Attack only.
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 15, Dex 12, Con 17, Int 8, Wis 16, Cha 10
Skills: Balance +3, Intimidate +4, Listen +7 (+9 including Alertness)
Feats: Alertness, Toughness X4, Power Attack
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blind, Improved Grab, Common Plagas Host Traits, Plagas Weakness (Shared HP, exposed Plagas)
Possessions: Grafted Armor (Doesn’t Cover Plagas)

Los Ganados (Strong Ordinary 1, Dedicated Ordinary 1)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 1d8+1d6+12 (19HP)
Initiative: +1
Speed: 30ft
Defense/Touch/Flat-footed: 15/15/12
Massive Damage: 16
BAB/Grapple Bonus: +1/+5
Attacks: Melee +4 (1d6+2 Slam) (1d4+2 Knife) (1d6+2 Hatchet, Kama, torch) (1d8+3 Pitchfork); Ranged +2 (2d6 Dynamite Stick) (1d6+2 Hatchet, Kama, Torch) (1d8+3 Pitchfork)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +5, Ref +1, Will +4
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Climb +3, Craft (Structural) +3, Drive +2, Handle Animal +3, Listen +3, Spot +3
Feats: Brawl, Exotic Melee Weapons Proficiency (Kama), Archaic Weapons Proficiency, Simple Weapons Proficiency, Toughness X2
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Rural (Balance, Drive)
Possessions: One of the following weapons- Knife, Hatchet, Pitchfork, Kama, Torch, Dynamite (+ some kind of lighter) other farm tools available, GM discretion.

El Gigante
Huge-size Giant Plagas Host
Challenge Rating: ?
Hit Dice: 8d8+72 (108HP)
Initiative: -2
Speed: 20ft
Defense/Touch/Flat-footed: 8/6/8
Massive Damage: 22
BAB/Grapple Bonus: +6/+20
Attacks: Melee +14 (1d6+10 Slam) (1d10+10 Huge Club)
Fighting Space/Reach: 15ft by 15ft /15ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +12, Ref +0, Will +3
Abilities: Str 30, Dex 6, Con 22, Int 2, Wis 13, Cha 8
Skills: Climb +8, Intimidate +10, Listen +8
Feats: Brawl, Power Attack, Toughness X5, Simple Weapon Proficiency
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Plagas Weakness (Giant)
Possessions: Huge Club (tree trunk)

Los Illuminados (Strong Ordinary 1, Dedicated Ordinary 2)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 1d8+2d6+18 (30HP)
Initiative: +1
Speed: 30ft
Defense/Touch/Flat-footed: 16/16/13
Massive Damage: 16
BAB/Grapple Bonus: +2/+5
Attacks: Melee +4 (1d6+2 Slam) (2d6+3 Scythe) (1d8+2 Light Flail); Ranged +3 (1d10 crossbow) (6d6 RPG-7)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +1, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Balance +2, Climb +4, Craft (Structural) +3, Drive +2, Handle Animal +3, Listen +4, Spot +4
Feats: Brawl, Exotic Firearms Proficiency (Rocket launcher), Archaic Weapons Proficiency, Simple Weapons Proficiency, Toughness X3
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Rural (Balance, Drive)
Armor: Some have either a helmet or shield. Shield monks carry a Light Flail
Possessions: One of the following weapons- Scythe, Light Flail, Crossbow, Russian RPG-7 (rare)

(Illuminados) Los Armours (Strong Ordinary 1, Dedicated Ordinary 2)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 1d8+2d6+18 (30HP)
Initiative: +1
Speed: 20ft, can’t run
Defense/Touch/Flat-footed: 24/16/21
Armor Penalty: -6
Massive Damage: 16
BAB/Grapple Bonus: +2/+5
Attacks: Melee +4 (1d6+2 Slam) (1d8+2 Longsword, Battle Axe)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +1, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Balance +2, Climb +4, Craft (Structural) +3, Drive +2, Handle Animal +3, Listen +4, Spot +4
Feats: Brawl, Armor Proficiency (Heavy), Archaic Weapons Proficiency, Simple Weapons Proficiency, Toughness X3
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Rural (Balance, Drive)
Armor: Plate Mail
Possessions: One of the following weapons- Longsword, Battle Axe

Del Lago
Gargantuan-sized Animal Plagas Host
Challenge Rating: ?
Hit Dice: 16d8+176 (248HP)
Initiative: +0
Speed: swim 30ft
Defense/Touch/Flat-footed: 8/6/8
Massive Damage: 27
BAB/Grapple Bonus: 12+/+38
Attacks: Melee +20 (1d8+12 slam) (2d8+12 bite)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +18, Ref +5, Will +6
Abilities: Str 35, Dex 10, Con 27, Int 2, Wis 13, Cha 2
Skills: Swim +8 (species bonus)
Feats: Toughness X16
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 100ft, Common Plagas Host Traits, Improved Grab, Plagas Weakness (shared HP), Swallow Whole
To free oneself from the belly of the beast, deal Massive damage to the stomach wall. Character is considered ‘immersed’ in mild acid.

Novistados
Medium-size Vermin Plagas Host
Challenge Rating: ?
Hit Dice: 3d8+15 (29HP)
Initiative: +1
Speed: 20ft walk, 40ft fly*
Defense/Touch/Flat-footed: 13/11/10
Massive Damage: 12
BAB/Grapple Bonus: +2/+6
Attacks: Melee +3 (1d3+2 Slam)
Special Attack: Acid Bath (2d6, Ref Save DC15 for half)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 14, Dex 13, Con 15, Int -, Wis 15, Cha 8
Skills: Climb +5, Hide +5, Jump +5
Feats: Improved Trip, Stealthy, Weapon Focus (Slam), Toughness X3
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Partial Invisibility*
-If used in a grapple, target of Acid Bath fails Reflex Save
*This Creature may have either Flight or Partial Invisibility, but not both

Regenerator
Medium-size Monstrous Humanoid Plagas Host
Challenge Rating: ?
Hit Dice: 2d8+12 (21HP)
Initiative: -2
Speed: 15ft
Defense/Touch/Flat-footed: 10/8/10
Massive Damage: 17
BAB/Grapple Bonus: +2/+6
Attacks: Melee +6 (1d3+4 Slam) (1d4+4 Bite)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +3, Ref +1, Will +4
Abilities: Str 18, Dex 7, Con 17, Int 5, Wis 13, Cha 6
Skills: Intimidate +5, Listen +4, Spot +3
Feats: Toughness X2
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits, Regeneration
Possessions: 1d4+1 Parasites: Burrowed Deep within Nervous system, may be detected using thermal imagery. They have an effective defense of 18 and 1 hp. When al Plagas are destroyed, the Regenerator “explodes”, non damaging.

(Regenerator) Iron Maiden
Medium-size Monstrous Humanoid Plagas Host
Challenge Rating: ?
Hit Dice: 3d8+24 (32HP)
Initiative: -2
Speed: 15ft
Defense/Touch/Flat-footed: 10/8/10
Massive Damage: 17
BAB/Grapple Bonus: +2/+6
Attacks: Melee +6 (1d3+4 Slam) (1d4+4 Bite)
Special Attacks: Spike launch- Creatures in threatened squares make Reflex save (DC15) Success: no damage, Fail: 2d4 piercing
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +3, Ref +1, Will +4
Abilities: Str 18, Dex 7, Con 17, Int 5, Wis 13, Cha 6
Skills: Intimidate +6, Listen +4, Spot +4
Feats: Toughness X3
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits, Regeneration
Possessions: 1d4+1 Parasites: Burrowed Deep within Nervous system, may be detected using thermal imagery. They have an effective defense of 18 and 1 hp. When al Plagas are destroyed, the Regenerator “explodes”, non damaging.

Verdugo
Medium-size Monstrous Humanoid Plagas Host
Challenge Rating: ?
Hit Dice: 6d8+36 (63HP)
Initiative: +2
Speed: 30ft
Defense/Touch/Flat-footed: 16/12/14
Massive Damage: 16
BAB/Grapple Bonus: +6/+9
Attacks: Melee +8 (1d3+2 Slam) (1d6+2 Gore w/tail) +9 (1d4+2 Rake w/tail)
Fighting Space/Reach: 5ft by 5ft /5ft (10ft w/tail)
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 14, Cha 11
Skills: Climb +5, Intimidate +5, Jump +5, Move Silently +5, Spot +5, Survival +5
Feats: Toughness X6, Lightning Reflexes, Run, Track, Weapon Focus (Rake)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-Light Vision, Common Plagas Host Traits, Elemental Damage Reduction/Cold, Plagas Weakness (Shared HP)

Plagas type 1
Small-size Aberration
Challenge Rating: ?
Hit Dice: 2d8+2 (10HP)
Initiative: +2
Speed: special
Defense/Touch/Flat-footed: 14/14/12
Massive Damage: 12
BAB/Grapple Bonus: +2/+2
Attacks: Melee +5 (1d6 Rake)
Fighting Space/Reach: 5ft by 5ft /10ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con 12, Int 2, Wis 14, Cha 11
Skills: None
Feats: Weapon Finesse, Weapon Focus (Rake)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness

Plagas type 2
Small-size Aberration
Challenge Rating: ?
Hit Dice: 2d8+4 (12HP)
Initiative: +2
Speed: special
Defense/Touch/Flat-footed: 14/14/12
Massive Damage: 12
BAB/Grapple Bonus: +2/+4
Attacks: Melee +0 (2d6+5 Power Attack Bite)
Fighting Space/Reach: 5ft by 5ft /10ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 14, Cha 11
Skills: None
Feats: Weapon Focus (Bite), Power Attack
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness

Plagas type 3
Small-size Aberration
Challenge Rating: ?
Hit Dice: 3d8+3 (15HP)
Initiative: +1
Speed: special, 20ft
Defense/Touch/Flat-footed: 12/12/10
Massive Damage: 12
BAB/Grapple Bonus: +2/+4
Attacks: Melee +5 (2d4+2 Bite)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 14, Cha 11
Skills: None
Feats: Improved Grab, Weapon Focus (Rake)
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness
+4 Species bonus to grapple checks

Plagas (El Gigante)
Medium-size Aberration
Challenge Rating: ?
Hit Dice: 4d8+11 (29HP)
Initiative: +1
Speed: special, 20ft
Defense/Touch/Flat-footed: 12/12/10
Massive Damage: 13
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +6, Ref (fail), Will +1
Abilities: Str 0, Dex 0, Con 13, Int 2, Wis 14, Cha 11
Skills: None
Feats: Toughness X4
Talents: Damage Reduction 3/-, Stamina
Environment: Low/Artificial Light, Darkness
Makes Fort Save (DC10) every 13 points of damage, if succeed, retreats back into body


HEROIC

Dr. Salvador (Tough Hero 5)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 5d10+5d6+35 (81HP)
Initiative: +1
Speed: 30ft
Defense/Touch/Flat-footed: 16/14/15
Massive Damage: 18
Action Points: About 15
BAB/Grapple Bonus: +3/+7
Attacks: Melee +6 (3d6+2 Chain Saw)
Special Attack: Called Shot- Melee +2 (3d6+2 Chain Saw, x2 Critical)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 18, Int 8, Wis 15, Cha 16
Skills: Intimidate +8, Listen +4, Spot +4
Feats: Alertness, Exotic Melee Weapons Proficiency (Chain Saw), Enhanced Strength, Enhanced Constitution, Power Attack, Toughness X5, Weapon Focus
Talents: Damage Reduction 6/-, Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Plagas Weakness (Shared HP)
Possessions: Chain Saw

Chief Bitorez Mendes (Strong Hero 3, Fast Hero 3)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 3d8+32 (46HP)
Initiative: +6
Speed: 30ft
Defense/Touch/Flat-footed: 20/18/18
Massive Damage: 17
Action Points: About 19
BAB/Grapple Bonus: +5/+11
Attacks: Melee +11 (1d8+4 Slam)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 19, Dex 15, Con 17, Int 12, Wis 16, Cha 15
Skills: Balance +10, Climb +8, Concentration +2, Controlled Mutation +1, Intimidate +9, Listen +5
Feats: Brawl, Enhanced Speed, Focused, Frightful Presence, Improved Initiative, Power Attack, Toughness X4
Talents: Damage Reduction 3/-, Melee Smash (+improved), Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Plagas Weakness (Shared HP)
Occupation: Rural (Balance, Climb)

Mutated Mendez
As previous, with the following mutations:
Massive Growth w/ Weak Spot, Blade Claws (small)
Hit Dice: 3d8+44 (58HP)
Initiative: +6
Speed: 30ft
Defense/Touch/Flat-footed: 21/16/20
Massive Damage: 21
BAB/Grapple Bonus: +5/+11
Attacks: Melee +12 (1d8+6 Slam) (1d6+6 Claw)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 22, Dex 13, Con 21, Int 12, Wis 16, Cha 15
Skills: Balance +10, Climb +8, Concentration +2, Controlled Mutation +1, Intimidate +9, Listen +5
Feats: Brawl, Enhanced Speed, Focused, Frightful Presence, Improved Initiative, Power Attack, Toughness X4
Talents: Damage Reduction 3/-, Melee Smash (+improved), Stamina
Special Qualities: Common Plagas Host Traits, Darkvision, Improved Grab, Low-Light Vision, Plagas Weakness (Shared HP)
Occupation: Rural (Balance, Climb)
Once the Weak spot (elongated torso) takes 21 points of Damage, the legs fall away from his body, reducing him to climbing for movement.
#287

zombiegleemax

Apr 12, 2005 18:03:03
What they're saying:

...... SPANISH....................................ENGLISH
1."Te voy a matar".............................1."Im going to kill you!"
2."No dejes que escape de la isla..........2."Dont let him get away from island
vivo"...............................................alive"
3."Mira!... esta herido"........................3."Look! he is hurt"
4."Ahi esta!".....................................4."There he is"
5."Morir es vivir"................................5."To die is to live"
6."Gojedlo!"......................................6."Grab him!"
7."Detras de ti, imbecil!".....................7."Behind, you imbecil!"
8."Te coji!"......................................8."Gotcha!" or "I **** you"
9."Muere, muere...."..........................9."Die, die...."
10."Sera mejor que empiezes a rezar"...10."You Better start praying"
11."Basta hijo de ****".....................11."Stop you son of *****"
12."Matenlo!"...................................12."Kill HIM!"
13."Muerete!"..................................13."DIE!"
14."Te voy a romper en pedazos"........14."I'll breack you in to pieces"
15."Un forastero!"............................15."A foreigner!" or "A stranger!"
16."Cerebro, cerebro, cerebro"...........16."Brain, brain, brain"
17."Es hora de aplastar(lo)"...............17."Is time to crush (crush him)"
18."Mi**da"....................................18."Poo"
19."Puedes correr pero no resistir"......19."You might run but wont resist"
20."Te voy hacer picadillo"................20."I'll make you mincemeat"
21."Sos cerdo"................................21."You are a pig"
22."Donde estas?!"..........................22."Where are you?!"
23."Esta en la trampa!"....................23."She/He's in the trap"
24."Dale!"......................................24."Hit him!"

What you hear from the first villager (Ganado) in the game means:
-What the f*** are you doing here?!
Get out bastard!

What you hear from the villagers (Ganados) in the cliff near the wooden bridge
means:
-A foreigner!
-Let's warn the others.

What you hear when you enter the building with the shotgun means:
-There!
-Dont let him get away!
-Grab him!
-Go from behind
-Block him
-Gotcha
-He has fallen in the trap
-There's no turning back!
-Catch him!
-Im going to kill you!

What you hear when the villagers enter the bulding means:
-Ohhh!... The bell.
-It's time to pray.
-We have/need to go.
-Lord Sadler.

Certain weapons and equipment stats are still missing, I know. I'll add them later, but for the next day or two, I ned to take a break from RE4 ^.^

Missing Items:
Chaingun
Illuminados' Helmet & Sheild
"Football Player" Ganado
Type 2 Plagas (centipede thingy)
Ashley Graham
Jack Krauser
Ada Wong
Hunk

I know there's no Salazar or Saddler, if you think there should be, speak now or forever hold your peace
If there's anything else that I've left out, please let me know!
#288

jediranger

Apr 12, 2005 18:33:33
Wow thats some execellent stuff you have there.

Bravo.
#289

zombiegleemax

Apr 12, 2005 21:04:20
Holy CROW, Wolfgang! How long have you been working? We go from one El Gigante monster stats set to...TO THIS! Wow!

Just a note, though; I've seen regens and Iron Maidens keep walking after all the plaga are dead. I think it's just that attacking the plagas (a) deals damage and (b) stops regeneration. Usually in such a case one more rifle bullet finishes it off, so it's more like it's just really low on health. But take a break, for now. You've earned it.

Props to you, too, Merciless DM. Those fear rules are great.

Would it really have been that hard, though, to give the plagas parasites some AK-47s? I mean, Leon probably would've died faster, instead of this "Ok, we'll give them...sticks. And ROCKET LAUNCHERS AND MINIGUNS OMG LOL!" business.

For the Prisoner (the blind ganados with the claws), I think I mentioned before that a negation of spot checks with a huge bonus to listen checks should be included. The things that he listens for are:

-Running (can distiguish between friendly and enemy, apparently)
-Gunfire
-Voices (If you call Ashley or tell her to stop, he notices and attacks)
-Bells (BIG attraction for some reason; guess 'cause they're the loudest)
-Thrown Weapons (namely grenades)

Silenced weapons and weapons that don't make noise (bows, knives) are not registered by the prisoner. Nor, for some reason, are blinding or incendiary grenades.

The plagas parasite in its body, like the gigante, manifests in the prisoner's back. Unless a character has a clear shot at the prisoner's back, the attack is negated, damage wise. A fragmentation or incendiary grenade will cause the prisoner to drop to one knee (and spend a while, maybe 1 or 2 rounds, getting back up), and in that time a character gets a bonus to hit if he or she has, as before, a clear shot at the target's back.

The prisoner may occasionally strike with such force that he lodges his claw in a wall. Such a strike consists of making a Bull Rush at an opponent and impaling them upon a claw. On a hit, the attack counts as a critical; on a miss, the attack causes the prisoner to get lodged in whatever wall is in front of his rush for 1d6 rounds. In that time, his back is easily exposed (due to position), and he also is considered immobile for purposes of Armor Class.

That's all I can offer; I'm not as good with numbers and such as you guys.

Did anyone note, by the way, that Krauser and Hunk share the same TMP? It's true, look closely in the first scene of the final Krauser fight.
#290

the_merciless_dm

Apr 12, 2005 21:36:56
First of:
WOW! Wolfgang way to out do yourself! Very impressive. I am amazed. You've done a great job. Wolfgang take a breather you deserve it!

The Fear Horror and Madness rules are NOT of my make. I'll explain, these rules are what makes Ravenloft unique! The rules belong to Sword and Sorcery (I guess) and is an official Licensed product of Wizards of the Coast and Arthaus. I in no way state that they are mine, nor did I ever make that statement! I just thought they would be a great tool for Modern d20 particularly for our REd20 project. I only edited and altered ever so slightly the text to make it Modern compatible. Please do not say that these rules are mine and I cannot take any credit for their make. I just provided them for Modern.

With that out of the way the Madness rules are going to take a little time, while I come up with a way to express what a change in allignment would be in the Modern rules. Thank you all very much.
#291

zombiegleemax

Apr 13, 2005 6:33:28
Just a note, though; I've seen regens and Iron Maidens keep walking after all the plaga are dead. I think it's just that attacking the plagas (a) deals damage and (b) stops regeneration. Usually in such a case one more rifle bullet finishes it off, so it's more like it's just really low on health. But take a break, for now. You've earned it.

I've seen that before, but usually it's people not realizing that sometimes there are Plagas on its back, and you have to shoot his legs out from under him to get a shot at it.

Would it really have been that hard, though, to give the plagas parasites some AK-47s? I mean, Leon probably would've died faster, instead of this "Ok, we'll give them...sticks. And ROCKET LAUNCHERS AND MINIGUNS OMG LOL!" business.

Yeah, that was really wierd. I'm gonna say that they didn't have any small arms left, cuz the Merchant stole them all to sell for drug money!!! Hahaha.

For the Prisoner (the blind ganados with the claws)

That's 'El Garrador', and he's up there ^.^

I wish that game would come out for PS2 so I don't have to buy a Gamecube...

But srsly, thanks all. It feels like time well spent now :D.
#292

zombiegleemax

Apr 13, 2005 9:42:28
Oh, I misread your previous post. It said you had to do the "football player" ganado, which I assumed was the prisoner. Garrador. Yeah.

So wait, what is it, then?

Wait, you don't have RE4? So'd you just do research on the enemies and such using the internet, or what?
#293

zombiegleemax

Apr 13, 2005 17:33:31
I don't know a lot about monsters, but I know that in d20 you go unconcious if one of your ability is zero, so is that a mistake in the el gigante plagas, or is there a reason for it?
#294

zombiegleemax

Apr 13, 2005 20:21:45
The 'Football Player' Ganado that I don't know the proper name for (if there is one) Is the really big guys with body armor that resembles Football padding. Seems like some of them even have spikes on the padding, like the road warriors or something. You have to shoot them in the head, no choice.

I didn't bother giving the El Gigante Plagas a Strength or Dexterity score 'cuz it can't really move or attack on its own. You may want to say that its scores equal 1 or 2 for whatever purpose, but I don't see one ever needing to use them.

And I more or less owned RE4 for for a few weeks when it came out, staying at a friend's house, playing it every waking hour. And by 'every waking hour', I meant that I didn't sleep, Haha. I did glance at some walkthroughs to jog my memory, and used rehorror.com for character/enemy lists.

Now, however, I'm having withdrawl. I wants me some RE4!
#295

zombiegleemax

Apr 13, 2005 20:29:26
In d20 you don't have a zero strength unless you are comatose or some such, it just confused me was all.
Keep up the good work.
#296

zombiegleemax

Apr 13, 2005 20:57:28
Actually, that's not true; certain creatures have no ability scores, such as the undead, which have no constitution. It's usually denoted by a hyphen, rather than a 0.

Oh yeah, I remember those football player guys. They were annoying. I mean, seriously, the chainsaw guy and the minigun guy I can understand...but "Random armored hammer guys"? What the heck is up with that? Doesn't even fit in with the theme, here.
#297

the_merciless_dm

Apr 14, 2005 11:42:48
Well Kirbyoto, I disagree. They do fit in with the setting. See they cannt afford real equipment so they make do with what they got and football gear is easy to come by, as in any school or flea market would carry at least one. Never was their any implications that this terrorist group was well fonded. So again they have to make do. The moeny they get the spend on Miniguns and chainsaws. Axes, Scythes, Flails are old of make and they had access to a castle. Also Axes, scythes, pitchforks are farm tools too. Lets not forget Kitchen knives.
#298

zombiegleemax

Apr 14, 2005 17:28:28
No, the flails and axes and hatchets and stuff made sense. It's not so much WHAT he has as much as WHY he's there. I mean, the chainsaw guy was a villager. The village itself obviously had a "villager" theme (wow, science) for its plagas victims, the castle had the monks and, um, red monks (and the prisoner, but that's more along the lines of the El Gigante than the Villagers to me), and the island had commandos and the minigun guy (just a tougher commando, I guess), but the hammer guy (a) Didn't fit in with the style of the island's other inhabitants and (b) Other than being tough and only vulnerable in the head, wasn't really that different, gameplay-wise. If the basic Illuminadoes were level, say, 1, and the chainsaw guy, prisoner, and mingun guy were level 3, then this guy was like a level 2. No plagas mutations, either; it would've made sense if he was like all plagas-y under the armor or you could shoot it off or something, but...

Wow, I write too much about how I dislike that guy. Let's just say it looked more like something from some post apocalyptic wasteland than a horror game to me.
#299

the_merciless_dm

Apr 14, 2005 18:10:15
Mmk. I get your point, still does it matter? Truth is not really. He's there in your way, then just shoot him in the head and get it over with, end of story, well end of football pad-armor guy. Anyways, anyone else got any ideas were this thread should head towards now?
#300

zombiegleemax

Apr 16, 2005 13:43:29
Let's just say it looked more like something from some post apocalyptic wasteland than a horror game to me

I'm gonna say it was the spikes on the armor that did it. Me and a friend went so far as to call the pair you meet in front of Ashley's cell Hawk & Animal, haha.

Anyway, I bought a cube & RE4. Made some notes of stuff I didn't notice before. I'll put them in the files/post later:

-You're right, Merc DM, Del Lago looks like it came from a Salamander (never noticed it's little 'feet' before)
-Turns out I have seen the stage 2 Plagas before, I just didn't remember it. Cleverly, it does look like a missing link between the Stage 1 & Stage 3
-The stage 3 Plagas (Facehuggers) also apparently has a projectile-vomit/acid attack that deals a crap load of damage. Amazingly I had never encountered this attack in my previous bazillion playthroughs. I guess I never gave it the chance; go frantic paranoid death-dealing!
-The Facehugger Plagas and the Novistadors can bite/claw your head off, respectively. Oh Capcom and their love of Decapitations...
-There's actually a literal prisoner-style Ganados you meet after the Los Illuminados and befre the Commandos that I had never paid any attention to

So yeah, add that to the list of needed items for me to finish my RE4 stuff.

btw, anyone located exactly where in the lower body you have to shoot Ganados to make them do the "Stagger low" (to pull off the suplex). I've been having to aim below the belt and leave the rest up to luck. I can't figure it out...

{edit} Nevermind, I got it. For those of you who don't know, shoot 'em in the shin whenever they're not running. Note that against villagers, he does a back kick instead of a Suplex.
#301

the_merciless_dm

Apr 17, 2005 11:44:34
Missing Items:
Chaingun
Illuminados' Helmet & Sheild
"Football Player" Ganado
Type 2 Plagas (centipede thingy)
Ashley Graham
Jack Krauser
Ada Wong
Hunk

Well Stage 2 plagas would have a swallow whole type attack, because if it gets too close, one bit takes your head clean off, I think its the Illuminados equivalent to the chainsaw attack. Also I will provide later the stats for the shield and the helmets/masks they Illuminados wore. Also should the Flail be restatted? I'll post it here too just in case.

Weapons and Armor of the Illuminados
Flail.....Dam: 1d8.....Critical: x2.....Weight:5lbs.....Bludgeoning
Heavy Flail...Dam: 1d10...Critical: 19–20/x2...Weight:10lbs...Bludgeoning
Tower Shield...AC: +4...Max Dex: 2...Check Penalty: -10...Weight:45lbs
*The tower shield can also provide Cover

Head Gear: This is a catch all clasification of protective face/head gear worn by the enemies. Any Helmet/mask worn make one impervious to Called Shots to the head. Meaning bullets ricochet off the mask/helmet or it simply dents. Bone masks, stone masks and even metal helms were used this also might lead one to believe there is some sort of heirarchy related to the masks aswell. A Bone mask can break as well as a wooden tower shield below are provided the stats for these materials.

Wood:
Hardness: 2
Hp per inch thick: 10

Stone:
Hardness: 4
Hp per inch thick: 15

Bone:
Hardness: 2
Hp per inch thick: 2

Steel:
Hardness: 10
Hp per inch thick: 20

Brass:
Hardness: 3
Hp per inch thick: 10

Bronze:
Hardness: 4
Hp per inch thick: 10

Iron:
Hardness: 7
Hp per inch thick: 20

These material stats are from the OLDER D&D books.
#302

gunrock

Apr 17, 2005 12:28:14
Well Stage 2 plagas would have a swallow whole type attack, because if it gets too close, one bit takes your head clean off,

Swallow Whole does not mean that you have your head bitten off, it means that your entire body ends up inside the critter and you get digested while still alive. The above is a Bite Attack (and a very powerful one too).

Wood is not harder than Brass and Bronze. Stone is not harder than Iron. Bone is actually about as hard as wood.
I've seen much more accurate material stats (probably in 3.5). If I find them I shall share them.
#303

the_merciless_dm

Apr 17, 2005 18:08:08
Sorry about that, like I said these come from a convertion I made form Basic to now. If I manage to find more accurate stats I'll edit my previous post. I have already fixed the materials.
#304

the_merciless_dm

Apr 18, 2005 10:48:31
I require your suggestions on a topic.

In Modern d20, what would be the equivalent to a Allignment change?

I know Modern has Allegiances but a change in allegiance does not carry the gravity, the weight that a change in allignment would in D&D. A change from a Lawful allignment to a Chaotic allignement is a large jump. So how would this be reflected in Modern?

I could come up with a "Personality" rule set. Meaning that one would choose a few qualities to role play and then if the subject goes Mad, one would roll to determine the change in the character's personal qualities. I just came across this minor bump on the road. Any help is greatly appreciated.
#305

zombiegleemax

Apr 18, 2005 12:17:00
I would say that rather then a personality traits ruleset just go with a table for common insanity symptoms and roll a couple of times on that, fo instance, a character could become scizophrenic in a particularly bad case, and perhaps also obsessive compulsive, or halucinogenic, just a thought.
#306

gunrock

Apr 18, 2005 15:10:10
Meaning that one would choose a few qualities to role play

That's what an allegiance is supposed to be: the things that actually matter to the character. The Alignment system says how a character will act, Allegiances say what will cause a character to act. Sometimes the two overlap but usually they don't. In most of my D&D games, the DM will ask what things matter to a character and go from there.


Besides, no list you could make would be comprehensive enough to satisfy a majority of people. It's likely that even you would feel that there was something missing from your list of traits.
#307

zombiegleemax

Apr 18, 2005 17:06:53
I have a small list of forms of insanity, or just mentle conditions that are similar to it, info on these terms can be found on wikipedia

anhedonia
Aversion
Burnout
Catatonic excitement
Delirium tremens
Dementia
Hyperfocus
Hysteria
Oneirophrenia
Psikhushka
Psychological trauma
Wernicke-Korsakoff syndrome
#308

zombiegleemax

Apr 18, 2005 20:28:24
I was going to convert the WoD Merits & Flaws to D20 for my own purposes, just because it would go a long way in fleshing out the details of Allignments & such. If you guys are interested, I'll start posting them here...
#309

the_merciless_dm

Apr 18, 2005 22:45:07
Dweller of the Deep, I understand what you are suggesting and the madness rules have already various "Mad" types. Thing is ONE of the diseases calls for a random allignment change, so what would be its equivalent in Modern well I'm gonna stick to a change in Allegiances. So once I finish with it I'll post the Madness rules.

Wolfgang I tried that once for Werewolf the Apocalypse and Vampire the Masquerade. I got some great feats for Vamps and Werewolves out of it but that is all. If you have something that would further in this project post it up. Also what ever happened to the fan art you talked about?

Ohhh another thing I forgot! Here are the feats needed for the annoying Shield Bashes the Illuminados would do if they got to close:

IMPROVED SHIELD BASH [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.


Shield Damage by size:

Light/Small: 1d4
Spiked: 1d6

Heavy/Large: 1d4
Spiked: 1d6

Tower Shiled: 1d6
Spiked: 1d8
#310

zombiegleemax

Apr 19, 2005 7:27:55
REd20 is sucessful! All my players are loving it but my co-GM and i were thinking of what it was missing, and we came up with KEY QUESTS and the sorts. So i thought that anyone who wanted to post up some of those would be a great addition to REd20. I will have my co-GM post some up this week due to my working schedule. Merciless you have put a lot of time and work into this and you need the credit, you have done an excellent job on this. I like the Fear rules you set up, the Ravenloft was better than COC.
#311

zombiegleemax

Apr 19, 2005 11:19:12
I've got a compiled list of most of the White Wolf merits and flaws, and I think the Mental ones would be especially useful. It's worth a shot, right?

About that Fan Art: I had been devoting most of my time to the RE4 section of that supplement, so I didn't have time to do a lot... yet. A friend should be bringing my scanner back Thursday, so I'll show some stuff then.
#312

the_merciless_dm

Apr 19, 2005 20:59:33
Thank you The Mexican, thank you very much and this is actually all of our hard work that is paying off, not just mine.

Wolfgang I cannt wait 'till I see what art you have! Also I would like to see your conversions of the Merits and Flaws, if they have a place in REd20 they will be included, but mainly I'm just curious to see what you got. Your RE4 material is great!

Hmmm for Key Quests, first off what do you mean by Key Quests, do you mean guidelines or a small starter adventure? I could come up with one, or if I recall correctly Jedi Ranger had said he could provide some quest ideas. I think it was he who voluntiered. If he didnt lets not bug him over it. I'll come up with something between classes and during the boring classes (thats were I do my best work). Still I am hung over on the Boss monsters, such as the Tyrrant (all its manifestations which are many), Nemesis and a few others (Nosferatu and Alexia) for example. If anyone has any suggestion of what the Bosses should be Post them up before I work them up.
#313

jediranger

Apr 19, 2005 21:04:21
sorry ive been sucked into starwars so much i forgot.

So should i make a whole adventure or just ideas?
#314

the_merciless_dm

Apr 19, 2005 22:35:37
Do what ever you wish Jedi Ranger (May the Force be with you), just as long as you (and we) have fun with it.
If anyone else wants to come up with adventure hooks or ideas, feel free to do so. Lets make a big old boiling pot of ideas if we can and then choose the best. I dont know whatever, this is a free open to all thread so lets go crazy with the Adventures.
#315

jediranger

Apr 20, 2005 5:42:05
ill start working on it tonight.
#316

zombiegleemax

Apr 20, 2005 7:25:18
So yeah, maybe there's a possibility of an adventure that involves plagas-injected Umbrella commandoes and a horde of unwilling plagas test subjects that overrun a town in order to make it and all its citizens part of a new base of operations for Umbrella.

Kind of like RE2, but this time Umbrella did it on PURPOSE.
#317

jediranger

Apr 20, 2005 19:53:46
Evil has its beginnings.(Low Level)
A group of individuals are called into the local mayors office. He has news of afew cases of missing peoples and unexplainable deaths. He asks you because he knows you are the best in each of your fields and you have be recommended here by a friend. He doesn’t want to get the police involved because if they do the news will be involved and all hell can break loose. He is offering a large sum of money, if they do somehow survive .
He shows the group all the information he knows about what is happening. The killings happen to be around one of the old factory.
Once the group arrives there they see acouple of black dogs around a dead body, ripping it apart and such. If the group approaches the body suddenly awakens and attacks the group.
The group is faced with a decision of taking the man down.
After the initial encounter, the group hearss a cough coming from the dark alley.
A injured man in a white coat says that if they want to live, they should find the serum which is somewhere inside the old building.
When then go into the building they are greeted by various living dead and the return of the Cerberuses.
After barely finding the small amount of serum they inject just before they become zombies.
They should hopefully find something to prove what happened.
While the assignment is over, the adventure has just beginning

GM NOTES
-Make sure in the first encounter that someone is bitten, it adds to the thrill, or it can kill off a annoying player
-Use stats for the Cerberus, Zombies, T-Virus rules
-Make the wounded character make a will save and if he fails he loses some hp.
-If you want to have some real fun, if the character accidently becomes a zombie, let the player play it out
(Sort of like the Resident Evil:Outbreak Multiplayer)
-Have enough serum for any players that are close to being a zombie.
#318

jediranger

Apr 20, 2005 19:54:31
Ill have afew for Low medium and High level games. More coming soon!
#319

the_merciless_dm

Apr 20, 2005 20:23:33
I see you're off to a great solid and simple start Jedi Ranger! Good job small simple for 2-4 character first level party.

I come with a prediction! I fore see the the end of our journey is near, we can finally see the light at the end of this tunnel we are on!

Meaning: I believe we might finish with Resident Evil d20 close to summer and then, I shall release the pdf (after edited and prettied up A LOT) during summer. Then as soon as a new Resident Evil game hits the market, I'll begin another thread to update the pdf. Once completed those of you that own websites, feel free to put it up in them for download. I will most likely dedicate a website (or a friends website) to the download of REd20.

BEWARE THE END IS NEAR! I can feel it in my bones!

I'm full of cliches aren't I? ;p
#320

ymdar

Apr 21, 2005 4:48:26
w00t
#321

jediranger

Apr 21, 2005 17:00:40
Where’s the Pay?
After the heroes make their way back to the majors office they cannot find anyone. The whole building seems to be empty. But there is more then what meets the eye in this office. When they enter the main lobby they are ambushed by zombies. The group must figure out a plan with low ammunition, and largely out numbered by these living dead. Once they make it to a safe room they find one of the local security guards. He is scared of some mutant being. He takes his revolver to his head and takes his life. The party can take his gun. Once the players rest for acouple of minutes theres loud thumps outside the door. There is a window in which the group and climb out of. They go up the fire escape and reach the roof. The have a “last stand” but when the group is tired and almost out of ammunition a helicopter and are grabbed aboard.
The men aboard the copter are those of the police force. They have fortified the police station and need all the help they can get.

GM NOTES
-Keep note of ammunition
-Use stats for Zombies, Acid Spitters and Crimson Heads
-Make the Revolver have a low count on ammuntion
-Have the lights flicker, dark horrorish make it creepy.
-Never be afraid to kill a character.
If the characters are 4-5 level throw in a Licker or a hunter.

Ill be making a series of adventures, one that occurs after another. So its basically a small campaign.
#322

the_merciless_dm

Apr 21, 2005 22:50:05
DO NOT UNDER ANY CIRCUMSTANCE TELL YOUR PLAYERS THEY ARE PLAYING A RESIDENT EVIL GAME!

Dont use words like Crimson Heads, Hunters and Lickers.
Dont be afraid to fatally wound a character. Fear ofDeath is the Scary part of the game.
Dont be afraid to use the T-virus and allow it to turn a player into a zombie.
Zombies are great herding tools, and Cerberuses are great for chases.

This augments their role play. I'm not kidding if you do your job well they will actually get tense over the situations, they will be more willing to try out the risky ideas (have these dangerous ideas work from time to time, using common sense ofcourse). They will be surprised as you describe a licker (and not tell them what it is) or another RE horror.
#323

the_merciless_dm

Apr 22, 2005 17:03:37
I have a very interesting question.

How do Mighty Composite Bows work in Modern d20? Are they even allowed, if not why? I mean they should be. Are they treated as exotic (since newer tech allows for more advancements on the Archery front when referring to Arrows and the newer multipully system bows of today)

How would one calculate the force and speed with which the arrow flies and if said arrow could enter and exit the body?

What brought up these questions, were Krauser in the minigame (uses an elaborate bow looks like a modern Mighty Composite Long Bow to me) and I saw Blade Trinity (which sucked big time) for the first time last night.

Any Hunting fans out here that use bows? I know we got gun fanatics, why not Archers. Anyone got an idea atleast?
#324

gunrock

Apr 22, 2005 17:47:29
How do Mighty Composite Bows work in Modern d20? Are they even allowed, if not why? I mean they should be. Are they treated as exotic (since newer tech allows for more advancements on the Archery front when referring to Arrows and the newer multipully system bows of today)

First, lets be clear. The compound bow, the one with pulleys like in Trinity, is already in the core rule book and the MSRD. It does 1d8+Str damage, range of 40 ft, Single shot rate of fire, Criticals on a 20 (x2).
D&D Mighty Composite bows would work just like they do in D&D, pay for extra strength bonus and penalties for not being strong enough. As a point of balance I would shorten their range from 110 ft to about 50 ft (maybe just 40).
Both would be Archaic weapons.
#325

the_merciless_dm

Apr 22, 2005 22:04:01
Mmk, thanks. I wasnt too sure on what the compound bow was, and I didnt know it was considered an Archaic weapon! Well my question was answered. Back to the drawing board on Madness.
#326

jediranger

Apr 23, 2005 14:35:16
do any monsters still need to be made from the resident evil games other then RE 4?
#327

jediranger

Apr 23, 2005 15:26:12
Supply Run
While in the helicopter the pilot tells that they are running out of gas. He lands on top of a two story building. The few men who helped the group last mission will search for gas near the gas station while the group must search for food and medical supplies. If the group doesn’t return the helicopter will leave the group stranded .
On their way to the food mart they are ambushed by a couple of zombies and a zombie dog.
While the group is in the local food mart a loud crash explodes near the party. A large being with a large tongue starts to attack the group. They must grab whatever supplies they can and run. After being chased for a few minutes they reach the helicopter. The pilot says they are all gased up again and start to fly to the police station. The others didn’t make it.

GM NOTES
-Use the low level police officer in the D20 Modern book, under Arch types.
-If the characters ran out of ammunition the helicopter has a Beretta M3 and a couple of Beretta 93R
Let the shotgun be fully loaded and have 1 clip each for the pistols.
-Use the stats for the Licker, Zombies, Cerberus monsters
#328

the_merciless_dm

Apr 24, 2005 17:15:01
As for creatures to be made from the older games there are a few, including the Tyrrant and the Nemesis. Since I want to provide a more balanced version of these and a few others. Just check back through the thread. I'll check later also and post up a list of remaining monsters. Mainly most, if not all the Boss monsters and every encarnation of the Tyrrant from the inmature(RE1) and the prototype (RE0), to the first female incarnation of the Tyrrant its in one of the FPS games (I think).
#329

the_merciless_dm

Apr 25, 2005 21:11:05
Hey Wolfgang you had mentioned in a previous post something about having a more balanced Nemesis, for us to discuss on.

Also the Tyrrants are gonna be in my jurisdiction as I attempt to make each one different but familiar in a sense that they are related to each other but they have different qualitites. I'll take care of that soon enough.

If anyone has any creatures lying around feel free to post them up.
#330

zombiegleemax

Apr 26, 2005 1:28:33
Okay, here's the Cliff's Notes on my idea about Nemesis.

Basically, I'm going to start him out as a Heroic Tyrant (So I'll need your final Tyrant stats, Merc DM). Then, I'm going to write an advanced Class just for him, so that he gets stronger and he gains new mutations/abilities as he gains levels.

You guys willing to go along with that?
#331

the_merciless_dm

Apr 26, 2005 21:21:32
Okay, here's the Cliff's Notes on my idea about Nemesis.

Basically, I'm going to start him out as a Heroic Tyrant (So I'll need your final Tyrant stats, Merc DM). Then, I'm going to write an advanced Class just for him, so that he gets stronger and he gains new mutations/abilities as he gains levels.

You guys willing to go along with that?

Sure I like that idea. It would work like making a tougher monster out of a pre-existing one by increasing its HD and along with that eveything a HD increase would birng (tougher saves, bonus to attacks and skills even maybe feats). Problem with the Tyrrant is that there are MANY different incarnations though soon enough I'll have them up ALL of them. The Nemesis was supposedly a U.B.C.S. soldier with a particular parasite in its body which had been modified (or infected) with the T-Virus. I would use an ordinary stat block for the soldier/merc (thats basically the U.B.C.S.) and then apply that "class" or "template" if possible. Thats what I recommend for it instead of base-ing it on a previous creature. Also the Nemesis had limited intelligence and it could use weaponry since it came from a U.B.C.S. soldier. The limited intelligence would come from the parasite (I think its a Las Plagas, for reasons I've probably mentioned before).

Well thats my two cents.
;p
#332

zombiegleemax

Apr 27, 2005 9:09:27
I think we're pretty much on the same page there, especially with the Nemesis Parasite possiby being a genetically engineered Plagas. I just assumed the Nemesis parasite was implanted into existing BOW (which I thought might have been a Tyrant, because of the size), but I can easily make the class adjust a UBCS soldier instead.

[EDIT] Actually, now that I think about it, Nemesis seems as though it could have been from a 'Mr. X' Tyrant, given my previous train of thought. Ah well, what the Base creature is doesn't make a difference anyway; but it could go a long way in granting options for 'Nemesizing' other creaures **evil grin at torturous possibilities**.

But, yeah. Glad you like the idea. Anymore input, anyone?
#333

the_merciless_dm

Apr 29, 2005 16:07:34
I think we're pretty much on the same page there, especially with the Nemesis Parasite possiby being a genetically engineered Plagas. I just assumed the Nemesis parasite was implanted into existing BOW (which I thought might have been a Tyrant, because of the size), but I can easily make the class adjust a UBCS soldier instead.

[EDIT] Actually, now that I think about it, Nemesis seems as though it could have been from a 'Mr. X' Tyrant, given my previous train of thought. Ah well, what the Base creature is doesn't make a difference anyway; but it could go a long way in granting options for 'Nemesizing' other creaures **evil grin at torturous possibilities**.

But, yeah. Glad you like the idea. Anymore input, anyone?

Okay. In the movies poor ol' Matt is turned into a Nemesis (only thing we have to go on) and in the RE3:Nemesis game if I recall correctly there was a file that mentioned the Nemesis originating from a U.B.C.S. soldier thereby explaining the ability to wield weapons of the appropriate size and such.

Another thing, saying the Parasite used for the Nemesis is a Plaga from RE4 can explain the reason why it had a limited intelligence and was easily controlled. Another factor is the T-virus, we do know the Nemesis was created by using an T-virus Infected Parasite, implanting it on a suitable host. Now how would the Plaga react to the T-virus. I think having the initial infection occur on a parasite only causes the host to mutate ever so horribly, thus requiring many surgeries and maybe transplants to completely prepare the Nemesis.

I guess those are my two cents.

Keep the REd20 dream alive people!
#334

zombiegleemax

May 01, 2005 18:05:04
I've run out of things to say, or at least things to say regarding Tyrants or Nemesis...es. I'm still here, so if I have something to say that's relevant, I'll say it.

Nemesis is confusing to me; it's not like the Tyrant, which is really just a more intellegent, tougher, stronger zombie, and it's not EXACTLY like a plagas. So understanding what it is really would require the ability to, y'know, be Capcom. Heck, they probably didn't even know. "We need...a big bad guy." "Let's take a tyrant and give him guns!" "Okay, sure, let's go home."
#335

jediranger

May 02, 2005 18:17:04
Umbrella Worker
Smart Ordinary 1

HD:1d6 Hp 4 : Init+0 Speed 20 ft Defense 10 Touch 10 flat-footed 10 (+0 Dex, +1 class)BAB+0 Grap +0 FS 5 ft. by 5 ft.; Reach 5 ft
SV Fort +0 Ref +0 Will +1 Rep +0 AL: Neutral
Str 10, Dex 11, Con 11, Int 14, Wis 12, Cha 10.
Attack +0 1d4 Unarmed

Occupation: Umbrella (Bio Research)

Skills: Craft[Medical]+1 Handle Animal+1 Knowledge [Science]+3 Profession [Umbrella]+2 Repair+3 Research+2

Feats: Bio Research, Educated

Possessions:
Lab coat, Notebook with Umbrella Notes
#336

zombiegleemax

May 03, 2005 12:29:41
Nemesis is confusing to me; it's not like the Tyrant, which is really just a more intellegent, tougher, stronger zombie, and it's not EXACTLY like a plagas. So understanding what it is really would require the ability to, y'know, be Capcom. Heck, they probably didn't even know. "We need...a big bad guy." "Let's take a tyrant and give him guns!" "Okay, sure, let's go home."

There was a pretty big file, not released on this side of the Pacific, explaining that Nemesis was, in fact a genetically engineered parasite (possiby exposed to one of the viruses or something) that formed a mutating symbiosis with its host. The parasite forms a secondary nerve center somewhere on the spinal column below the original brain, eventually rendering the original unnecessary.

All of which bears striking similarities with the Plagas Parasite.
#337

zombiegleemax

May 03, 2005 17:43:51
That *is* a good continuity theory; I don't think Capcom would abandon all its previous virii in favor of the new plagas.

However, wouldn't that mean Umbrella already had the plagas? And, if so, why did Wesker want it (as shown in the Assignment Ada minigame)?
#338

the_merciless_dm

May 03, 2005 23:09:06
Koolies Jediranger! But a question, what is this supposed to be a scientist, a technician, a doctor, janitor? Just curious anyways I'm leaning more towards normal lab technician (random geeks in lab coats, kindof like me). Its good to have these stats.

What vision do we have of Umbrella? What does a normal currently functioning Umbrella laboratory look like? Is it guarded, if so how? Like a stronghold with a militia of sorts or just randomly placed guards? Or are there some barracks somewere out there in the world were they train, prepare and then deploy the U.B.C.S. (I know they are mercenaries) or would these people BE the security guards of Umbrella at any given time?

Stuff like that I'd like some imput ideas and other stuff related to RE that you might have, questions or doubts ask aswell also.

See ya 'round ;p
#339

the_merciless_dm

May 03, 2005 23:12:34
That *is* a good continuity theory; I don't think Capcom would abandon all its previous virii in favor of the new plagas.

However, wouldn't that mean Umbrella already had the plagas? And, if so, why did Wesker want it (as shown in the Assignment Ada minigame)?

The Plaga is a LIVING creature after all, you cannt just create more you need to harvest them. It is rather difficult to sinthetically create (synthesize would be redundant) a complete living being. So if you manage to get many or few samples you can cultivate more. Also the Umbrella of Europe might have found it by accident (we have only seen ONE Nemesis). Well thats it my two cents.
#340

jediranger

May 04, 2005 5:45:49
Just a normal white coat worker.

If anyone else wants to add some stats im alittle bogged down with some stuff.
#341

zombiegleemax

May 04, 2005 20:06:02
I had a theory that the original Umbrella was secretly behind the escavation that we see the aftermath of in RE4. Plus, Weskers not really continuing Umbrella as much as he is reviving it. We don't know how much of Umbrella's original works he managed to salvage. So he might still need o recollect samples that Umbrella already had.
#342

the_merciless_dm

May 04, 2005 21:45:15
Well remember Wesker WAS Birkin's lab partner. Wesker was there in the Spencer Mansion Lab working prior to the original out break. So it safe to say that Wesker knows all of the T-virus and Birkin only trusted Wesker so its safe to assume that he knows enough of the G-virus (enough to get samples and recreate it) and then the whole Plagas thing, how does he know about the Plags? I have no clue no idea, maybe its from the Nemesis project or maybe not, what he knows of the PLagas is not relevant, what is relevant is that he wants the samples and he got them.
#343

zombiegleemax

May 14, 2005 12:31:51
I am also out of things to say (which is why I haven't been here in a while), simplely because the conversation has gone over my head. When I uncover something new, I'll post it here.
#344

the_merciless_dm

May 14, 2005 22:22:13
Well I havent really had time to work on anything REd20 related since the university I attend went on a month and a half long strike and the Biology professors seriously were against it, but it still happened and we got the short end of the stick, meaning we suffer the loss of our summer vacation almost and we get massive tests since they say we had "more than enough time to study" anyways as soon as I am done with finals (if they ever come) I'll have a Inmature Tyrrant (the one from the first RE game) and hopefully my Madness rules fix.

But REd20 is still in my mind people. I hope it still ins in yours, sorry for the delay.
#345

zombiegleemax

May 15, 2005 8:35:09
Well I havent really had time to work on anything REd20 related since the university I attend went on a month and a half long strike and the Biology professors seriously were against it, but it still happened and we got the short end of the stick, meaning we suffer the loss of our summer vacation almost and we get massive tests since they say we had "more than enough time to study" anyways as soon as I am done with finals (if they ever come) I'll have a Inmature Tyrrant (the one from the first RE game) and hopefully my Madness rules fix.

But REd20 is still in my mind people. I hope it still ins in yours, sorry for the delay.

Gee, that bites. Shame the university isn't in Raccoon City ...
Anyway, it's nice to know that you're still here. This project is too good to pass up.
#346

the_merciless_dm

May 15, 2005 9:17:49
Yeah I'm here and we re so close to finishing that it would be a crime not to finish this project. Well the internet is a great thing, see I'm here and so is Blaine, and s few others as well including yourself Psi. Well I finally got my hands on the calander and it seems I'll be in classes until May 5th with finals ending on May 9th, so that gives you an idea of when exactly this thread will have material of substance. I have the rough numbers of the Tyrrant down and am working on him so that Blaine could do his Nemesis. And finally the Madness rules which I think I have the come to a decision on the fix for it.
#347

zombiegleemax

May 18, 2005 8:04:35
Yep, still here. I'll contribute some more eventually, I've been wearing my gamecube out (Bought MGS: Twin Snakes).

Still thinking about this a lot, though. later dudes.

***RE Outbreak file 2 spoiler!!!***

Anyone get to see how friggin' cool Mr. X looks in this game!? Awesome!

***/RE Outbreak file 2 spoiler!!!***
#348

zombiegleemax

May 21, 2005 4:13:37
Licker
Medium size T-virus Mutation
HD: 4d8+12 (HP: 30)
Initiative: +4
Speed: 40ft., climb 30ft.
AC: 14 (+4 Dex) DR: 4/-
Attacks: Tongue Slap +8(ranged), 2Claws +7(melee)
Damage: Tongue Slap 1d6+4, 2Claws 1d4+2
Face/Reach: 10ft. by 10ft. / 5ft. to 15ft.
Special Attacks: Piercing Tongue
Special Qualities: Infectious, Improved Grab, Infravision, Mucous Coating
Saves: Fort+2 Ref+9 Will+3
Abilities: Str 19 Dex 19 Con – Int 4 Wis 12 Cha 3
Feats: Lighting Reflex, Weapon Focus (Tongue), Dodge
CR: 5

Tongue Slap: The Licker’s primary weapon is its tongue slap, which it uses ever 1d6 ronds. The tongue has a Hardness of 5 and 2 Hp. The Licker may make grapple attempts, trip attacks and a particularly smart Licker might even attempt to disarm its opponents. It is not afraid of resorting to its Piercing Tongue ability either.

Piercing Tongue: Whenever an opponent within reach of a Licker is denied his Dexterity to AC; the Licker may attempt to impale the creature with its tongue dealing 4d8 damage. This attack does not allow for a save since the opponent is caught of guard.
*NOTE: Damage Reduction from armor and natural armor still reduces this damage.

Mucous Coating: The Licker is coated in a slimy mucous membrane that makes it invisible to infrascanning, and heat detection.

Special: Anyone who sees a Licker for the first time must make a Fear save V.S. a DC 18(10+Cha score+CR) or become panicked (-2 morale penalty on save throws and attack rolls).

Special Weakness: The exposed brain on its forehead, if ever dealt damage causes a -1 penalty on all attacks and Reflex saves, also it take double damage from that attack.

Man I agree about the Licker but I also got a few objections...
1d4 damage for a claw is OK as long as the size of the claw is like a goblins finger but now we are talking about a freaking LICKER with claw damage 1d8+4. Also tongue slap considers to be melee attack because its not a projectile, or you can say it is a ranged touch attack. I also believe that they are more inteligent about 10 and they need some skills. Your idea about the Piercing Tongue attack is real COOOOL!
#349

gunrock

May 21, 2005 9:30:01
Man I agree about the Licker but I also got a few objections...
1d4 damage for a claw is OK as long as the size of the claw is like a goblins finger but now we are talking about a freaking LICKER with claw damage 1d8+4. Also tongue slap considers to be melee attack because its not a projectile, or you can say it is a ranged touch attack. I also believe that they are more inteligent about 10 and they need some skills. Your idea about the Piercing Tongue attack is real COOOOL!

1d4 is the damage you get from an 8 inch knife blade. 1d8 is the damage you get from a three foot (36 inch) sword blade. Unless a Licker claw is 36 inches long, it should not be 1d8. Assuming my memory is to scale, they are about 16 to 20 inches long, putting them at short sword sized; thus 1d6 sounds about right.
#350

zombiegleemax

May 21, 2005 18:24:13
Haha! Got both the RE1 remake & RE0 for teh Cube. I'll try to remember to be on the lookout for noteworthy stuff while playing.

Also, should we scour File 2 for ideas as well?
#351

zombiegleemax

May 24, 2005 9:44:23
1d4 is the damage you get from an 8 inch knife blade. 1d8 is the damage you get from a three foot (36 inch) sword blade. Unless a Licker claw is 36 inches long, it should not be 1d8. Assuming my memory is to scale, they are about 16 to 20 inches long, putting them at short sword sized; thus 1d6 sounds about right.

Not arguing, just wondering: does it matter that the attack is actually coming from 4~5 of those claws in one attack? wouldn't that raise your average damage a bit or what?
#352

zombiegleemax

May 29, 2005 18:29:27
Greetings all, tis I, some weirdo with far too much free time on his hands. I've been following up on everybody's contributions to the d20 Redident Evil campaign concept, and I gotta say, I'm impressed. So, because I have nothing else better to do with my life, I'm gonna throw in my two cents worth. I've always believed that the damage for firearms in d20 Modern do not reflect the killing power of their real life counterparts, so I have made a table that shows what I think it should all look like (along with a few new rules to add some more realism to the way firearms are handled). Tell me what you think:

Pistols
Caliber Damage
.22 2D4
.25 2D4
.32 2D4
.38 2D6
.357 2D6+2(19-20)
.40 2D6+1
.41 2D6+1
.44 2D8(19-20)
.45 2d6+2
.454 2D8+2(18-20)
.50AE 2D8+2(18-20)

Pistols (continued)
Caliber Damage
7.62mm (short) 2D4+1
5.7mm 2D8(19-20)
9mm 2D6
10mm 2d6+2

Rifles
Caliber Damage
5.7 2D6
5.56 2D8
7.62 2D10
12.7 2D12

Shotguns
Gauge Damage
20g 2d4
16g 2d8
12g 2d10
10g 2d12

Bipods
Some longarms come equipped with a bipod and this can provide a +2 attack bonus. It takes a move equivalent action to deploy the bipod. The bipod must be resting on an appropriate surface so if the character is out in the open they must be prone. Single shots receive the +2 bonus, burst fire receives a +1 bonus and there is no bonus applied to automatic fire.
If the bipod is not a standard attachment on the weapon one can still be purchased and attached to most longarms (GM's discretion).

Item Size Purchase DC Restriction
Bipod Small 6 -

Bracing
A character using both hands to brace a handgun receives a +1 circumstance bonus to attack rolls.

Shotgun Critical Ranges
Within the first range increment, a shotgun firing buckshot has a critical range of 17-20, after that, the critical range returns to 20. Slugs fired within the first range increment have a critical range of 19-20.

That ought to help you stick it to those mutant bastards
#353

marcoasalazarm

Jun 01, 2005 20:18:56
Where did you get those wepaon damages? Homebrew?
#354

zombiegleemax

Jun 01, 2005 20:41:33
Yeah they're homebrew. I'm trying to balance them out, so I opened up my own thread to do just that, along with getting several of my own house rules evaluated. It's the "Need Some Advice" thread if you sre interested.
#355

layla_minogue

Jun 01, 2005 21:03:14
Since the tongue is the Licker's favored weapon, and a natural weapon at that, it should be allowed to use it more often. I'd give it every round, just like a claw or bite.
#356

gneral_kass

Jun 03, 2005 21:02:15
Wow. Lot's of progress since I've been here. Well, I thought I'd let everyone know that my Res 4 deviant campaign went off amazingly thanks to all the input from everyone. Well, I'm back and I thought I'd start to post again soon. Check yall later!
#357

jediranger

Jun 05, 2005 10:42:54
Hows the .pdf coming The Merciless DM?

Illius_the_Warrior_Pope- Nice weapons Stats.
#358

zombiegleemax

Jun 05, 2005 20:45:17
Thanks. I more or less have them tweaked out to perfection. I didn't change the shotgun stats though, for is there a greater joy than blasting the bejesus out of a zombie with a good ol' boomstick?

_________________________________________________________________

"This is my BOOMSTICK!"

-Ash, Army of Darkness
#359

zombiegleemax

Jun 06, 2005 10:32:13
I have made some stats/files for RE D20 Modern (Word format).
These were posted on the wizards forum about october last year.

I also sent some to rpgdragon, who were making the project.

If you're interested in the files I have, then email me at: [email]SMAY@VODAFONE.NET[/email]
#360

the_merciless_dm

Jun 08, 2005 12:42:52
Roar! I am back, just finished finals, andits about time! I will pick up right were I left off!

I am proud to see that in my absence the thread still continued. I'd like to give welcome to the new people on this thread.

Now to business:
Illius_the_Warrior_Pope all I have to say is WOW! I'd like to see your final product on the weapon damage, cross reference with Wolfgang Blaine and Gunrock's knowledge and then PLEASE LEMME use them in the PDF. Jedi Ranger teh PDF is coming around nicely, though I'd like to add in images of the game and fan art as for it not to boring to the eyes.

Smay I'd like to see what you have aswell.

Gneral Kass Glad to hear your still alive and well. Let us in on what you did to the players.

Soon enough I'll post up the Inmature Tyrrant, which is the one from RE1 with the exposed heart and the huge claw. As for the Licker's claw damage I think I'll increase it to a d6 an that should make a LOT of people happy. Its Tongue Slap is a ranged attack with a max range of 15ft. Like the D&D whip instead it deals Bludgeoning damage and its leathal not subdual. I dont know wether to keep its Piercing tongue ability or not but I'll decide before it goes into the PDF. I promise that the Pdf should be out before next year. I'm still waiting to see Blaine's fan art aswell. ;p

Gunrock and Blaine, would you too mind to re-explain yourte of Fire" fix to Autofire in terms that nonweapon enthusiatic people can understand and also noobs to the d20 system?

Well I'll be checking the thread twice daily! See ya all around!
#361

zombiegleemax

Jun 08, 2005 21:25:28
Based on what I've recieved so far, here's what I think the damage tables should look like:

Pistols
Caliber Damage
.22: 1d6
.25: 1d6
.32: 2D4+1
.38 2D4+1
.357 2D6+1(19-20)
.40 2D6+1
.41 2D6+1
.44 2D8(19-20)
.45 2d6+1
.454 2D8+2
.50AE 2D8+2

Pistols (continued)
Caliber Damage
7.62mm: (short) 2D4+1
5.7mm: 2D6
9mm: 2d4
10mm: 2d6+1(19-20)

Rifles
Caliber Damage
5.7 2D6
5.56 2D8
7.62 2D10
12.7 2D12

I know people are a little uncomfortable with changes to weapon criticals, but facts are, a .357 magnum hits harder than moist other calibers. I made the 10mm damage values the same as the .357 mag because I remeber reading in my Need Some Advice thread that they both have the same killing power. Of course, you can adjust these values as you see fit (though I would keep the shotgun damages and criticals, they seem just about right). I would be honored if you used these rules in your PDF, just as long as you give me a copy :D .
#362

zombiegleemax

Jun 08, 2005 21:28:31
Here's the full shotgun table just in case you need it:

Shotguns
Gauge
10 gauge = 2d12
12 gauge = 2d10
16 gauge = 2d8
20 gauge = 2d6
28 gauge = 2d4
.410 gauge = 2d4

Shotgun Critical Ranges
Within the first range increment, a shotgun firing buckshot has a critical range of 17-20, after that, the critical range returns to 20. Slugs fired within the first range increment have a critical range of 19-20.
#363

zombiegleemax

Jun 09, 2005 18:41:54
You out there, Merciless
#364

the_merciless_dm

Jun 10, 2005 1:50:22
Excellent, now people of this thread what do you say? Do we like the damage tables that Illus has provided?

I do because it add to the variety of weaponry, as in why does a 9mm and a .45 deal the same damage? Anyways I've been a busy body lately. Just look for yourself:


THE BOSSMAN COMETH!

Tyrant-001(RE0) & Tyrant-002(RE1)
Large size Aberration B.O.W.
HD: 9d12+36 (94Hp)
Initiative: -1
Speed: 27ft. Run: 54ft.
AC: 8 (-1 Size, -1 Dex)
DR: 10/ Exposed Heart
BAB/Grapple: +7/+16
Attacks: Claw +11 (2d6+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: None
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Cleave, Frightful Presence (DC20)

Special: Acid wears away a Tyrant’s Damage Reduction by one every 4 rounds its applied and deals double damage if applied to the heart.


Sorry no flavor text yet, I promise there will be for the final product, since I am a perfctionist I leave that for last. This is the RE Alpha prototype and the RE1 (original and remake) Tyrant. Since they both were incomplete but both behaved the same I thought just make one entry.
Be warned before you chew me out over the Acid weakness, we all know that Acid Rounds worked best second only to the magnum and I thought that having continual exposure to acid could wear away its DR as giving the players a chance against these monstrousities.
#365

the_merciless_dm

Jun 10, 2005 1:55:04
Tyrant-00 (Mr.X)
Large size Aberration B.O.W.
HD: 11d12+44 (115Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 12/ Exposed Heart
BAB/Grapple: +9/+18
Attacks: Slam +13/+10 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush

Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.

Special: Acid wears away a Tyrant’s Damage Reduction by one every 4 rounds its applied and deals double damage if applied to the heart.
#366

zombiegleemax

Jun 10, 2005 1:57:38
Ah Merciless DM! You live!

_____________________________________________________________________________

:coolcthul > "Dance! Dance!! Dance like there's no tommrow you magnificant panty clad bespeckled bovine!"
#367

gunrock

Jun 10, 2005 7:44:48
No offense to Illius but his pistol and rifle damages seem to work worst in Resident Evil. Remembering that every pistol and submachinegun that the heroes picked up in the games was a 9mm makes me think that leaving pistol and rifle damages as they are listed in the SRD is the best way to keep this true to the games.

Shotguns should probably get the upgrades, since they are seen as godly weapons in the games (as in most modern fiction).
#368

zombiegleemax

Jun 10, 2005 8:43:25
Just a nitpick merciless, but those tyrants have to few feats (I think they should have three not two or one), unless you were deliberatly trying to make them more like in the game (I haven't played those so I wouldn't know) give them both defensive martial arts and cleave for the first one maybe.
#369

the_merciless_dm

Jun 10, 2005 8:43:59
Ahh Gunrock, I was about to PM you about this matter, you and Blaine. True also RE had you waisting clips to drop foes so it should not be fair to the game to augment the damage delt, but if its done so it should be ever so slightly.

Hey Gunrock remmeber way back when you and Blaine teamed up to create a Autofire rule set that takes into consideration Rate of Fire and such? Could you provide an explanation of such rule that a noob to d20 or someone who knows nothing about firearms would have little to no trouble understanding?

So I have to ask what do you think of these Tyrants? I know I need to change the Damage that their attacks do I forgot to change them.

;p Dweller of the deep Thanks for the input, I too thought that one or two feats were too little but I chose to see what you all have to say. Either way I added in a few more feats that flsesh them out more I think you'll like along with fixing the damages which I forgot to do. And Frightful Presence!!! Remember Fear effects?
#370

gunrock

Jun 10, 2005 9:13:55
Hey Gunrock remmeber way back when you and Blaine teamed up to create a Autofire rule set that takes into consideration Rate of Fire and such? Could you provide an explanation of such rule that a noob to d20 or someone who knows nothing about firearms would have little to no trouble understanding?

Not at the moment. I'm still trying to figure out the language of such an explanation. Every time I think I'm starting to get it, I realize what a long winded and confusing jerk I am.

For this thread I tend to lurk in the shadows until I actually have something to contribute.
#371

zombiegleemax

Jun 10, 2005 12:47:15
Yes, I know the back bone of most RE weapons was (and probably still is) the 9mm, but as Merciless brought up, you spent a lot of time pumping round after round in enemies before they'd finally die (espically Hunters). As I found put in my thread, the 9mm ain't exactly an impressive caliber and is poorly suited to combat zombies and freakish mutant hellbeasts (in RE4, the first weapon Leon had was a .45). Besides, with d20 Modern, the players do have a wider selection of weapons than in video games.
#372

saitou

Jun 10, 2005 13:17:13
Yes, I know the back bone of most RE weapons was (and probably still is) the 9mm, but as Merciless brought up, you spent a lot of time pumping round after round in enemies before they'd finally die (espically Hunters). As I found put in my thread, the 9mm ain't exactly an impressive caliber and is poorly suited to combat zombies and freakish mutant hellbeasts (in RE4, the first weapon Leon had was a .45). Besides, with d20 Modern, the players do have a wider selection of weapons than in video games.

True. The only reason 9mm were used was to mantain consistency with all handgun ammo, so you wouldnt get .45 bullets when you needed 9mm. Remember RE2? The Browning HP is a .40 cal, yet it fitted 9mm

RE games after that stuck to guns that used 9mm only(well....mostly), so I dont think it's so bad to change the damage chart. In fact, I'm gonna apply it to every campaign. The only thing I dont like is .22LR being 2d3.
#373

zombiegleemax

Jun 10, 2005 13:30:07
Yay! Somebody likes me! I've always had problems with the .22, so its alright if change it. The other real annoying ones were the .454 Casull, .50AE, and 5.7. I remeber sqrl101 posting a variant for the 5.7 that I liked, so tell me if this seems right:

5.7: 2d6 (reduced Damage Reduction by 1)
#374

saitou

Jun 10, 2005 13:32:04
Er.....who said anything about liking you?

Also, to anyone, please check my won RE thread and comment ^^;; (should be on page 2 of the threads).
#375

zombiegleemax

Jun 10, 2005 13:35:45
Heartless bastard :raincloud
#376

saitou

Jun 10, 2005 13:38:05
Man, dont take it the wrong way, I barely even know you. I was just agreeing with you earlier.

Carajo...
#377

zombiegleemax

Jun 10, 2005 13:48:55
I know, I'm just kidding. I also threw in my 2 cents on your thread, so no hard feelings, k? I didn't think you'd take me that seriously on both posts, so I'm gonna go ahead and say sorry if I p***ed you off or anything. :surrender
#378

zombiegleemax

Jun 12, 2005 7:47:09
Not at the moment. I'm still trying to figure out the language of such an explanation. Every time I think I'm starting to get it, I realize what a long winded and confusing jerk I am.

Yeah, I have the same problem. I'll have to give that a once-over myself.

Merc DM, bravo on the tyrants! Very solid. I say that givng them additional feats is up to the individual GMs.

Illius, good Ideas, especially the shotgun mods. Curious: are you using muzzle energy for reference?

Don't know what I'm going to do about that fan art, btw. I may have to go raid a friend's scanner, cuz mine's power cable went AWOL. I have Adobe Illustrator now, however, so once I do get them on the computer I'll be cooking wth gas.

I'll start cooking that Nemesis class when my head stops hurting so.
#379

jediranger

Jun 12, 2005 7:55:07
Bravo on the Tyrants.
#380

zombiegleemax

Jun 12, 2005 10:17:32
Nice monsters those tyrants, I like monsters with lots of character and few special abilities.
#381

the_merciless_dm

Jun 12, 2005 12:32:43
Thank you all for the input! I try to do my best. I am now working on the Hypnos Tyrant from the "Gun Survivor" game, and Morpheus (the only female tyrant) from "Dead Aim". Also working on the G-Tyrant which I'm going to give the controlled mutation ability to (Remember the G-virus Random Mutation tables).

I'll be play testing some of these rules soon enough aswell. On that note are will we be keeping Illus' Shotgun damage table?

Also do not worry, my passion for writing will garante that all moster entries get flavor text as those found in the Monster Manual 3 (I liked that book over the MM2)
#382

zombiegleemax

Jun 12, 2005 18:15:12
This really doesn't have much to do with my firearms conversion, but I just couldn't pass this little gem up on the website I found it on :D

Laser Cannon

This actually exists!! This fires a high powered laser that can decimate anything it hits. The laser itself is invisible, though those who favor a cinematic flair can make it appear however they wish. This is only available on the black market. The rate of fire is once per minute since it has to cool off after every shot (you really don't wanna try using it before it cools down; trust me). It looks like a giant platform with a cannon on top. While in real life the laser itself is invisable, the Cannon will produce a sound similar to a thunderclap when fired.

Progress Level
PL 5: Information Age

Weapon: Laser Cannon
Damage: 20d6
Damage Type: Fire
Range Increment: 1000 ft.
ROF: Special, see text
Size: Gargantuan
Weight: 5 tons
Purchase DC: 60
Restriction: Illegal (+4)

I know this ain't the kind of weapon who can just fit in your back poecket and whip out whenever you need to fry a horde of zombies, but it should make for a "one time wonder" weapon for DMs who are into cinematics. While I've never palyed Resident Evil 3 myself, I remeber Jill frying that bastard Nemesis with a weapon similar to this in the novelization. Well, enjoy!
#383

the_merciless_dm

Jun 13, 2005 0:09:35
Thats kool, it does reminf me of something related to RE, to be more exact it reminds me of how to kill the Nemesis in RE3: Nemesis. Do you guy remember the Rail Gun (Canon) which you had to run around to lure the Nemesis into it? Well thats what it sounds like to me. Although the Rail gun was big it was not Gargantuan.
#384

zombiegleemax

Jun 13, 2005 7:15:27
Real rail guns are quite big, though. They use magnets to fire huge construction-size rails at high velocities. So big, in fact, that they're mounted on battle ships. Don't know if there are any in service, I think there's only prototypes-if any- left because the project was scrapped a few times.

Nifty having a head full of useless information.

I'm definitely in favor of the shotgun table, btw, I'll have to give the others a test before I put in my vote on them.
#385

zombiegleemax

Jun 13, 2005 7:19:25
I'm running a campaign which is based on both RE and Hellsing, and I was wondering, although Vampires are immune to diseases, would they actually be immune to the T-virus and other viruses which Umbrella created? They aren't natural and so it might affect them..if so what would the profile for a Vampire T-Virus Zombie be? (What I may do is make it affect Lesser Vampires and not the older more powerfull ones)
#386

the_merciless_dm

Jun 13, 2005 8:43:46
Very interesting. Vampires have no Constitution score so there-by would be naturally immune to all virii. But you could have a Vampire be a carrier of one of these virii and all his victims instead of tuning into a vampire would turn into mindless zombies. Now the G-virus if the human host had the G-virus, no I dont think so... The problem here is this: "in game terms life is defind with a Constitution score" if you have a Con of 0 you are either in a coma or dead (undead falls under this category be it virus or supernatural). A virus requires a living host for it to get nurished a vampire is not living therefor cannt maintain the virus alive for long, kindof like the same reason the AIDS virus dies inside a Mosquito's body, it cannt get the appropriate nurishment. I think you would be better off with the Vampire Carrier, have it be Infectious for 3 weeks before the virus dies inside of it but it wouldn't get any bonus' from the virus besides a vampire is already enough of a hazard.

Dont know if this is what you were looking for but its the science of the game behind what you wish to do. Hope I helped you out somewhat. ;p
#387

zombiegleemax

Jun 13, 2005 9:14:21
But one of the ways the T-Virus operates is by basically destroying the brain chemistry of whatever it opperates and degrading its host to its basic instincts..feeding. It doesn't actually feed on anything and it crosses most ,if not all, boundaries in species...a vampire still has a brain and in that way a T-Virus could still affect it (I normally try to make something make sense and then apply the appropiate rules..sometimes things do clash, like undead having disease immunity)...but what you say is also true, hence why I was thinking of only making it work on lesser vampires (like the ones in Hellsing, the anime)
#388

the_merciless_dm

Jun 13, 2005 21:50:38
Well it is your game, run it as you wish. I wouldnt allow T-virus created vampires, nor allow T-virus to infect a such even if they are fledglings or ancients but set it up as you see fit. Thats my two cents, feel free to use the material here that applies and let us know how it goes and what went "wrong" and how you fixed it. ;p Playtesting is what will help make this system better. Good Luck!
#389

zombiegleemax

Jun 14, 2005 9:41:04
If the Vampire feeds regularly, I think they could carry the virus indefinitely, multiplying within the host's living blood. Actualy, the virus might compete for nourishment from said blood, making the VP need to feed more often or something. Also, it'd be nearly impossibel to get rid of it unless the VP was drained; either killing the VP or putting them in Torpor, depending on which lore you're using.

weird. My head hurts.
#390

the_merciless_dm

Jun 14, 2005 11:03:37
You do have a point. Remember Blade 2? The Reaper strain is something I liked I found it very interesting, well anyways if feeding often then yes let it carry the virus but you would need to develope some house rule for how often it has to feed for the virus to stay alive. Example the T-virus created zombies only would last for 3 weeks after which they would just re-die (I made up a word!) Have these Vamps die after 3 weeks if they dont feed enough, and also let them feed from humans and other vampires that way its more dramatic and the other Vamps would hate to come across these things instead of just having "Ewww sick Vamp I'm not touching you!" now you have "This is outrageous! Its against the laws! Vampire must not feed amongst another Vampire!" In this sense they would behave a lot like Reapers from the Blade 2 movie.

Just do as you see fit, aslong as you all have fun its good!
#391

hellkite2501

Jun 14, 2005 20:27:12
you could give vampires con scores if you made them living beings like the blade vampires.
#392

the_merciless_dm

Jun 15, 2005 23:23:33
Well getting this thread back on track, here is Another Tyrrant this time the one form Code Veronica which had no Exposed Heart what so ever.


Tyrant-078 (Code Veronica)
Large size Aberration B.O.W.
HD: 15d12+60 (157Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 14/ --
BAB/Grapple: +12/+21
Attacks: Slam +16/+13 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush, Cleave

Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.
#393

the_merciless_dm

Jun 15, 2005 23:55:47
Tyrant-091 (G-Tyrant)
Large size Aberration B.O.W.
HD: 15d12+60 (157Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 14/ Backside of the Head
BAB/Grapple: +12/+21
Attacks: 2 Claws +16/+13 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits,
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush, Cleave

Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.

Controlled Mutation: The G-Tyrant was created using the G-virus in the Tyrant project this version has been enhanced so it has control over its mutation. Meaning that it does not mutate as a G-Type, but it can use 1d20 HP to produce a Mutation from the Random Mutation’s Table.



G-Virus Random Mutation Table:
Roll a d12 to determine the mutation

01......Multiple Legs
02......Multiple Arms
03......Multiple Eyes
04......Tentacle
05......Massive Growth
06......Wings
07......Blade Claws
08......Tougher Skin
09......Poisonous Spray
10......Acid Spray
11......Bone Spikes
12......Roll twice on the random mutation’s table

Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creature’s base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: 1d4 number of eyes sprouts on random locations, the creature cannot be flanked.
Tentacle: The creature’s gains ranged touch attack +5 up to 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one size category larger all stats change accordingly.
Wings: The creature sprouts batlike leathery wings a Fly speed of 40ft. with average maneuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 to attack.
Tougher Skin: The creature's hide thickens granting it a Damage Reduction of 2/--
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice on the random mutations table: Self explanatory
#394

saitou

Jun 16, 2005 1:38:50
I remind you that characters dont have a 'facing' per se, so there is no actual facing that can be called their 'back'. If anything, make it DR X/head. But back?
Sounds silly.

As to the rest, mighty good. I'd dumb down the Wings mutation a bit, not many people can cast Fly on the go.
#395

the_merciless_dm

Jun 16, 2005 10:34:45
Sorry about that! Its supposed to read Back of Head. I'll edit it now.
#396

jediranger

Jun 16, 2005 10:39:58
Very good on the next wave of Tyrants.
#397

zombiegleemax

Jun 16, 2005 14:46:39
I think that vampires that are formed from a virus like in Blade and Underworld were discussed in the most recent issue of the FREE e-zine "Modernized."

_________________________________________________________________

:coolcthul > "No one will be prepared for the horror that is THE COLLECT CALL OF CTHULHU!!!"
#398

zombiegleemax

Jun 16, 2005 16:02:12
Well, someone apparently had some problems making the vampires from Hellsing viable without a CON score. The reason it's so hard, is because they do, in fact, have one. Being alive tends to have that side effect.

Vampire
Type changes to Abberation
Hit dice remains the same
Abilities increase as follows:
Roll percentile to determine two statistics, exclude Constitution (instead increasing it by a base amount) or choose them;
Example: 1-20=Strength, 21-40=Dexterity,41-60=Intelligence,61-80=Wisdom, 81-99=Charisma, 100=roll once more.
Increase the generated Ability scores on amount determined by existing hit dice, and increase them upon advancement.
1-4=+2,5-8=+4,9-12=+6,13-16=+8, 17-20=+10
Consititution increases by 4.
Double base speed, to a maximum of 80 feet.
The creature must make a Will save DC 30, upon a success, nothing happens. On a failure his allegiances change to Chaos, Evil, Suffering, Panic, Sadism and the Culinary Arts.
Species Traits:
Mutation Buffet (EX): Being a child of the twilight has it's downfalls, especially when you're nothing but a cheap imitation. Note these are all extraordinary abilities and do not incur the mutation point bonus or penalty related to them.
Ultraviolet Allergy: Ultraviolet Light causes this creature to take 2d6 points of damage per round he/she is exposed to it. This effect also combusts any armor, clothing, or flammable items being worn or held by the creature.
Fangs: The creature's canines increase slightly, just enough to warrant a natural bite attack. Damage per size; 1d6 medium, 1d8 large, extrapolate on up. You must have pinned a creature in a previous round in order to bite them. This bite attack causes 1d2 points of consitution damage. In subsequent rounds, 1 point of constitution damage occurs after the initial bite attack. This damage continues until the pinned creature dies, or until a DC 15 treat injury check is made to stop the bleeding. (You may also allow a fortitude save to stop the bleeding. I mean I know I've seen people get cut across the vagus nerve and use their inner strength to stop the bleeding.)
Blood Hunger: The creature is now required to drink one pint of blood every 24 hours. If no blood is ingested, the creature suffers 1d4 points of constitution damage, 1 of which is drain.
Trial and error (EX): Unlike other abberations, this creature does not recieve darkvision for changing it's type. It does, however, retain any forms of vision it had prior to being turned.
Create Ghoul (EX): After draining a pinned opponent of blood, once the amount of Constitution damage equals the opponents constitution score, he falls to the ground. The creature is allotted a fortitude save, DC 20 to prevent himself from coming back as a ghoul. Treat a ghoul as a zombie with hit dice equal to it's original creature, however, instead of becoming undead, the creatures type changes to abberation. They gain damage reduction 3/-. Ghouls lose all class abilities and feats they had in life, but they retain their armor and weapon proficiencies.
Special Qualities:
Damage reduction 5/Silver or Wood
A Vampire cannot be raised from the dead, and upon death becomes a pile of dust.
#399

gunrock

Jun 16, 2005 17:28:43
An autofire attack is firing a large number of bullets at a piece of real eastate in the hopes of hitting everything on that piece of ground. Weapons with a high rate of fire are especially well suited to this task, though more ammunition must be fired to gain this benefit.
Rate Of Fire........600....1200...1800....2400.. ..3000.....3600....4200
Bullets Fired.........10......28.......46......6 4........82.......100......118
Dice of Damage...2dX.....2dX.....3dX....3dX..... .3dX.......4dX.....4dX
Refelx Save DC.....15.......16......17......18...... ..19........20........21

The type of dice is based upon the weapon's base damage (d6, d8, d10, etc).
All autofire capable weapons can be used as if their RoF was lower (minimum 600 rounds per mminute).
For specific rates of fire for specific weapons you can check google and other resources; there are simply too many to list in this limited space. Round down (minimum 600 rounds per mminute) for rates of fire that are not on this chart; if a weapon can make autofire attacks and has a Rate of Fire lower than 600rpm then treat it as a 600 rpm weapon.
#400

the_merciless_dm

Jun 17, 2005 20:04:26
Great! Thanks this will help. I'll post later something of substance.
#401

zombiegleemax

Jun 18, 2005 13:37:08
Bravo, Gunrock!
#402

the_merciless_dm

Jun 18, 2005 18:32:24
I have finished the Hypnos Tyrant and all its incarnations (three stages) and I am currently adding the missing Skills to the Monster entires. Though I doubt the Zombies have skills they will be recieving Spots and Listens. Also I'd like to know what SKILLS you think the monsters should have. Such as the Tyrants they should have Jump and Climb Skills, no? I'd like your input people, so thanks in advance. Lickers have a Listen up the wazoo, I'm thinking of giving it a +10 Racial to it. If it ever looses its ability to Listen then it is effectivly blind. Stuff like that is what I want to provide.
#403

the_merciless_dm

Jun 19, 2005 2:24:58
Hypnos Tyrant Stage I
Medium size Aberration B.O.W.
HD: 9d12+36 (97Hp)
Initiative: +6
Speed: 45ft. Run: 90ft.
AC: (2 Dex)
DR: 6/ --
BAB/Grapple: +5/+14
Attacks: Claw +9 (2d6+5)
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: None
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +3, Ref +4, Will +1
Abilities: Str 20, Dex 15, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Toughness, Improved Initiative, Frightful Presence (DC18)


Hypnos Tyrant Stage II
Large size Aberration B.O.W.
HD: 12d12+48 (125Hp)
Initiative: +5
Speed: 30ft. Run: 90ft.
AC: 10 (-1 Size)
DR: 12/ --
BAB/Grapple: +9/+18
Attacks: Slam +13/+10 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush


Hypnos Tyrant Stage III
Large size Aberration B.O.W.
HD: 17d12+68 (178Hp)
Initiative: +4
Speed: 48ft. Run: 96ft.
AC: 9 (-1 Size)
DR: 14/ --
BAB/Grapple: +12/+21
Attacks: 2 Claws +16/+13 (2d8+6), Bite +11 (2d6+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +6, Will +5
Abilities: Str 23, Dex 16, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC22), Improved Bull Rush, Cleave, Multiattack

Well what do you think? These are the Tyrants from the Dead Aim game. The last Stage of the Hypnos Tyrant looks like a big blue Mr.X crossed with a Hunter from the first RE. check out Residentevilfan.com for pics and stuff. The first stage looks like a human, blue tinge polished skin almost alien-like. Stage two is just bigger and stage three is well monstrous. These Tyrants are fast, faster than normal! I will be using the following formula in all REd20 related stuff: Dexterity x3 = Speed in feet. This counts for Monsters, enemies and Players. Since its only logical. To determine the Challange Rating for any of these creatures use the following formula: #HD +2 = CR
#404

zombiegleemax

Jun 19, 2005 3:32:08
Bloodthirsty abombinations made by little sexually frustrated scientists with a God complex that have a grotesque alian visage; it's a dream come true (tears of joy)
#405

zombiegleemax

Jun 19, 2005 7:34:18
Remember all the tyrants have at least 9 ranks in intimidate.
#406

the_merciless_dm

Jun 19, 2005 9:31:56
"Bloodthirsty abombinations made by little sexually frustrated scientists with a God complex that have a grotesque alian visage; it's a dream come true"

WOW! I am speachless, at last someone truely understands me! (thants why my major is in Genetics) I even live in a secluded Island.

Dweller thanks for reminding me! ;p
Anything else?

I have a doubt, an insecurity that I would like to be put at ease. Do you think the Tyrant's (all of them) Damage Reduction is a little TOO much? I mean look at the ammount of HP they have then take into consideration its DR, is it too much? That has been bothering me, and thats why I gave the most comon ones the Acid weakness but the more elaborate one Sheeesh, Overkill . Dont get me wrong I love for the players to have to really battle it out hard, but I'm talking Game Balance issues here. Please help me put this to rest.
#407

zombiegleemax

Jun 19, 2005 11:02:15
What different ways were the tyrants killed in the games/books/movies they were in (meaning: by what were they killed weaponwise), I would kind of like to know seeing as how they are immune to pretty much all firearms due to their DR.
#408

the_merciless_dm

Jun 19, 2005 12:14:19
Rocket Launcher after being pummeled by countless rounds from Magnum fire and any other weaponry you might have on your inventory. That is about it. Mr. X would not go down though.
#409

zombiegleemax

Jun 19, 2005 12:17:33
Then their DR doesn't seem unreasonable, but if you wanted the players to be able to take care of one without insanely deadly weapons I could see lowering it, but then I have never worried about how my players will deal with a monster I have made, they will always surprise me with their solutions.
#410

the_merciless_dm

Jun 19, 2005 14:33:53
Anyone else have any constructive critisisms? Next up is the Eliminator (T-virus infused Babon) and some other creatures.
#411

gunrock

Jun 19, 2005 16:09:09
Anyone else have any constructive critisisms? Next up is the Eliminator (T-virus infused Babon) and some other creatures.

I'd give them Natural Armor and then lower the DR some so that fewer rounds hit vital spots but those that do have a hard time piercing the flesh.

Of course, this assumes that you didn't change armor to DR and I just missed that somewhere.
#412

the_merciless_dm

Jun 20, 2005 0:16:33
Well I've been thinking on the Toughness feat and on the definition of the word "Tough", so I came to the conclusion that have a feat which makes you "tougher" only grant 3 more Hp is rediculous, so this is what I came up with:

Toughness
You are tougher and hardier than normal allowing you to shrug off some damage.
Benefit: You gain a Damage Reduction of 3/--
Special: You may only take this feat once and only at first level. It stacks with any other Damage Reduction like that of the Tough Hero's Damage Reduction Talent and/or armor (if armor = damage rediction is in use).

This would really make players want to take the Toughness feat other than just adding 3 measly Hp to their stats. What do you all think? To me this is not really importantly related to RE, but I was thinking about this today.
#413

zombiegleemax

Jun 20, 2005 6:18:48
I like that.

But come to think of it, it would also make toughness more useful if it added 3+(char's Con mod) hp instead of just 3.

That's if you wanted to go the way of hit points.
#414

zombiegleemax

Jun 20, 2005 6:24:59
That's actualy not a bad idea wolfgang...is it just me or is that Gunrock and Razorclaw growling with fury cuz Marciless basically called the original "Toughness" feat useless?
#415

jediranger

Jun 20, 2005 7:52:39
Just alittle off topic, but would we need to create any new rules for people interested in Zombie PCs?

I was playing Resident Evil:Outbreak with a friend and we talked actually playing out a zombie would be pretty cool.

Instead of creating a new character right away, the player adds the Zombie Template or something like that and plays as a Zombie.

Just a Idea. Good work on the Tyrants by the way, I think that all the Monsters should have skills but not a wide range of them.
#416

zombiegleemax

Jun 20, 2005 8:08:19
While the concept of a Zombie PC is fairly interesting, about the only thing they would be capable of would be shambling about haphazardly moaning and grunting while in their futile search for sustinance.
#417

zombiegleemax

Jun 20, 2005 9:49:43
DR 3/- is imho to powerful for a feat, I like how a lot of d20 based videogames do toughness though, where toughness = +1 hp/lvl and it applies retro and proactivly, I replaced toughness with that and allow you to take it more then once.
#418

the_merciless_dm

Jun 20, 2005 9:56:10
Jedi Ranger the Force is definitly strong with you. I was thinking something similar, and yes a set of rules would be requiered, but instead of playing a zombie and shambling around, he could play a Crimson Head. Either way have him start off as a normal Hero then let him get infected after that its all a matter of time. Apply the Zombie template with the numerous changes that we've made and slowly have him degenerate to a Crimson Head and if you feel like treading unknown waters have him play a Licker afterwards (if he survives). Thats the fix for now, but later on when we get to the Thinktank stage we can go crazy with this. Someone had previously posted about T-virus mutants being playable. I would also use the Random Mutations Table, a G-virus carrier and finally have him make Fort Saves to gradually turn him into a hideous abomination, a mockery of what he once was. The theme for this game would be Time, the search for an antidote.

Well that's my two cents on that subject for now.

Now Blaine great idea, we could go with your proposition, but I was thinking on something to make Toughness more appealing to players and to represent true "Toughness". Hp is what makes players feel safe, the higher it is the better, right? Well I dont want them to feel better I want them to take a little more damage in each encounter to make them really sweat it out. Besides if I choose to use this variant to the feat It can make the Resident Evil zombie stat much more difficult to kill. The T-Zombie has little 19 Hp and a DR: 2/-- and the Toughness feat; in this variant he would have 16Hp and a DR: 5/-- making it much more Hardier, but it can also work for the players too. Meh, I dont know its too early for me. ;p
I'll be back latorz.
#419

the_merciless_dm

Jun 20, 2005 10:00:16
DR 3/- is imho to powerful for a feat, I like how a lot of d20 based videogames do toughness though, where toughness = +1 hp/lvl and it applies retro and proactivly, I replaced toughness with that and allow you to take it more then once.

Very interesting, I wonder why I didn't think of that. Take it at X level and get +X Hp and allows for multiple selctions. Must return to my cave and think meditate on this. Good one Dweller. ;p
#420

jediranger

Jun 20, 2005 10:24:07
Jedi Ranger the Force is definitly strong with you. I was thinking something similar, and yes a set of rules would be requiered, but instead of playing a zombie and shambling around, he could play a Crimson Head. Either way have him start off as a normal Hero then let him get infected after that its all a matter of time. Apply the Zombie template with the numerous changes that we've made and slowly have him degenerate to a Crimson Head and if you feel like treading unknown waters have him play a Licker afterwards (if he survives). Thats the fix for now, but later on when we get to the Thinktank stage we can go crazy with this. Someone had previously posted about T-virus mutants being playable. I would also use the Random Mutations Table, a G-virus carrier and finally have him make Fort Saves to gradually turn him into a hideous abomination, a mockery of what he once was. The theme for this game would be Time, the search for an antidote.
.

So, they evolve? Good Idea. The longer it takes, the worse it gets. I like it. :D . Ill throw around some ideas around, but ill wait to put stuff together.

Ill probaby work on it after finals which end tomorrow.
#421

the_merciless_dm

Jun 21, 2005 19:01:45
I always suggested that they evolved, well since I read that on a file in one of the games that said they might do so and in the remake of RE1 they would slowly mutate into somethings else. Eventually supporting the Licker-mutation concept that I read somewere (cann't recall were).

Anyways Jediranger I would like to see what you come up with.
;p
#422

zombiegleemax

Jun 22, 2005 6:59:33
Ah, that reminds me. Why don't we invent different stats for the 'Nekkid zombies' and the similar-in-appearance-but-not-in-abilities 'grave zombies'.

Technically, the nudists, found in labs, were supposed to be faster due to lack of sagging flesh/clothes to encumber them (if they were actually faster I couldn't tell, but it wold be a nice change of pace in a d20 game).

The half-rotten zombies that crawled out of graves in a few of the games (RE3 and Code Veronica imediately springs to mind) were the opposite however because of their advanced decay. They're weaker and more fragile.

I don't think it would take a whole lot of changing to the stats of a 'Ye Olde Generic Zombie', maybe just adjusting the physical attributes a bit.

Oh yeah, one more thing. My roleplaying group is full of a bunch of comedians, so there's a lot of goofy things I throw in stories that are like puns of the games. They don't make a lot of sense, but they do help make it feel like a true Resident Evil experience:

-Bodies myteriously vanish when characters leave a room.
-Any pursuing enemy forgets what its doing when the character enters a typewriter room.
-To make the typewriters important, they are the only place that a character can redeem EXP to gain a level.
-Whenever a character uses a key, I quote exactly: "There seems to be no further use for this key, do you wish to discard it?"
-Magnums do an unrealistic amount of damage; one additional die in d20 system (Desert Eagle does 3d8)

And stuff like that. Give it a try once, it's fun!
#423

the_merciless_dm

Jun 22, 2005 10:21:27
"To make the typewriters important, they are the only place that a character can redeem EXP to gain a level."

I do something similar. What I do is: a randomly placed typewritter (in a room of course) is the only place I allow my players to know how much Xp they have gained and if they level up.

Now for the nekkid zombies and stuff, lets discuss that. In the Pdf I'll add an Appendix about the changes that would have to be made to the T-Zombie to represent their many different incarnations such as the Nekkid zombies, and the grave poping ones. How 'bout that? And anyone else got anything?

Here is the Stat block:

T-zombie
Medium size Undead B.O.W.
HD: 2d12+3 (19Hp)
Initiative: +0
Speed: 15ft.
AC: 10
DR: 2/--
BAB/Grapple: +1/ +3
Attacks: Slam +2(1d6+1), Bite +2(1d6+1)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab
Special Qualities: Infectious, Undead
Saves: Fort: +0, Ref +0, Will +3
Abilities: Str 12, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: None
Feats: Toughness

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Any T-zombie that is reduced to 0 or less hit points “dies” but unless its head/body connection is severed or they are destroyed/burned or they will rise in 1 hour as an Acid Spitter.
#424

jediranger

Jun 22, 2005 14:29:38
Now that school is finally done. I can start to put some real work out here. I think I was making some adventure ideas up and some normal Umbrella Workers and such.

-Ill do a typical Umbrella Scientist, UBCS soldier and Umbrella Security Personal.
-I already made three adventure ideas, should we make more?
-I'm still thinking of some Player/Zombie ideas.
-Should any classes be made? Not STARS or UBCS but something new and Resident Evilish?
#425

zombiegleemax

Jun 22, 2005 14:59:39
Hey I'm new to the forum and haven't looked through this whole thread yet but I have a copy of a Resident Evil Netbook for the Call of Cuthullu d20 game. I'm sure it wouldn't take much to convert it to d20 modern. If you'd like let me know and I can email it to any interested party.
#426

hellkite2501

Jun 22, 2005 16:07:03
is there a e-book made for this yet?
#427

zombiegleemax

Jun 22, 2005 16:28:34
You'd have to ask the Merciless DM when he comes online.
#428

jediranger

Jun 22, 2005 16:39:27
I believe it is in the making. Its coming soon. Hopefully.
#429

hellkite2501

Jun 22, 2005 22:51:03
What dose B.O.W stand for
#430

zombiegleemax

Jun 22, 2005 23:13:04
I think its Bio Organic Weapon.
#431

the_merciless_dm

Jun 22, 2005 23:21:21
Hey I'm back with a vengence!

johnpatrickmcp if you read the very first post you know what this thread is about. That PDF was very badly thought out. The Monster's Stats dont make any sense for starters. Secondly a lot of what makes RE ...well umm... RE is not present either. Third a lot of new games have been released since then and they require a place in it aswell.

hellkite2501 that is our goal I pressume. And I will be acting as editor of the e-book. Also B.O.W means "Bio-Organic Weapons" or someplaces "Biological Weapons" either way it means the use of a "living" being as a weapon, or a weapon that biologically affects its victim.

And again please help out, How do you think, the many varieties of Zombies differ in? I am reffering to thir Stat block, for example those that have been risen from cemetaries ala "Of The Dead" should have lower Hp and DR reflecting thier higher state of decomposition, dont you agree? Nekkid ones should have a slightly better Ref since the clothes does not hamper their shambling, and to include that they dont catch on fire as easily as those wearing clothes. A Fire Wrapped Zombie deas 1d6 fire damage to what ever it strikes but it is severely weaker in Hp to the normal generic stat block. And such suggestions is what Blaine and I were looking for.

Well check up soon.
#432

the_merciless_dm

Jun 24, 2005 19:07:01
Well its about time the boards are up again. ;p

I say Land of the Dead last night and I gotta say it was awesome. Better than the RE movies, I recomend it to all of you, good flick. Now it does raise some questions for the RE world aswell. In Romero's world the people change in an Hour from the initial infection, now in RE how long does it take? I cannt remember and I know I had posted some infection rules on this thread but I dont know wether or not they are correct.

Also the more I think of it the more I like Blaine's idea of changing "Ye Olde Generic Zombie" stats a bit. I already have altered them to be more aggresive than the norm. and made them mutative to some extent. I am considering giving them an Intelligence score of 2 through 4 (that of a wild animal) to reflect their once human but now bestial behavior there in adding a whole new level of creepy and allowing for Gm's like me to create a even more in depth game or campaign? Not only that but the other creatures should have Intelligence scores too, not too high though. I'm thinking using a Predator's Intelligence score like that of a wolf, see Zombies act out in groups like Wolves hunt in packs, wolves can comunicate but can zombies? Or better yet could they?

Think about it a while.
#433

zombiegleemax

Jun 24, 2005 19:10:31
Just wondering how the rules for madness are coming along. Thought the fear and horror rules that I saw some pages back were quite good, and I'd love to have madness rules to correspond to them.
#434

the_merciless_dm

Jun 24, 2005 19:45:15
villianousmorality I had put those on hold untill I had finished with the Tyrants atleast. I have been working slightly on them resently, dont worry its already moved up in priority. It should be the next post of true importance.
#435

zombiegleemax

Jun 24, 2005 21:05:04
Well its about time the boards are up again. ;p
I say Land of the Dead last night and I gotta say it was awesome. Better than the RE movies, I recomend it to all of you, good flick. Now it does raise some questions for the RE world aswell. In Romero's world the people change in an Hour from the initial infection, now in RE how long does it take? I cannt remember and I know I had posted some infection rules on this thread but I dont know wether or not they are correct.

I'm back with something to contribute to the project again!!
Okay then, I'll consider renting Land of the Dead (I've never seen the Dead series) when it comes out on DVD. As for the time it takes for the T-Virus to mutate a human being, I personally don't know. In most of the RE games, the main characters are immune to the virus unless it moves the plot of the game along. Only in Outbreak has the issue been addressed. How fast depends on a fixed "infection rate" that I assume is tied into the endurance, physical well-being, and general health of the character. The combat monsters of the party (the cast remains the same for both games) have the longest times and Yoko, the hacker, has the shortest. For some reason I seem to remember the numbers being between a half hour and almost an hour depending on the character.
#436

the_merciless_dm

Jun 24, 2005 21:40:28
Mmk, so the Infection rules I had previously (ages ago) posted are concise then. If I recall they required Fort Saves with the DC increasing per every infection (meaning actually being DAMAGED by a infectious creature) increases the Difficulty of the Save. Thanks Psi for that.

Can anyone search for RE Outbreak File 2, since I read somewere that there are new mosnters there. I'd like to know what they are and how they function in order to stat them out. I'm out again. Its almost closing time here at the video (YAY!)

Lator.
#437

zombiegleemax

Jun 25, 2005 6:58:27
I'm thinking using a Predator's Intelligence score like that of a wolf, see Zombies act out in groups like Wolves hunt in packs, wolves can comunicate but can zombies? Or better yet could they?

Think about it a while.

Personally I always thought of the horde of zombie more as a mob then a hunting party. Remember that zombies are only interested in eating for themselves. Not for hunting food for the group. Also the wolves have been trained from an early age to hunt and to communicate with each other. The best I would appy to the zombies would be a group interest with individual goals.

Mindless mob or well planned out hunting party?
#438

zombiegleemax

Jun 25, 2005 8:01:36
I'd say mindless mob from what I know of typical zombies, or maybe there could be alpha zombies that order the others around and are more aware of their surroundings then other zombies are.
#439

zombiegleemax

Jun 25, 2005 8:25:36
I thought about the alpha zombie too. Just need to work out the template for it.

Also I was thinking, Romero is the father of t he modern zombie story as we all know. He even had a hand in RE if I remember correctly. Well in Romero's story line zombies can use very simple tools IE clubs or as in Bub's case a gun. Why not over time let them figure out that all zombies what food and and learn to follow other zombies toward that goal. I'd not let thme develope tactics but I might let them try different ways into places if the first fails. Just a thought to chew on and let grow like a tough tastleless peice of steak. :-p
#440

trappedslider

Jun 25, 2005 10:54:50
In the new Land Of the Dead movie,the zombies learn how to "speak" to each other and use guns and other implements of destroing stuff.
#441

alacar_deathstone

Jun 25, 2005 12:07:55
Hey everyone!

Now, I know it is sort of proper etiquette to read an entire thread before posting, but I couldn't help myself. I was curious, could someone, if they would be so kind, post a little description of some of the monsters? (Like the Licker, Hunter, and such). I have only very little experience with RE, but I am interested in DMing a game for a few of my local gamers. Any help, at all, would be appreciated! I could also lend a hand with any rules problems or anything like that.
#442

jediranger

Jun 25, 2005 12:38:30
Monsters
Complete List of Resident Evil Monsters
Viper, Crocodile
Nemesis
G-Phage Zombie
Licker
Hunter
T-Virus Zombie,Acid Spitter ,Crimson Head
Chimera, Drain Deimos,Brain Sucker, Hunters, Glimmer, Ivy, Bandersnatch
Nautilus, Torpedo Kids, Leech, Leech Man, Albinoid,Gulp Worm, Tyrant,Neimisis
Cerebrus
Tyrant (RE0+RE1)
Mr. X
Tyrant-78 (Code Veronica)
Tyrant-91 (G-Virus)
Hypnos Tyrants
Variants of Zombies
Hunter Omega
Animal Zombiefier
More Zombiefied Animals
Revised Viper, Crocidile, Large Wasp, Stinger. Giant Spider, Giant Centipede, Black Tiger (Spider),Gulp Worm
Aquaraptor Primus
Aquaraptor Minoris
Aquaraptor Ultimus
Glimmers

Viruses
T-Virus #1
T-Virus Idea #2
G-Virus
G-Vrus Mutations
G-Virus Template
Vampires in Resident Evil

Rules/ Items
Improvisional Weapons
Craft Feats
Groovy and Hail to the King Feats
Fear
Horror
Madness
Herbs and Items
Other Medical Items
Nail Gun and Improvisional Flame Thrower
Stun Rod, Craft Improvisional Skill
Umbrella Personal Flamethrower
Weapon Damage
Bang,Bang-New Weapons
Type writers and Item Boxes
Random Item Generator
Weapons by Wolfgang
Random Hit Table
Damage Tables
Random Hit and Damage Tables

Skills + Feats
Lock Pick, Steal
Close Combat
SARS and Black Ops
NeckBreaker
Signiture Move
Signiture Move II
New Feats
Shield Bash
Toughness
Paradrop Skill
Jump School and Paratrooper
Breaker
More Feats

Occupations
Occupations
STARS Specialities
STARS Equipment
STARS Equipment (Continued)
STARS Organization
Umbrella Organization

Resident Evil 4
Las Plagas
Resident Evil 4 Monsters
Resident Evil 4 Info
Items

Pre-Made Characters
Patrick Hughes, Tough Hero
Nicole Dawkins, Charasmatic Hero
Freddy Hayes, Fast Hero
Katie Smith, Smart Hero
Garrett, Dedicated Hero
Lou Morrison, Strong Hero
NPCs
Umbrella Worker
Bobby Alberman, Fast Hero
Father O'Reilly, Dedicated Hero
Danny Vasquez, Fast Hero

Famous Characters
Chris Redfield, Jill Valentine[RE1]
Leon Kennedy (RE2), Claire Redfield
Leon Kennedy (RE4)
Rebecca Chambers [RE0]
Barry Burton[RE1]

Called Shot/ Auto Fire Rules
Called Shot
Auto Fire
New Auto Fire

Adventures
Evil has its Beginings
Wheres the Pay
Supply Run

Vehicles
Tractor/Trailer Rig
Cars from Crazy Ironstars Vehicles
UBC Train

PrCs
Silent Assassin
Nemesis

Good Sites to Look at for Resident Evil
Resident Evil New Blood
RE Horror

This is mostly complete.Please PM me if I missed Something .This is to help navigate though this great thread. Hope it helps.
#443

zombiegleemax

Jun 25, 2005 12:45:45
jediranger, you just made this huge a** thread navigable. To say it helps would be the understatement of th century.
#444

alacar_deathstone

Jun 25, 2005 13:03:48
Thanks alot for the links to the stats, but would anyone be willing to do a brief description of a few of them, as I know nothing of their appearance and the like?

Thanks again Jediranger, the stats have already been printed off :D
#445

zombiegleemax

Jun 25, 2005 13:11:38
I'm not sure about his, but I can't remeber anyone ever posting descriptions of the monsters before. I know what most look like, but I've never actually seen a crimnson head or drain demois before
#446

zombiegleemax

Jun 25, 2005 15:37:46
Jiminy Cricket, there have been a lot of posts since my last one, and I want to reply to so many....

Okay, about the Romero vs. RE "zombie incubation time". While in Romero's world it takes under an hour, in Resident Evil it tales much MUCH longer (unless you go around hugging the monsters). Outbreak shed a lot of light on that, with the time you have left decreasing every time you make physical (damaging) contact with a carrier. But remember "Mr. Itchytasty" from RE1? Reading his diary, it took him days to succumb to a zombie state. Probably because he seemed to have only one instance of contac with the virus. Logically, it would also depend on a persons size and immune system. Also, his mind went pretty slowly, which would provide great opportunities for The Madness!

And I liked Land of the Dead, but curiously, my friends didn't. Even thought they're much bigger Romero fans than me. Personally, the only one that really kept my attention was Day of the Dead.

SLIGHT OUTBREAK 2 SPOILERS

I can only remember 4 new creatures off the top of my head from file 2 (but I'm sure there are more):

Two mutant zoo animals (Hyena, Elephant), and a couple of humanoids in a forest area. The Elephant is, of course, a pain. None of the weapons you get to play with make it flinch, so the idea is "Move yer bloomin' arse". The Hyenas are a disappointment though. They appear to just be alternate skins for cerberus dogs. They don't even 'laugh'.

One of the humanoids are these freaky plant-zombie things, that spew infectious liquid when you kill them. I'm not sure what the logic is behind their appearance, though.

The other humanoid is a super-tough crazy guy with a mask that runs around trying to hack you with an axe. He's not really killable, he just runs away after he takes so much damage.

END OUTBREAK 2 SPOILERS

For informatoin on enemy/weapon descriptions (and just about anything else), try visiting Resident Evil Horror

Oh, and Jediranger, for the time you spent to make a thread-navigation post:

~*~*~!!!YOU ARE A GOD AMONG MEN!!!~*~*~
#447

jediranger

Jun 25, 2005 17:07:53
Thanks, I hope this helps everyone. I know I personally don't like looking though 20 pages of posts.
#448

alacar_deathstone

Jun 25, 2005 17:47:19
Jediranger, you wouldn't happen to know what any of these monsters looked like, would you? I just never had a chance to play any of the RE games, so I am completely in the dark to what some of these things are, beyond their stats (which are nicely done, I must say).
#449

jediranger

Jun 25, 2005 17:56:15
Here is a good site for pictures. I added a section for some sites that can help out.
#450

alacar_deathstone

Jun 25, 2005 18:01:06
The only problem with those pictures is that there are no captions saying what monsters are what; I guess I'll have to play the games to understand what Hunters and Lickers are :P
#451

jediranger

Jun 25, 2005 18:02:43
Well, Say you Pick Resident Evil 1 on the left. Then go to Enemies OR go to the enclopedia and look under monsters.
#452

zombiegleemax

Jun 25, 2005 18:42:17
I put a link to a great site in my last post.
#453

the_merciless_dm

Jun 25, 2005 18:49:25
Jedi Ranger for your Initiave, Drive, Endurance and sheer greatness you gain 1 Light Side point! Hehehehehe
Thanks for your Navigational guide to this thread! You truely are a God amongst men.
#454

hellkite2501

Jun 25, 2005 18:59:28
i was reading the vampire description and got hung up on the abillity scores could some one explane them to me

Roll percentile to determine two statistics, exclude Constitution (instead increasing it by a base amount) or choose them;
Example: 1-20=Strength, 21-40=Dexterity,41-60=Intelligence,61-80=Wisdom, 81-99=Charisma, 100=roll once more.
Increase the generated Ability scores on amount determined by existing hit dice, and increase them upon advancement.
1-4=+2,5-8=+4,9-12=+6,13-16=+8, 17-20=+10
#455

hellkite2501

Jun 25, 2005 19:08:32
are there rules for makeing the G and T Virusis, there respected antidotes, or the Herbs i was thinking a that you would need a properly equiped labatory purchse DC 30, a craft (parmacuticals) DC 0f 45 and a wealth DC of 40 for th T-virus and in creasing the DCs by 5 for the G-virus
#456

the_merciless_dm

Jun 25, 2005 23:27:56
look back one page for Jedi Ranger's HIGE index post complete with links to whatever you wish to know. Anything else is there. If you still have doubts PM me about any of them. We dont want to fill this thread with needless posts (not saying that there is such a thing).


"One of the humanoids are these freaky plant-zombie things, that spew infectious liquid when you kill them. I'm not sure what the logic is behind their appearance, though"

Wolfgang important question, "What the **** do they look like?"

"The other humanoid is a super-tough crazy guy with a mask that runs around trying to hack you with an axe. He's not really killable, he just runs away after he takes so much damage."

Lets make our lives easy and use the Maniac template from the Menace manual for this one. Yes, no? Anyone?

Mmk the Hyenas, tigers, lions, wolves and etc. can all be done by slightly altering the Cerberus stats. The Elephant I want to know more about, now any sugestions on what you the people of this thread believe other Zoo animal would mutate? Or anyone who read the books, were there any descriptions of the mutated animals?
Anyone feel creative enough to stat these out?

See you in space Cowboy.
;p
#457

zombiegleemax

Jun 26, 2005 1:48:20
The new zombies in file 2 are very Swamp Thing-ish in appearance, only not as big, and they're still wearing clothes.

The elephant makes pretty typical Elephant attacks. If you didn't grow up watching the Discovery Channel like I did, that means it likes to trample and swing its head around brandishing tusks. It also likes to bash its head through walls in an attempt to get at targets on the other side.
As far as appearance goes, Its tusks are splintered and spikey, making them even more dangerous. Its skin is dry, ragged and peeling away; with its guts sagging out of its belly and nearly dragging the ground.

That's about it.
#458

zombiegleemax

Jun 26, 2005 13:16:28
Maybe you guys could cover infected animals with a template, sorry I coudn't put up something of substance, but I haven't thought about this much, because I am in the middle of prepping a supernatural horror one off and am trying to steer clear of zombies.
#459

the_merciless_dm

Jun 26, 2005 15:58:47
Well the Zombie template that is in the Modern book can be altered ever so slightly to provide a rough idea of how a creature could mutate/zombifiy. But for instance coldblooded creatures seem to grow exponentially (Frogs, Snakes, and the like) but warm blooded animals zombify apparantly or something like it. This process seems to take a long period of time taking into consideration the Fortitude and COnstitution of the subject, yet a coldblooded crature's growth can be instantanously. Well thats what I understand.
#460

zombiegleemax

Jun 26, 2005 16:24:44
Let me lay a lil science down for everbody: the exact reason most of the B.O.W.s are reptilian/apmpibian are because the two species are MUCH more subject to genetic mutation than mammals or birds (and no one really cares if you experiment on animals that aren't cute ).

Oh, I've been meaning to bring this up: in Resident Evil book #4, the characters faced off against a Tyrant called "Fossil" which, to put it bluntly, appeared to be a fusion of a human and T-Rex. I don't know how to put such a creature into d20 Modern terms but I will list some of its traits the book described:

1. Fossil was immensly strong (it could WALK through steel walls and rip Hunters to shreads with justa flick of its wrist).
2. Fossil was immensly tough (the fire of twin M-16s just bounced right off it and a direct grenade to its chest didn't hurt it in the least though it did tickle it a little :D ).
3. Fossil was constantly hungry .
4. Fossil had near supernaturally keen senses (namely it could detect the biocurrent of nearby creatures and hada powerful sense of smell).

Not much to go on, but I hope it helps.
#461

zombiegleemax

Jun 27, 2005 6:39:59
I remember Fossil. Wasn't that the book about Rebecca? Calaban Cove, or something? Man that story was zany.
#462

zombiegleemax

Jun 27, 2005 6:57:16
This may have been awhile back there, but maybe an action point should be required to use signiture move, it just seems to me a little to powerful without it.
#463

zombiegleemax

Jun 27, 2005 10:52:43
No, in Caliban Cove (book #2), Rebbecca & Co. ran into a lunatic who figured out how to use the T-Virus to make zombies that retained most of their intelligence and wouldn't decay. However, they had no willpower at ALL and without some form of an order, they would just stand around doing nothing while smiling dumbly. The intelligent zombies might make be a good idea for someone who REALLY wants to screw around with their players heads. Oh. just in case you were wondering, Fossil made his first and last debut in book #4, Underworld.

Oh and DwelleroftheDeep, I agree with you on the "Signature Move" feat; itis a bit too powerful and the spending of an action point would balance it out.
#464

the_merciless_dm

Jun 27, 2005 11:46:32
Done! Signature Move now requieres the use of one Action Point. Thnks for pointing that out you two. I edited the feat on page 6 of the thread, Jedi Ranger if you would be so kind to refreash that on your appendix we would greatly appreciate it, for it would not let me edit it there, dont know why though.
#465

jediranger

Jun 27, 2005 15:55:22
what post would that be?
#466

zombiegleemax

Jun 27, 2005 18:39:36
Page 6, post #179
#467

the_merciless_dm

Jun 27, 2005 23:57:59
We al know that a major part of Resident Evil are the Zombies. We like zombies they shamble, shuffle, do the macarena, fall apart, and eat annoying pretty boys with egos the size of dumpsters. But how many zombie variants are there? And how could we repesent such duversity in the d20 system? I propose a thurough listing of all the zombie variants you can think off and how to moderaely alter the Stat block to represent such differences. I'll begin.

1- Legless Zombie, this zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie, this zombie highly decayed zombie originates from the cemetaries of infested areas, they have a lower Damage Reduction, 1/2 less Hp since they are more fragile. Otherwise its a normal zombie.

3- "Nekkid" Zombie, this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes dont trip as easily as their heavily dressed bretheren, and since no clothes are worn they dont catch on fire as easily.

4- Flaming Zombie, these zombies may result when a normal zombie is set on fire. Its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. It looses 1 Hp per round. Once dead it burns completely into ash leaving no body left to turn into a Acid Spitter or a Crimson Head. These zombies move double their base speed since they run instead of walk.

5- Bullet Proof Zombie, this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's nonproficiency bonus is applied to its Damage Reduction (or AC depending on what Armor rule you use).
#468

zombiegleemax

Jun 28, 2005 8:58:16
Nice changes that add variety w/o being too complicated. Good job as always, Merc DM.

Wolfgang’s Daddy-Mac Firearms List
#469

zombiegleemax

Jun 28, 2005 9:15:02
Maybe instead of 2d20, it should d0 4d10 or 4d12, I honestly have never seen any weapon that deals d20s for damage, in fact it seems a little weak, because though the average is 21, it is a lot more random then say 4d10 which has higher minimum damage and is in general more reliable, personally I would go with 4d10, seeing as how that has the same maximum but is more consistant.
#470

the_merciless_dm

Jun 28, 2005 12:53:34
I feel as though I am forgeting some zombie variant, if anyone else thinks up of any that I missed (seriously my list only had 5) go ahead and post them up!

Interesting weapons Blaine they sure do feel RE-ish.

*Gos back into his cave to work on another creation*
#471

zombiegleemax

Jun 28, 2005 20:16:18
Maybe instead of 2d20, it should d0 4d10 or 4d12, I honestly have never seen any weapon that deals d20s for damage, in fact it seems a little weak, because though the average is 21, it is a lot more random then say 4d10 which has higher minimum damage and is in general more reliable, personally I would go with 4d10, seeing as how that has the same maximum but is more consistant.

Point well taken and edited. At first, I was just trying to stick with the pattern of 'firearms deal 2 dice of damage', but screw it; it's not like you'll need to use the autofire fix for a Weatherby =0.o=

How about a quick fix for Turning a standing Zombie into a legless one? Say, if you deal massive damage within the first range increment w/ a shotgun (not making a called shot to the head or anything, of course), the zombie then becomes much shorter, hehe.

And how about a 'Fat Zombie'? He has +1or2 HD, and +1 DR, but -2 to Dex bonus.
#472

zombiegleemax

Jun 28, 2005 21:58:51
I guess you could say that a "fat Zombie" started to mutate into something else but stoped just after it stopped leaving it bloated and deforded. I agree with you on the subject matter of shortening zombies with a shotgun Wolfy (god I love saying that :D )
#473

the_merciless_dm

Jun 28, 2005 23:50:25
6-Fat Zombie, these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction upto 4/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.

What do you think?

Also check this out:
-Whenever a Zombie is knocked down by an attack there is a 50% chance of it continuing to drag on as a Legless Zombie. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie. The Burstfire attack of some weapons has a 70% chance of provocing a legless zombie, the Autofire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.

-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes atleast 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require atleast 1d8 (4.5) fire damage to successfully catch on fire

-Any personel that would have logically been Armored in life is also Armored in Undeath.

How about them apples?
#474

zombiegleemax

Jun 29, 2005 0:01:06
That sounds about right :D
#475

zombiegleemax

Jun 29, 2005 1:17:05
Ah, very good.
#476

timespike

Jun 29, 2005 9:12:33
First of, YES I know there is a Videogame d20 board and YES I know that a CoC supplement exist for download at Yog-Sothoth.com.
Now with that out of the way.

That supplement is great and thorough but since Modern was released to me it seems as a more appropiate rule set to use for RE. Second the Supplement is a little out of date since RE0, RE Outbreak and RE4 have been released. Also some creatures are missing like the Giant Viper and the Giant Crocodile/Alligator (which ever to not sure). I would also like to include in it more info on the other no so popular RE games like gaiden, Gun Survivor, etc.

If anyone knows any of the original autors of the supplement and or could get me intouch with them, I would greatly appreciate it since I would like to recruit their aid for this. And get as much fans of RE involeved in this as possible, to make a great supplement for Modern.

Well, as a jumping-off point, the viral deathspawn template in d20 apocalypse would probably be useful to you.
#477

indivi_duel

Jun 29, 2005 13:34:41
I really like to work out the RE (or biohazard as they call it 2) game Gun survivor for an adventure. Since the plot is verry goood.

ill look for a walkthrough or anything. if someone got it already pls email me : [email]indi@freetimewarrior.com[/email]
#478

indivi_duel

Jun 29, 2005 13:53:02
2 Trapped!

----------------------------------------------------------------------------
----------------------------------------------------------------------------
----------------------------------------------------------------------------
RESIDENT EVIL (GUN) SURVIVOR for PSX/PSone
Game Script V.1.2

Copyright: el_tercer_poder (Eduardo Lavado)
Mail: [email]el_infini@yahoo.com[/email]
------------------------------------------------------------------------------
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Updated: 04/11/05

Contents:

1-Introduction
2-Update history
3-Script
4-Character profiles (NOT FINISHED)
5-FAQ
6-Credits and misc.

------------------------------------------------------------------------------
------------------------------------------------------------------------------

1-Introduction:

Hi there! I'm el_tercer_poder and this is my first document on something
at Gamefaqs! I choose to start with something easy, something that
no one has done before. In this case, a full game script for Resident Evil
Survivor!
I hope this guide will help people to understand the plot and everything
related to it.

Of course, this document has *SPOILERS*, so, unless you've already played it,
or don't mind spoilers, READ IT AT YOUR OWN RISK!
I don't want to get mails about people complaining i spoiled the game for them
(which no one cares anyway, since this was a *VERY* underrated game,
by most people to begin with, excluding me.).

So, on to the script!

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

2-Update History

(03/31/05)

V.0.6 Well, this is the first one. I'll complete it soon enough, and maybe i'll
add some extra stuff too ;). Feel free to mail me to correct any sentence
i wrote wrong.

(04/01/05)

V.1.0 The script is complete. I corrected and added some things too.

(04/02/05)

V.1.1 Corrected some typos here and there.

(04/11/05)

V.1.2 Changed my e-mail address and added a new section (however, it's still in
the works; it's just there because i wanted something new to be added
but...i'll complete it someday...).

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

3-Script
(As you already know, depending on what road you choose, you will get
different scenes. This guide will also tell you how to get them.)

-------------------------------------------------------------------------------

---The beginning---

Narrator: In 1998 a disaster struck the quiet midwestern residence of Racoon
city.
An uncontrollable outbreak of the Umbrella created T-virus
transformed the city into an unescapable deathtrap.
To stop the outbreak from spreading, Umbrella Incorporated was
forced to wipe out the entire city.
However, this was not the only location where an outbreak
occurred...

(The game begins with a sight of a truck in flames, and some weird people
walking around. Then we see a chopper flying over the city with someone with
a white coat hanging from its edge, trying to get inside.)

Man in white coat: You're not going to get away!

(He suddenly fires at the chopper causing to explode its engine and
lose control.)

Man in white coat: Yaaaaaaaaaaaaaa!

(The man falls to the ground. The chopper crashes. A man with a green
jacket (???) jumps off the chopper and collapses...and then wakes up.)

???: Mmmh!

(He looks around)

-Text: My head aches and i can't remember anything...
My only hope is this gun.
I must remember.
I must survive...

???: *pants*...Where...where am i?
Ow!

(Motion blur effect)

???: I...I don't remember...anything...
Who am i?

-------------------------------------------------------------------------------

---The first encounter---

(??? finds the body of the white-coated man from earlier.)

???: You...you look familiar...but...
Ah...Mmmhh...
...But i just can't remember.

(??? inspects a dogtag from the guy: "The name Ark Thompson is carved on it")

???: Ark Thompson, huh?
Though i can't remember anything, i know that this was no way for anyone
to die...

(Something approaches him...he turns around to see who is it.)

???: Wh...What?!

(A zombie appears.)

-------------------------------------------------------------------------------

---The phone call---

(A public phone rings. ??? goes to answer it...)

Man calling:....Vincent...

???: ...Who is this...Vincent?
Who's that?
Wait...am I Vincent?
Ah!

Man calling: Vincent...
You're a murderer! a murderer!

???: A murderer?
What are you talking about?
Answer me!
Who did i kill?!

(The man hangs up the phone...)

-------------------------------------------------------------------------------

---The Library---
(The following scenes ONLY happen if you take the library.)

(As ??? enters the library, the man who called him earlier on the phone appears
before him in the lobby...)

???: Who are you?!

Man: What are you talking about Vincent?

Vincent?: What did you called me?!

Man: Please!
Don't kill me!

(Some choppers are heard...)

Man: How can the...?!
Vincent!
This is all your fault!
You made that send those cleaners to destroy this place!

Vincent?: Cleaners?
What do you mean?

(The man runs off to a door nearby and locks himself up.)

Vincent?: Wait!

(Vincent? inspects the second floor, but just as he goes to the next room,
someone locks the door behind him...)

Vincent?: Wha...?

(Vincent? tries to open it, but it's locked.)

Man: Hahahahahahahaha...
It's such a shame that you must die here, Vincent.
After all, this is the type of place where a cold-blooded murderer should
die!
Hahahahahahahahahahahahaha!

(Vincent? finds a Hunter and kills it. The door is open again. Then some
footsteps are heard, going into the next room...)

-------------------------------------------------------------------------------

---The Arcade---
(The following scenes ONLY happen if you take the Arcade.)

(We see some choppers flying over the city. The people inside them go down with
ropes. Then, we see a close-up of a particular chopper, where the chief of
this unit is.)

Chief: Remember your mission!
We are doing a clean sweep of the area!
Everyone and everything must be cleaned!
So move out!

(The scene changes to Vincent's side. He sees some zombies killed by
something/someone...)

Vincent?: What's that?!

(He then proceeds to the next room. There are some cleaners inside,
aiming their guns at him...)

Vincent?: Wha...?

(Someone shoots, killing them off. They disintegrate shortly after...Vincent?
approaches the nearby window and sees a man trying to shoot him from
the library.)

Man: Die, Vincent. Die!

(Vincent? hides under the desk. Suddenly the man leaves from the Library
window...)

-------------------------------------------------------------------------------

---The Hospital---
(The following scene ONLY happens if you take the Hospital.)

(We see the white-coated man from earlier looking at Vincent? through a monitor
in an office...)

Man in white coat: Hahahaha...
I won't allow you to escape...
You're going to pay for what you've done!
Hahaha...

(He pushes some buttons. We see many doors opening somewhere...)

(Some choppers are heard...)

Man in white coat: What?
Helicopter...?
No!
The cleaners have already arrived?
Mmmh...
They must want this mess taking care of, very quickly...

(He walks away, holding some dogtags...)

-------------------------------------------------------------------------------

---The Sewer Manager Room---

(Vincent? enters a room in the sewers and finds Janitor Andy's diary.
Then he looks at some pictures at the wall.)

Vincent?: A picture?

(He inspects some of the pictures, and finds one with him in it...)

Vincent?: No...
This is me!
I am Vincent!
It was all my fault!

(Suddenly a boy enters the room...)

Vincent?: You...?

Boy: Wait...
Please don't kill me!

(Vincent? approaches the boy, but he slowly walks backwards...)

Boy: I didn't know anything about you then!

(The boy escapes through the door...)

Vincent?: Stop!

-------------------------------------------------------------------------------

---The Sewers---
(This scene takes place ONLY if you took the Sewer path under Paradise prison
(where the gators are O_o).)

(As Vincent? gets near the exit, someone locks the door behind him,
apparently the man back at the library; Andy, the sewer manager.

Andy: Hahahahahahaha...
Gwahahahahahaha!
Die, Vincent!

(Suddenly, just next to the exit ladder,a giant alligator appears crushing
through a fence, in front of him. Vincent? fights it, but just when things
couldn't be worse, another one comes crushing through the wall behind him.)

-------------------------------------------------------------------------------

---Umbrella's building---

(Vincent? arrives right in front of a building with the Umbrella logo on it.)

Vincent?: Umbrella...
So this is where the city is controlled from...
Wha...?
Augh!

(Vincent? has headache. We see some random flashbacks about him...)

Vincent?: Oh...
Augh...!
What's happening to me?!

(He proceeds into the building, then takes an elevator to the 13th floor, and
finally, goes inside the main office...)

(Just as Vincent? gets inside the room, he sees through the nearby monitor,
a girl sitting and waiting patiently. Vincent? runs into the monitor...)

Vincent?: Hello?
Can you hear me?
Who are you? Wha, what are you doing?
Answer me!

(He turns around, walks a bit and then he suffers another headache.
Another flashback happens where we see Vincent? charging against the
white-coated man from earlier in the same room in flames...end of flashback.)

(Before he gets an id-card at the keyboard, a Mr.X comes in, smashing the
console. After dealing with it, Vincent? continues inspecting the building
until he arrives to a computer room.)

Vincent?: Wha...?

Woman's voice: Vincent?
It's me, your mother...

Vincent?: My mother?!

V.'s Mother: Vincent, please...
Listen to your mother...
I want you to leave Umbrella...
I want you to stop performing those terrible crimes, and just
come back home...

(Vincent? walks a bit and sees the little from the monitor back then, sitting
and getting up.)

Girl: Ahh!!!

(Vincent? stops her before she could run away.)

Girl: Stop it!
Let me go!

Vincent?: Shhh!
Don't be afraid.
I'm not going to hurt you.
What is the tape you were listen to?

Girl: (Scared)
I...i don't know...
I was only listening to it because i'm so bored...
My brother told me to wait here...
Oh! Let me gooo!

(Someone approaches them...)

Vincent?: Your brother?

(The boy from the sewers tries to hit Vincent? with a baseball bat,
but fails.)

Boy: Leave her alone!
Lilly, run, go! (Not sure. Damn that kid's voice actress...-_-)

Lilly: Lott!

(Lilly runs off.)

Vincent?: Put that down!
I won't harm you!
I promise!

(Vincent? tries to approach him, but he swing his bat a bit, as if
warning him not to get closer.)

Lott: Liar.
You'll kill me if i drop it!
I'm not stupid!
Now stay back, don't come any closer!

Vincent?: I know you think that i'm a murderer.
But you're wrong!
I would never do anything like that.

(Lott runs away.)

(After going into the next room, fighting another Mr.X, taking the elevator
back to the first floor, and getting out of the building, he sees Lott and
Lilly again, jumping into a gutter and running away.)

Vincent?: Hey!

(Vincent? jumps in too, and continues.)

-------------------------------------------------------------------------------

---Lott's house---

(After a while Vincent? gets out of the gutter and into a house. He enters it
and goes at the children's room to inspect it. Then, a closet nearby begins to
shake. Vincent? opens it and sees that Lilly is in there. He gets her out of
it and begins to talk to her.)

Vincent?: Don't be afraid.
I won't hurt you.
Where is your brother Lott?

Lilly: (Sad)
Please!
You have to save my brother!
He said, he's going to the factory, by the ropeway!

Vincent?: Factory?

Lilly: He told me, that he could find a way to escape from this place, inside
the factory...
But there are tons and tons of scary monsters there...
I know that if he goes there, he's going to be killed!

Vincent?: Wha...?!

(Lilly hugs Vincent? and starts crying)

Lilly: Please!
We've already lost mom and dad!
You've got to help my brother!
Please!

Vincent?: I promise.
Don't cry anymore, Lilly.

-Vincent's? inner monologue-

(Lott's bad...What's happen to 'im?
I may've been a bad person, but that was before!
That's not who i am now!
I will save these two kids, i swear it!)

Vincent?: Lilly.
You hide here.
I'll go find your brother, and then come back for you.

(Vincent? gets out of the house and continues his way to the "ropeway"...)

-------------------------------------------------------------------------------

---The Mansion---

(Vincent? arrives at a some sort of ruined mansion. Just as he enters it,
he hears Lott screaming...)

Lott: Aaah!

Vincent?: Lott?!

(He then continues into a secret underground factory.)

-------------------------------------------------------------------------------

---Mr.X Mass-Production Lab---

(Vincent? takes an elevator and goes down (B3 floor). After opening a gate,
he enters in a large room with a bridge. From each side of the bridge, he sees
lots of capsules containing Mr.Xs.)

Vincent?: They're creating these monsters on this island...

(Suddenly a Mr.X appears in front of him. The gate behind it closes off.
Vincent? fights and finally kills it. Then, he hears Lott screaming.)

Lott: Aaaaaaaaah!

(The gate opens again.)

-------------------------------------------------------------------------------

---The truth and the last escape---

(Lott's trying to defend himself against a Hunter with a baseball bat, but
it jumps at him, making both to fall from the "bridge". Lott's
hanging from the edge...)

Lott: Help!

Vincent?: Lott!

(Vincent? tries to save him.)

Vincent?: Hang on!

(Suddenly a Hunter appears behind him. He manages to kill it and save Lott.)

Vincent?: Lott!

(Lott hugs Vincent? crying...)

Lott: I'm sorry...please forgive me...

Vincent?: What are you talking about?
It's not your fault; Vincent is the one who caused everything...
Well...i mean, I...

Lott: ...You?
What do you mean?
You are the detective.
Your name is Ark Thompson!

Ark: What?! Really?!
I'm not Vincent...
Then, why did you ran away from me?

Lott: Because i am the one that told Vincent about you...

(We see a flashback about Lott spying Ark.)

Ark: Hello.
I'm Vincent.
I've been transfered to this facility to inspect it.

Andy: Nice to meet you sir.

-Lott: I know commander Vincent. So i knew that you weren't him when
i saw you...-

(Then the scene suddenly changes to Vincent's office)

Vincent: What? A spy...
Mmm...
Thank you. You are a good boy, Lott.

(End of flashback.)

Ark: So then i'm Ark, and not Vincent...

(Suddenly the entire place shakes violently.)

Ark: Lott, do you know of any way to get off this island?

Lott: My dad told me that there's a railway station up ahead from here.

Ark: A railway station?

Lott: I heard that it runs underground.

Ark: Ok!
We'll use that.
Let's go get Lilly.
Go ahead, hurry!
We'll meet at the station!

(Lott runs off.)

Computer voice: The self-destruction system has been activated.
This island will self-destruct in 10 minutes.
All the Personnel must evacuate immediately.
Repeat.
All the Personnel evacuate immediately.

-------------------------------------------------------------------------------

---Final flashback---

Ark: That's right!
At the request of my friend, Leon S. Kennedy, i came here to investigate.
Oh yes...i remember...i remember everything!

(We see Ark's final flashback. Ark's trying to inspect Vincent's office which is
on fire. Vincent approached Ark with a gun.)

Vincent: Tell me the truth!
You're a spy, aren't you?!

(Ark charges Vincent and escapes. Vincent takes Ark's dogtags in the process.
He follows Ark to the roof of the building. Ark is in a chopper. Vincent fires
some bullets and then proceeds to follow him, hanging from an edge of
the chopper...)

-Ark: Yes!
I'm not Vincent!
I'm Ark!

(End of flashback.)

-------------------------------------------------------------------------------

---Andy's death---
(This scene takes place, ONLY if you picked the Library before.)

(Ark sees some rumbling coming from the roof, then proceeds to run, until the
sound of a bullet stops him.)

(Turns around to see who fired.)

Ark: Andy!

Andy: I'll kill you, Vincent!
Hahahahahahahahahaha...

Ark: I'm not Vincent!

Andy: Liar!
Who else could it be?
You're Vincent!
You're a murderer!
Now, die!!

(A claw impales Andy. He then turns around to see what attacked him
before collapsing.)

Andy: Wwwhy...?
...augh...

(He falls dead. The Tyrant who killed him turns on you.)

-------------------------------------------------------------------------------

---Leader of the cleaners'(L.O.C.) death---
(This scene takes place, ONLY if you picked the Arcade before.)

(Ark sees some rumbling coming from the roof, then proceeds to run, until the
sound of a bullet stops him.)

Ark: Who...?!

(Turns around to see who fired.)

L.O.C.: I can't believe you're not dead yet...

Ark: You're human...
You must be the leader of the cleaner unit sent by Umbrella to destroy
the evidence of this biohazard.

L.O.C.: Whatever!
I don't have time for your pathetic case.
I have already set the self-destructing system.
This island will be gone in a matter of minutes.
Adios, Ark!

(A claw impales the L.O.C. He then turns around to see what attacked him
before collapsing.)

L.O.C.: Augh...!
This..can't...beeee...!
Aaaaaugh...

(He falls dead. The Tyrant who killed him turns on you.)

-------------------------------------------------------------------------------

---Vincent's death---
(This scene takes place, ONLY if you picked the Hospital before.)

(Ark sees some rumbling coming from the roof, then proceeds to run, until the
sound of a bullet stops him.)

Ark: Ha...?!

(Turns around to see who fired.)

Ark: Vincent...

Vincent: If it wasn't for you, i could have completed my mission. Umbrella
must want to take care of me.
But you, had to go, and screw it all up!
Now, you're going to pay!

(A claw impales Vincent. He then turns around to see what attacked him
before collapsing.)

Vincent: Nooo...

(He falls dead. The Tyrant who killed him turns on you.)

-------------------------------------------------------------------------------

---The emergency train---

(Ark finally arrives at the train. Lott and Lilly wait there.)

Lott: Mister!

Ark: Get on the train! Hurry!

(They both go in. Suddenly a warning message is heard)

Computer voice: 5 minutes to detonation.
All personnel evacuate immediately.
Repeat.
All personnel evacuate immediately.

(After activating and riding the train, they finally arrive at the final
elevator. Lott and Lilly run towards it.)

Lott: Mister!

-------------------------------------------------------------------------------

---Final showdown---

(All three arrive safely to the heliport.)

Ark: Get in the Helicopter!

(Ark then looks behind. The Tyrant from before, mutated jumps in front of him.)

Ark: It's still alive!

(Ark fights the Tyrant. The Tyrant mutates yet again, but Ark manages to
kill it.)

-------------------------------------------------------------------------------

---Ending---

(Ark is a bit exhausted after the fight.)

Lott: Hurry!

(Then we see Ark driving the chopper out of the heliport. The scene changes
to the inside of the lab.)

Computer voice: 10 seconds to detonation...
9...8...7...6...5...4...3...2...1...

(The lab (and apparently the island) explodes. The chopper is far away from
the blast and goes off. The scene changes to the inside.)

Lott: We're safe...

(Ark nods. Lott and Lilly are about to hug each other, that is,
until the chopper shakes violently.)

Ark: It...It can't be!

(We see that the Tyrant has survived and made it to the edge of the chopper.
He is about to crush the window.)

Ark: Get down!

(Ark pushes a switch. A in-board missile lifts off taking the Tyrant with it.
Then Ark fires a second one to impact the first one, along with the creature.
Before the explosion, the creature growls. The chopper flies above the sea
at daybreak.)

Lott: What are we gonna do, mister?

Lilly: Yeah. What are we gonna do?

Ark: I...I don't know.
But don't worry.
We can fly as long as we have fuel.

(Lott and Lilly hug each other. The chopper flies away safely. Credits roll.)

(End of the script.)
#479

indivi_duel

Jun 29, 2005 13:55:23
F I L E #1
Report 1 from U.B.C.S. Investigators

5/11 Spencer Laboratory
S.T.A.R.S. Alpha team – Jill Valetine and Chris Redfield both explored the
building on 7/25 and today 8/5 they still can't find the cure for T-virus.
They still need to carefully find the cure.
They heard but unsure that the former employee – Albert Wesker (Alpha team's
leader) has died. We got information that Jill and Chris are trying to let
the police and media to know about it. Another member of the U.B.C.S. is
Nicholai.

1998 9/30
Report 2
I am at the clock tower in Raccoon City. The city is occupied by zombies.
Raccoon City was destroyed by biohazard, but this time this modern building
is different from biohazard. Our investigators also discovered T-virus and
G-virus. Dr. Birkin intentionally caused the accidents.

Two things I need to do as the result of the investigation:
1. Need to reinforce the security system of virus.
2. Reeducate all employee1s of U.B.C.S.

The biological weapon will be very valuable. From now on, we will try to
avoid the biohazard.

1998 10/6
It's hard to collect information about virus data regarding B.O.W.,
especially about Tyrant. We try to go after the New B.O.W. The target is
violent and smart. The U.B.C.S. members who were sent there had a hard time
and eventually sacrificed.
I need to analyze the data and discover more about the data.


F I L E #2
Andy's Diary

9/6
I haven't met this guy Vincent yet, and since couple months ago he became
chief of the city. Vincent seems to be an elite but he actually does
anything to get promoted, he even killed his coworkers. I live in the
underground, so I don't have anything to do with it.

9/20
I heard a bad rumor. Vincent ordered factory employees to treat young people
that were gathered around the world with cruelty. I'm not sure why young
people come here, but I don't feel good about it.

10/10
Something happened last night. I'm not sure about the detail. I think
Vincent did something cruel.

11/9
Today I finally met Vincent. We had a casual talk. Vincent looked mean.
When I try to take a picture with him, he got mad.


F I L E #3
Prison Chief's Diary

10/20
Today I got answer of the mass suicide. 20 bodies were found from Umbrella.
Umbrella does have a doubt about the suicide of the materials (young people).
Vincent ordered me to do it. The truth is that the prisoners were escaped
from jail. I have to make a fake report about the mass suicide.

If I don't follow the order, I will be killed. I still remember Vincent shot
the young people who try to escape from the jail. Vincent has a cruel smile
with no blood and tear. I should report the truth, but I am afraid. I don't
know what to do.


F I L E #4
Prisoner's Diary

It's been 16 days since some men in black try to take young people to the
prison. We have no idea why we come here. Now we know about the city.
We've noticed that Umbrella tries to use us like rats for experiment. Every
single citizen is a member of Umbrella. Women and kids are all family
members of Umbrella employees.

Rats (young people) are collected from all over the world. Person from the
next jail cell is from China, across is from Brazil and on the other side of
the cell is from Japan… it's like a world expo. Young people are all about
the same age. The age ranges from 16 to 19 or 20.

Umbrella's employees take young people to arcade and nightclub and try to
relieve their stress. But somehow young people still want to escape. We
want more freedom.

9/10
Recently, our friends are acting weird. It seems like there is poison in our
food. Sometime I lose consciousness too. I need to be more careful.

9/21
Help me! Today one of our friends (Chen) was taken to the factory on the top
of the mountain. Chen lives in the jail cell that's next to mine. Last week
Anna and Jacob were also taken to the mountain and haven't returned yet. I
know what they will do to them.

Vincent ordered the factory employees to cut the brains and extract some kind
of material from the brains. Yesterday they took me to the club and I heard
the employees talking. "Vincent is a devil" it's not just Vincent. Even
women and children treated us like rats not human beings. Everyone in this
city are devils. I have to have a plan to escape from this city.

10/9
Chance has come. This week there's a rumor about an accident in Umbrella's
lab in America. The prison guards were busy collecting information about the
accident. The guards are not watching us as carefully as before. We are
ready to escape. Stoikovic and Enrique will steal the key. Sanco and I will
act as member of the Sun Movement. Yoshikawa and Felipe are responsible to
get weapons.

10/10
We've decided which route to take. Tonight, we are going to escape at 11.
20 members will be divided into 2 groups. Group A and Group B. Group A will
escape from the ventilation opening through the basement of the security
tower to the gutter. Group B will escape from the security tower using rope
to the city streets. We can use the rope that they used to tie us. If we
fail, we are going to get killed by Vincent. But if we stayed, we are going
to get killed anyway.


F I L E #5
Restaurant Manager's Diary

10/4
I heard an unbelievable story. Last week one of the small city (Raccoon
City) was destroyed. People who lived there changed to some weird monsters.
There's no real human being. I heard that the accident have something to do
with Umbrella. Even though it happened oversea, Umbrella is a big company so
we have to watch out. I hope nothing will happen to this city.

10/6
I heard the story today that the person who destroyed Raccoon City was
William Birkin. He created the T-virus and G-Virus and tries to fight with
Umbrella. He even injected the virus into his body and turned into a
monster. The virus spread through the rats from the gutter and eventually
spread to the city.

10/8
What am I going to do? I heard from the customers (employees of Umbrella)
who were eating lunch here that the T-virus is in this city also. They were
laughing and said that it's not going to happen in this city. I have a doubt
about it. I was hired by Umbrella because Umbrella paid me a lot of money.
But I am sick and tired of running this restaurant dealing with employees of
Umbrella. Before anything happens, I must escape.


F I L E #6
Secret File
(Authorized Personnel Only)

This file contains the accidental spread of T-virus. There were two
accidents. First accident happened 4 months ago in Raccoon City. Second, in
Arklay lab in America 4 month earlier and a new creature was created by
B.O.W. There may be more B.O.W. than listed.

B.O.W File #1 (Zombie)
Zombies are like human beings except they are infected with T-virus. Zombies
have lost their sense and are always hunger for human flesh.
How to deal with them:
They are very slow. They are easy to kill from a distant.

B.O.W. File #2 (Dog)
Dogs that are infected with T-virus. Their flesh are fresher compare to
zombies' so they attack much faster. With good hearing, they can attack from
a distant if they hear your footsteps.
How to deal with them:
Use handgun, but since they are very fast it is hard to aim.

B.O.W. File #3 (Licker)
Lickers are zombies that are infected with T-virus. They walk with 4 legs
and their brain is visible. They are very fast and responsive. Lickers are
unable to see but they can hear very well.
How to deal with them:
Lickers attack to sound so watch out when you shot them. They are also
sensitive to footsteps. It's dangerous to run around them.

B.O.W. File #4 (Plant)
The plant gets steam from the surface of its skin, so it can move around. It
attack with its whips.
How to deal with them:
Load Grenade Launcher with flame rounds to kill the Plants.

B.O.W. File #5 (Hunter)
Originally human being infected with T-virus and their DNA has been changed.
They have strong muscle in the lower half of their bodies, so they can jump
very high.
How to deal with them:
When they attack, they pause for a moment. The moment that they pause is the
best time to attack.

B.O.W. File #6 (Tyrant)
Weird form of B.O.W. with T-virus. They are more dangerous than the original
form of Tyrant. They are also more intelligent and were developed in Europe.
How to deal with them:
There's no way to attack. Since they are very powerful, there's nothing you
can do about it.

B.O.W. File #7 ( )
Something in process. Growing Tyrant's gene and try to add some materials in
the gene in order to produce a more dangerous B.O.W. But there is a problem.


F I L E #7
Vincent's Diary

10/11
Last night, materials (young people) escaped from the jail and stole weapons.
I killed all materials by myself. It's not good if Umbrella finds this out.
I planned to go back to the headquarter and get reward or promotion for what
I've done for the city. I order him (Prison Chief) to report the accident as
a mass suicide. I have to shut other people's mouth too if they talk about
the accident.

11/8
People in the city who oppose me are trying to complain to the headquarter.
Yesterday, Rott told me something about a spy in the city. I am going to use
him to get information now and I am going to terminate him. I feel sad that
Rott is the only person that I can trust.

11/19
Members of the city is trying to prepare a report about me and give it to the
headquarter. I heard they've got some kind of evidence. I am not going to
let them do that. I am not going to forgive the people in the city. I am
going to teach them what happens if they don't listen.

11/22
I show people when I am really mad. I spread the T-virus to the whole city.
I can pretend it's an accident. Now I can go back to the headquarter of
Umbrella. I have to terminate that one rat (spy) that sneaked into the city.


F I L E #8
Vincent's Tapping Record

We can't let Vincent do terrible things anymore. To destroy him, we have to
get evidence to report to the headquarter. It's hard to gather evidence
about Vincent. We try to record his phone conversation and finally we got
evidence to destroy him. This recording has information about the escaped
materials that were killed by Vincent and how he tried to hide the facts.
Before Vincent was position in this leader position, he even killed his
coworker in order to get what he wanted.. If I give this record to the
headquarter next week, I'm sure he will be terminated. It's going to be
peaceful in the city again.


F I L E #9
Rott's Diary

9/10
Today I saw people who were in prison. They all looked sleepy. Some people
looked at me as their enemy. They wore dirty clothes and they smell very
bad. My dad and Vincent said they are different kind of people. My dad said
he is going to take them to this island and perform surgery on them and help
them.

10/15
I heard Vincent killed prisoners who escaped from the prison. Why did this
happen? I am sure he is smart, but he didn't have to kill them. Why?
Umbrella and my dad suppose to help them out, why did they kill them?

10/15
Everyone panic in the city. Lots of monster and dead people. Even some
uncles who were nice to me yesterday try to attack me today. Somebody help!



11/24
My dad and mom also became monsters. Vincent changed all people to monsters.
There's no adult I can trust. So now I have to live by myself. I also have
to save my little sister Lily and we are going to escape from this city
together.


F I L E #10
Factory Employee's Diary

8/5
I had enough. Everyday young innocent people are tied in surgery room and no
anesthetics were used. They cut young people's skull and extract part of the
brain. Afterward, young people cry and scream when they go to bed. Vincent
said "Don't treat them as human, they are only materials used for making
Tyrant." I can't think like that, they are still human beings. I ask him to
use anesthetics for surgery but if it is used, we can't get pure Beta Hetero
NonSerotonin. This is only an order. I am not sure if I am allow to do
this. I know if I die, I am going to hell. Maybe I am in hell right now.


F I L E #11
How to Extract Beta Hetero NonSerotonin

To produce many Tyrants, we need large amount of Beta Hetero NonSerotonin in
order to grow Tyrant gene. This Beta Hetero NonSerotonin can be extracted
from part of the brain. Only certain age group (16 – 19) healthy and mature
bodies can be used. Beta Hetero NonSerotonin can't be extracted from a dead
brain. That's why no anesthetics was used during surgery.


F I L E #12
Church Manager's Diary

10/7
Vincent called every department of the city to attend a meeting and we all
got the report regarding the accident in Raccoon City. During the meeting,
lots of people blamed William Birkin for trying to keep the G-virus to
himself. People like William Birkin who betrayed the company must be killed.
I believe Vincent is telling us to do the right thing. This city is supposed
to be a very important lab for Umbrella and we should not have any hazard.
If biohazard happens, we are going to lose millions of dollars on
investments.


F I L E #13
Patients' Record

Name: Mr. Smith J. William
Sex: Male
Age: 17
Height: 181cm
Weight 72kg
Health Condition: Excellent
Mental Condition: No energy
Medicine: Every Morning with meal – Tranquilizer powder 10mg mix with
soup.
Every Night: Sleep medicine 5m mix with bread.

Name: Jennifer Campbell
Sex: Female
Age: 18
Height: 165cm
Weight: 47kg
Health Condition: Excellent
Mental Condition: Unstable
Medicine: Because living in a separate cell for a long time and she
doesn't eat, we can't put tranquilizer in her food, so we put
it in her water.

Name: Ryuji
Sex: Male
Age: 18
Height: 177cm
Weight: 59kg
Health Condition: Brain Cancer
No value, Worthless

Name: Carolina Albachaf
Sex: Female
Age: 17
Height: 155cm
Weight: 43kg
Health Condition: Excellent
Mental Condition: Excellent
Medicine: Tranquilizer powder 10mg mix with soup.
#480

the_merciless_dm

Jun 29, 2005 14:31:48
Okay I'll admit it this is one HUGE thread, I thought it wouldnt be THIS popular since other of my threads have never been quite this successfull. I dont expect any new comers to read ALL of it, I know I've been here from the begining and a few others have been aswell.

Indivi_duel, Yes this thread is a Resident Evil thread, but its not a thread to relive the games in RPG style, nope not like that at all. Here we are attempting to produce a e-book supplement for D20 Modern which allows players to make their own Resident Evil based campaigns. Certainly you could play through the Outbreak in Raccoon City (I know I have) or investigate the Mansion along side of Jill, Chris, Barry and Rebecca; but I want to provide something more I want to give Resident Evil d20 the feel of Resident Evil so I updated some Fear, Horror rules (still on Madness) because they fit perfectly to the setting. I am running my own campaign using it to playtest what we have here. This campaign is set in today, the present. Umbrella fell now there is a new Corp. called "Chimera" this corp has three branches one Pharmaceutical, one Robotic, and one Biotechnological. Now you can picture what is going one, a lot of the personel at Chimera especially the lead scientist worked once for Umbrella Corp.

See I encourage GM's to do that, dont tell your players Umbrella once existed or if it still does dont name it, let them find out on their own. Dont use word like Zombies, Lickers, Tyrants instead describe them to the best you can. This way they dont know what to expect. This way they are much more impressed when:
"A Hulking figure stands between you and the elevator out of this facility. It has no facial expression and you are left petrified by its lifeless stare. Its complexsion is of a grey tone and its taking its first step towards you..."

What is it people? Whats gonna happen to you if it gets too close?
#481

indivi_duel

Jun 29, 2005 20:57:18
well ok, but for the ppl that do like to play that storyline, or read the scrips, i got it ready for em. email me if ur interested.
#482

the_merciless_dm

Jun 30, 2005 23:16:28
Well getting back on track here, I recall Blaine had told us about Typewriters and they were (still are) a big part of the Resident Evil Universe. So here we go!

With the digital age upon us typewriters are not found very often and are always set up in out of the way areas.

Typewriters
Typewriters require the use of an Ink Ribbon. An ink ribbon is a one time use strip of Ink that allow a Typewriter to funtion properly. When used with an Ink Ribbon the typewriter allows the Character to add up his accumulated Xp and level up if possible. Using a Typewriter is a Full Round Action and you provoke attacks of opportunity from anyone within reach.

Item Box
These normally appear as Chests, Lockers and "Safes". These may sometimes be found near a Typewriter aswell and may contain an Ink Ribbon, First Aid equipment, ammunitions and sometimes weapons. When checking an Item box the GM rolls 1d12 on the Random Item Generator table.


The Random Generator table will be up in my next post, I'm currently Ironing out the wrinkles.
#483

the_merciless_dm

Jun 30, 2005 23:43:43
Random Item Generator Table
01......Green Herb
02......Weapon (Licened)
03......Ammunition
04......2 Mixed Green Herbs
05......Antidote
06......Weapon (Restricted)
07......First Aid Kit
08......Ammunition (x2)
09......Armor
10......Weapon (Military)
11......Ink Ribbon
12......Roll Twice


Green Herb: Restore 1d6 Hp.
Weapon: The Item Box holds a weapon with the Restriction Specified.
Ammunition: The Item Box holds 1 box of the GM's chosen type.
2 Mixed Green Herbs: Restores 1d8 Hp.
Antidote: Grants a second save throw to resist the effects of poison or counteracting poisons, with a +2 on the save.
First Aid Kit: A 1 time use Medical Kit
Armor: Roll 1d6 to determine from:
01......Light Undercover Shirt
02......Undercover Vest
03......Concealable Vest
04......Tactical Vest
05......Special Response Vest
06......Forced Entry Unit.
Ink Ribbon:This one time use strip of ink is to be used in a typewriter.
Roll Twice: SELF EXPLANATORY

People this is another table made by me, so tell me what do you think? Is it RE enough? Does it hit the nail on the head or what? Dont be afraid to chip in, let me know anything.

*Awaits Anxiously For Feedback!*
#484

jediranger

Jul 01, 2005 6:43:58
Bravo. This looks like this RE Project is going to look very well. :D
#485

zombiegleemax

Jul 01, 2005 15:03:45
Ah, I see you are a fan of randomly generated excitement (as am I). Well done. Also, I guess it should be up to the GM whether or not all of the Item boxes should be 'mystically connected' to each other. I always thought it was kind of silly, but hey, who wants to go trapsing back across town for a clip that they left a mile away.
#486

the_merciless_dm

Jul 01, 2005 15:17:16
YES! It is most definitly up to the GM whether or not the Item Boxes are connected. I think I forgot to put that in there, thanks. For the Video Game it is actually a must since you cannt really carry that much material on you, and why carry that useless crowbar for 1/4 of the game if you cannt equip it and use it as a weapon? In here you CAN use the crowbar as a weapon and also as a tool to pry open X-Y things, therefore I wouldnt allow for Item Boxes to be linked but I know some of you might like that, prolly the same people like to use FX in a REd20 game and thats perfectly fine. Me I prefer no Magic in any "Modern" source (Future, Past, etc.) since we got guns and tech. but to each their own. Although a Modern Psi game using Kenneth S. Hood's Skill Based Psi rules does intrigue me.
;p

Now my insecurities, is the table good enough? Playtest it and please let me know. My game group fell appart since most of them went out of town this summer.
#487

jediranger

Jul 03, 2005 11:29:19
Looks pretty good. :D
#488

the_merciless_dm

Jul 03, 2005 22:38:52
Sorry folks. I have no excuse. In my defense all I need to say is: Battlefield 2.
#489

zombiegleemax

Jul 05, 2005 17:11:18
Been a while since this thread's been updated...
#490

the_merciless_dm

Jul 05, 2005 23:16:03
I was going over some of the things missing and remembered the Nemesis that Blaine had in the works. I'd like to know how thats coming along. And having finally seen Boogeyman I reread the Madness rules and am rewriting them ever so slightly again. I also wish to stat out the Boogeyman for I feel the template in the Modern bookdoes not really encompass what the Boogeyman is. Though that is not REd20, it will work wonderfully with the Fear, Horror and Madness rules. Basically the Boogeyman is one of its names but it is far older more ancient, more primal. It is the Elemental of Fear itself, incorporeal, taking the form of the persons deepest fears. Thats a little flavor text for ya. I let go of Battlefield 2 long enough to regain my sanity and continue working on the REd2o project.
#491

zombiegleemax

Jul 06, 2005 1:53:54
I've been working on that very Nemesis off and on for the last week or so, it's getting there, amongst my tight schedule of working and sleeping
#492

the_merciless_dm

Jul 06, 2005 4:27:07
Determining the Madness Save DC
A Madness save's DC is determined on a case by-case basis.
Mental Contact: If a Madness save is prompted by contact with an alien or insane mind, the DC is 10 + 1/2 the contacted creature's HD + contacted creature's Wisdom modifier.
Gaslighting: Gaslighting comes in two varieties. If an opponent tries to drive a character mad with a spell or other magical effect (such as bestow curse or wish), then default to the saving throw indicated by that spell (typically a Will save). That saving throw stands in for the Madness save. One character can also gaslight another through nonmagical means. To do this, the perpetrator must gain the victim's trust and remain in close proximity to the victim for thirty days, using that time to slowly convince the victim that her sanity is slipping away. At the end of the thirty days, the perpetrator must make an opposed Bluff check against the victim's Sense Motive check. If the victim fails this check, she has been driven mad; as with other Madness saves, the degree of failure determines the result (subtract the victim's Sense Motive result from the perpetrator's Bluff result).

The perpetrator can select a specific Madness effect from the selected category if he wishes. If the victim's Sense Motive check defeats the perpetrator's Bluff check, she is unaffected. If she succeeds by 10 or more points, she immediately becomes aware of the perpetrator's failed gaslighting attempt. If the perpetrator is not detected, he can try again (with each attempt taking another thirty days). Total Catastrophe: Madness saves prompted by personal catastrophes can be considered a particularly shattering form of Horror save. The DM should use the recommended DCs and modifiers listed under Horror saves, though this will often require the DM to make a judgment call.

Failure Results
Failed Madness saves can quickly hinder or cripple a character. As with Horror saves, the player should roll 1d4 and compare it to the failure category to select an effect. In addition to the listed Madness effects below, all failed Madness checks cause effective ability decreases to Intelligence, Wisdom, and Charisma. (Roll separately for each ability score.) A character with a minor Madness effect suffers a temporary decrease of 1d6 points per ability. The character regains 1 point in each ability score per hour. A character with a moderate Madness effect still suffers an effective decrease of 1d6 points per ability, but these points cannot be regained without effort. See "Recovering from Madness" below. A character with a major Madness effect suffers an effective decrease of 1d10 points per ability. As with moderate effects, these points cannot be regained without effort. If a character fails a Madness save by 16+ points, her mind is shattered. Unable to function, she immediately drops to -1 hit points and starts to die. If she survives this shock to the system, she suffers a major Madness effect and an effective ability decrease of 1d12 points per ability.

Minor Madness Effects
1d4...Effect
1.....Blackout
2.....Denial
3.....Horrified
4.....Unhinged

Moderate Madness Effects
1d4...Effect
1.....Delusions
2.....Depression
3.....Hallucinations
4.....Paranoia

Major Madness Effects
1d4...Effect
1.....Amnesia
2.....Multiple Personalities
3.....Schizophrenia
4.....Suicidal Thoughts

All Madness effects described below are in addition to the effective ability decreases detailed above. As a note, minor Madness effects tend to be forgiving and pass within a few hours.
Moderate effects can be troubling, but PCs can usually continue to function. Characters suffering from major Madness effects often pose a danger to themselves and others and require close supervision.


Blackout: The character is merely shaken at first. However, she will not recall anything in the time period between (and including) the scene that prompted the Madness save and when she regains the last of her decreased ability scores. If the character is alone, the DM may simply cut to when she "comes to," wandering and alone, with no memory of how she came to be in her current location.
Denial: The character's mind refuses to accept the existence of the threat that prompted the Madness save. Until she regains all decreased ability scores, she acts as if this threat simply does not exist. Denial provides the character with an effective +4 insight bonus to any Will saves against that threat's attacks but otherwise offers no protection. When all ability scores are regained, the character once again acknowledges the existence of the threat (but loses the insight bonus).
Horrified: The character suffers a moderate Horror effect (determined randomly). This Horror effect's duration lasts only until the character regains all decreased ability scores, rather than the usual two weeks.
Unhinged: The portion of the character's mind that should have gone mad simply shuts down instead. This leaves the character able to function but affects her personality. She receives an effective +2 morale bonus to all Fear and Horror saves, but her allegiance temporarily changes (roll 1d6 to randomly select a which type of allegiance gets changed by the GM [01 Person or Group, 02Organization, 03 Nation, 04 Belief System, 05 Ethical Philososphy, 06 Moral Philosophy], omitting the character's original alignment from the options). A Sense Motive check (DC 20) can reveal that the Unhinged character is "not quite herself," assuming it isn't obvious. The character regains her normal allegiance (but loses the morale bonus) when all decreased ability scores are restored. An allegiance change due to this Madness effect does not cause an additional Madness check.
Delusions: The character believes something about herself that is simply not true. The nature of this delusion is usually tied into the event that provoked the Madness save. Examples might include a character who believes she has endless wealth (paying for services with pebbles she insists are rubies), believes she transforms into a wolf under the light of the full moon (and insists
she must be caged), or believes that she is a specific NPC. The character can perform actions only if she can rationalize them within the context of her delusion. For example, a character who believes she is actually a vampire would not be willing to expose herself to sunlight. If a character ever performs an action that should be "impossible" within the context of her delusion (in other words, if the player cannot immediately provide a rationalization for the action), the character must make an immediate Horror check at DC 15.
Depression: The character is overcome by a deep melancholy, sapping away her will to live and her interest in the world around her. Such a character just wants to be left alone; she will not suggest ideas, give commands, or otherwise direct other characters. In fact, in any given situation, the character must make a Will save at the same DC as the failed Madness save to take any action whatsoever. If the character fails this Will save, she will do nothing at all, even in dangerous situations. In a combat situation, she cannot take any actions and is considered flatfooted. Even if the character is motivated to act, she does so listlessly and reluctantly. She can follow the instructions of allies, but she suffers an effective -4 morale penalty to all attack rolls, loses any Dexterity bonus to AC and Reflex saves, and cannot take attacks of opportunity. On the other hand, the character's utter lack of interest in her surroundings actually provides her with an effective +4 insight bonus to all subsequent Fear, Horror, and Madness saves.
Hallucinations: The character perceives something in the world that simply does not exist. In a sense, Hallucinations can be considered the "external" companion to the "internal" Delusions effect. As with Delusions, the nature of the hallucination is usually related to the event that prompted the failed Madness check.
Examples: A character might believe that she can see ghosts, that biting insects have infested her armor. She might even occasionally encounter an NPC who actually exists only in her mind.
In a sense, a hallucination can be thought of as a phantasm spell on the level of a major image, but one where the insane character is both caster and subject. As with illusions, the GM should present hallucinatory episodes as real events when they first manifest. Menacing hallucinations may provoke Fear or Horror saves (DC depends on the specific scene; see the respective sections on determining DC). Hallucinations can even attack the character, though they inflict only subdual damage, as the character merely believes she is being harmed.
Characters have little mental defense against their own inner demons. Thus, a hallucinating character suffers a -2 morale penalty to all Fear and Horror saves provoked by her own visions.
If a character somehow becomes aware that her hallucinations are just that, she must still concentrate to convince herself that the visions are not real. This works just like disbelieving illusions; to dispel a hallucination, the character must make a Will save at DC (13 + character's Wisdom modifier). Unlike with illusions, however, the reassurances of allies cannot grant a hallucinating character any bonus to her Will save. An attempt to disbelieve a hallucination is a standard action and can be retried each round.
If a character successfully disbelieves a hallucination, the episode still continues for another 1d4 rounds. That hallucination can no longer provoke Fear or Horror saves, however, nor can it inflict subdual damage.
GM Tips: One way to present hallucinations is to secretly inform the other players of the nature of the character's madness. Later, once those players know that the episode the GM described won't be real, the GM can present the episode to the group as a real event, and only the hallucinating character will react as if the threat is real — adding to the insane character's confusion. The GM can then enhance this "rubber reality" scenario by letting the hallucinating character see a real threat that mimics a recurring vision. As an example, a character who hallucinates about monstrous wolves might be on watch, alone, when she spots a real pack of dire wolves skulking around the campsite. The other characters would then have to guess whether she was merely "crying wolf” again.
Paranoia: The character believes that she exists at the center of a conspiracy dedicated to her destruction. No amount of rational argument can convince her otherwise. Although the character's madness does not extend to actual hallucinations, the GM should present all NPCs and conversations with other characters in a menacing light. The GM might drop subtle visual clues that other characters are inhuman, or thread vague, easily misinterpreted "threats" into NPC dialogue. As with hallucinations, the GM may want to give the other players secret signals that the scene is not being presented quite as it actually exists, or the GM may want to focus on the paranoid character's interaction with NPCs only when separated from other PCs. This avoids the extra work of explaining what's really happening to the other players. The paranoid character must succeed at a Will save with a DC equal to that of the failed Madness save to place any trust in other characters. If the character fails the Will save, she must refuse all offers of help as being "obvious traps." If a paranoid character ever does come upon actual evidence that she has been betrayed or that others are conspiring against her, she must make an immediate Horror save (at DC 12 + character's Wisdom modifier).
Amnesia: A much more disabling form of the Blackout effect, Amnesia is the result of an affected mind's desperate attempt to shield itself from the memory that provoked the failed Madness save. Throwing the baby out with the bathwater, the amnesiac character immediately blocks out all memory of the maddening event — along with many of the months or years that came before it. If a failed Madness save results in an Amnesia effect, the GM should roll d%. Multiply this percentage times the character's total levels (rounding down). The character then receives that many negative levels. Although an amnesiac character still has access to all of her skills, she loses all memory of events since gaining those levels. A character who acquires a number of negative levels equal to her character level regresses to childhood.
Multiple Personalities: The character's psyche makes a desperate attempt to contain the mental trauma it has suffered by splintering into separate identities. The character retains a core personality, 10d10 fragments, and 2d10 alter egos. The core personality is the character's original persona. It has access to all of the character's memories, skills, and abilities. Fragments are partial personas, easily described in a single phrase, such as "coin collector," "sleepy child," or "talented dancer." The player can assign a single skill or ability to each fragment. Fragments can use their one talent if called upon, but they always ignore anything that has no relation to their single subject. Alter egos are fully formed personalities. Each alter ego considers itself a distinct individual, but alters often believe that their race, class, or even gender differs from the core personality. As with Delusional characters, these alter egos cannot be convinced that they are not as real as the core personality. The player should flesh out the persona of each alter ego:
• Roll 1d6 to determine each alter ego's approximate age. 1: Child. 2: Adolescent. 3: Adult. 4: Middle aged. 5: Old. 6: Venerable.
• Roll 1d6 to determine each alter ego's supposed sex and race. 1: Same sex, same race. 2: Male, same race. 3: Female, same race. 4: Male, different race. 5: Female, different race. 6: Same sex, different race.
• Roll d% on Table 5-5 in the Dungeon Master's Guide to select a trait as the base of the alter ego's personality.
Alter egos have access to all of the core personality's skills and abilities, but they will not use them if doing so is "out of character." The player should keep a numbered list of her hero's fragments and alters for ease of reference. Whenever a character suffering from Multiple Personalities has to make a Will save, she must also make an immediate additional Will save equal to the failed Madness save's DC or randomly switch personalities (as a free action). The character should also make a Will save (DC 15 + character's Wisdom modifier) each time she rests. If the character succeeds at the Will save, she wakes up as the core personality. If she fails, she switches to a random persona. The core personality has no conscious memory of time spent in other personalities, but the character does not acquire negative levels as with Amnesia. Alter egos typically are aware of each other and can "leave messages" for each other if they wish. It is not uncommon for alter egos to dislike each other or the core personality.
Schizophrenia: The character's personality suffers a serious collapse. As the character's sense of self erodes, she can experience drastic and unpredictable personality shifts. Once every week, and whenever the character makes a Will save of any kind, she must succeed at a Will save (DC 15 + character's Wisdom modifier) or have her allegiance immediately and randomly change. The player should roll 2d4 of different colors: one die represents ethical alignment (1: Lawful. 2: Neutral. 3: Chaotic. 4: Original allegiance); the other represents moral allegiance (1: Good. 2: Neutral. 3: Evil. 4: Original allegiance). A character might be a saint one
moment, a monster the next. An allegiance change due to this Madness effect does not cause an additional Madness check.
Suicidal Thoughts: This is a more serious form of the Depression effect. In addition to all of the
effects detailed under Depression, the character's will to live hangs by a thread. If the character fails any subsequent Fear, Horror, or Madness saves, she must soon (within an hour) make an attempt to take her own life. The character makes the suicide attempt via the most efficient means at her disposal: leaping off a high balcony, drinking poisonous chemicals, hurling herself into a river, and so on. A character can also use a piercing or slashing melee weapon to inflict a coup de grace against herself. This is also possible with some ranged weapons, such as crossbows and firearms.
Additional Failures
If a character fails another Madness save while already suffering a Madness effect, do not roll 1d4 to determine a new effect. The character's mind, already insane, merely sinks deeper into its existing dementia. Ability score decreases are cumulative with multiple failed Madness saves, however. If any of the character's mental ability scores ever drop below 3, she becomes what is commonly known as a lost one — a walking catatonic whose mind was shattered by memories too horrible to bear. The character becomes an NPC until she has at least a 3 in all mental ability scores; until then, the character eats and drinks if fed, walks if led, and may occasionally mumble some gibberish, but otherwise she can take no meaningful actions. The GM can shape a lost one's personality by looking at which ability score has dropped to 1 or 2. A lost one with minimal Intelligence may seem like a cheery and friendly fellow, but he might have absolutely no short-term memory. He is unable to remember anything about anyone from one minute to the next. A lost one with minimal Wisdom might have a vibrant memory but would be completely stymied by any kind of external task, such as opening a door latch or changing his clothes. A lost one with minimal Charisma might wander in a daze, mumbling strange rhymes, and is seemingly unable to register the existence of others. If any ability score drops to 0, the character slips into complete catatonia (see "Ability Score Loss" in the Dungeon Master's Guide). If all three ability scores are raised above 0 again, the character wakes up as a lost one.
Madness and Allegiance
Some Madness effects can cause a character's allegiance to temporarily change. This is an involuntary shift but does not require an additional Madness save. Some classes require specific allegiances. In these cases, the insane character should be considered an effective "ex" member of that class and may or may not lose class abilities. This loss of class abilities is only temporary; because the change is involuntary, the character is not considered to have actually abandoned the class. When the Madness effect causing the allegiance change is removed, the character's original allegiance is restored and she can continue to gain levels in that class as normal.
Madness and Campaign Style
To gain their full effect, Madness effects depend heavily on the players' willingness to portray various forms of mental damage. This isn't a problem in a campaign using a great deal of personality and character development. However many Madness effects run the risk of impairing the fun of the game. If Madness effects don't suit your style of play, it's best to simply remove them from the game. In this case, failed Madness saves only cause the effective ability decreases described above.
Recovering from Madness
The road from madness to sanity is often long and difficult. Madness effects are removed when all ability points lost to the failed Madness save are regained. In the case of minor Madness effects, this period is mercifully short: never longer than 6 hours. Moderate and major effects require much more effort to shake off. Several methods are available to characters in need of recovery:
Peace and Quiet: If the character rests for thirty days without failing any subsequent Will saves, she can make a recovery check (a Madness save) against the same DC. If this check succeeds, she regains 1 point in one of her decreased ability scores. While the player can choose which ability score to place the point in, the fastest road to recovery lies in restoring Wisdom to normal first. The character can attempt a new recovery check once per restful month against the original DC until Intelligence, Wisdom, and Charisma return to normal. However, particularly if the character's Wisdom score was drastically lowered by the Madness save, the DC may be so high that the character cannot succeed. In these cases, the character needs to turn to outside help.
Hypnosis: If the character does not have access to magic, access to a character with the Hypnosis skill is the next best option. Hypnosis is a new technique, first developed by or doctors. Hypnosis is primarily a nonmagical substitute for the hypnotism spell. When a character is curing madness, the DC of a Hypnosis skill check is equal to the DC of the subject's failed Madness save. The hypnotist may benefit from the modifiers listed on Table. If the hypnotist has at least 5 ranks in Heal, he gains a +2 synergy bonus to the skill check. The hypnotist can retry Hypnosis checks once per week (per subject) until the subject recovers. This means that the aid of a successful hypnotist can give the insane character four chances to make recovery checks each month, rather than just one. A character cannot use Hypnosis on himself. A successful Hypnosis check garners two results. First, the subject can attempt an immediate recovery check to regain a single ability point, as detailed under Peace and Quiet, above. Second, each successful use of Hypnosis reduces the DC of the recovery check by 1 point.
Hypnosis Therapy Modifiers
Modifier....Condition
+2.....The hypnotist can sense the subject's emotions through some means (including hypnotism and empathy).
+1.....The therapy takes places in a setting where the subject feels safe and comfortable.
+1.....The hypnotist has the same allegiance as the subject (disregarding Madness-induced allegiance change).
+1.....The hypnotist comes from a similar background as the subject (including homeland,social class, and character class).
#493

the_merciless_dm

Jul 06, 2005 4:33:21
Ouch. My Brain hurts. I've been typing for the larger part of tonight and its already 5am here. I hope this is what you all expected and much more. I know you waited long for this and I hate to disappoint. Oh yeah look at the post before this one! Yeah that one the Big Scary One. take your time reading it just like I did in editing it and typing it.
;p
As usual let me know what you think, and please read the rules completely before asking something about their mechanics. I think they are pretty much complete. See ya when I see ya.

Also before I forget, I added a link to Jedi Ranger's Index in the first post of this thread.
#494

zombiegleemax

Jul 06, 2005 8:57:37
Excellent adaptation Merciless, this will be very useful if my players ever happen to tinker with demonic magic in the campaign I'm running now, thanks a lot for them.
#495

the_merciless_dm

Jul 06, 2005 12:20:02
The Fear, Horror and Madness rules have use in many different campaigns. Just remember if you use magic its easier to have someone go Mad by using "magic tricks" and easier to recover aswell if you alter memories and use restore spells.
#496

zombiegleemax

Jul 06, 2005 13:58:35
Whoo. Danke shoen.
#497

the_merciless_dm

Jul 06, 2005 22:45:33
Umm... What does that mean?
#498

zombiegleemax

Jul 06, 2005 23:40:13
Danke=Thank you
Shoen=Uh...cheese?
#499

zombiegleemax

Jul 06, 2005 23:45:54
When ever you are in a perilous situation, use these feats to build some impossible contraption to kick mutant zombie hellbeast ass!

Housewares [General]
When you're not slaughtering the supernatural, you spend a lot of time researching how to build things that nobody should be able to build.
Prerequisites: Builder, Craft (mechanical) 4 ranks
Benefit: All Craft (mechanical) check DCs are reduced by half (rounded down) your level and take half the time to create from scratch.

Duct-Tape Engineering [Craft]
You manage to do things with mechanical objects that no sane person should be able to achieve. You can build mechanical prosthetics, create explosives from detergent and spit, and turn your car into a whirling death machine.
Prerequisites: Builder, Psuedo-Science, Craft (mechanical) skill 6 ranks
Benefit: You can craft insane gizmos using the Craft (mechanical) skill. These gizmos include devices of higher progress levels and new forms of existing techology (like chainsaws that can be held with one hand, cybernetic limbs, and turning your car into a whirling death machine ).
NOTE: You can use this feat with Craft (chemical) to make bizarre and unheard of chemicals (like gasoline from some detergent, mushrooms, and moonshine).
#500

zombiegleemax

Jul 07, 2005 3:32:39
Danke Shoen= Thank you very much (German), to which you reply "Bitte Shoen"

Big LOL and thunbs up on yer feats Illius.

"Hail to the King, Baby."
#501

the_merciless_dm

Jul 07, 2005 17:03:24
To villianousmorality Bitten Shoen! (know that I know hehehehehe)

And thanks a lot Ills for posting your feats. They really help cuz if memory serves the janitor in RE Outbreak had a special ability to use Duck tape (I wish I were joking) of all things to make other itmes. And those feats pretty much sums it all up.

Back to the drawing board for me.
#502

zombiegleemax

Jul 07, 2005 17:09:09
Being that we have Evil Dead on the brain:

Groovy [General]
You are able to perform calmly under pressure.
Prerequisite: Iron Will.
Benefit: You receive a +4 competence bonus to Concentration checks and +2 to Will saves hade to resist fear.

Hail to the King [General]
You've seen it all – nothing fazes you. As a result, shaken, frightened, and panicked conditions have less effect on you.
Prerequisite: Iron Will, Groovy, Must have suceeded at one Madness check.
Benefit: When you would normally be panicked, you are only frightened instead. When you would be frightened, you are only shaken. When you would be shaken, you are unaffected.
#503

the_merciless_dm

Jul 09, 2005 23:50:41
Okay, with the posting of the Madness rules completed, I have returned to the drawingboard on rest of the RE Beastiary. Creatures like the Eliminators (Tvirus infected Baboons), the Rabid Leeches from RE0 and others are still missing. I cannt help but feel again something is missing. I've begun to think up page layouts (all I got right now is a file named Resident Evil d20 with a whole sh*t load of .doc in it) for the .pdf, I'm looking for pictures of the monsters to put with their respective entries. I am also writing the flavor text for these aswell, along with the chapters too. I'll provide an introduction, some history (not including the Movies nor the books) some interesting additions, rules, feats, occupations/organizations, etc.
#504

zombiegleemax

Jul 09, 2005 23:55:11
Don't forget about zombified animals like in RE Outbreak File #2
#505

zombiegleemax

Jul 10, 2005 0:01:32
Hey, we finally got passed the 500 mark and are past 12,000 views

:bounce: :pile: :invasion: :coolcthul
#506

zombiegleemax

Jul 10, 2005 0:15:13
This is totally off topic, but does anyone have the stats foe Brandon/Beyond the Grave's twin guns and coffins from the anime/games Gungrave? I've been looking all over the place for them and woukld appreciate any help on the subject matter
#507

the_merciless_dm

Jul 10, 2005 2:49:53
"Don't forget about zombified animals like in RE Outbreak File #2"

THANK YOU! See I knew I was forgeting something. I'll start work on T-virus Zombification template later today at work. I hate working sundays see sundays I open the video store and stay there 'till 7pm we open at 10am... Cuz normal people go to church and spend time with their families on Sundays,besides the internet is down at the Video for some odd reason. Meh I'll cook up a nice template using the Zombie Template that we got in the D20 Modern book but make it extra evil and as an example for the template I'll stat out the increadible Elephant zombie Blaine mentioned. And the other thing I was so stupidly forgeting was Birkin himself, the man who if he didnt exist we would not have RE2 nor RE4. The G-Type I mean and its "evolutions' or "de-evolutions" whichever you prefer G-Type(Large), Maw-Beast (Huge) and Devourer (Huge). Also the G-Baby which is an attempt to recreate the Licker project using the G-Virus.

Thats all for now. See ya around.
#508

the_merciless_dm

Jul 11, 2005 1:40:15
Can someone do me a favor?

Remember the grenadelauncher from the Resident Evil Series? Well what is its name, manufacturer, and all other stats? It seemed like a "semiaoutomatic shotgun"-ish shape cuz it has that cylindrical case which hold the ammo.
And which grenade launcher replaced the M203? I herd from a friend that the M203 is not is use.

Also on a RE rule note, In Resident Evil we can target creatures with greande launchers, are we gonna allow players to target opponents with such weapons or areas attacks only, or Both? I would go with both, allow the player to decide which is best. Besides you target a creature shoot hit and the rest works the same those around take damage aswell.

Well I must return to my cave for I have much work to do for this project.
;p
#509

the_merciless_dm

Jul 11, 2005 1:43:54
Resident Evil 0 “The Omen”
A string of bizarre murders and attacks occurring in the Arklay Mountains region surrounding Raccoon City causes Police Chief Brian Irons to form a special task force assigned to investigate these incidents. Albert Wesker leads the Special Tactics and Rescue Service (S.T.A.R.S.) unit with recruiting assistance provided by long-time S.T.A.R.S. member, Barry Burton. Together, the two men hired recruits from all over America and brought them to Raccoon City.

By July of 1998, the S.T.A.R.S. team is almost fully formed and trained for the task at hand. A group of hikers in the Arklay Mountain region are attacked and pursued by a pack of cannibalistic maniacs said to be emanating from a mysterious house in the forest. Wesker dispatched S.T.A.R.S. secondary unit, the Bravo Team, to investigate. For unknown reasons, the Bravo Teams’ helicopter malfunctioned and crash-landed in the forest.

As the group split up to investigate the woodland area, rookie medic Rebecca Chambers discovered an abandoned passenger train on an unmapped rail line. As she climbed aboard the train to investigate, it began to move forward, continuing toward its unknown destination for mysterious reasons. Chambers soon discovered that the train served to transport employees of the Umbrella Corporation to a secret research and educational facility in the forest area. The facility had once been managed under a Dr. James Marcus, a leading researcher for Umbrella. Chambers learned that Marcus was involved in genetic research in the field of biological weapons, “monsters” designed to kill for military purposes.

His main experiment involved the cultivation of mutant leeches. An unknown individual used the leeches to attack the train and spread the T-virus, a man-made virus that mutated life forms in the small doses, but turned ordinary humans into zombies.

After crashing into the Umbrella training facility, Rebecca searched for an escape route with the help of escaped military convict Billy Coen. Together, the two discovered that the person who had caused the T-virus outbreak in the forest area was none other than Dr. Marcus himself, betrayed and murdered by two of his protégés within the Umbrella Corporation and mutated into a giant leech-like creature. Rebecca and Billy worked together to stop Dr. Marcus and escape from the massive underground facility alive. In the morning, Rebecca and Coen went their separate ways. Rebecca headed for a nearby mansion to try and catch up to the Bravo Team…
#510

zombiegleemax

Jul 11, 2005 4:35:44
The grenade launcher used in most of the RE games is the M79, which can be found in the d20 Modern Core Rulebook. It is made like a shotgun, but not the semi-automatic kind. It's like an old-fashioned single-barrel breakdown shotgun.

Remember the grenade laucher "The Governator" uses in T2? That's an M79
"We don't have a key!"
"We'll use mine."
*BOOOM!!!*

Mm'kay. in RE3, you're introduced to a newer version of the M79, the HK-P. It works exactly the same way. For the purpose of game stats, I'd raise the purchase DC by 1 or 2 and increase the range increment to 80 or 90.
#511

jediranger

Jul 11, 2005 19:39:54
Should we have a section made for weapons seen in Resident Evil games, but not stated out?
#512

jediranger

Jul 11, 2005 20:06:19
If we do make a section for Weapons, heres a few that I don't think we're made.

Linear Launcher
M-100P Semi-Automatic Pistols
Riot Gun
S.P.A.S 12 Shotgun
Spark-Shot Gun
STI Eagle 6
Striker Shotgun
B.O.W. Gas Rounds
Flame Rounds
Freeze Rounds

I might work on some of these weapons. Not sure how to deal with the different types of rounds though.

Great work on the History Section.
#513

the_merciless_dm

Jul 11, 2005 23:56:30
Ofcourse we are going to have a weapons section! And yes stats to the unstated weapons would be great, now I will not do the stating of weapons for my knowledge in that field is severly limited, but Nuclear Cheetos, Gunrock, Wolfgang Blaine, Gneral Kass and whoever else feels up to it should get down to work and pen these out. (I mentioned tham for I know them to be gun crazies) as for me I am stuck writing up monsters and I have half way completed another character like those that Jedi Ranger has supplied, this guy is an Assasin (2nd level Dedicated) and I am currently also statting out a Thief (2nd level Fast) and finally a Con-artist (2nd level Charismatic) as archtypes to pick up and play. Like Jedi Ranger's characters these are people in Raccoon City while the outbreak occurs.
#514

zombiegleemax

Jul 12, 2005 0:04:49
Here's some of squrr101's (hope I got that right) firearme damage values:

2d3: .25 ACP
2d4: .22 LR, 5.45x25mm, .32 ACP, 3.4mm flechette
2d4+1: .38 S&W, .380 ACP, 9x18mm PM, .38 Long Colt, 9x19mm (subsonic loading), .38 Special, .22 WMR, 9x18mm PMM, 5.7x28mm FN, 4.6mm HK, 7.62x25mm Tokarev
2d6: .38 Super, 9x19mm, .22 Hornet, .17 Remington, .338 nova, 4.35mm flechette
2d6+1: .357 SIG, .357 Magnum, 10mm Auto, .41 AE, .45 ACP, .45 Long Colt, .30 Carbine/7.62x33mm, 7.62x25mm Tokarev (Czech loading), .300 Whisper (subsonic loading)
2d8: .45 Long Colt +p, .44 Magnum, .454 Casull, .50 AE, .440 CorBon, .50 Alexander, .458 Socom, 5.45x39mm/.21 Russian, 5.8x42mm Chinese, 20ga, .223 Rem/5.56x45mm NATO, .44 AutoMag, .300 Whisper, 4.7mm caseless, 12mm, 10.7mm
2d8+1: 7.62x39mm M43/.30 Russian, .30-30, .243 Win, 6.8mm SPC, 7.92x33mm Kurz, .510 Whisper (subsonic loading), 14mm caseless
2d8+d6: .803 gyro
2d10: .270 Win, .308 Win, .30-06, 7.62x54mm, 7.92x57mm Mauser, .300 Win Mag, 12ga, .45-70 Gov't, .500 magnum, 8mm caseless
2d10+1: .444 Marlin, .450 Marlin Magnum, .45-70 +p, 12 ga 3" Magnum
2d12: .338 Lapua, .375 H&H Magnum, 10ga, 12ga 3-1/2" Magnum, .510 Whisper
2d12+1: .458 Win Mag, .505 Gibbs, .404 Jeffreys, .600 Nitro Express, .666 magnum
2d12+2: 8ga
2d12+3: .700 Nitro Express
2d12+4: .800 Nitro Express
2d20: 12.7x109mm Soviet, .50 BMG/12.7x99mm
2d20+2: 22.4mm
2d20+4: 12mm Ramjet
#515

sqrrl101

Jul 12, 2005 0:17:16
Here's some of squrr101's (hope I got that right) firearme damage values:

It's sqrrl101, but close enough.
Thanks for quoting my weapon stats!

Incidentally, a few weapons I designed are available here, although they don't have very good descriptions, and some are not well statted. I've elaborated on a couple in my weapons thread
#516

zombiegleemax

Jul 12, 2005 7:24:40
If you are having any trouble with npc's, merciless, I'd be happy to help, just tell me what kind of guys to make.
#517

zombiegleemax

Jul 12, 2005 9:37:40
HANDGUNS (require the Personal Firearms Proficiency feat)
Calico M-100P (.22LR autoloader)
Damage:.................2d4
Critical:...................20
Dmg Type:..............Ballistic
Range Increment:.....30ft.
Type of Fire:...........True Semi
Magazine:...............100
Size:......................Medium
Weight:..................4lb.
Purchase DC:...........17
Restriction:..............Lic(+1)

Magnum Research BFR (.500s&w Revolver)
Damage:.................2d10
Critical:..................19-20
Dmg Type:..............Ballistic
Range Increment:.....60ft
Type of Fire............Single-Action
Magazine:...............5 Internal
Size:......................Medium
Weight:..................4lb
Purchase DC:...........17
Restriction:..............Lic(+1)

STI Eagle 6” (.40S&W autoloader)
Damage:................3d4
Critical:..................19-20
Dmg Type:..............Ballistic
Range Increment:.....40ft.
Type of Fire:...........True Semi
Magazine:...............10 box
Size:......................Small
Weight:..................2.5lb.
Purchase DC:...........20
Restriction:.............Lic(+1)

LONGARMS (require the Personal Firearms Proficiency feat)
AN-94 Abakan (5.45mm assault rifle)
Damage:.................2d8
Critical:..................20
Dmg Type:..............Ballistic
Range Increment:.....90ft
Type of Fire:...........True Semi, 2 round burst, or full auto
Rate of Fire (RPM):...600 or 1800
Magazine:...............30 or 45 Box
Size:......................Large
Weight:..................8lb
Purchase DC:...........24
Restriction:.............Res(+2)

Benelli M4 Super 90 Riot Gun (12-gauge shotgun)
Damage:.................2d8
Critical:..................20
Dmg Type:..............Ballistic
Range Increment:.....30ft
Type of Fire:...........True Semi
Magazine:...............6 int.
Size:......................Large
Weight:..................8lb.
Purchase DC:..........19
Restriction:.............Lic(+1)

Franchi S.P.A.S 12 (12-gauge shotgun)
Damage:.................2d8
Critical:..................20
Dmg Type:..............Ballistic
Range Increment:.....30ft
Type of Fire:...........True Semi or Pump, selectable
Magazine:...............8 int.
Size:......................Large
Weight:..................10lb.
Purchase DC:...........19
Restriction...............Lic(+1)

Striker 12 Shotgun (12-gauge shotgun)
Damage:.................2d8
Critical:..................20
Dmg Type:..............Ballistic
Range Increment:.....10ft.
Type of Fire:...........True Semi
Magazine:...............12 int.
Size:......................Large
Weight:..................9lb.
Purchase DC:...........21
Restriction:..............Res(+2)

Weatherby Mark V (.460 Wby. Magnum hunting rifle)
Damage:.................4d10
Critical:..................19-20
Dmg Type:..............Ballistic
Range Increment:.....150ft
Type of Fire:...........Bolt-Action
Magazine:...............3 Internal
Size:......................Large
Weight:..................10lb
Purchase DC:...........21
Restriction:.............Lic(+1)

GRENADES AND EXPLOSIVES
40mm Acid Rounds
Damage:..................3d6
Critical:...................N/A
Dmg Type:...............Acid
Burst Radius:............5ft.
Reflex DC:................15
Size:.......................Tiny
Weight:...................1lb.
Purchase DC:............17
Restriction:..............Mil(+3)

40mm Flame Rounds
Damage:..................2d6
Critical:...................N/A
Dmg Type:...............Fire
Burst Radius:............15ft.
Reflex DC:................12
Size:.......................Tiny
Weight:...................1lb.
Purchase DC:............17
Restriction:...............Mil(+3)

40mm Freeze Rounds
Damage:..................3d6
Critical:....................N/A
Dmg Type:...............Cold
Burst Radius:............5ft
Reflex DC:................12
Size:.......................Tiny
Weight:...................1lb.
Purchase DC:............18
Restriction:..............Mil(+3)
#518

blackknight5k

Jul 12, 2005 10:27:44
so, when should we be looking for this e-book? I'm currently running a re game right now, but the pc's are mercs instead of the "helpless" civilians/cops that are traped. So far, they have been sent in to destroy evidence of small scale outbreak at a facility outside of a large city. As of now, the outbreak is contained. later they will be sent in to a city to take care of a few missions and coverups . Anyways, sorry to rant.
#519

the_merciless_dm

Jul 12, 2005 12:14:01
Damn Blaine your quick to respond! Thats Improved Initiative in action right there!

As for when will the e-book be out well as soon as we finish with everything. the easy parts are done with. The hard part (for me atleast) is designing the actual book, see I might recruit the help of my girlfriend for that very job since she has a better eye for detail and is too a fan of RE and gaming (I know hard to belive but girls like that do exist). I've decided in its order being: Introduction, Classified (history including Wesker's Reports 1 & 2), New Rules and Variants,New Occupations(in both Organization and Occupation format) New Skills & Feats, New Equipment (weapons, armor, improvised weapons, etc.), Example Characters (Jedi Ranger's "Pick and Play"), Adventures, and Beastiary.Afterwards some words and a thank you page were you all will be properly addressed, were I will mention who contributed what and a copy of the OGC. Obviously it will be decorated with RE-ish material such as background images and pics. But my most prized possesion is a map of Raccoon City itself! Which will be included in the Adventures section.

Well thats the basic ideal format and everytime we come up with something here, the format changes slightly. I have everything (I do mean everything) saved into one folder that says Resident Evil d20. Once we say we are done I will place all that material neatly into one e-book to pass around the web. Dont worry you will be the first to know!
;p
#520

the_merciless_dm

Jul 12, 2005 15:12:47
People of the Resident Evil for Modern D20 thread, I want you to choose what will be on the cover of the e-book. So begin the arguements on what image do you wish to adorn the cover of our dreamchyld.
#521

jediranger

Jul 12, 2005 15:35:40
I personally like the Resident Outbreak Cover, with the gun and the picture of Zombies inside the gun. Just my 2 cents.
#522

the_merciless_dm

Jul 12, 2005 15:39:13
I also like the other RE outbrack cover were you got one hand in the sewer being held back by zombie hands and you got the cops hand grabbing the hand from the sewer in an attempt to pull him out.

But also I was thinking of mimicing the Modern cover.
#523

blackknight5k

Jul 12, 2005 15:40:46
how about a group of 4 pc's in the middle of an intersection with hords of zombies comming from all sides. Fire blazing from their guns...don't forget to have some crawling zombies in the picture.

#524

the_merciless_dm

Jul 12, 2005 15:47:59
Well as i was surfing the web on the miracle that is google I typed the following:

Resident Evil Cover, then I got one picture that mimiced the Modern d20 book and it said Biohazard d20, so I clicked it and got this:
http://tiamat64.free.fr/antre/resident%20evil/resident.htm
Just copy it to your web browser and it should work.

Now this is in french and its a superior version of the CoC supplement, its been updated but not as far as we have gone. I truely am heart broken here, but I will continue to make our Resident Evil d20 because ours will be in English and we can all understand it. :p Take that smelly french men!

Meh just one more reason for me to hate the French!
#525

jediranger

Jul 12, 2005 15:54:05
If we have any really good artists Maybe we can do a mimic of the D20 Modern cover, except with RE Sterotypes.

A Cop/STARS, Scientist/Umbrella Worker, Civilian and a Zombie attacking one of them.

We can also head to the Art Gallery on the Wizards Boards, There seems to be alot of very good talent there.
#526

the_merciless_dm

Jul 12, 2005 15:59:21
I would like to do that very same thing, I dont have the talent for it, but I know a friend who does, though he is hard to get in touch with.
Anyone out there with a talent for drawing?

Does anyone know anybody from the art gallery at wizards? If so contact them.
#527

jediranger

Jul 12, 2005 16:03:10
Heres what we can do. If we get a very descriptive image of it, Someone can request it on that forum. This is if you want the D20 Modern Mimic Idea. We should probaby wait a few days for some more votes.
#528

zombiegleemax

Jul 12, 2005 20:15:31
My cousin had a scanner all this time and I didn't know it. Lemme finish up my Nemesis class and I'll show you guys what I can do.

I also grouped the weapons I made with the previous list all onto my last post, and cleaned it up a bit. Looks better, yes?
#529

the_merciless_dm

Jul 13, 2005 22:56:58
People, friend, and collegues. I truely wish to know what you think and feel about these Armor Proficiency feats posted by The Shaman over here:
http://boards1.wizards.com/showpost.php?p=6686415&postcount=1

I like them and there is an discussion going on in his thread about them. But I would like to know how you feel about them going into our project here. If we agree on it I'll ask him about allowing us to use them in REd20. Also lets not worry about pictures and covers yet. The whole visual thing should be left for last, I first wish to cover the content and its quality.

;p
#530

zombiegleemax

Jul 14, 2005 7:28:43
I like them. :D
#531

zombiegleemax

Jul 14, 2005 7:32:59
These make a lot of sense to me, and it means you don't have to take 3 feats to use a forced entry unit without penalty.
#532

the_merciless_dm

Jul 14, 2005 11:43:13
My sentiments exactly!
ANyways I was thinking on adventures for REd20, when I realived that the Modern d20 skills chapter has nothing that would cover Sky Diving, or "Para drop" (I think thats what its called in the military). I thought of a Dex Check but it would have to be trained only I guess or a Navigate Check but to me it doesnt quite fit in the right way. If anyone has more on this idea let me know.
#533

Luega

Jul 14, 2005 12:07:17
My sentiments exactly!
ANyways I was thinking on adventures for REd20, when I realived that the Modern d20 skills chapter has nothing that would cover Sky Diving, or "Para drop" (I think thats what its called in the military). I thought of a Dex Check but it would have to be trained only I guess or a Navigate Check but to me it doesnt quite fit in the right way. If anyone has more on this idea let me know.

Well, I tracked down this: link.
Hope it helps.
#534

the_merciless_dm

Jul 14, 2005 23:02:32
Sorry double post so I deleted the un edited one. Look below. Sorry.
#535

the_merciless_dm

Jul 14, 2005 23:04:04
Thanks Luega, but I was looking for something more like this skill (found in Blood & Guts which a friend pointed out to me)

Paradrop (Dex)
Armor Penalty
Airborne insertions are a powerful military tool for inserting soldiers behind enemy lines for scouting, surprise raids, and special operations. In modern warfare, heavily fortified positions can be bypassed, encircled, and defeated with far less casualties than were taken in past conflicts. This skill allows a character to land precisely where she wishes to, and also allows parachuting under less than ideal conditions (from a very fast-moving craft, a low-flying craft and so forth). This skill also covers preparing equipment to be dropped.

Failing this check means the character lands 100 yards off target for every two points by which his roll missed the DC. Failing a check by more than 5 means the character has landed somewhere dangerous (depending on the situation, a dangerous landing could be in proximity to enemy soldiers, power lines, dense foliage, etc).

Failing the check to safely land in dense foliage such as a forest means the character has become fouled in the brush 10-100 feet above the ground. Getting down usually involves climbing or simply cutting yourself free and falling the remaining distance.Failing the check from a high speed or low altitude insertion results in 1-4 points of damage per 2 points by which the character missed the DC (in addition to possibly landing off target, and landing somewhere dangerous). The character may attempt either a Reflex save (DC 20), or a Tumble check (DC 15) to reduce this damage by half.

Forces on the ground need to roll a Spot check (DC 10) to detect incoming paratroopers 1-6 rounds (50-300 ft) before landing. Paratroopers in the air are extremely vulnerable to enemy fire, being treated as flat-footed both while in the air, and for 1-4 rounds after they land (while the soldiers get free of their heavy parachute riggings). A successful Paradrop skill (DC 15) will allow a character to get clear of his riggings in the minimum time (1 round).

For these reasons, soldiers will only be dropped into a hostile landing zone when absolutely necessary. Often Special Operations forces will be sent in first, to make sure an area is secure (neutralizing any enemy forces encountered) before more conventional troops are paradropped in.

For special operations, the HALO, or High Altitude Low Opening method of deployment is considered the ideal. Troops are dropped from extreme altitude, making the presence of aircraft harder to detect. The soldiers so deployed then wait until they are extremely low before deploying their parachutes. HALO landings are only spotted by forces on the ground on a Spot check of 20 or higher, and if a HALO drop is spotted, forces on the ground only have 1-2 rounds at which to attack the incoming paratroopers.

LALO, or Low Altitude Low Opening method of deployment is also very popular, used when aircraft must come in under the radar of a potentially hostile group, or to avoid a diplomatic incident. LALO insertions are risky, as the soldiers are pulled from the craft, their chute opens, and they hit the ground, all in under a minute. On a LALO jump, characters receive 2d6 points of subdual damage from the stress and impacts of the jump.

Sample Actions.................................DC
Land within a 100 feet of target.............15
Land within a 100 yards of target...........10
Land within one mile of target................05
Paradrop Safely through dense Foliage.....25
HALO................................................+5
LALO................................................+5
Paradrop Equipment.............................20
Clear Riggings in 1 round.......................15

Special: Characters with 5 or more ranks in Tumble receive a +2 Synergy bonus on paradrop checks. Characters with the Paratrooper feat gain a +2 bonus to Paradrop checks.
#536

zombiegleemax

Jul 14, 2005 23:16:24
Dont forget to factor in the wind speed. My dad's a former paratrooper and accoeding to him, high wind speeds made the drop a chronic pain in the ass.
#537

the_merciless_dm

Jul 14, 2005 23:28:10
Jump School
You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit, including the Green Berets and the Rangers.
Skills: You add the following skills to your permanent class skill list: Balance, Paradrop, and Tumble. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Paratrooper
You are an extremely competent parachutist.
Prerequisites: Jump School.
Effect: You gain a +2 bonus to Paradrop and Tumble skill checks.
#538

zombiegleemax

Jul 15, 2005 8:26:41
Nice, the DC's could come in useful in my game though I think perhaps it should be a jump or tumble check, then again I may just be biased against making new skills because there are so few skill points available to combat classes.

By the way, are there any NPC archtypes or ready made PC's I should make?
#539

the_merciless_dm

Jul 15, 2005 12:41:12
Well thanks for asking, I'd like to see these 3 "Pick & Play"(Ready made) archtypes: Assasin, Thief and Con-Artist. To add to the ones Jedi Ranger had already made for us. Just like these I'd like them to be in Raccoon City or have a reason to be there.

Also I was just wondering who would be so kind to provide Stats for the following NPC's:
Rebecca Chambers
Billy Coen
Barry Burton
Steve Burnside
Ada Wong
Albert Wesker (I'll do this one)
Carlos Olivera
Nicholai Ginovaef
Mikhail Viktor
Ark Thompson [Gun Survivor]
Bruce McGivern [Dead Aim]
Fong Ling [Dead Aim]
William Birkin
Alfred Ashford
Alexia Ashford

I dont want rough ideas, I want the WHOLE shebang! You know just incase any PC actually run into any of these characters (I think Billy Coen might be a good character to have the PC's come across in a Non-RE game that they don't know is in fact an RE game). Their levels should be discussed prior to stating them, as we should agree on what level & in what class is each one of them. Also if the character appears in two games or more then I want each stat block one for each game. These stats will be in the pdf in a section of NPC's

Roll Initiatives People!
#540

zombiegleemax

Jul 15, 2005 13:05:32
Well, I guess I will handle the assassin first, with three versions, a level 2, a level 5, and a level 8 build, how does that sound?
#541

jediranger

Jul 15, 2005 15:23:59
Ill do Rebecca and Barry. Pre Made characters, I'll do Thief.

Rebecca-Smart 1/Dedicated 1
Barry-Tough 4 or Tough 3/Strong 1

Thief-Fast 2 or Fast 1/Charasmatic 1.

If I have any more time, Ill give a shot at Con-Artist (Charsamatic 1/Smart 1).

Since I have alot of time, I'll probaby have them done by Sunday, but we will see.
#542

the_merciless_dm

Jul 15, 2005 18:51:06
DwelleroftheDeep what I want is a 2nd level character that is an Assasin in Raccon City, give him life and reasons to be in Raccoon City when the outbreak occured. More like if you were to play a 2nd level character and he were an Assasin in Raccon City, how would you stat him and some back story.
Look to Jedi Ranger's previously made archtypes to help you make them.

Jedi Ranger:
Barry-Tough 4 or Tough 3/Strong 1
I Barry at 4th is alright, since we had stated Chris and Jill at level 4 too. You also have to remember Barry knew his weapons and was the one who customized the S.T.A.R.S.' Samurai Edge 9mm hand guns. Stats for those (the guns should be nice aswell)

Now Rebecca-Smart 1/Dedicated 1
Rebecca Chambers as 2nd level, I dunno. Maybe. Feels a little off, maybe 3rd. I dont know.
#543

jediranger

Jul 15, 2005 19:04:28
Rebecca-Smart 2/Dedicated 1 or Smart 2/ Field Medic 1
Barry-Maybe 6th Level Tough 4/Gunslinger 2 or Tough 6 or Tough 5/Dedicated 1

For the STARS Weapon, It was created with the organization Here
#544

the_merciless_dm

Jul 15, 2005 20:08:22
Thats right! Sorry I forgot you had already stated out the Samurai Edge 9mm.
I think Tough/Dedicated for Barry is more him. Rebecca as Smart/Field Medic is great.

Now as for Wesker I was thinking more on the lines of Smart Fast then Mastermind from the Web Enhancement. This is since he was Birkin's best friend and fellow lab researcher in the Spencer Mansion, maybe a little Charismatic since he was also a spy and the "leader" as well. Hmm need feedback.
#545

jediranger

Jul 15, 2005 20:12:35
I would have him at 7-8th level

Smart 3/Fast 3/Mastermind 2?

Just a guess.
#546

the_merciless_dm

Jul 15, 2005 20:23:48
Well I was going for:
RE1: Smart 4/ Fast 2/ Charismatic 1
then after RE1 when he "died" Hed be
Smart 4/ Fast 2/ Charismatic 1/ Mastermind 2 + G-Virus template (Code Veronica)
and finally in RE4 he would look something like:
Smart 4/ Fast 2/ Charismatic 1/ Mastermind 5 + G-virus template
#547

jediranger

Jul 15, 2005 20:27:45
That probaby sounds better. I have rebecca almost done and will post in alittle bit.
#548

jediranger

Jul 15, 2005 20:47:38
IMAGE(http://pageperso.aol.fr/sagaresidentevil/images/rebecca.jpg)
Smart 3
STARS Medic/Chemist

HD: 3d6
Hp: 14
Init +0
Spd 30 ft
Defense 12
Touch 13, flat-footed 13 (+0 Dex, +2 class)
BAB +2; Grap +0;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good, STARS
SV Fort +2 Ref +1 Will +2 AP 5 Rep +1
Str 10, Dex 12, Con 12, Int 15, Wis 14, Cha 11.

Occupation:S.T.A.R.(Disable Device, Search, Light Armor Proficiency)

Atk +2 Beretta 93R 2d6

Skills: Computer Use+3 Craft[Chemical]+6 Craft[Phaemacetrical]+4 Decipher Script+2 Disable Device+3 Investigate+2 Knowledge [Current Events]+3 Knowledge [Tactics]+1 Knowledge [Physical Sciences]+6 Profession[Chemist]+3 Research+1 Search+3 Treat Injury+3

Feats: Educated, Personal Weapons Proficiency, Run, Medical Expert

Talents (Smart): Savant, Exploit Weakness

Possessions: Bereatta 93F, Light Duty Vest, Chemical Kit, First Aid Spray, 2 Clips of Ammunition
#549

jediranger

Jul 15, 2005 21:09:07
IMAGE(http://www.planetdreamcast.com/residentevil/images/pages/re1remake/char/barry.jpg)
Tough 5/ Dedicated 1
STARS Close Combat Specialist

HD: 5d10+1d6
Hp: 46
Init +0
Spd 30 ft
Defense 15
Touch 14, flat-footed 15 (+1 Dex, +3 class)
BAB +3; Grap +2;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good, STARS
SV Fort +4 Ref +2 Will +3 AP 5 Rep +1
Str 14, Dex 13, Con 15, Int 12, Wis 12, Cha 11.

Occupation: S.T.A.R.S (Concentration,Search,Light Armor Proficiency)

Atk +5 Colt Python 2d6+2 Ranged
+3 Pistol Whip 1d6 Melee

Skills: Climb+4 Concentration+3 Intimidate+3 Knowledge [Tactics]+7 Profession [STARS]+6 Search+1 Spot+6 Survival+4

Feats:Quick Reload,Precise Shot, Point Blank Shot,Weapon Focus [Colt Python] Personal Weapon Proficiency

Talents (Tough): Remain Conscious, Second Wind, Damage Reduction 1/-
Talents (Dedicated): Empathy

Possessions: Colt Python, 3 Speed Loaders, Holster, Light Duty Vest, Picture of Family, Spare Bullets (8)
#550

the_merciless_dm

Jul 15, 2005 23:22:20
WOW! Great! But questions (two to be exact)
Where are the Occupations or the Organization? Which did you use?
#551

jediranger

Jul 16, 2005 7:33:06
Wow I forgot that. I was thinking if we do all the characters we should do them all with occupation or organization. Which should be used?
#552

the_merciless_dm

Jul 16, 2005 8:54:22
If I recall correctly in Starwars d20 the organizations had "levels" and "leel dependent bonuses" yours do not. Instead the organization system you provided us grants you access to certain feats and equipment, so I'd say that it fnctions similar to an Occupation which opens up a new feat tree.

What I am trying to say is that the difference is barely there, Picture someone playing STARS in the occupation system and he wants the "Close Combat" feat. I would give the feat a S.T.A.R.S. discrepitor on it so only .S.T.A.R.S. gain access to it. Same with U.B.C.S.
Now with your organization you are giving additional prerequisits to these feats. That is the difference between the two (and yours are very well thought out)

So I say lets go with Occupation for now since its what everyone is most familliar with and then later we worry about the Organization system. But still there is very little diference.
#553

zombiegleemax

Jul 16, 2005 10:10:27
What classes do you guys think an assassin should be? I thought fast/strong, or fast/smart depending on the style.
#554

jediranger

Jul 16, 2005 13:02:36
As much as I like my organizations that could be in a section similar to the Unearthed Arcana where it can be a variant.

I'll use your STARS occupation for Barry and Rebecca.
#555

zombiegleemax

Jul 16, 2005 14:32:31
I've been working off and on on a Hunk (noticed he was missing). Other than that, I'd like to take a crack at Ada.
#556

jediranger

Jul 16, 2005 14:37:55
When I have time I'll post the Thief and I also found some unfinished stats of Umbrella NPCs (Head Scientist, Security, UBCS) I'll post them when I get the chance.
#557

jediranger

Jul 16, 2005 15:29:03
Bobby Alberman
Fast 2
Thief

HD: 2d8
Hp: 11
Init +3
Spd 35 ft
Defense 15
Touch 14, flat-footed 15 (+1 Dex, +3 class)
BAB +1; Grap +0;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Himself
SV Fort +0 Ref +2 Will +0 AP 5 Rep +1
Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 11.

Occupation: Criminal (Hide,Move Silently,Brawl)

Atk +1 Knife 1d4+1

Skills: Balance+2 Drive+1 Escape Artist+3 Hide+2 Knowledge [Street Wise]+1 Move Silently+3 Profession [Thief]+1 Sleight of Hand+3 Tumble+2

Feats:Brawl, Simple Weapons, Great Fortitude

Talents (Fast): Increased Speed

Possessions: Knife, Lockpick Set, Flashlight

Bobby Alberman grew up in the slums of Raccoon City. He never went to school and lived on the streets. Bobby became a petty thief and knows his ways around the shortcuts of the city. While on the run from the RCPD he came across a body face down. He went to "make sure he was ok" and the man somehow came back to life and started to attack. Bobby ran, he ran as fast as he could and headed for a roof of a building with his knife ready for the end of the World.
#558

jediranger

Jul 16, 2005 15:30:00
Other "Pre-Made" characters I had in mind can be Priests (Dedicated 2) and Pizza Delivery Guys (Fast 2)

These would be harder to play roleplaying but exciting to see. Just 2 more example ordanary people caught up in a Zombie World.
#559

the_merciless_dm

Jul 16, 2005 16:11:10
Dweller of the deep the Assasin can be Fast/ Dedicated since fast gives him stealth feats and Dedicated well makes him more true to his goals.

Jedi Ranger Yes Priests and Pizza Delivery Boys would be nice, but NO MAGIC!

Now Blaine I know Hunk was missing, that was on purpose. I already got him stated. ;p Though I am interested to see what you were thinking of.
I'll put him up later along with his RE4 version.
#560

jediranger

Jul 16, 2005 16:15:30
Of course I'll have no magic, I'll try to have them done soon.
#561

zombiegleemax

Jul 16, 2005 17:30:49
Gotcha Merciless.
#562

the_merciless_dm

Jul 16, 2005 23:36:09
Ack! Tomorrow is Sunday, and I forgot to post this during the week, I thought I had already put it up. Sorry.

Here it is the Animal Zombifier:

T-Zombie Template (animals)
Type changes to B.O.W.
HD: # drops to 1/2 d12 (ex. 8d6 changes to 4d12)
Spd: -10ft.
AC: as base
DR: increases by 3
BAB/Grapple: +1/+2
Attacks: As Base
Special Attacks: As Base
Special Qualities: B.O.W. traits, Infectious
Face/Reach: As base
Saves: As Base
Abilities: Str +2, Con--, Int--, Cha 2
Skills: As Base
Feats: Toughness

Examples:

Elephant
Huge B.O.W.
HD: 5d12 (HP: 36)
Initiative: 0
Speed: 30ft.
AC: 8
DR: 10/--
Attacks: Slam +18, 2 Stamps +13, Gore +18
Damage: Slam 2d6+11, Stamp 2d6 +6, gore 2d8 +16
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: Trample 2d8 +16
Special Qualities: B.O.W. traits, Infectious
Saves: Fort: +12, Ref: +7, Will: +4
Abilities: Str 32, Dex 10, Con--, Int--, Wis 13, Cha 2
Skills: Listen: +6, Spot +6
Feats: Toughness

Lion
Large B.O.W.
HD: 2d12+3 (HP:16)
Initiative: +3
Speed: 41ft.
AC: 12
DR: 6/--
Attacks: 2 Claws +8, Bite +4
Damage: Claws 1d4 +6, 1d8+6
Face/Reach: 5ft.by10ft./5ft.
Special Attacks: Pounce, Improved Grab, Rake 1d4+2
Special Qualities: B.O.W. traits, Infectious
Saves: Fort: +6, Ref: +7, Will: +2
Abilities: Str 23, Dex 17, Con--, Int--, Wis 12, Cha 2
Skills: Balance +7, Hide +4, Jump +5, Listen +5, Move Silently +11, Spot +5
Feats:Toughness

Crow
Tiny B.O.W.
HD: 1d12+3 (HP: 9)
Initiative: +2
Speed: 10ft., Fly 45ft. (average)
AC: 14
DR: 3/--
Attacks: Claws +4
[b]Damage:[b] 1D2-4
Face/Reach: 2.5ft. by 2.5ft./0ft.
Special Attacks: N/A
Special Qualities: B.O.W. traits, Infectious
Saves: Fort: +2, Ref: +4, Will: +2
Abilities: Str 3, Dex 15, Con--, Int--, Wis 14, Cha 4
Skills: Listen +6, Spot +6
Feats: Toughness

Next up I'll do some Rats, a Rhinoceros and a Cheetah. Along with other creatures like the Spiders and Black Tiger (Spider Boss) and Moths. The Bear will be particularly evil...(I love this Job)

Blaine go ahead and stat out Hunk in RE2, okay. SInce I got my hands filled with extra evil monsters.
;p
#563

the_merciless_dm

Jul 17, 2005 0:51:30
This paricularly evil, almost fiendish creatre was made by me in my Genetics class as the professor's boring lecture lead me into a trance in which I thought of challenges for my current Resident Evil game. See they are Marines in a mission to retrieve the cargo of a downed Chinook and its two escort gunships. There are no survivors of the crash, the Sea Hawks that escorted are know to have crashed on opposing sides of the Columbian and Venezuelan border. Columbia us in a civil war with its military, right wing militarist and then the people's liberation army. Now the People's liberation army is also attacking the Venezuelans. Its a stealth mission if the two governments become aware of their pressence it will drag the US into another War (the other war currently is the "War on Terror"). Columbia and Venezuela are both at uneasy peace with the US so they will not cooperate and Columbia's Government says it knows nothing about the crash. The Venezuelan government reported seeing a Helicopter with a damaged rottor moving north by north west disappearing near the Columbian Mountain range.

Now the Hazmat team that was being transported in the Chinook had retrieved a sample of a brilliant scientist gone mad. The sample is a nasty creature a variant to a familiar one. Here it is:

Hunter 131 Omega
Medium size Monstrous Humanoid B.O.W.
Prototype produced with G-Virus instead of T-virus
HD: 8d10 +24 (Hp: 68)
Initiative: +5
Speed: 40ft., Swim 40ft.
AC: 15
DR: 4/--
BAB/Grapple: +8/+8 (+10 with tongue)
Attacks: 2Claws +13 (1d8+4), Bite +8 (1d6+4), Tongue Slap +8 (1d6+4 range 15ft.)
Face/Reach: 5ft. by5ft./15ft.
Special Attacks: Improved Grab, Vorpal Claws, Augmented Critical
Special Qualities: Infectious, B.O.W. traits, Regenerate 2Hp/round, Chameleon Skin (Hide in Plain Sight), Gills, Darkvision 60ft.
Saves: Fort: +9, Ref +11, Will +7
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 7
Skills: Hide +16, Jump +12, Listen +8, Move Silently +8, Spot +8
Feats: Multi-attack, Weapon Finesse, Weapon Focus (Claw, Bite & Tongue), Power Attack
Special: Extremely low temperatures (like those of liquid nitrogen) deals double damage to this Hunter variant.

Dr. Miguel Agnesi Gevarra, brilliant scientist and biotechnician was studying the phenomenom that was the G-virus from a sample that he purchased from some unknown organization in Europe, in order to create a medical use for it. Somewere along his work he went mad, he decided then to create a weapon with the sample, an ultimate predator. So he used the Virus as a vector to which he inserted various types of animal genes. All of the animal's selected were vicious predators like Pirahnas and Sharks along with Frogs, Lizards, he also inserted a gene that would in theory provoke the rapid growth of said creature to the size that of a humanoid being. He then injected his daughter's Chameleon with the Vector. Soon within days the Chameleon grew substantially but besides that nothing seemed to have happened so he discarded it as a "faliure" and disposed of it by incenerating it. His subordinates did their job to their fullest and later disposed of the failed subject, only to have the corpse recover rapidly before their eyes but it did not look like a big chameleon. Instead it was hideous, long, vicious claws extended forth form its "hands", fangs adorned its mouth and an extending tongue were what they first noticed. Then they saw that it looked like a hunch over human with scales, but before they new it, the creatue disappeared before their very eyes. Too frightened to even move the two assistants felt it in their bones, they had failed and were going to pay the price for helping create such an abomination...
#564

the_merciless_dm

Jul 17, 2005 10:21:51
Ageis1 posted this long ago: " Trauma Plates and a Hazard suit you get a +11 armor bonus."
What are the Stats for Hazmat suits and in what book are they? Same for Trauma Plates and what are trauma Plates?

Later today expect to see the following creature: Bats (Basically a Crow variant), a Bear, Cheetah and Rhinoceros.
If time is kind Also soon Alber Wesker in RE1.
#565

jediranger

Jul 17, 2005 10:29:37
I like the detail you put into the Hunter Omega. This should be the quality of all the monsters in the book.

Bravo on all of therecent creations.
#566

jediranger

Jul 17, 2005 11:46:23
Father O’Reilly
Dedicated Hero 2
Priest
HD: 2d6
Hp: 12
Init +0
Spd 30 ft
Defense 11
Touch 11, flat-footed 11 (+0 Dex, +1 class)
BAB +1; Grap +0;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good, Faith
SV Fort +2 Ref +2 Will +0 AP 5 Rep +1
Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 10.

Occupation: Religious (Sense Motive and Decipher Script)

Atk +1 Unarmed 1d4

Skills: Craft [Writing]+2 Decipher Script+3 Investigate+1 Knowledge [Theology]+2 Listen+1 Spot+3 Treat Injury+2

Feats: Lightning Reflexes, Great Fortitude, Confident

Talents (Dedicated): Empathy

Possessions: Black Robes, Priest Collar, Bible, Cross, First Aid Kit

A priest in the Church on Main Street in Raccoon City, Father O’Reilly was warned by a unknown source to leave Raccoon City. The Apocalypse was near and the faith would not prevail. As he started to walk down Main Street he saw a massive battle between the RCPD and some sort of Walking dead. Frightened, the priest ran back into his church and locked it, hoping the death would pass.
#567

the_merciless_dm

Jul 17, 2005 12:48:45
Very nice Priest! And yes that is a good example of the flavor text that will be provided for all the creatures. Though I will also use text from the games and Capcom materials like the strategy guides so these entries will not feel completly foreign.

Bat
Diminutive B.O.W.
HD: 1d12+3 (HP: 9)
Initiative: +2
Speed: 10ft., Fly 45ft. (average)
AC: 16
DR: 3/--
Attacks: Bite +4
[b]Damage:[b] 1d2-4
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: N/A
Special Qualities: B.O.W. traits, Infectious, Blindsight
Saves: Fort: +2, Ref: +4, Will: +2
Abilities: Str 3, Dex 15, Con--, Int--, Wis 14, Cha 4
Skills: Listen +6, Move Silently +6, Spot +9
Feats: Toughness

Bear
Large B.O.W.
HD: 4d12+3 (HP: 29)
Initiative: +1
Speed: 30ft.
AC: 10
DR: 8/--
Attacks: 2 Claws +14, Bite +9
[b]Damage:[b] Claw 1d8+9, Bite 2d8+4
Face/Reach: 5ft. by 10ft./5ft.
Special Attacks: Improved Grab
Special Qualities: B.O.W. traits, Infectious
Saves: Fort: +10, Ref: +7, Will: +3
Abilities: Str 29, Dex 13, Con--, Int--, Wis 12, Cha 2
Skills: Hide -2, Listen +4, Spot +7
Feats: Toughness

Cheetah
Medium size B.O.W.
HD: 2d12+3 (HP: 15)
Initiative: +4
Speed: 47ft.
AC: 14
DR: 4/--
Attacks: Bite +7, 2 Claws +2
[b]Damage:[b] Bite 1d6+4, 1d2+4
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Trip
Special Qualities: Sprint, B.O.W. traits, Infectious
Saves: Fort: +5, Ref: +7, Will: +2
Abilities: Str 16, Dex 19, Con--, Int--, Wis 12, Cha 2
Skills: Hide +7, Listen +5, Move Silently+8 Spot +5
Feats: Weapon Finesse (bite, claw), Toughness

Trip: A cheetah that hits with its bite or claw attack can attempt to trip an opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip the cheetah.

Sprint: Once an hour the cheetah take a charge action to move ten times its normal speed (470ft.).

Shark a.k.a.: Neptune
Huge B.O.W.
HD: 6d12+3 (HP:42)
Initiative: +2
Speed: Swim 60ft.
AC: 10
DR: 8/--
Attacks: Bite +11
[b]Damage:[b] Bite 2d6+8
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: N/A
Special Qualities: Keen Scent, B.O.W. traits, Infectious
Saves: Fort: +9, Ref: +9, Will: +4
Abilities: Str 23, Dex 15, Con--, Int--, Wis 12, Cha 2
Skills: Listen +7, Spot +7
Feats: Toughness

Keen Scent: A shark can notice creaturesby scent in a 180 foot radius and detect blood in the water at ranges of up to a mile.

Rhinoceros
Large B.O.W.
HD: 4d12+3 (HP: 29)
Initiative: +0
Speed: ft.
AC: 10
DR: 10/--
Attacks: Gore +14
[b]Damage:[b] Gore 2d6+13
Face/Reach: 5ft. by 10ft./5ft.
Special Attacks: N/A
Special Qualities: B.O.W. traits, Infectious
Saves: Fort: +11, Ref: +6, Will: +3
Abilities: Str 28, Dex 1, Con--, Int--, Wis 13, Cha 2
Skills: Listen +11
Feats: Toughness
#568

jediranger

Jul 17, 2005 13:32:25
Danny Vasquez
Fast Hero 2
Pizza Delivery Man

HD:
2d10
Hp:15
Init +3
Spd 30 ft
Defense 15
Touch 15, flat-footed 15 (+3 Dex, +2 class)
BAB +1; Grap +0;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Neutral, Raccoon City Pizza
SV Fort +0 Ref +4 Will +0 AP 5 Rep +1
Str 11, Dex 16, Con 10, Int 11, Wis 10, Cha 12.

Occupation: Blue Collar (Drive, Repair)

Atk+1 1d8+1 Baseball Bat

Skills:Drive+5 Hide+3 Knowledge [Street Wise]+3 Move Silently+1 Profession [Pizza Delivery]+1 Repair+2 Sleight of Hand+1 Tumble+3

Feats: Simple Weapons Proficiency , Vehicle Expert, Alertness

Talents (Fast):Evasion

Possessions: Dirty Baseball Hat ,Used Pickup Truck, Baseball Bat

Danny Vasquez is a average teen with a low paying job. He plays baseball for the Raccoon City Highschool and is a lead off hitter. One a routine job to the middle of the city, a object ran infront of the truck. Danny went to check it out only to be met by someone who was already dead. He ran back into his car and started to speed off when he started to notice more of the same all around him.
#569

zombiegleemax

Jul 18, 2005 20:35:20
how about every lists their favorite characters to plya as for an RE D20 apocalypse/ modern campaign
i have a charasmatic werewolf, my friends are both moreau smart heroes, but you've given me an idea.

i don't want to list my reasons ingreat detail, this is my fifth attempt to post this before something odd happens (i acidentally brought up a new window and waste my message)

year 2015, technology at a practical stand still, USA has a rogue government that decides to turn the enitre east coast into a plague barrier. my group doesn't know this yet, but i do and i'm thinking on using the RE zombies yall provided.

my campaign is minimal magic, minimal psycics, though we have our share of gnolls. i'm thinkng of having it like the rogue Gov. wanted to know how they could replicate zombies for a cheap army. the make the virus which replicate the zombie effect with some added bonuses, and now they're happy!

i kinda want either another group to do this with or have my friends understand what i want to do, or they can DM again for the first time in four years. one of them doesn't want a D20 apocalypse sort of thing, but he's a weenie, and my other friend thinks it's cool, but i fail to see how magic or psionics could fit into this, which i'm sure one of them will be unhappy about.

oh, and here's my chracter for my (hopefully) soon to be RE like apocalypse campaign. not sure if i'll keep the werewolf part though, it made for cool stories, but i hardly ever use the abilities.

Jack Armington

Hd d6
Hp 21
Def: 12/14 (in hybrid or wolf form)
init+2
spd 30/ 50
touch 12 flatfooted 12
BAB+1
FS 5 by 5
Al: chaos, loner
SV fort +2 will+6 REf+3
Str12 Dex14 con 14 Int 12 or 13, wis 16, cha 18
atck +3, +7 bite (higher bab for werewolf, but i may be confused here, i'm just remembering whats on my sheet)
1d+1 un armed, 1d4+1 knife, 1d6+2 bite
occupation: student

Skills 9i don't have my sheet, i'm going to try and remember) Bluff +8 diplomacy +8 Gather info +8 Perform vocals +8 hide +4 move silently +3 listen +5 spot +3 search +2 Ride +3 and i forget the rest of 'em

Talents charm men

feats simple weapons, brawl, iron will, weapon focus bite

possesion: clothing (duh!) overcoat, cell phone, pen light, two rolls of duct tape (i managed to tape a pupeteer to the wall) ID

dont wanna write anymore, just throw me your ideas please
#570

the_merciless_dm

Jul 18, 2005 22:46:03
See I am trying to keep this focused solely in Resident Evil Material since I am making it an E-book. Therefore I choose not to add into it every random thought I come up with instead I rack my brain trying to get rid of any non-RE material that I might post and only work Objectively on RE material. Once the pdf is complete and in your many computers or hands (for those who print out a copy) you can do with it whatever you want. Feel like using magic? Use it! Wanna be a werewolf; fine go ahead, I dont care. What I do care is in keeping things RESIDENT EVIL only..........For now.

So right now you are only going to see from me RE related stuff (might some times be a little abstract but the relation is there). Now I was at the mall thinking about Attacks. Standard attacks. Roll d20, on success I hit. Say we roll a hit and then we roll damage right? Thants how it normally goes (elliminating all other excess) well how do we determine what gets hit? Some GMs go by ammount of damage delt, then the estimate and describe who, what and how was hit. But I had an idea! Lets use a Random Hit Result Table! (YAY! Another table! Arent things in tables so neatly arranged?) [Bad acid trip, I'll admit to that]

Random Hit Result Table
01........Right Foot
02........Left Foot
03........Right Knee
04........Left Knee
05........Right Thigh
06........Left Thigh
07........Groin
08........Lower Torso
09........Upper Torso
10........Right Arm
11........Left Arm
12........Head

I know I need to rethink the normal arrangement but this is an idea of what the table will contain. And obviously you roll a d12 to determin what will be struck whenever you are not using a Called Shot. Now this can be done a few ways. I tell my players to roll a d12 with their damage roll and I look at the result then explain what happened. They get scared and paranoid and begin to think the following (they told me): "What's the friggin' extra die for?" What we do? Whats gonna happen? **** lets get catious? Player1 to Player2: "You cover my back, I'll cover yours!"; thats the sentiment they get, the get paranoid since I tell them to roll unnecessary d20 rolls at times, like "Roll a Listen" for nothing. Still it works with determining what will fall off a zombie when it gets shot.

I promise I'll return to this and edit the table once I think about it more.
#571

hellkite2501

Jul 18, 2005 23:32:52
called shots
you may take a -4 to an attack to hit a specfic part of a target. if the attack succeds you deal damage to the part you what. if you fail your attack roll but if the attack would have hit if you had not made a called shot you hit the main body or another part of the body. GM's call
#572

the_merciless_dm

Jul 19, 2005 3:25:33
We already have called shot rules somewere on this thread.
I'm gonna change the link in my nick to take people directly to the index of this thread. I think that would make life easier on many of those who actually do follow signature links.
#573

zombiegleemax

Jul 19, 2005 7:38:51
One minor problem with the hit table, Merc.

The way I see it, damage partially represents where you get hit already. If you only get hit for 3-4 points, well, that's probably a solid shoulder/arm hit or something, but nothing life-threatening. take 10-12 points and we're talking massive damage effects; which means either a solid body hit or a lethal hit.

But, if you grouped the body parts into seperate tables based on the severity of the damage, then a table can help you target specifics!

examples:
minor damage (roll 1d20)
1Right hand
2Left Hand
3Right Foot
4Left Foot
5Right Forearm
6Left Forearm
7Right Shin
8Left Shin
9Right Elbow
10Left Elbow
11Right Knee
12Left Knee
13Right Arm
14Left Arm
15Right Thigh
16Left Thigh
17Right Shouler
18Left Shoulder
19Hip, Right
20Hip, Left

Intermediate Damage (roll 1d6)
1Shot between organs
2Right Rib
3Left Rib
4Sternum
5Gutshot
6Groin shot
Note: use Intermediate Damage for Massive Damage effects if the character succeeds her Fort Save

Massive Damage (roll 1d6)
1Liver Shot
2Femoral Artery
3Lung Shot
4Neck Shot
5Heart Shot
6Head shot

How about that?
#574

the_merciless_dm

Jul 19, 2005 12:29:15
My system was ment to help the GM determine were the hit was, but this is great. Know what would constitute as Minor, Intermediate and Massive damage? Since the HP system is so abstract (Dont want to change it) what may be massive for a 4th level character doesnt necessarily have to be Massive for a 10th level character. But that is not entirely true due to Damage Threshold. So maybe Masive can be 15-20pts of damage, Intermediate can be 10-14pts, Minor could be 0-9. Minor having the larger probability and Massive being anything that threatens a Con score on anything.
These are just random thoughts I had along with the table I originally posted but if something outstanding comes out of this, it'll be placed in the pdf with the other rules.

*Goes back into cave to continue working on monsters and NPC's*
#575

backstabbist

Jul 19, 2005 12:47:48
Classic- Where you hit depends on who was hit. A 45 doing 11 is a massive, oh, no wait, turns out the target wasn't a mook, it's just a scratch to the elbow of that 6HD guy... not even masive on his 16 Con.

You could use the targets MDS, Over MDS is masive, Half MDS is hurtful, and under half is minor. Then roll on the coresponding location table. That way a target guy wont fail MDS from a Minor Foot Wound.
#576

the_merciless_dm

Jul 19, 2005 14:23:52
You could use the targets MDS, Over MDS is masive, Half MDS is hurtful, and under half is minor. Then roll on the coresponding location table. That way a target guy wont fail MDS from a Minor Foot Wound.

Simple and effective I like it. Now we right it out as a rule, include Blaine's Table and Viola! New Rule Variant!
#577

zombiegleemax

Jul 19, 2005 15:27:03
erm, i'm a little lost, but i just woke up.

maybe the massive damage and minor damage chart should be like one fourth of the characters HP or damage equal to CON is like intermediate damage, half HP (remaining or total, i dunno) or like past CON is massive damage, every thing beneath that is pretty much that insignificant paper cut one of my guys got paranoid about.

i finally got my GMing Mojo ready, gonna make some heads roll, and the bodies keep walking gonna have a merry ol' time.
#578

backstabbist

Jul 19, 2005 16:03:38
erm, i'm a little lost, but i just woke up.

maybe the massive damage and minor damage chart should be like one fourth of the characters HP or damage equal to CON is like intermediate damage, half HP (remaining or total, i dunno) or like past CON is massive damage, every thing beneath that is ....

dude, coffee, and lots of it... not the easiest thing to follow there.

I considered the HP aspect, but then once a guy gets 6+ HD, try to get a Location Masive Wound on him with a 45, even with a doubletap. By using the targets MDS, anytime the guy CAN ~die from failing we have a Location Masive, even if its only 16 damage to his 165+ HP. Fortunatly, Location Masive Wound doesnt actually mean the target is going to pass out, in case he makes his save. It also translates to Grim&Gritty or Sandbox well, it doesnt care what the MDS is, just use it even if it is fixxed at 10.

on a side note, if you see a 9mm is going to hit the target in the chest somewhere, and he's wearing a Heavy Kevlar Vest... 9mm... vest that defeats 9mm... 9mm to the 9mm stopping vest... hmmm draw your own conclusions

please excuse my free interchanging of Damage Threashold & MDS, I'm just too lazy to pick the right term.
#579

the_merciless_dm

Jul 19, 2005 18:20:06
Rah, I hate coffee! Anyways I choose to step aside and leave this onto your hands backstabbist and anyone who may help you, since its clear that you know what you are doing. I'll return to doing the monsters. Though I still would like to see what comes out of this.
#580

backstabbist

Jul 19, 2005 18:33:40
oh, I'm just a last min contributer, I saw Merc -> Wolfgang with something almost gold & I just ran in at the last moment with some polish. Dont look at me for anything solid, I'm usually just here as some comic relief.
#581

zombiegleemax

Jul 19, 2005 20:41:25
hm, what about penalties for say, being shot in the balls? :tanrum: that would slowdown speed considderably. i think they list such things in the dungeon masters guide V 3.5 or whatever for stuff like that. cuz i mean aside form medium or massive damage, that would also impede your skills if your hand was ripped off by a demonic pastry

sorry i gotta do this, but WHEEEEE!
i love that so much
#582

zombiegleemax

Jul 19, 2005 21:19:01
Hey Wolfgang, you're alive! Thought you had been eaten by mad cow torret zombies.
#583

the_merciless_dm

Jul 19, 2005 21:35:49
No no its not that. Its that it seemed that you were on to something. The logic is there on your posts. Come on pitch in some more.

"Hey Wolfgang, you're alive! Thought you had been eaten by mad cow torret zombies." We can now stat those out! The Mad Zombie Cows I mean... but with the miracle that is modern we can stat out Blaine aswell.
;p

I've played an RE game were we all played ourselves. We (the game group) stated ourselves as true as to ourselves as possible.

"cuz i mean aside form medium or massive damage, that would also impede your skills if your hand was ripped off by a demonic pastry"
Well coordination with that hand and its utility for one. Come on tell me that your hand is not going to function the same way after loosing 2 of the 5 fingers in it from a .45, or having been shot in the palm of the hand. Minor damage can still add a -1 penalty, were Intermediate or Massive damage granting a -2 up to a -4 or -5. Dunno in the works still.
#584

zombiegleemax

Jul 20, 2005 0:45:24
Zombie cows huh I do believe if I ran into one of those I'd never look at cows the same..ah who am I kidding? I'd eat em even if they were zombified :D

What would Wolfy's stats look like for d20 modern?
#585

backstabbist

Jul 20, 2005 1:11:46
Well coordination with that hand and its utility for one. Come on tell me that your hand is not going to function the same way after loosing 2 of the 5 fingers in it from a .45, or having been shot in the palm of the hand. Minor damage can still add a -1 penalty, were Intermediate or Massive damage granting a -2 up to a -4 or -5.

gotta watch out for phrases like 'lost a few fingers'. That can quickly turn into Permanent Disability, which oft leads to character retirement.

If you get plugged in the whatever, perhaps a simple -1/-2/-4 for Minor/Hurtful/Massive Wound applied to actions at the GM discression ..man I cant spell.. until character is Fully healed (topped of with HP by any means). If players find this rough, remind them of the 9's & 308's they took in the area in question.
#586

the_merciless_dm

Jul 20, 2005 2:40:48
What would Wolfy's stats look like for d20 modern?

Well I'm a 10th level Dungeon Master, 5th level Game Master.

Anywho...
Minor wounds bring about a -1 penalty to any given Skill check, Attack Roll, Save(including Will, your focus is the wounds) that requires the use of affected bady part/limb.

Intermediate wounds functions as Minor wounds with the exception that the penalty increases to a -2 and the character struck by an Intermediate wound is considered "Bleeding" meaning he looses 1Hp per round that his injuries are not checked. To prevent the Bleeding a Treat Injury check is required (DC 15+ # of wounds sustained which include all minor, moderate and major).

Major wounds are those that threaten your Damage Thrreshold and more often than not Critical hits that you survive (you know the type, those that leave scars which make interesting party talk, especially if drunk). These wounds are sevier not to mention lethal. Anyone struck by a major wound suffers the same effects as a moderate wound but its penalty is a -4 to skill checks, attack rolls and saves; he bleeds as if struck by a Moderate wound (1Hp per round) and recieves a 10% speed penalty to his base move. If the wounds are not treated by a professional they may worsen over time (GM decided when and how).

A Concentration check (DC 15+ #wounds) is required to determine if the wounded character can make a Will save after obtaining a Moderate or Major wound.

Anyone who recieves 3 or more Minor wounds is considered as having a Moderate Wound in addition if 2 or more Moderate wounds are inflicted the character is considered as having a Major Wound.

On a side note: Anyone being Shot for the first time must make a Fear Save, if the wound recieved is a Moderate or Major wound he must make a Horror Save instead.

I think this is more player friendly and more game balanced.
#587

backstabbist

Jul 20, 2005 3:14:13
yeah, a little "too much too fast"
I dunno, maybe tone back Moderate to Bleed 1hp/min and Major Wound is 1hp/rnd. I dont want to steal the thunder of some other mechanic that make bleeders.

Maybe reel in the Fear saves, I dunno.... I dont want every 9mm decimating low level guys with too much penalty overhead. Maybe just a Fear for a Major.

Really need to fit the campaign, high level guys can handle some penalties that would overburden the newbies.

I love the full rich texting out of the rules... sweet job.
#588

zombiegleemax

Jul 20, 2005 5:51:04
I'd say the Fear/Horror saves are justified if it's that character's first wound of that type. After that it's like "Been there, played that, unlocked all the extras..."

Certain characters with rough backgrounds or occupations are likely to have experienced serious wounds before. And those in medical professions might not freak out so hard, even if they've never experienced that kind of wound personally.

In other news:

I've finished The Nemesis, and I'm so very excited about posting it! But I'm going to wait until I make a nice character portrait/diagram/whatever to put up with it .
#589

the_merciless_dm

Jul 20, 2005 12:23:28
Are the DC's alright though? The other stuff is easy to nerf but the DC's are an equation and the result should provide a challenge for both low and high level characters. I'll edit the rules and make them more Player friendly later on today and will let every body know I did such thing.
#590

the_merciless_dm

Jul 20, 2005 19:36:34
Well I have edited the post containing the rules of the table. And they read as such:

Minor wounds bring about a -1 penalty to any given Skill check, Attack Roll, Save(including Will, your focus is the wounds) that requires the use of affected bady part/limb.

Intermediate wounds functions as Minor wounds with the exception that the penalty increases to a -2 and the character struck by an Intermediate wound is considered "Bleeding" meaning he looses 1Hp per round that his injuries are not checked. To prevent the Bleeding a Treat Injury check is required (DC 15+ # of wounds sustained which include all minor, moderate and major).

Major wounds are those that threaten your Damage Thrreshold and more often than not Critical hits that you survive (you know the type, those that leave scars which make interesting party talk, especially if drunk). These wounds are sevier not to mention lethal. Anyone struck by a major wound suffers the same effects as a moderate wound but its penalty is a -4 to skill checks, attack rolls and saves; he bleeds as if struck by a Moderate wound (1Hp per round) and recieves a 10% speed penalty to his base move. If the wounds are not treated by a professional they may worsen over time (GM decided when and how).

A Concentration check (DC 15+ #wounds) is required to determine if the wounded character can make a Will save after obtaining a Moderate or Major wound.

Anyone who recieves 3 or more Minor wounds is considered as having a Moderate Wound in addition if 2 or more Moderate wounds are inflicted the character is considered as having a Major Wound.

On a side note: Anyone being Shot for the first time must make a Fear Save, if the wound recieved is a Moderate or Major wound he must make a Horror Save instead.

Enjoy
;p
#591

the_merciless_dm

Jul 20, 2005 20:04:48
When grappling you can choose to inflict a Minor wound on the opponent being grappled (for example: say you want to break his bone). In this case you choose the body part being affected (arm, hand or collar bone/shoulder). The grapple is resolved as normal, if the person doing the grappling is successful then the opponent recieves the penalties for a Minor wound on the choosen limb.
#592

BigBobSr6000

Jul 20, 2005 21:40:41
How's this for your random to hit area and damage. Been using this for years. Comments and questions welcome......

RANDOM HIT TABLE
(Compatible with any D20 gaming system)
by Robert F. Miller, Sr.


This series of tables may be used in any Role Playing Game
(RPG) based on the use of one twenty sided die (1d20). Hope this is a useful
tool to Gamers and Game Masters (GM) everywhere. Please note these tables
are based on Human anatomy; please adjust accordingly to creatures in your
campaign.



These tables are to be used only if a hit/strike is successful according to
your GM/Gaming system.


Step 1: Determine Hit Location
Roll 1d20
Result...............Body Part Hit*
1........................Head
2 or 3..................Left Arm
4 or 5..................Right Arm
6-8.....................Torso (Main Body) Bones
9-14...................Torso (Main Body) Organs
15-17..................Left Leg
18-20..................Right Leg
*In case of multiple body parts, roll a die according to number of parts.
Example: Shooting at a giant octopus you rolled a 16 left leg hit. Roll one
four-sided die (1d4) to determine which of the 4 tentacles you hit on
the “left” side of the octopus. You rolled a 2 meaning you hit the “second”
tentacle on the “left” side counting back from the head/body.


Step 2: (optional) Determine Specific Hit Location of Body Part Hit
Head
Roll 1d20...........Specific Hit
1 or 2..................Cranium (Skull)
3 or 4..................Left Eye
5-7.....................Left Ear
8 or 9..................Nose
10-12..................Mouth
13-15..................Neck
16 or 17...............Right Eye
18-20..................Right Ear

Arm
Roll 1d20...........Specific Hit
1 or 2..................Hand
3 or 4..................Wrist
5-8......................Forearm
9-11....................Elbow
12-15..................Above Elbow
16-20..................Shoulder

Torso (Main Body) Bones
Roll 1d20...........Specific Hit
1.........................Sacrum (Pelvic Bone Center)
2-4......................Left Rib Cage
5-7......................Right Rib Cage
8 or 9...................Left Collar Bone
10 or 11................Right Collar Bone
12 or 13................Left Pelvis Bone
14 or 15................Right Pelvis Bone
16 or 17................Left Shoulder Blade
18 or 19................Right Shoulder Blade
20........................Spine

Torso (Main Body) Organs
Roll 1d20............Specific Hit
1..........................Heart
2..........................Left Lung
3..........................Right Lung
4..........................Left Kidney
5..........................Right Kidney
6..........................Muscle/Tissue*
7..........................Major Blood Vessel Moderate Wound
8..........................Bladder
9..........................Spleen
10........................Gall Bladder
11........................Liver
12........................Minor Artery Severe Wound
13........................Pancreas
14........................Stomach
15........................Large Intestines
16........................Small Intestines
17........................Genitals
18........................Prostrate/Uterus
19........................Major Artery Critical Wound
20........................Muscle/Tissue*
*No organs/bones hit. 1 hit=Light Wound, 2 hits=Minor Wound,
3 hits=Moderate Wound, 4 hits=Severe Wound, and
5 hits=Critical Wound, 6+ hits=Death.


Leg
Roll 1d20...........Specific Hit
1 or 2..................Foot
3 or 4..................Ankle
5-8.....................Lower Leg
9-11....................Knee
12-16..................Upper Leg/Thigh
17 or 18...............Hip Joint
19 or 20...............Buttocks

Step 3: Determine Damage Results as Per RANDOM DAMAGE TABLES.

RANDOM DAMAGE TABLES
(Compatible with any D20 gaming system)
by Robert F. Miller, Sr.


This series of tables may be used in any Role Playing Game (RPG)
based on the use of one twenty sided die (1d20).
Hope this is a useful tool to Gamers and Game Masters (GM) everywhere.
Please note these tables are based on Human anatomy;
please adjust accordingly to creatures in your campaign.
Wound Types are defined at the end of Tables. You may use these tables
instead of applying damage to a character.
These tables are only to be used if a hit/strike is successful and hit the
body part listed according to your GM/Gaming system.


Cranium (Skull)
Roll 1d20...........Result
1........................Brain Destroyed, Dead
2........................Negligible Damage
3........................Simple Skull Fracture, Coma 1d20 Days
4........................Brain Bruised, Severe Headache 1d20 Days
5........................Brain Damage Left Side, Paralyzed Right Side of Body, Permanent
6........................Vision Blurred for 1d20 Minutes
7........................Knocked Out for 1d20 Minutes
8........................Negligible Damage
9........................Brain Damage, 1d20 x 5% Loss of Motor Skills
10......................Brain Bruised Right Side, Paralyzed Left Side of Body for 1d20 Minutes
11......................Concussion, Stunned for 1d20 Minutes
12......................Vision Blurred for 1d20 Days
13......................Stunned, Lost Grip of Items in Hands
14......................Brain Damage, 1d20 x 5% Loss of Intelligence
15......................Brain Bruised Left Side, Paralyzed Right Side of Body for 1d20 Minutes
16......................Amnesia for 1d20 Days
17......................Dazed, Fall Prone
18......................Skull Fracture, Coma 1d20 Weeks
19......................Negligible Damage
20......................Brain Damage Left Side, Paralyzed Right Side of Body, Permanent

Eye
Roll 1d20.........Result
1........................Destroyed
2........................Negligible Damage
3........................1d20 x 5% Permanent Blindness
4........................Swollen Shut for 1d20 Days
5........................Damaged, Extremely Sensitive to Light
6........................Pops Out of Socket and Dangles
7........................Blinded for 1d20 Minutes
8........................Eye Lid Severed/Torn Off
9........................Double Vision for 1d20 Days
10......................Cross-Eyed
11...................... “Black eye” Bruise
12...................... Blinded for 1d20 Days
13...................... Negligible Damage
14...................... Damaged, Night Blindness
15...................... Walled-Eye
16...................... Double Vision for 1d20 Weeks
17...................... Severe Cut Opens Over Eye
18...................... Negligible Damage
19...................... Eyebrow and Eye Lashes Missing
20...................... Blinded for 1d20 Weeks

Ear
Roll 1d20...........Result
1........................Permanent Deafness
2........................Contract Severe Ear Infection within 1d20Days
3........................Hearing Loss for 1d20 Minutes
4........................Negligible Damage
5........................Permanent Ringing Noise
6........................Ear Lobe/Lower Portion, Severed/Torn Off
7........................Severe Ear Ache for 1d20 Days
8........................Minor Wound
9........................All Cartilage/Bones Crushed, If None, No Effect
10...................... Ear Drum Burst, Minor Wound 50% Hearing Loss
11...................... “Cauliflower ear” Swollen
12...................... Negligible Damage
13...................... Moderate Wound
14...................... Hearing Loss for 1d20 Weeks
15...................... Ear Top/Upper Portion, Severed/Torn Off
16...................... Negligible Damage
17...................... 1d20 x 5% Permanent Hearing Loss
18...................... Severe Ear Ache for 1d20 Weeks
19...................... Hearing Loss for 1d20 Days
20...................... Severed/Torn Off

Nose
Roll 1d20...........Result
1........................Severed/Torn Off
2........................Left Nostril Ripped/Torn Open Moderate Wound
3........................Negligible Damage
4........................Hairline Fracture
5........................1d20 x 5% of Flesh is Ripped/Torn from Nose Bone
6........................Nose-Bleed, Minor Wound
7........................10% Chance Nose Bones are Driven Into Brain*
8........................Loose Sense of Smell for 1d20 Minutes
9........................Compound Fracture
10...................... Loose Sense of Smell for 1d20 Days
11......................Nose-Bleed, Severe Wound
12...................... Negligible Damage
13...................... Slight Damage, Swollen Twice Normal Size for 1d20 Days
14...................... Right Nostril Ripped/Torn Open Moderate Wound
15...................... Simple Fracture
16...................... Negligible Damage
17...................... Nose-Bleed, Moderate Wound
18...................... 1d20 x 5% Severed/Torn Off
19...................... Negligible Damage
20...................... Crushed
*Roll on Cranium Table if Successful for Damage Results


Mouth
Roll 1d20..........Result
1........................Destroyed
2........................1d4 Upper Front Teeth Knocked Out
3........................Negligible Damage
4........................Upper Lip Busted/Cut, Light Wound
5........................Lower Lip Cut/Ripped Off
6........................1d6 Upper Teeth Left Side, Knocked Out
7........................Jaw Dislocated
8........................Knocked Out for 1d20 Minutes
9........................Upper Lip Cut/Ripped Off
10......................1d6 Lower Teeth Right Side, Knocked Out
11...................... Negligible Damage
12...................... Lower Lip Busted/Cut, Light Wound
13...................... Right Cheek Bone Fractured
14...................... 1d4 Lower Front Teeth Knocked Out
15...................... Left Cheek Bone Fractured
16...................... 1d6 Upper Teeth Right Side, Knocked Out
17...................... Tongue Damaged 10% per Hit, Speech Loss is Equivalent
18...................... 1d6 Lower Teeth Left Side, Knocked Out
19...................... Negligible Damage
20...................... Jaw Bone Broken


Neck (Throat)
Roll 1d20...........Result
1........................Severed/Head Torn Off, Dead
2........................Negligible Damage
3........................Trachea Destroyed, Suffocate 1d20 Minutes*
4........................Dazed 1d4 Minutes
5........................Negligible Damage
6........................Cut/Ripped, Minor Wound
7........................Trachea Damage, 10% Breathing Loss*
8........................Larynx Destroyed, Unable to Speak
9........................Cut/Ripped, Moderate Wound
10.......................Broken, Paralyzed Neck Down
11...................... Cut/Ripped, Critical Wound
12...................... Stunned 1d4 Minutes
13...................... Negligible Damage
14...................... “Whiplash” Stiff for 1d20 Days
15...................... Larynx Damage, 10% Speech Loss
16...................... “Whiplash” Stiff Until Chiropractor Fixes it
17...................... Cut/Ripped, Light Wound
18...................... Negligible Damage
19...................... Cut/Ripped, Severe Wound
20...................... Broken, Dead
*Trachea (windpipe) damage maybe eased by a Tracheotomy and inserting a
tube into the opening.


Hand/Foot
Roll 1d20...........Result
1........................Severed or Torn Off at Wrist/Ankle
2........................Thumb/Big Toe Severed/Torn Off
3........................Negligible Damage
4........................Index Finger/2nd Toe Severed/Torn Off
5........................Cut/Ripped Light Wound
6........................Index Finger/2nd Toe Broken
7........................Cut/Ripped Minor Wound
8........................Middle Finger/Toe Severed/Torn Off
9........................Negligible Damage
10......................Middle Finger/Toe Broken
11...................... Cut/Ripped Critical Wound
12...................... Hand/Foot Broken
13...................... Cut/Ripped Severe Wound
14...................... Ring Finger/4th Toe Severed/Torn Off
15...................... Negligible Damage
16...................... Ring Finger/4th Toe Broken
17...................... Thumb/Big Toe Broken
18...................... Little Finger/Toe Severed/Torn Off
19...................... Negligible Damage
20...................... Little Finger/Toe Broken

Wrist/Forearm/Elbow/Above Elbow/Shoulder/
Ankle/Lower Leg/Knee/Upper Leg or Thigh/Hip Joint

Roll 1d20...........Results
1........................Severed/Torn Off
2........................Simple Fracture
3........................Cut/Ripped, Minor Wound
4........................Negligible Damage
5........................Nerve Damage 10% Loss of Use
6........................Broken Bones Through Skin
7........................Chipped*
8........................Hairline Fracture
9........................Dislocated (Joints Only)**
10...................... Cut/Ripped, Moderate Wound
11...................... Crushed
12...................... Numbed Temporary Paralysis 1d4 Minutes From Point of Damage Down
13...................... Clean Break
14...................... Negligible Damage
15...................... Compound Fracture
16...................... Cut/Ripped, Severe Wound
17...................... Nerve Damage, Paralyzed Permanent From Point of Damage Down
18...................... Sprained
19...................... Negligible Damage
20...................... Cut/Ripped, Critical Wound
*Loose bone fragment in body area of damaged bone. May cause further
damage in future if not removed.
**If not a Joint (ie: Upper Leg) Re-Roll 1d20. If you roll a 9 again, consider it
a Light Wound.


NOTE:
2 x Hairline Fractures=1Simple Fractures
2 x Simple Fractures =1 Clean Break
2 x Clean Breaks=1 Compound Fracture
2 x Compound Fractures=Broken Bones Through Skin
2 x Broken Bones Through Skin=Crushed
2 x Crushed=Severed/Torn Off

Buttocks Left or Right Cheek
Roll 1d20...........Results
1........................"Bulls-eye" Direct Hit
2........................Negligible Damage
3-5.....................Light Wound
6........................Negligible Damage
7-9.....................Minor Wound
10......................Negligible Damage
11 & 12............... Moderate Wound
13...................... Negligible Damage
14 & 15............... Severe Wound
16...................... Negligible Damage
17...................... Critical Wound
18 & 19............... Bruised, Cannot Sit For 1d4 Days
20...................... 5% x 1d20 is Destroyed

Torso (Main Body) Bones: Left or Right Rib Cage Only
Roll 1d20...........Results
1........................Breast Bone Split, Heart Destroyed
2........................1 Rib Broken (Roll on Table A)
3........................Negligible Damage
4........................1d6 Ribs Hairline Fracture
5........................3 Ribs Broken
6........................Negligible Damage
7........................4 Ribs Broken (Roll on Table A)
8........................4 Ribs Broken
9........................6 Ribs Broken
10...................... Negligible Damage
11...................... 2 Ribs Broken (Roll on Table A)
12...................... 1d6 Ribs Dislocated From Breast Bone
13...................... Ribs Absorbed Damage, Stunned 1d4 Minutes
14...................... Negligible Damage
15...................... 2 Ribs Broken
16...................... 1d6 Ribs Broken Sticking Through Skin
17...................... 5 Ribs Broken
18...................... Negligible Damage
19...................... 6 Ribs Broken (Roll on Table A)
20...................... Breast Bone Fractured*
*If Breast Bone Fractured is rolled a second time, Heart is destroyed
and death results.


TABLE A: Secondary Broken Rib Damage
Roll 1d20...........Results
1........................Penetrates Heart, Dead
2........................No Additional Damage
3........................Major Artery Severed/Torn Critical Wound
4........................Light Pain, Perform at 90% of Normal
5........................Nerve Damage, Paralyzed Below Ribs on Damaged Side
6........................Critical Damage, Coma for 1d20 Weeks
7........................Lung Punctured
8........................Moderate Pain, Perform at 75% of Normal
9........................Muscle/Tissue Damage*
10...................... No Additional Damage
11...................... Major Blood Vessel Severed/Torn Moderate Wound
12...................... Severe Pain, Perform at 50% of Normal
13...................... Minor Blood Vessel Severed/Torn Light Wound
14...................... No Additional Damage
15...................... Lung Punctured
16...................... Critical Pain, Perform at 25% of Normal
17...................... Minor Artery Severed/Torn Severe Wound
18...................... Muscle/Tissue Damage*
19...................... Critical Damage, Coma for 1d20 Days
20...................... Unbearable Pain, Pass out for 1d20 Minutes
*No Additional Damage. 1 hit=Light Wound, 2 hits=Minor Wound,
3 hits=Moderate Wound, 4 hits=Severe Wound, and
5 hits=Critical Wound, 6+ hits=Death.


Torso (Main Body) Bones: Collar Bone, Pelvis,
Shoulder Blade, Spine

Roll 1d20...........Results
1........................Clean Break*
2........................Negligible Damage
3........................Stunned 1d4 Minutes
4........................Simple Fracture
5........................Knocked Prone/Down
6........................Cracked
7........................Negligible Damage
8........................Absorbed Impact, No Damage
9........................Chipped**
10......................Compound Fracture*
11...................... Negligible Damage
12...................... Hairline Fracture
13...................... Dazed 1d4 Minutes
14...................... Separated From Ligaments
15...................... Negligible Damage
16...................... Shattered*
17...................... Knocked Out 1d4 Minutes
18...................... Bruised
19...................... Negligible Damage
20...................... Broken Bones Through Skin*
*If Spine, paralyzed from waist down
**Loose bone fragment in body area of damaged bone. May cause further
damage if not removed.


Torso (Main Body) Organs
Bladder, Gall Bladder, Genitals, Heart, Intestines, Kidneys, Liver,
Lungs, Pancreas, Prostrate/Uterus, Stomach, Spleen

Roll 1d20 Results
1........................Bruised
2........................Stunned 1d4 Minutes
3........................5% x 1d20 Loss of Function*
4........................Negligible Damage
5........................Moderate Wound
6........................Damage Natural Body Repair Puts One in a Coma x 1d20 Days
7........................Severe Wound
8........................Knocked Prone/Down
9........................Critical Wound
10...................... Negligible Damage
11...................... Destroyed
12...................... Dazed 1d4 Minutes
13...................... Spit Up/Urinate/Defecate Blood x1d20 Days as Damage Heals
14...................... Negligible Damage
15...................... Damage, Natural Body Repair Puts One in a Coma x1d20 Weeks
16...................... Light Wound
17...................... Negligible Damage
18...................... Knocked Out 1d4 Minutes
19...................... Minor Wound
20...................... Negligible Damage
*Note: 80%+ Loss of Function=Organ Failure. If Heart immediate death,
if Pancreas or Liver death in 1d20 days. Any other organ failure results as
per your GM/Gaming system.


Step 3a(Optional): Determine Damage Results as Per Your GM/Gaming
System Instead of the RANDOM DAMAGE TABLES.

Apply the damage done by weapon/hand/kick as determined by your
GM/Gaming system to body part hit. Heart/head hits means the target is
immediately slain or dieing unless your GM/Gaming system states otherwise.
Same applies to massive damage to an appendage (i.e.: arm); it is severed or
blown off.
Realistically speaking, if 50 hit points of damage is done to the
head/heat of a 25 hit point creature, they would be killed instantly.

Final Step: Apply any and all penalties to creature as damage
pertains to the body part hit as per your GM/Gaming system at the time it
happens. Example: Sword arm receives massive damage or is severed looses
sword and may pass out from pain/shock. All physical abilities/skills requiring
both arms would be halved. May die from trauma/massive blood loss unless
medical treatment is given immediately.

Wound Types

Light Wound: Bleeding. First Aid stops bleeding. Will not bleed
to death. 5 Light Wounds=1 Minor Wound
Minor Wound: Blood is flowing. First Aid Stops bleeding in 1d20
Minutes divided by 5. Will not bleed to death. 5 Minor Wounds=1 Moderate Wound.
Moderate Wound: Bleeding profusely, needs First Aid to stop
bleeding if applied within 1d20 Minutes or may bleed to death. Paramedic will
stop bleeding in half the time. 3 Moderate Wounds=1 Severe Wound.
Severe Wound: Bleeding From Minor Arteries/Major Blood
Vessels, First Aid will only slow the bleeding and must be applied within 1d20
Minutes divided by 2. Paramedic will stop bleeding within same time period If
only First Aid used, must seek Professional Medical help within 1 hour or will
bleed to death. 2 Severe Wounds=1 Critical Wound
Critical Wound: Bleeding from Major Arteries, First Aid will only
slow the bleeding and must be applied within 1d20 Minutes divided by 4.
Paramedic will slow bleeding within 1d20 Minutes divided by 2. Must seek
Professional Medical help within 30 minutes for First Aid or 1 hour for
Paramedic or will bleed to death.
2 Critical Wounds=Coma for 1d20 weeks, 3+ = death.

Medical Aid Defined

First Aid: Basic First Aid anyone can learn. 1 week training.
Includes Heal/Treat Injury skills.
Paramedic: Trained in stabilizing patient; administrating drugs
& intravenous solutions; CPR, stop bleeding, setting broken bones. 6 to 8
weeks of training at a school. Includes Healers
Professional Medical: Hospital, Medical Doctor, Surgeon, Nurse,
& even a Veterinarian in an emergency. Years of training depends on
expertise of profession. 6 to 12 years of training at a medical school.
Includes classes who can cure (i.e. Clerics).
Limb & Organ Damage: Damaged limbs and organs may be
replaced as per your GM/Gaming system allows. Transplants for organs or
prosthesis for limbs as an example. The only exception is if brain or heart is
destroyed or damaged beyond repair, death is the result.
Magical Healing and/or Divine/Demonic Intervention: This option
of medical aid is always available in campaigns that allow them. Keep in mind,
must still be applied before victim bleeds out or you will be using resurrection
to bring back character, if allowed.
#593

zombiegleemax

Jul 20, 2005 22:14:42
Sorry guys, but i'm gonna have to step out of the NPC making buisiness, my schedule is to full for now at least, if I get a chance I may turn something out, but don't count on it.
#594

backstabbist

Jul 20, 2005 22:26:29
BigBobSr6000- dang, I havent seen tables anywhere near like that since Leading Edge Games. Nice dataset.
#595

BigBobSr6000

Jul 20, 2005 22:36:13
Thanks, all done by stubby pencil and typed in to msn word by hand. The gamers I have used it with really like it. Even though it slows down combat for more accurate hit areas and damage. Got tired of deducting hps from an abstract hp pool of a creature/PC. Plus, PCs are not so quickly to run into battle knowing they could actually get crippled or even kiled. Imagine that, a PC actually dieing in an RPG, what a concept..............
#596

jediranger

Jul 20, 2005 22:46:10
Wow. Bravo.
#597

the_merciless_dm

Jul 21, 2005 2:55:49
Wow. Impressive. Now I havent had a chance to read it completely but do you do away with Hp or not?

If it does I cannt place it in the pdf since the system we are using deals with Hp. That is my only concern. What we were attemping to do was something in between and probably much simpler.

Although the fact still remains thiis IS impressive. An amaizing job on your part BigBobSr6000!

DwelleroftheDeep dont fret, I am sure we have all had instances when we didn't have the time to do something. So we all understand. Except for Illus who has FAR TOO MUCH free time on his hands.

Jedi Ranger up for making a Fast/Dedicated premade character for the pdf? He is an Assasin, that is all. The rest is all you.
#598

jediranger

Jul 21, 2005 7:02:07
If I have time for it, hopefully I get something up. Any other pre-made characters need to be made?
#599

BigBobSr6000

Jul 21, 2005 7:07:19
Hi, Thanks The Merciless DM for your comments.

This replaces the hit point system or the hit point damage may be applied to the specific location hit.

For example: Step 1 you roll a 2 or 3 you hit the left arm. Step 2 you roll 1d20 on Arm table you roll a 5 thru 8 you specifically hit the left forearm. Step 3 you determine damage from the appropriate damage table or you apply the hit point damage done to the left forearm in which case you do not need Step 3. This also gives the PC or creature a chance to survive a massive/critical hit to certain locations like the example above. If victim has 100 hps and receives 30 hp damage to said left forearm, the hit severs/crushes/destroys it. He is now at 70 hps minus loss use of/loss of left forearm. Results: May pass out from pain/shock. All physical abilities/skills requiring both arms would be halved. May die from trauma/massive blood loss unless medical treatment is given immediately.

Let's say you continue to Step 3 and do not apply hit point damage here. You go to table:

Wrist/Forearm/Elbow/Above Elbow/Shoulder
Ankle/Lower Leg/Knee/Upper Leg or Thigh/Hip Joint


and roll 1d20, you get 15 which means compound fracture of the left forearm. Then the GM applies appropriate penalties and loss of use of the left forearm. Maybe Fort Save to keep from passing out, drops item in hand, etc.

Hope this helps to explain it further, thanks Big Bob.................
#600

backstabbist

Jul 21, 2005 11:42:25
Like I said, Good Job Bob

I dont see where the power of the hit comes into play, such as if it was a Shuriken vs Battleaxe, or 30Luger Vs 300wm. Did I miss getting diferent results posible by really weak / really powerful hits?
#601

the_merciless_dm

Jul 21, 2005 15:13:17
Sorry Big Bob, though your tables and system is massively impressive, we cannt use them in the REd20 project since it breaks the system. Here we are using an HP system, well the Default HP system from Modern d20 and I was originally just fooling around with the rules a bit, originating from an idea I had. What Blaine, Backstabbist and I were doing was something like an in between the HP system and your system.

I mean thanks! I am defenitly trying this out on my players, but as for REd20 cannt use it for this project.

Sorry.
#602

BigBobSr6000

Jul 21, 2005 15:22:31
Hi, backstabbist. You are correct in that there isn't any difference on my tables vs. size/type weapons used. Common senses applies here. If a dagger scores a left kidney hit, the dagger does its hp damage to that area. PC/NPC starts to bleed out. If the same dagger scored a "broken thigh bone" hit, merely change it to moderate or severe upper leg wound. If a heavy great sword was used, it could break the thigh bone and have a critical wound result having cut through the flesh to the bone. Or no cut (glancing blow) and could still break the bone. Its up to you and your gaming system to alter these tables accordingly.

I orginally disigned this for a modern game I was running using mostly firearms and other modern/future weapons. I just adapt it in my head to "fit" the situation and/or weapon used.

Thanks, agan for your comments, I hope this better explains the use of these tables.
#603

backstabbist

Jul 21, 2005 15:24:16
Bob's tables are great, worthy of thier own thread
#604

BigBobSr6000

Jul 21, 2005 15:25:27
Hi, Merciless DM. Thanks for your comments. The hit/damage tables are for anyone to use freely and adapt anyway they want. Glad you liked them.
#605

the_merciless_dm

Jul 21, 2005 22:01:03
OMG! FOLLOW THE LINK BELLOW!

http://ps3.ign.com/articles/635/635504p1.html

OMG!!!!
#606

jediranger

Jul 22, 2005 6:59:28
Oh man.


So should we wait for RE5 to come out or finish up the book?
#607

the_merciless_dm

Jul 22, 2005 12:10:56
NO WAY!
When RE5 comes out I'll revive the thread in order to update the ebook. Just wait for it. But WOW! Right?

Thats Chris Redfield! He returns! The control scheme will be similar to the RE4 scheme. I did some digging and thats all I found out. Its tight lipped everywere. Now I have a reason to get the PS3.
#608

zombiegleemax

Jul 22, 2005 17:17:03
ooo! must get RE5!!! MUST! been living ina world where RE only exisats at my friends house
#609

the_merciless_dm

Jul 22, 2005 17:45:21
You mean PS3 and RE5.
Anyone downloaded the movie? I did and WOW!

Anyhow, I'm boack to work on some familiar stuff for the pdf, monsters, monsters and more monsters. Question are we going to continue developing the rule set (that we had begun) or what?

I'll be back later hopefully with some context.
#610

jediranger

Jul 23, 2005 17:12:33
The video is pretty amazing.

It looks like zombies are getting fast. Also is the main character holding a melee weapon?! This is where it gets interesting. :D

What else, other then Monsters Do we have left?
#611

the_merciless_dm

Jul 23, 2005 18:13:46
Hmmm.

The popular characters form the video game as NPCs and the pretty stuff. Thats about all thats left, The pretty stuff is referring to images, format, flavor text and the like for everything. The Text I'll handle it no worries but the NPCs I already listed who survived the Raccoon City incident and who that didnot survive might be interesting to see in stat blocks. I swear I feel that there's something I'm forgetting. I am trying to get images of all the monsters and images from the game for the pdf. Then after some editing, proofreading and rediting it will be out for all of us to enjoy.
#612

jediranger

Jul 23, 2005 19:07:12
Carlos Olivera-Strong 3/Soldier 1

I'll start working on him.
#613

zombiegleemax

Jul 24, 2005 7:10:21
Bleh, I'm back in the real world now...

I spent the last few days in a beautiful drunken stupor involving German Beer and Cuban Rum; so nothing new to post.

But! something did just occur to me. Can anyone think of additional equipment or vehicles that aren't covered in the modern books?

Off the top of my head, vehicles that come to mind are Street trams and freight trains, which are not covered, and maybe certain kinds of lifts or something. Curiously, typical Police cars and eighteen wheelers aren't covered either (while the typical police cruiser is built from a Ford Crown Victoria, they're not the same thing).

Also, remember the special anti-virus incindiary bombs and crap like that?

We should cover as many bases as we can. I'll be toying around with this stuff a bit this morning; if anyone else can think of anything we haven't, don't be shy!
#614

the_merciless_dm

Jul 24, 2005 11:15:45
But! something did just occur to me. Can anyone think of additional equipment or vehicles that aren't covered in the modern books?

Off the top of my head, vehicles that come to mind are Street trams and freight trains, which are not covered, and maybe certain kinds of lifts or something. Curiously, typical Police cars and eighteen wheelers aren't covered either (while the typical police cruiser is built from a Ford Crown Victoria, they're not the same thing).

Also, remember the special anti-virus incindiary bombs and crap like that?

We should cover as many bases as we can. I'll be toying around with this stuff a bit this morning; if anyone else can think of anything we haven't, don't be shy!

Ha! See everytime I say that I am forgetting something someone brings something up that I had not thought off. Yes Its best to have all bases covered and stst. for common and popular vehicles that are not in the Core Rule book are need. I tried to get in touch with the guy from Crazy IronStar's Used Carlot to see if he could send be a .Doc of the RE usefull vehicle but I've gotten no response. If anyone knows him or has better pull with the people there I'd appreciate you try and see if you could get some vehicles off him or get him to stat out Tram's, Trains, Urban, a Bus (the city type) and any other Urban Transfer Vehicle, that might be needed.

I cann't remeber anything about "anti-virus incindiary bombs" in the games. These could be done, working like an acid, but what the chemical substance is or could be, the Antidote to the T-virus. Hereby causing effect on the the B.O.W. I am strongly against the idea that an U.B.C.S. squad should carry a sample of the T-virus antidote since it could ruin gameplay (happened in my game).

The medical application of the T-virus is that it can retard any other disease or condition even death; so I was thinking about a shot, a one-time use device (which is a small dose of the T-virus with an equivalent dose of its antidote at the same time) that if injected into a grave laceration (big cut on flesh) will provoke the effects of Regeneration Fast Heal so the body heals up abnormally fast but at a minimal risk of infection. This in itself could be the source of the adventure. A Doctor treating patients with a small dose of T-virus saw immediate success but soon after an outbreak occured due to his actions, when the players get to him they find his dead body in his office, dead by suicide, a note nearby explaining his motive for suicide. The players are now trapped in a Hospital full of B.O.W.

Damn random thoughts abound.
#615

zombiegleemax

Jul 24, 2005 12:08:48
The particular bomb I was thinking about was the one(s?) you're after in the extra game in RE2, the mode where you can also play as Chris. There are other little random things too, but my head hurt to much to think about it right now.

...


...I'm going to bed.
#616

BigBobSr6000

Jul 24, 2005 12:43:30
How's this for the UBC train. Feel free to adjust as you all think to. This is the best I could do off the top of my head. Thanks, Big Bob.....

The Umbrella Corporation Special Train and Cars.
The Locomotive
· Weight: 117t
· Axle Load: 19.5t
· Length: 18.626m (61.5ft)
· Width: 2.95m (9.75ft)
· Height: 4.077m (13.5ft)
· Starting TE: 353kN (36036kgf)
· Gear ratio: 18:65
· Traction Alternator: BHEL TA 10102FV
· Traction Motor: BHEL 5002AZ CGL 7362A
· Compressor: 6CD4UC
· RPM: 390rpm-400rpm idling, 1050rpm at 8th notch
· Main brake reservoir pressure: 10.4kg/cm2

182 mph which is (with rounding and wanting an even #) 1600ft per 6 second round. It takes one full round to start [Drive (train): 6 ranks]. DC 25 to operate. Maybe attempted if not trained at +10 to the DC (total DC35).

May take 10 only: If trained takes 1 full minute (10 rds). If untrained takes 3 full minutes (30 rds).

Takes one full round to start moving once started.

Moves at one-eighth speed next round after start moving. Accumulates +one-eighth speed per round after up to max speed of 1600 feet (320 squares) per 6 second round. (Max speed182 mph).

Rd…………Speed/Rd
One………..200 ft
Two………..400 ft
Three………600 ft
Four………..800 ft
Five………...1000 ft
Six……...….1200ft
Seven……….1400 ft
Eight………..1600 ft

Each “Rd number” also represents the speed notches 1 thru 8. EX: Leave in notch #3 constant speed is 600 ft (150 squares) per round.

Railroad Vehicles
Name......Crew...Pass.....Cargo.....Init.....Manvr...Spd....Def...Hard...HP..Sz..Pc DC..R
G-Express......2......2........1,000lb..-6/-10*...N/A.....1600ft....10......20....500..C....75....Umb**
Pass.Car........1.....50.......2,500lb..-6/-10*...N/A.....Special....5......20....250..C....50....Umb**
Cargo Car....0-2.....0.........5 tons...-6/-10*...N/A......Special...15....20...1,000.C.....100..Umb**

*Init is –6 when moving and –10 stationary
**Restriction is the Umbrella Corporation designed and built by them.
Special: These car's speed is equal to the engine pulling them.

G-Express is the engine developed by the Umbrella Corporation for use in their underground labs, like Raccoon City. Unclassified stats: Can pull up to 150 cars. Top speed is 182 mph. Heavy armored. Environmentally sealed.

Passenger Cars: Designed to hold up to 50 people seated + 25 standing making it crowded. Spaces provided overhead and under seats to store personal items and belongings. Usually one person as crew trained and assigned to the car number like a steward/stewardess. No food or beverages are served, just an “overseer”.

Cargo Car: Especially designed to house, hold, transport Umbrella’s secret cargo. A passenger car in front or behind or both carries unit or units of the Umbrella Corporation to protect their cargo. Sometimes a crew of 1 or 2 rides with the cargo to monitor. More maybe crewed this is the unclassified realease by UBC.
#617

backstabbist

Jul 24, 2005 13:05:17
BigBobSr6000- nice, another opus of quality come from the pen of Bob

150 cars for 1 eng, I feel thats' high, maybe 50-75 with free slaving of additional Locomotives to accumulate more cars towing capacity or something like that.
#618

BigBobSr6000

Jul 24, 2005 13:12:37
Thanks, backstabbist.

BigBobSr6000- nice, another opus of quality come from the pen of Bob

150 cars for 1 eng, I feel thats' high, maybe 50-75 with free slaving of additional Locomotives to accumulate more cars towing capacity or something like that.

I got the info for cars from online sites about locomotives. Some the standard was 150-300 cars to be pulled by some of the more powerful ones. The lower limit is for less powerful ones. Two or more locos could pull/push 300 easy. Do not forget this is a UBC lomotive. :evillaugh

Thanks again.
#619

backstabbist

Jul 24, 2005 13:23:24
I guess I'm just used to seeing the trains that just came over a cajon pass, they are tractor heavy in the eng/car area. But I cant remember ever seeing 100+ cars with just 1 eng, even in Iowa. Good thing I qualified my post as personal intuition, I didn't lookup any numbers, but I still feel 150 is high from what I see out on the rails. Of course, that wouldn't apply to Umbrella trains, they are 38% eviler than average, and that's gotta hurt.
#620

BigBobSr6000

Jul 24, 2005 13:27:58
I grew up in Kentucky coal mine country. Believe, being stuck at a rr crossing with a coal train with 4 engines, well, hope you brought your lucnh.
#621

BigBobSr6000

Jul 24, 2005 13:57:05
Here's my semi-tractor and trailer stats. As always feel free to adjust accordingly.

d20 Modern Vehicles

Tractor and Trailer Rig.
Name...…..Crew…..Pass.....Cargo.…...Init ..…..Manvr….....Spd.…...Def...Hard...HP….Sz. .Pc DC....R
Semi Trk.…..1..……. 1.......1,000lb….-4/-6*……...-4.….....1055ft**….8….…5…..75…...G…...75.…Lic+1
Semi Trl……..0…..……0….…16.5tons...-6/-10*…..Special....Special……5…….5…..50…...C…..50…..Lic+1

*Lower penalty #, moving. Higher penalty #, stationary.
Special: Same as Tractor pulling it.

**160 mph which is (with rounding and wanting an even #) 1055ft per 6 second round. It takes one full round to start [Drive (Heavy Truck): 6 ranks]. DC 25 to operate. Maybe attempted if not trained at +10 to the DC (total DC35). Hot wire (no keys) requires the appropriate skill DC to start vehicle.

May take 10 only: If trained takes 1 full minute (10 rds). If untrained takes 3 full minutes (30 rds).

Moves at one-eighth speed next round after start moving. Accumulates +one-eighth speed per round after up to max speed of 1055 feet (211squares) per 6 second round. (Max speed182 mph).

Rd…………Speed/Rd
One………..130 ft
Two………..260 ft
Three………390 ft
Four………..520 ft
Five………...650 ft
Six……...….780ft
Seven……….910 ft
Eight………..1055 ft

Each “Rd number” also represents the gears 1 thru 8. EX: Leave in 3rd gear, max speed is 390 ft (78 squares) per round.
#622

the_merciless_dm

Jul 24, 2005 15:35:42
Kool! This we can use. I'll scavenge trhough Crazy Ironstar's used car lot to see if there is anything like a tram or train. We might need, Bullet trains, and all their other variations. A lift like the type Blaine mentioned, would it have stats? Its just a lift, a Craft Structural to find its weakest part and a Demolitions check with enough C4 will take care of that.

Crazy Ironstar's Vehicles that can be used in RE:

http://boards1.wizards.com/showpost.php?p=4963494&postcount=1

http://boards1.wizards.com/showpost.php?p=4963608&postcount=2

http://boards1.wizards.com/showpost.php?p=4970642&postcount=6

http://boards1.wizards.com/showpost.php?p=4972875&postcount=7

http://boards1.wizards.com/showpost.php?p=4973445&postcount=8

http://boards1.wizards.com/showpost.php?p=4978795&postcount=16

http://boards1.wizards.com/showpost.php?p=4978940&postcount=17

http://boards1.wizards.com/showpost.php?p=4993468&postcount=25

http://boards1.wizards.com/showpost.php?p=4996320&postcount=28
#623

backstabbist

Jul 24, 2005 15:56:00
is a Bullet train a passenger car with all the windows replaced with x214 gatler turrets?
#624

the_merciless_dm

Jul 24, 2005 16:10:58
You've gotta be kidding me! I hope you are...
Just to be safe, they are highspeed trains, some use magnetized rails to lead them.
#625

backstabbist

Jul 24, 2005 17:52:44
yeah, I was joking around.
I've always said we need a bullet train with auto/ferry cars, from south San Jose to north LA (ventura) so you can just drive on, park, and drive off 90min later 300 miles away. Its rough when you have to drive that long boring 300miles of nuthin.
#626

hellkite2501

Jul 25, 2005 1:01:39
is the leech guy from RE 0 the same thing as the proto-tyrant?
#627

the_merciless_dm

Jul 25, 2005 3:07:26
is the leech guy from RE 0 the same thing as the proto-tyrant?

No. No! The Humanoid Leech is like a Zombie made from leeches (roughly), the Queen Leech is the final boss, the Prototype Tyrant is the tyrant that is all messed up and deformed. Looks like a very underdeveloped Inmature Tyrant (RE1 with claw and exposed heart). Those are some of the mosters that I havent quite gotten to.
#628

hellkite2501

Jul 25, 2005 18:13:19
ok that makes sense thanks
#629

zombiegleemax

Jul 26, 2005 1:27:11
Would I use just a regular D20 Mod./Urban Arcana sheet or do you have a sheet made just for this? If you needed help with that just contact me and we can try and design one!
#630

zombiegleemax

Jul 26, 2005 9:02:06
Actually, I've put together a simple sheet that I used for my own purposes so far. I was going to fancy it up a bit and post it, but I never got the chance...
#631

the_merciless_dm

Jul 26, 2005 11:12:36
Well I wold really like to see both of them. :D
ArmuriKyakowato, feel free to make your own version of the RE character sheet. Leave a slot open for "Organization" if they choose to go that way instead of Occupation. Add in the Skill Paradrop. I dunno you both make them and impress us. Then as an editor I would decide which to put (By asking here on the thread which is more popular). This is for us anyway.

I hve always liked the Mad Irishman Character Sheets, look them up here:
http://www.unc.edu/~murphy/mad_irishman/

Enjoy
;p
#632

jediranger

Jul 26, 2005 15:32:09
As long as the sheet doesnt state its a resident evil game it should be good.
#633

zombiegleemax

Jul 26, 2005 17:17:28
The only character sheets I use come from our favorite irate Irishman. Btw, has a T-Virus Mutant template to cover freaks like Wesker and Jack Krauser been covered already? If not, then you could use the Mutated Creature template from d20 Apoch; just add in a HD increase (like to d10 or d12), change the type to B.O.W. and give it the usual B.O.W. traits. I'd post up the template right now, but I'm not sure if I can do that without getting into trouble with the WizO's.
#634

the_merciless_dm

Jul 26, 2005 18:07:04
Illus check the index I did that LONG time ago when eveyone was talking about the RE4 spoilers. ;p

Now what I was thinking up on the rules front is this:
Item Slots V.s. Carry Capacity
Should REd20 have an Item Slot rule set or should we go with the normal Str based Carry Capacity?

Item slots make should make it more dificult for players to haul a large ammount of equipment around. Its also more restrictive on on their part as they assess what is most important from randomly found item and which is truely necessary to bring along. It would disallow a character from trolling down the city streets with a Quad Rocket Launcher in his backpack AND the ammo for it. It might propose the more ammo v.s. new gun with only one clip in it conflict which is nice too.
#635

zombiegleemax

Jul 26, 2005 18:16:04
I'd say stick with stregth for carrying capacty, mainly because it means a simpler stat to manage and it's predone. I guess if you wanted to change it that wouldn't nessecarily be a bad thing it just seems unnessecary to me.
#636

zombiegleemax

Jul 26, 2005 18:20:46
I'd say stick with stregth for carrying capacty, mainly because it means a simpler stat to manage and it's predone. I guess if you wanted to change it that wouldn't nessecarily be a bad thing it just seems unnessecary to me.

I;m gonna agree with Dweller on this; you could change it for a more RE feel, but the carrying capacity has always been the simpliest for me and in the grand scheme of things, it is somewhat unnessicary.
#637

zombiegleemax

Jul 27, 2005 7:16:50
I would just realistically limit what kind of storage garments they have acces to. In other words, don't let everyone have a huge rucksack, a SEAL vest, a utility belt, and an extra duffle bag to carry with their offhand, y'know? There's only so much little junk that you can stick in your pant pockets and behind your belt before you just naturally run out of room.

btw, the grid system in RE4 always reminded me of X-COM. Anybody remember that game?
#638

hellkite2501

Jul 27, 2005 13:48:45
if you whanted to limit the carying capacty how about something like you have anomunt of spaces equle to your str. modifier +1 x2. for ex iy your str. is 12 your slots would be 4 (str mod 1 + 1 x 2 =4)
iteams medium or smaller take one slot items large or biger take two slots
#639

the_merciless_dm

Jul 27, 2005 16:03:48
"btw, the grid system in RE4 always reminded me of X-COM. Anybody remember that game?"
Blaine you truely are in a league of your own. Now that you mention it, yes it does seem to be reminicent of X-COM, though not many should remember.

Now, on to business. I got an email from Crazy Ironstar with his approval to use his vehicle stats in the pdf as long as we credit him and send him a copy of the pdf. Have any of you bothered to follow the links I put up to his stat blocks? I'm gonna put titles on them so if you want to see submarine you can just click the link below the word.

RE Monster's have eaten my mind and left an empty brain. I start classes soon so expect more material from me soon.
#640

the_merciless_dm

Jul 30, 2005 17:36:52
People the thread is not dead. I have not posted in a while since I went out of town for some much needed R&R. I took the lappy with me but my girlfriend had most of my attention, if not all. I am back home with a lot of stuff to do and moving this along is part of it. Since I am well rested now, I'll be focused on three things: this project, university and well her.

Yjis is just a call to arms for those who can hear me, and wish to continue. I know a few of us are anxious to get this out there to the public and want to hear what they have to say about it.

Sqrrl101, I was trolling along the threads one day and I came across an interesting house rule you had posted as a fix on the feat Weapon Focus. I am interested in that. Could you post it here, for the others to see it? It shows promise like the Armor proficiency variant feats.

Thats it for now.

Its alive! ALIVE!
#641

jediranger

Jul 30, 2005 21:28:48
Still here, just catching up on some real life stuff.
#642

zombiegleemax

Jul 31, 2005 7:57:54
Still here as well, toiling away on stuff.
#643

zombiegleemax

Jul 31, 2005 13:15:33
I'll hang around, though I can't do much more then advise on rules (I just don't know enough about resident evil.)
#644

the_merciless_dm

Jul 31, 2005 16:59:46
Dont worry Dweller, any help is much appreciated and you have been a great help. So have you all.

Now up later tonight, since I'm in a hurry, will be the Giant Spider, Scorpion, Centepide and Worm stat blocks!


Now woosh! I am off!
#645

zombiegleemax

Aug 01, 2005 9:06:57
Though I can't convert resident evil monsters (I don't know enough about them, which is a shame because I love my monsters.) I might try my hand at making some resident evil compatible monsters of my own if you guys don't mind.
#646

the_merciless_dm

Aug 01, 2005 12:47:00
Go right ahead and feel free to post htem up, they might find their way into the PDF. Anyways Dweller, recall back to when I posted the Hunter Omega, that is not a RE monster its made completely up by me, although it is definitly RE inspired. Uses the G virus to mutate and splice a creature into something else it failed, sine it didnot mutate but when exposed to fire it "died" but instead that activted the mutation and a monstrous predator was born. Also since its infectious the whole facility is now full of the undead, in an isolated Isjand off the coast of Brazil. Imagine the horrors that will be created by the rampant infection, now a worried US gov. in that they havenot herd anything from thier spies within the facility leads to the Deployment of a military team. In this instance I had choosen the Marines. My players all played Marines for this. They are currently playing it.

But thats an example of a Resident Evil inspired monster. I'm sure you can impress us. So go on right ahead and do so.
#647

the_merciless_dm

Aug 02, 2005 0:19:14
Viper
Huge T-Virus Mutation
HD: 4d8 +4 (22Hp)
Initiative: +4 (Dex)
Speed: 20ft., Climb 20ft., Swim 20ft.
AC: 12 (-2 size, +4 Dex)
DR: 6/--
Attack: Bite +5melee
Damage: Bite 1d6
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Poison (DC20); Infectious
Special Qualities: Scent
Saves: Fort: +5 Ref: +8 Will +2
Abilities: Str 10 Dex 19 Con 13 Int 2 Wis 12 Cha 2
Skills: Balance +12, Climb +12 Hide +3, Listen +9, Spot +9

Poison: The initial and secondary damage of the viper’s poison is 1d6 constitution damage.

Crocodile
Huge T-Virus Mutation
HD: 7d8 +28 (59Hp)
Initiative: +1 (Dex)
Speed: 20ft., Swim 30ft.
AC: 16 (-1 size, +1 Dex)
DR: 10/--
Attack: Bite +13melee, Tail Slap +12 melee
Damage: Bite 1d8+12, Tail Slap 1d12+12
Face/Reach: 10ft. by 20ft./10ft.
Special Attack: Swallow Whole, Infectious
Special Qualities: Improved Grab
Saves: Fort: +9 Ref: +6 Will +3
Abilities: Str 27 Dex 12 Con 19 Int 1 Wis 12 Cha 2
Skills: Hide +3, Listen +5, Spot +5
Feats: Weapon Focus (Bite & Tail Slap)

Swallow Whole: The crocodile may attempt to swallow whole opponents after making a second successful grapple check after having initiated a grapple. The opponent can be up to one size category smaller than the crocodile.

Improved Grab: The crocodile may initiate a grapple check immediately after a successful bite attack.

Large Wasp
Medium T-Virus Mutation
HD: 3d8 +10 (26Hp)
Initiative: +1 (Dex)
Speed: 20ft., Fly 60ft. (Good)
AC: 11
DR: 5/--
Attack: Sting +6 melee
Damage: Sting 1d4+6
Face/Reach: 5ft. by 5ft./5ft.
Special Attack: Poison (DC18
Special Qualities: Infectious
Saves: Fort +4 Ref +2 Will +0
Abilities: Str 18 Dex 12 Con 14 Int 2 Wis 13 Cha 11
Skills: Spot +9
Feats: Toughness

Poison: The initial and secondary damage of the Wasp’s poison is 1d6 dexterity damage.

Stinger
Large T-Virus Mutation
HD: 4d8 +8 (29Hp)
Initiative: +0 (Dex)
Speed: 50ft.
AC: 12
DR: 8/--
Attack: 2 Claws +6 melee, Sting +1 melee
Damage: 2 Claws 1d6+3, Sting 2d4+6
Face/Reach: 5ft. by 10ft./5ft.
Special Attack: Poison (DC16), Improved Grab, Squeeze
Special Qualities: Infectious
Saves: Fort +6 Ref +1 Will +1
Abilities: Str 17 Dex 14 Con 14 Int 2 Wis 10 Cha 2
Skills: Climb + 15, Hide +8, Spot +10
Feats: Toughness

Poison: The initial and secondary damage of the Scorpion’s poison is 1d6 strength damage.

Squeeze: A scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Giant Spider
Large T-Virus Mutation
HD: 2d8 +2 (14Hp)
Initiative: +3 (Dex)
Speed: 40ft., Climb 20ft.
AC: 13
DR: 4/--
Attack: Bite +4 melee
Damage: 1d6
Face/Reach: 5ft. by 10ft./5ft.
Special Attack: Poison (DC16), Web
Special Qualities: Infectious
Saves: Fort +4 Ref +3 Will +0
Abilities: Str 11 Dex 17 Con 12 Int 2 Wis 10 Cha 2
Skills: Climb + 12, Hide +10, Jump +6, Spot +8
Feats: Toughness, Weapon Finesse (Bite)

Poison: The initial and secondary damage of the Scorpion’s poison is 1d6 strength damage.

Web: Spiders often wait in their lair on webs or in trees, and then they lower themselves silently and leap onto prey passing beneath them. A single strand is strong enough to to support the spider and one creature of the same size.
*Note: A spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. Web spinning spiders can cast their webs 8 times per day, this is similar to an attack with a net but it has a maximum range of 50ft and a range increment of 10ft.it is effective against targets up to one size smaller than the spider.

Giant Centipede
Huge T-Virus Mutation
HD: 4d8 (21Hp)
Initiative: +2 (Dex)
Speed: 40ft.
AC: 12
DR: 6/--
Attack: Bite +4 melee
Damage: 2d6+4 and Poison
Face/Reach: 10ft. by 30ft./ 10ft.
Special Attack: Poison (DC16) 1d6 dexterity damage
Special Qualities: Infectious
Saves: Fort +4 Ref +3 Will +1
Abilities: Str 17 Dex 15 Con 10 Int 2 Wis 10 Cha 2
Skills: Climb + 11, Hide +1, Spot +8
Feats: Toughness

Black Tiger (Spider Lord)
Huge T-Virus Mutation
HD: 10d8 +10 (55Hp)
Initiative: +3 (Dex)
Speed: 40ft., Climb 30ft.
AC: 12
DR: 10/--
Attack: Slam +13, Bite +9 melee
Damage: Slam 1d8 +5, Bite 2d6 +5 and Poison
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Charge, Poison (DC22), Web
Special Qualities: Infectious
Saves: Fort +10 Ref +7 Will +5
Abilities: Str 19 Dex 17 Con 12 Int 2 Wis 10 Cha 2
Skills: Climb + 16, Hide +10, Jump +10, Spot +7
Feats: Toughness

Charge: The Black Tiger can take a full round action to move in a straight line at its maximum speed, body slamming its target with devastating force. This attack deals 2d8+10 damage and the opponent must succeed a Reflex save (DC20) to maintain his footing; on a failed save the target falls prone.

Poison: The initial and secondary damage of the Spiders’s poison is 1d6 strength damage.

Web: Spiders often wait in their lair on webs or in trees, and then they lower themselves silently and leap onto prey passing beneath them. A single strand is strong enough to to support the spider and one creature of the same size.
*Note: A spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. Web spinning spiders can cast their webs 8 times per day, this is similar to an attack with a net but it has a maximum range of 50ft and a range increment of 10ft.it is effective against targets up to one size smaller than the spider.

Gulp Worm
Huge T-Virus Mutation
HD: 10d10 +70 (147Hp)
Initiative: +4
Speed: 40ft., Burrow 20ft.
AC: 8
DR: 12/--
Attack: Bite +20 melee
Damage: 2d6 2d6+12
Face/Reach: 5ft. by 40ft./10ft.
Special Attack: Improved Grab, Swallow Whole
Special Qualities: Infectious, Tremorseanse
Saves: Fort +14 Ref +9 Will +4
Abilities: Str 26 Dex 10 Con 20 Int 3 Wis 11 Cha 2
Skills: Hide +3 Listen +5 Spot 4
Feats: Toughness, Weapon Focus (Bite), Improved Initiative

Swallow Whole: The Gulp worm can make a second grapple check in an attempt to swallow whole any creature one size category than itself. The swallowed creature takes 2d6 acid damage and 1d8 bludgeoning damage while in the Gulp Worm’s gizzard.
#648

zombiegleemax

Aug 02, 2005 10:09:21
Here's my first monster, I have two others I may post today or tomorrow, I hope it's Resident Evilish enough.

Aquaraptor Primus
Size/Type: Large Aberration (Aquatic)
Hit Dice: 6d8+24 (51 HP)
Initiative: +3 dex
Speed: 30 feet (can’t run) or swim 70 feet run x6
Armor Class: 18 (-1 size, +3 dex, +6 natural)
Base Attack/Grapple: +4/+14
Attack: 2 arm stocks +7/+7 (1d8+6+ improved grab)
Space/Reach: 5 feet wide by 10 feet long/ 15 feet
Special Attacks: Improved Grab (arm stalks, if grapple is successful then the grappled character must make a reflex save DC 16 or take 3d6+9 damage from the creatures slashing jaws, if the save is passed the grapple is immediately broken.)
Special Qualities: Aquatic subtype, EDR 7/electricity
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 22, Dex 16, Con 18, Int 8, Wis 14, Cha 16
Skills: Jump +15 Climb +15 Intimidate +12
Feats: Power Attack, Frightful Presence (DC 16), Two weapon fighting
Challenge Rating: 4
The creature is vaguely fishlike with short blunt head sporting a wide mouth filled with hundreds of teeth like razors. A pair of long arm-like coils of flesh extends from the creatures underside, and it’s four short legs support it on land, the things whole body is covered not in scales but in a mucous covered black exoskeleton.

The creatures are called aquaraptors, and they are fearsome beasts created by the implanting of a parasite I have been unable to identify into a bottle nosed dolphin. In this facility off the Gulf of Mexico the United States Navy is experimenting with the aquaraptors applications, but the creatures are horribly aggressive and progress has been slow. Aquaraptors come in several distinct forms that I have seen, Aquaraptor Primus is the most numerous and the adult form of Aquaraptor Minoris, these creatures seem unable to reproduce though more of them arrive at the facility so their must be a way, but that is kept under lock and key, though I may be able to bring you information on it as well in time. The primary scientists working on the program are a team called the A.C., which I believe stands for the American Cyclops, though I am not certain. The Navy seems disappointed with their reliability and is considering fazing the program out, I only hope it isn’t to late before they do.

Yours sincerely,
Jack Hood
#649

the_merciless_dm

Aug 02, 2005 11:47:08
That is very kool, add variety to the marine mutations that RE has. The "EDR 7/electricity" reminds me of Morpheous form the Resident Evil Dead Aim game, she had am electrical force field effect as a result of combining both the T and Gvirus in one host. Very nice and maybe Blaine could draw us up the Aquaraptor. (Hint Hint)

In the mean time Capcom has asked the many websites to remove the RE5 video, because they did not allow filming of such to occur. And more info slipped informing that they were testing out new engines like the Unreal 3 engine and more. You can read up more over at www.residentevilfan.com on their main page. If its down return cuz they are most likely just updating the site.
#650

zombiegleemax

Aug 02, 2005 12:39:49
I'm glad you like it, I have the Aquaraptor minoris done, and am working on what is essentially a boss monster for an adventure incorporating them.
#651

zombiegleemax

Aug 02, 2005 13:15:25
Here's the:
Aquaraptor Minoris
Size/Type: Small Aberration (Aquatic)
Hit Dice: 2d8+2 (11 HP)
Initiative: +3
Speed: 20 feet, no run, or swim 40 feet run x6
Armor Class: 16 (+2 natural armor, +3 dex +1 size)
Base Attack/Grapple: +1/+3
Attack: -
Space/Reach: 5 ft/ 0 ft
Special Attacks: Bite grappled opponents for 2d6+3 damage as a free action +4 on grapples
Special Qualities: Aquatic, EDR 2/electricity
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 14, Dex 16, Con 12, Int 4, Wis 12, Cha 12
Skills: Jump +6
Feats: Improved Grapple
Challenge Rating: 1/2

Things have improved since I last wrote. The Chief Naval officer here, Admiral Hedrom, is considering dropping the program, so they allowed me in to examine the young aquaraptors for the first time. They are repulsive creatures sir. Each one is the size of the child, but stronger then many grown men, though they are mostly just smaller versions of the Adult stage they have instead of their arm coils, six tentacles that they entangle their prey with before ripping them apart with their jaws. I had a close encounter with one, but I was able to pull it off before it could bite though I was told that some others had not been so lucky. These creatures are rapacious in the extreme and I have seen them tear a shark to pieces in minutes with their teeth. I must say I am eager to get out of this place, in fact I have stepped up the mission and am trying to get closer to the A.C.’s scientists so I can find out where the breeding area for the Aquaraptors is.

Yours Sincerely,
Jack Hood
#652

the_merciless_dm

Aug 02, 2005 17:08:31
I got an idea for introducing these creatures into the pdf. Lets make a adventure moduel out of it. Someone want to stat out Jack Hood? or do you already have him stated out? We could say a US military branch got hold of T or G virus samples and began toying with it, for military grade B.O.W.s

This along with Jedi Ranger's introduction to REd20 adventures would have us all set in the "examples of" setion.

I like what you've cooked up though they are slightly outside RE, with little effort we can include them in.

Question who is Jack Hood writing to? And what is his job? Why does he have acess to these things?
#653

zombiegleemax

Aug 02, 2005 17:25:16
Hood is a double agent that says is supposed to work for the United States Military, but in reality he's a British spy tasked with gaining information on U.S. weapons plans, he happens to be writing to his commanding officer who is also stateside, though I hadn't really thought of who precisely that is. Also i plan to stat him out, maybe as a Smart 3 Charismaic 1 Negotiator 2 Investigator 3, though if anyone else wants to make stats for him be my guest (though if you do I would advise you hurry, I'm getting bord and may stat him myself at any moment.)
#654

zombiegleemax

Aug 02, 2005 17:54:52
Here is the final part of the Aquaraptors lifestyle, the:
Aquaraptor Ultimus
Aquaraptor Ultimus- Main Body
Size/Type: Gargantuan Aberration (Aquatic)
Hit Dice: 16d8+80 (152 HP)
Initiative: -1
Speed: 10 feet, no run or swim 70 feet run x6
Armor Class: 13 (-1 dex, -4 size, +8 natural)
Base Attack/Grapple: +12/+34
Attack: 4 tentacles +10 (2d6+10 subdual only) Bite +18 (3d8+15) or charge bite +20 (5d8+15)
Space/Reach: 15 feet wide by 30 feet long/ 20 feet with tentacles and 0 feet with mouth
Special Attacks: Must spawn 1d4 Aquaraptor minoris once 1d6 minutes as a full round action, the spawned creatures exit at the creatures rear. Swallow whole (large or smaller creatures with bite on the charge, after successful grapple the creature swallows it’s victim whole if he fails a DC 18 reflex save, and if a second save is passed, the bite damage as well)
Special Qualities: Blind sense out to 100 feet when underwater, DR 12/spinal head suffering massive damage up to two rounds ago, Aquatic, Rush (quadruples speed once/day) Ignore hardness 10 points, must make DC 25 fort save or die if Spinal head is killed, if it passes it loses 1d4 hp every round from bloodloss and brain damage and it takes a 2d4 points of intelligence wisdom and charisma damage.
Saves: Fort +11, Ref +3, Will +17
Abilities: Str 30, Dex 8, Con 20, Int 12, Wis 20, Cha 20
Skills: Jump +29 Climb +29 Intimidate +24 Listen +24 Spot +24
Feats: Great Fortitude, Improved MDT, Power Attack, Improved bull rush, powerful charge (+2d8 damage when charging) Frightful presence (DC 23)
Challenge Rating: 15

Aquaraptor Ultimus- Spinal Head
Size/Type: Medium Aberration (Aquatic)
Hit Dice: 4d8+20 (38 HP)
Initiative: -3 dex
Speed: - (Moves with the main body)
Armor Class: 12 (-3 dex +5 natural)
Base Attack/Grapple: +3/+4
Attack: Bite: +4 (2d6+2)
Space/Reach: 5 feet on the Main bodies back, and rises about ten feet up/ 20 feet (15 after reaching over the main body)
Special Attacks: Confusing Gaze, gaze attack one opponent/round as a free action, DC 17 will save or take a –1 penalty on all roll for 2d4 rounds.
Special Qualities: EDR 4/electricity, Aquatic, MDT=13 regardless of constitution, fast healing 5
Saves: Fort +8, Ref saves are passed if the main body passes and failed if the main body fails, Will +17 (as main body)
Abilities: Str 12, Dex 4, Con 20, Int 12, Wis 20, Cha 20
Skills: As main body
Feats: As main body
Challenge Rating: - (Gain XP only for destroying the main body)

The A.C. have finally given me access to the breeding grounds on the bottom of the gulf, and I’m afraid the problem is greater then we anticipated, the breeders are more dangerous then any of the others, a full thirty feet long they bear little resemblance to the others, four tentacles encircle their mouths, and a second set of jaws and eyes protrudes from it’s back like a grotesque fin, they appear to retain the wide lethal jaws of the others, and the exoskeleton as well, though the coating of mucous around the eyes is more pronounced, I will continue my search for the parasite at the A.C. headquarters in Miami as soon as you give me the go ahead sir.

Yours Sincerely,
Jack Hood
#655

the_merciless_dm

Aug 02, 2005 20:02:18
Can anyone say Boss Fight?
I would definitly find a way to let the Players face this without a submarine.

Hey this underwater stuff makes me think, does the Tyrrant breath? How about the Nemesis? Do they need to breath? Or the Zombies? If they do then airborne versions of the antidote for the T-virus can work, remember the initial version of the T-virus began as an airborne virus which quickly mutated into what it is now.
#656

zombiegleemax

Aug 02, 2005 20:48:20
Can anyone say Boss Fight?

Boss fight, at least that's what i had in mind when I was making this guy, he also provides ample oppurtunities for dramatic descriptions of actions IMO. Personally, whenever I make a monster I like to imagine where the PC's would fight it, for this guy I pictured a half flooded multilevel underwater base the best part about that one is, that even if the PC's can't kill it they may be able to escape and the battle might even involve some creativity on the players parts to bring the beast down without flooding the base completly.
#657

zombiegleemax

Aug 03, 2005 10:48:23
Hey this underwater stuff makes me think, does the Tyrrant breath? How about the Nemesis? Do they need to breath? Or the Zombies? If they do then airborne versions of the antidote for the T-virus can work, remember the initial version of the T-virus began as an airborne virus which quickly mutated into what it is now.

I've wondered about that myself, actually. We see zombies submerged in water for presumably large amounts of time suddenly spring up and attack, so given that I would normally submit "NO", but I'm diong some thinking...

The zombie's "reanimation" is different from the other creatures' "mutation". It says in various game files that the zombifying was an uncalculated side-effect. The decaying body suggests oxygen/nutrients are no longer sent to the bodies various tissues and organs, BUT, it can still move. Something keeps the muscles and cognitive function of the brain going long after the virus' initial jolt dies away. Also, the t-virus probably, just like any other virus, needs nutrients to replicate and survive. Hence the zombie's residual "Need to Feed".
So I'm going to say that the zombies need food and air on a basic level, though not on as desperate a scale as people. And perhaps, like a flea or somethng, a zombie can lie dormant without nourishment for years untill a suitable meal presents itself.

The mutations, however, are basically "still living". They use quite a bit of energy and store quite a bit of raw power. I'm going to theorize that, while they may store energy very efficiently (we never see tyrants needing to eat) they've got to consume eventually, and probably need oxygen as much, if not more, than the heroes that face them.

There's my sub-technical analysis, anyway.

and Dweller: Those creatures (that creature and variations?) are awesome. Very original. I'd like to fight that in RE5 :D , And I'd love to illustrate it.
#658

zombiegleemax

Aug 03, 2005 11:10:34
Thanks a lot, I would love to actually see these guys to (though preferably from a safe distance.)

Also, I'm curious as to what manner of parasite I should use with these creatures since they do not resemble the plagas hosts perhaps it is something else or the parasite is a mutant Plagas, what do you guys think would be best?
#659

the_merciless_dm

Aug 03, 2005 15:17:51
Thats easy to explain or to invent. Use a T-virus infected parasite. What excat parasite doesn't matter, all we need to know is that it is capable of infecting marine life. But if you want I'll look one up that seems appropriate in my Virology book later tonight while I'm home.

And Blaine, I'm glad to see that we are in the same page with the zombie's biology. What you mentioned is exactly what I was addressing. Great minds think alike. What I would say is, if the Zombie is ever out of Oxygen then it would fall unconscious untill more oxygen is available, were in it would just reanimate. For example when underwater we see them submurged or floating depending on the situation (i.e. what they were waring or how they ended up there) but when an ample supply of Oxygen is available they may reanimate. This could also be the reason why they mutate slowly into another version; a more lethal version. These being Acid Spitters and then Crimson Heads.
#660

zombiegleemax

Aug 04, 2005 9:04:18
I suppose it doesn't really matter what the parasite actually is, it's not as if it's going to jump out and try to kill anyone, the host does that. :D
#661

zombiegleemax

Aug 06, 2005 8:03:04
I finished Hood's stats and I'll probably post them later today.

P.S. Anybody out there?
#662

jediranger

Aug 06, 2005 8:11:54
I just updated that massive resource post which is on page 23 I believe. Still here.
#663

the_merciless_dm

Aug 06, 2005 11:24:02
I'm still here, and I'll never let this die!
Sorry been a little crazy with classes about to start. See we used to start the 16th but for some wierd reason we now start on the 9th and a lot of my collegues tell me we will begin with a strike since they raised the price of the credits, the added in another maintenace bill and they double what we pay for laboratory supplies. Apparently since the administration knows or assumes we (students) are gonna strike they chose to move up the date. I got in touch with my friend who is the president of the student body counsel and denied the info on the strike but he also looked real wierd and shady like if he were trying to hide that. Dunno so I've been more than a little busy trying to find out whats going on myself.

Also believe it or not I've been working on a Advanced Class for Modern d20 but I dunno if it should go into the PDF. I think not. Its heavily based on the D&D Assasin but not the same, it implements Sneak Attacks and Death Attacks. You guys will see it as soon as its done but I'm gonna give it its own thread. Its called Silent Assasin and I'm trying to make it so that you can create any of your favorite Hitmen, like Agent 47form the game Hitman, or Leon from the Professional and even John Lee from the Replacement Killers.

I got some more RE creatures halfway built so when those get done I'll post them. I'd like to see how you stated Jack Hood.
#664

zombiegleemax

Aug 06, 2005 13:32:54
Jack Hood
Smart 3 Charismatic 1 Negotiator 2 Investigator 3 HD: 9d6
Hp: 34
Init +2
Spd 30 ft
Defense 16
Touch 16, flat-footed 14 (+0 Dex, +4 class)
BAB +4; Grap +5;
FS 5 ft. by 5 ft.; Reach 5 ft
AL: ???? (Though Jack works for the Britain’s spy network it’s just a job for him.)
SV Fort +2 Ref +6 Will +9 AP 13 Rep +2
Str 12, Dex 14, Con 10, Int 16, Wis 16, Cha 16.

Starting Occupation: Law Enforcement (Personal firearms proficiency, intimidate, drive)

Current Occupation: Spy

Attack: Sig P66+ 6 (2d6) or double tap +4 (3d6) or Unarmed +5 (1d4+1) or .45 derringer +6 (2d6)

Skills: Computer Use+10 Disable Device+12 Investigate+9 Sense Motive+15
Listen+11 Bluff+17 Diplomacy+17 Hide+16 Spot+8 Drive+10 Move Silently+16 Intimidate+10 Jump+5 Tumble+10 Climb+4 Repair+9

Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Alertness, Stealthy, Deceptive, Combat Martial Arts, Combat Expertise, Improved Feint, Point Blank Shot, Double Tap

Talents (Smart): Savant (Bluff), Trick

(Charismatic): Charm (Female)

Class Features: Profile, contact (low level), conceal motive, react first

Possessions: Sig P66 with 1 clip of ammo, loaded .45 derringer and 5 bullets for derringer.
#665

zombiegleemax

Aug 07, 2005 7:38:04
Merc, you just mentioned three of the coolest cleaners ever. Booyah.

And Jack Hood looks cool. Gud Job.
#666

the_merciless_dm

Aug 07, 2005 11:45:21
Well Blaine I'm glad you think so cuz here is the link:
http://boards1.wizards.com/showthread.php?p=6895026#post6895026

Let me explain how my mind works a little bit. Whenever I get an idea or somethig in my mind, my entire thoughts get lost in it as I cannot make anythig else, this is of course only on D20 material, although not limited to just games.

Now with this out of the way and in black and white, I can focus again on Resident Evil d20 with no problem. Next time I'll post up more RE stuff, in the mean time lemme know what you think about the Silent Assassin but please do so on that thread.
#667

zombiegleemax

Aug 09, 2005 7:48:26
I made up a unique signiture move yesterday and I figured that it could be an option for the feat, also it may be cool for some monsters.

- Breaker -
additional preq: strength 13+
You pull apart two of your oppoents bones, snapping numerous others in the process, or, more often, simply putting you opponent into trmedous pain.
You may only use this feat while grappling, if you win the grapple then you may make another grapple check to get a hold of your opponents bones, if you succeed this make a strength check, if your total is higher then your opponents massive damage threshhold then they must make a DC 15+ your strength bonus foritude save or fall to -1 hp and start dying.

I'm not sure ow realistic it is, but I like how it works, what do you think?
#668

zombiegleemax

Aug 09, 2005 7:53:27
I made up a unique signiture move yesterday and I figured that it could be an option for the feat, also it may be cool for some monsters.

- Breaker -
additional preq: strength 13+
You pull apart two of your oppoents bones, snapping numerous others in the process, or, more often, simply putting you opponent into trmedous pain.
You may only use this feat while grappling, if you win the grapple then you may make another grapple check to get a hold of your opponents bones, if you succeed this make a strength check, if your total is higher then your opponents massive damage threshhold then they must make a DC 15+ your strength bonus foritude save or fall to -1 hp and start dying.

I'm not sure ow realistic it is, but I like how it works, what do you think?

Completely unrealistic. It should require str 16+, Advanced Combat Martial Arts, and should render A limb useless. No offense, but this sounds like a feat written by a guy whos never tried to grapple someone and hurt them. A Fujiwara or Kimura Armbar, REALLY well executed single leg crab and a few other moves will snap a bone, but it isn't that easy.
#669

zombiegleemax

Aug 09, 2005 8:03:51
I said specifically in the feat that it doesn't always break a bone, the sixteen strength requirement is reasonable, but the feat primarily works on inflicting pain, not on breaking bones, though I will admit it is poorly named for it.

Also against a guy with a ten con and if you have a 16 strength the move will do nothing 30% of the time, even if you win both grapple checks, so I really wasn't expecting someone to tell me it was too easy, thanks for you input.

PM me if you have anything more to say so that this thread won't get bogged down.

P.S. I take pride in my lack of actual hand to hand experience.
#670

the_merciless_dm

Aug 09, 2005 20:07:28
Breaker
Preq: Strength 13+
You pull apart two of your oppoents bones, snapping numerous others in the process, or, more often, simply putting you opponent into trmedous pain.
You may only use this feat while grappling, if you win the grapple then you may make another grapple check to get a hold of your opponents bones, if you succeed this make a strength check, if your total is higher then your opponents massive damage threshhold then they must make a DC 15+ your strength bonus foritude save or fall to -1 hp and start dying.

Mmk this is good, but needs a little work particularly in bringing you down directly into -1Hp. I think there is your problem. Instead have it apply an X ammount of damage over the ammount of rounds held in such grapple. The damage could be A die type larger than basic unarmed damage, but since you said you used the initial Signature Move Feat, I'd say go with a d8 + x2Str Modifier per round. That should be enough to break a normal ordinary's bone and inflicting sever pain on somebody, also if the leg is targeted you effectively reduce his speed by 20%.

Big Bear, who cares about realism when we are playing a game with ARTIFICIAL rules designed to emulate Cinematic action. This is cenematic enough since it fills up the following scene seen throughout many movies: someone is held in a grapple that will, if with just a slight shift of body weight, break a grappled opponent's limb.
Combat Martial Arts would be required but not a Str 15, besides more often than not its speed, not Strength what determines the power of your attacks in any martial arts encounter. Besides "Signature Move" requires a +3 BAB and Combat Martial arts, this is a MOVE that was desiged for that feat, which Dweller mentioned at his initial post.
#671

BigBobSr6000

Aug 09, 2005 20:52:00
Feats:

Finger Lock
You are adept at immobilizing an opponent’s finger while grappling.
Prerequisite: Wisdom 16, Strength 16, Unarmed Strike, Improved Unarmed Strike, Improved Grapple, Combat Martial Arts, and Improved Combat Martial Arts.
Benefit: After a successful Grapple of an opponent, you may attempt a Finger Lock as a free action (does not provoke an attack of opportunity) by making another immediate opposing Grapple Check. If you succeed, you have his/her finger in a painful lock. Fort Save of DC 15 + your Wis Mod + your Str Mod for opponent to keep from passing out from pain (or submitting). You add +1 to the DC for each subsequent round the hold is maintained. On next round after successfully maintaining Grapple and Finger Lock, you may attempt to break the finger as a free action (does not provoke an attack of opportunity). Make another immediate opposing Grapple Check. If you succeed by 10 or more versus your opponent’s roll, you have broken their finger (decrease this by –1 for each subsequent round the hold is maintained). That finger is now rendered useless. Fort Save of DC 20 +1 for each subsequent round the hold is maintained to keep from passing out from pain. Roll 1d6+Str Mod to determine Hit Point damage to finger in question.
Special: Your hands must be empty to attempt the Finger Lock. This may only be attempted against a bare hand, cloth or leather gloved hand not against a hand in a gauntlet or other similar metal protection. If opponent has weapon(s) in hand(s), maybe attempted against thumb only at –8 penalty or must be disarmed first.


Wrist Lock (Same as Finger Lock with the following exceptions.)
You are adept at immobilizing an opponent’s hand while grappling.
Prerequisite: Same.
Benefit: Same, except must maintain Grapple and Wrist Lock for two consecutive rounds before attempting to break wrist. Must succeed by 15 or more versus your opponent’s roll to break wrist. If successful, wrist is broken and hand is rendered useless. Roll 1d8+Str Mod for damage to wrist.
Special: Your hands must be empty to attempt the Wrist Lock. This may only be attempted against a bare wrist, cloth or leather covered wrist, not against a wrist in a gauntlet or other similar metal protection. Maybe attempted against an opponent who has weapon(s) in hand(s) at a –6 penalty or must be disarmed first.

What do you all think? Feed back welcomed. Reason for the preq it takes awhile to learn special holds like this. Also you can add Knee Lock, Elbow Lock, Ankle lock, etc. by adjusting the feat accordingly. Joints are easier to break. Speaking from experience, don't ask,....Thanks, Big Bob
#672

the_merciless_dm

Aug 09, 2005 21:05:06
Very Nice feats! Do you mind if I use these? Also they bring up something, remember in Lethal Weapon 4 when Jet Li's character would disarm the gun Mel Gibson pointed at him the house before they burned it down?
How would that look as a Modern d20 feat?
#673

zombiegleemax

Aug 09, 2005 21:14:32
Cool! A RE D20 Thread! Has anyone done stats for Claire Renfield and Jill Valentine?
#674

zombiegleemax

Aug 10, 2005 5:35:32
Claire and Jill are on here somewhere, Klyden. There's a link to a thread index on the first post. :D
#675

zombiegleemax

Aug 10, 2005 8:01:13
I like your fixes merciless, and I forgot to mention, it still takes an action point to initiate this sort of grapple.

Have a nice day :D .
#676

zombiegleemax

Aug 10, 2005 10:58:17
Breaker
Big Bear, who cares about realism when we are playing a game with ARTIFICIAL rules designed to emulate Cinematic action. This is cenematic enough since it fills up the following scene seen throughout many movies: someone is held in a grapple that will, if with just a slight shift of body weight, break a grappled opponent's limb.
Combat Martial Arts would be required but not a Str 15, besides more often than not its speed, not Strength what determines the power of your attacks in any martial arts encounter. Besides "Signature Move" requires a +3 BAB and Combat Martial arts, this is a MOVE that was desiged for that feat, which Dweller mentioned at his initial post.

Then iif you want the unrealistic RE kill move, it woudl be the Neck Snap

Neck Snap
You twist your opponent's head, snapping the spine and causing paralysis and or death.
Req: Improved Combat Martial Arts , BAB 6+
Benefit: You initiate a grapple with your opponent and if successful, make an opposed str check vs your opponents con. Flat footed opponents are -4 to the opposed check. If successful, your opponent drops to -1hp(stable) and is paralyzed from the neck down permanently. Your opponent makes a Fortitude save (DC 15 + the amount the opposed check was won by). If they fail, the opponent dies.
Special: Against undead, this attack it +4 to hit and the undead is flat footed. This attack cannot be used against characters with hero classes and more than 5hd.

I watched RE II this weekend and i saw a gazillion neck snaps
#677

zombiegleemax

Aug 10, 2005 13:21:22
Er...I can't access the D20 RE Index. It keeps saying Page Not Found. Can anyone help?
#678

zombiegleemax

Aug 10, 2005 14:52:04
It's on page sixteen or eigtheen of this thread I think.
#679

BigBobSr6000

Aug 10, 2005 19:22:33
Very Nice feats! Do you mind if I use these? Also they bring up something, remember in Lethal Weapon 4 when Jet Li's character would disarm the gun Mel Gibson pointed at him the house before they burned it down?
How would that look as a Modern d20 feat?

1st, thanks for the comments, Merc and anything I post is free to use for anyone.

2nd how is this feat. I don't know if this is what you are looking for. Feel free to use and/or comment change, fold, staple, mutilate, etc.......

Dismantle Auto-Pistol
You are adept at dismantling an opponent’s auto-pistol as a move action.
Prerequisite: Dex 16, Wis 14, Knowledge: (Firearms) 8 ranks, Personal Firearms Proficiency, Improved Unarmed Strike, Improved Disarm, Combat Martial Arts, Improved Combat Martial Arts.
Benefit: You may attempt to dismantle/remove the top slide mechanism of an automatic pistol as a move action without provoking an attack of opportunity by making a disarm attempt. You add your Wis Mod + half your ranks in Knowledge: (Firearms) to the attempt roll. If you succeed, you have the slide in your hand and the auto-pistol cannot be fired. If you fail, the weapon is still fully functional and you must make an opposing Grapple Check to maintain your hold on weapon. If succeed, you may attempt to dismantle the next round if you maintain your grapple on the weapon. If you fail to maintain the grapple, your opponent may make an attack of opportunity that counts for his one this round.
Special: Your hands must be empty to attempt the Dismantle Auto-pistol. This may only be attempted against a firearm with a top slide mechanism. Maybe attempted against an opponent who has two such weapons, one in each of his two hands requiring a full-round action at a –4 penalty to first hand and –6 penalty to second hand. If first attempts fail, may not make the second attempt.


Feedback welcome, thanks, Big Bob...................
#680

the_merciless_dm

Aug 10, 2005 20:54:48
Mmk the Index is on page 15 and its post number 442, now I have seen to the link at the first post. With me it works so I just redid it to see if a little update was necessary. Now the links in my Sigs are not working properly, I dunno why but I have tried to make them function as well. If these continue to give problems let me know.

For future reference, the Index is over at page 15 and its post number 442.
#681

zombiegleemax

Aug 11, 2005 15:58:18
I made up a unique signiture move yesterday and I figured that it could be an option for the feat, also it may be cool for some monsters.

- Breaker -
additional preq: strength 13+
You pull apart two of your oppoents bones, snapping numerous others in the process, or, more often, simply putting you opponent into trmedous pain.
You may only use this feat while grappling, if you win the grapple then you may make another grapple check to get a hold of your opponents bones, if you succeed this make a strength check, if your total is higher then your opponents massive damage threshhold then they must make a DC 15+ your strength bonus foritude save or fall to -1 hp and start dying.

I'm not sure ow realistic it is, but I like how it works, what do you think?

It is unrealistic, but it'd be perfect for my Evil Dead campaign! Nice work Dweller!
#682

the_merciless_dm

Aug 11, 2005 16:32:49
Big Bear apparently you know nothing about the Resident Evil video games, which is what we are trying to work with here. In this the only way to "kill" a zombie is by either doing enough damage to the body for it to drop (later raising again or continue mutating) or severing the brain from the body. In the movie I HATED the cemetary scene were they went hand to hand with the Zombies! I hated both movies to be exact but that scene in particular was well kindoff far too out there. First in RE zombies are much stronger than a normal person, second twisting their neck would do very little damage unless you pulled it clean off. Now your feat is completely useless isnce the Spec Ops PrC of the Urban Arcana web enhancement has a class feature called Silent Death which does exactly this to a much better extent. Also as I said previously Dweller's "feat" was a move created for my "SIgnature Move" feat, you should check that out first.

You know what here:

Signature Move [General]
You have mastered a particular melee attack and made it your own.
Prerequisites: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15
Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself can deal up to 2d8 +Str damage, with a minimum of 1d6 +Str damage and its critical threat range is 19-20/x3.
Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the appropriate feat for this effect).
#683

zombiegleemax

Aug 13, 2005 7:45:08
I liked the first movie a lot, but the second one made me want to snap my own neck 0.o

Twisting and breaking of the spinal cord would cease the brain's communications with the rest of the body, therefore rendering a zombie no longer a threat. Though comically, the teeth might still snap together if given a chance at flesh
#684

BigBobSr6000

Aug 13, 2005 9:53:03
Radioactive zombies. In addition to their deadly bite and turning victim into a zombie, their scratches/claws may deliver radiation sickness to the victim (Fort Save DC10+damage dealt+1/2HD of zombie minimum 1). Plus, the greater number of zombies in a concentrated area, the more rads one is exposed to due to close proximity. The radiation exposure to PCs is up to your individual campaign. I use the info in d20 Future on radiation pages 80 & 81 for this and radiation sickness. I use the following number of radioactive zombies in a mob per amount irradiated exposure. 10-20=lightly, 21-50=moderately, 51-100=highly, 101+=severely.

The radioactive zombies (and no they do not glow in the dark) could be found in or around a former nuclear power plant which left unattended went awry. Near the obvious nuked area.(Maybe in an self-destruct attempt to destroy the "lab facility" that spawned them.) Or from a nuclear powered aircraft carrier/submarine at port or drifted ashore somewhere unleashing their long undead crew. Let's not forget the "strange" rock from outer space as the contaminate? hey? :P

You can even throw in the ghouls too. As an example you could make a ghoul equivalent to being exposed to radiation material per d20 Future as mentioned. I use 5-10HD ghoul=lightly irradiated material,
11-15HD=moderately irradiated material, 16-20HD=Highly irradiated material and 20HD+=severely irradiated material.

You could use this as an apocalyptic catalysist.

I had this posted elsewhere. Let me know what you all think. As always, feedback welcome.
#685

the_merciless_dm

Aug 13, 2005 10:34:28
Wow, another Zombie variant! This is definitly going into the pdf with the other zombie variants.
#686

MarthWMaster

Aug 13, 2005 16:46:35
I don't know if d20 Apocalypse has been addressed in this thread yet, but if not, I think the Virulent Deathspawn template works well as a more detailed alternative to the T-virus zombie. That's just my two cents.
#687

zombiegleemax

Aug 13, 2005 18:53:51
I don't know if d20 Apocalypse has been addressed in this thread yet, but if not, I think the Virulent Deathspawn template works well as a more detailed alternative to the T-virus zombie. That's just my two cents.

It is a good template, just right for this style of gaming, but I'm not sure if the WizO's would allow up to posr up the stats.
#688

the_merciless_dm

Aug 14, 2005 0:20:03
Silent Assassin
Prerequisites:
BAB: +2
Skills: 6 Ranks in Disguise, Hide and Move Silently
Feats: Deceptive, Stealthy, Exotic Weapon Proficiency (Garrote)

Lvl BAB Fort Ref Will Class Special Features Defense Bonus Rep Bonus<br /> 1 +0 +0 +2 +0 Contact, Sweep, Sneak Attack +1d6 +1 +1 <br /> 2 +1 +0 +3 +0 Tools of the Trade (Rifle Scopes) +1 +1 <br /> 3 +2 +1 +3 +1 Blend +1 +1 <br /> 4 +3 +1 +4 +1 Tools of the Trade (Firearms) +2 +2 <br /> 5 +3 +1 +4 +1 Sneak Attack +2d6 +2 +2 <br /> 6 +4 +2 +5 +2 Tools of the Trade (Knives) +3 +3 <br /> 7 +5 +2 +5 +2 Uncanny Dodge X +3 +3 <br /> 8 +6 +2 +6 +2 Tools of the Trade (Garrotes) +4 +4<br /> 9 +6 +3 +6 +3 Hide In Plain Sight +4 +4<br /> 10 +7 +3 +7 +3 Tools of the Trade (Unarmed), Sneak Attack +3d6 +5 +5
#689

the_merciless_dm

Aug 14, 2005 11:56:02
Here are the remaining missing Residet Evil Monsters:

T-virus Mutant (RE: CV)
Roaches (RE2 and RE Outbreak File)
Queen Leech (RE0)
Queen Bee (RE: DA)
Pluto (RE: DA)
Plant 42 (RE1)
Nosferatu (RE3)
Morpheus 1 & 2 [Female Tyrrant] (RE: DA)
Lurker (RE0)
Leech (RE0)
Humanoid Leech (RE0)
G-Virus Mutation [Birkin] (RE2)
G-Type (RE2)
Glimmer (RE: DA)
Giant Moth (RE2)
Giant Bat (RE0)
Eliminator (RE0)
Alexia 1,2 &3 (RE: CV)
Albinoid (RE: CV)

Much smaller than last time I made a list, also some of the ones here I might have once said I was already workng on them but I had a small HDD incident and lost some data, so what I had saved was already on this thread. Anyways I'm back to churning out these. As you can see most of them are the overtly unique monsters and the G-virus mutations are the first on my list! I feel these are of the upmost need. The Nemesis has been worked out as a Template by Blaine.
#690

jediranger

Aug 14, 2005 11:59:51
Good job on the Silent Assassin.
#691

hellkite2501

Aug 15, 2005 23:40:54
are you going to do the monsters from the books like fossile and the pteradactles (dacs)
#692

the_merciless_dm

Aug 16, 2005 7:02:33
Thats a good question. I didn't read any of the books since my friend who has them, let me understand that they just plainly dont make sense. Zombies weilding and using guns, that just does not compute. Wellif you want to see them let me know. I for one will not stat these out since I have no clue as to what thye look like and how they act. I preffer someone who has read the books to stat these out. Then finding a picture of that particular monter would be painfully hard, unless Blaine pulls through for us and does magnificent gafical artwork for our entire project. But drawing takes time, and hard work.

Woosh I am out to a class! See ya later.
#693

the_merciless_dm

Aug 18, 2005 21:33:34
ROAR! I'm back, sorry 'bout that been swamped with the first week of college. Anyways I'd like for someone who did read the books to mention some of the more creative creatures mentioned. Please no more Tyrrants or tyrrant variants, Zombie Variants are welcomed, I remember someone once Posted the Monkeys from one of the books which had a bone blade or something like that, which was rather well done. I use that as an example since its new and adds a little more variety to the plain old Eliminator (baboon) and another mutated monkey. So if you have already read any of the books and have a monster worthy of stating please either stat it out yourself here or give me a indepth explanation of its appearance and behavior so that I can stat it out.

On a side note: RE Mutated Cockraoches are really wierd...
#694

the_merciless_dm

Aug 25, 2005 23:15:07
Glimmer
Small size Aberration B.O.W.
HD: 4d8 (16Hp)
Initiative: +6
Speed: 20ft
AC: 17
DR: 2/--
BAB/Grapple: +3/+0
Attacks: Acid Spit +9 (1d6) range 10ft.
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: None
Special Qualities: Infectious, B.O.W. traits, Darkvision 90ft., Fearful
Saves: Fort: +1, Ref +7, Will +3
Abilities: Str 10, Dex 22, Con 10, Int 3, Wis 10, Cha 6
Skills: Jump +5, Tumble +4
Feats: Dodge, Lightning Reflexes

Fearful (ex): A Glimmer is cautious of any intruder and will always flee if given a chance, as such they get a -4 on all Will saves against fear effects.

'll be working all day tomorrow on Birkin and his well mutations and de-evolutionary mutations.
#695

zombiegleemax

Aug 27, 2005 10:53:46
This is eexcellent! I've been planning a RE-type setting for a d20 Modern campagin, but needed help with the creatures. Also, the zombie, would the stats for normal zombie be the same as an RE zombie? Also, I am a fan of all survival horror games, and was planning to brancch out in Fatal Frame, Siren, Clock Tower, and others. For anyone who's ever played thgose games, I need to some help. I know that the shibito from Sirenm would be much different from normal zombies, but not sure how, and would anyone be able to help me with the stats of Scissorman from Clock Tower? I think that he would be an excellent enemy since he can't be killed by normal means. As for those stats of the T-Virsu monsters and others, excellent job!
#696

the_merciless_dm

Aug 27, 2005 11:10:02
In page 15 post number 442 you will find an index to this entire site. I used to have links in my sig. but for some reason they didnt work.

To all of you that have worked on this for so long, Sorry Guys! I feel as though I've let you down, but this here is a call to arms! I'm back and with a vengance!

Up next, The Birkin Monster followed up by his degeneration.
Blaine, we ar anxious to see the Nemesis template, dont keep us in the dark. Booyah, I'm off to work on Birkin.
#697

psiseveredhead

Aug 27, 2005 12:32:41
According to Dan Birlew, who seems to know a lot about Resident Evil, the main heroes have quite a few levels on them. See here: http://faqs.neoseeker.com/Games/GC/resident_evil_plot.txt

The Resident Evil tradition of characters being far too young to have the skills they're supposed to possess continues. Chris is ex-Air Force *and* an ex-cop at 25; Jill is a munitions expert, classical pianist, chemist, gunsmith, mechanic, ex-cop, ex-Delta Force, *and* the god damn Master of Unlocking at 23; Claire is a demolitions expert, burglar, motorcyclist, locksmith, and a student of the John Woo school of physically impossible gunfighting at 19; Rebecca is supposed to be a trained medic and a member of an elite police unit at 18; and Steve is a crack pilot, gunman, and can operate seemingly any kind of heavy machinery at the tender age of 17. Sherry must have been hiding her *true* power.

Yeah, he's a bit sarcastic.

If you make them higher level, you don't need to worry too much about adding reams of extra feats.

(A note for future character builds, please remember occupations and pre-reqs for Advanced Classes. The really well-done 7th-level Leon Kennedy has no ranks in Jump and only 2 ranks in Knowledge (tactics). A lot of the characters do investigative stuff as well, so they should have mental levels - I was happy to see Barry with a Dedicated level. (IMO, Dedicated levels fit him quite well.)
#698

the_merciless_dm

Aug 27, 2005 18:24:25
I agree with you 100%, Rebecca must have been a prodigy! And the others must have been severly talented aswell. Take Birkin and Wesker they were heads of Umbrella's research lab in the Arkaley mountains at th age of 16 and 17! Remember that its a game and we are attempting to mirror its feel (enfasis on this particular word, FEEL) and the vast majority of its hazards into a d20 system. Also Psi thanks for pointing out the flaw on meeting the prerequisists. I feel that Barry is a combination of Dedicated, Tough and Strong Hero classes.

The fact that the producers of the games failed to keep the character's talents and abilities in the relm of reality and logic is not our fault, we are only slaves to the context Capcom provided us. As good slaves we do as told. But then again remember that in our reality Zombies dont exist...


Anyways: "TO ARMS!, MY BROTHERS! ITS TIME TO BRING BACK THIS DREAM!"
#699

zombiegleemax

Aug 28, 2005 7:15:23
Wow, good call on the Leon's lack of Jump and Tactics ranks. Realizing that I missed that is kind of embarassing....

The only problem with Nemesis is that, in order to make sure that the class/template is balanced right, I need to test the creature at various levels. Meaning I'm making about four different character sheets based on the one seen in RE3. Needless to say, I got kind of burned out in my own thoroughness. The actual class/template is finished, less the edits I know I'll need to make, but I've yet to test it. I was also hoping to present it along with a nice original character portrait and really wow you guys.

The only excuse I have is that I recently aquired The Sims 2, ha ha. Oh, how the weeks fly. Don't worry Merc, you didn't drop the ball, I think we all just needed to rest out minds a while!

I was watching Shaun of the Dead the other day (awesome movie), and it hit me! A crucial zombie-experience that our D20 conversion has yet to tackle! So, I kind of scribbled it down too.

I'm off work Monday and Tuesday night, so I'll post some of it then. I'd do it now, but there's a mansion that needs decorating here....
#700

the_merciless_dm

Aug 28, 2005 10:03:22
If you think the Sims 2 is addictive imagine World of Warcraft...
The fine print reads as follows: "As an additional charge to play World of Warcraft, Blizzard requires you to sell your immortal soul to the Company."
But I broke free of my trance and now I am back to work on these peculiar cases that are The Birkin Monster and its further degeneration.
#701

hellkite2501

Sep 06, 2005 0:59:05
mmorpg were made to kill are brain cells
#702

the_merciless_dm

Sep 07, 2005 22:54:29
Not true!

Well yes they are.......
Anyways I've been on and off cuz of school work and when I get a chance I meditate on Burkin. I've discussed it with some of my fellow gamers/GMs aswell and have a rough draft of it, but its unbalanced and needs more playtesting. Its on its way dont worry!
#703

jediranger

Sep 10, 2005 21:14:36
Bump. School is alot harder then expected, not sure how I can help here, I'll still be here.
#704

the_merciless_dm

Sep 15, 2005 20:56:38
College is tough, and I'm on my 4rth year, but no excuses anymore. This is what you are all here for! Lo and Behold!

G-Virus Monster (Birkin Phase 1)
Large G-Virus Mutation
HD: 15d12 (190HP)
Initiative: 4
Speed: 30ft.
AC: 8
DR: 10/--
Attack: Claw +16/+14
Damage: 1d8+8 (crit. threat 19-20 /x2)
Face/Reach: 10ft. by 10ft./10ft.
Special Attack: Break
Special Qualities: Infectious, B.O.W. Uncontrollable Mutation, Binary Fission
Mutations: Massive Growth, Multiple Arms, Bladed Claws, Multiple Eyes
Saves: Fort +18, Ref +3, Will +5
Abilities: Str 25 Dex 7 Con 22 Int 4 Wis 9 Cha -
Skills: None
Feats: Power Attack, Frightful Presence (DC 24), Cleave, Improved Bull Rush, Weapon Focus (Claw), Improved Initiative

Uncontrollable Mutation: When ever the G-virus monster would be reduced to 0 Hp, roll on the Random Mutations Table to determine the next state of mutation.

Binary Fission: On a rare occurrence a large piece of what might have been cancerous material may fall off from the G-virus Monster and begin an uncontrollable accelerated mutation into a second being, a G-Baby.
#705

psiseveredhead

Sep 15, 2005 21:17:16
That's a very powerful monster. With an attack bonus that high, it's not likely to ever miss. What level are the PCs supposed to be to fight this thing? Remember, they have to kill the thing repeatedly!
#706

the_merciless_dm

Sep 15, 2005 21:21:57
Well remember the PC's also have DR from Armor. But still you have a good point. I thought PC's would be around the 15th lvl up but I could lower it to a 10th lvl encounter or a little higher its all up to you guys. I'll lower the BAB a lot. If anyone does any playtesting please let me know how this oone ran. Also Phase 2 is on its way!

Phase one it the half man half monster thing, stage two is the full monstrous thing (the G-tyrrant), stage three is the Maw Beast and phase four is the Devourer.
#707

psiseveredhead

Sep 15, 2005 21:30:41
Well remember the PC's also have DR from Armor. But still you have a good point. I thought PC's would be around the 15th lvl up but I could lower it to a 10th lvl encounter or a little higher its all up to you guys. I'll lower the BAB a lot.

Not all the PCs wore armor, and many didn't wear a lot of armor. It is my opinion that a D20 Modern product should not stray from the rules like that anyway.

But my comment was based on the example PCs (Barry, Kennedy, and maybe a few others). The examples were low-level, not high enough to take on Birkin.
#708

zombiegleemax

Sep 16, 2005 6:34:07
Just curious, on account of the fact that I don't know how this monster was originally killed I was wondering if DR 16/- is necessary. I mean, even a .50 cal can't penetrate that reliably so how would one kill it?
#709

zombiegleemax

Sep 16, 2005 14:13:35
Ok, I don't have the time or patience to read through the 700+ posts in this thread, but can someone post a brief synopsis of what's been covered so far? I like the idea and have been thinking about something like for a while and have some neato ideas.

Anyone up for a recap?
#710

zombiegleemax

Sep 16, 2005 15:18:22
Check the index, I forgot where it was but maybe someone else can point you to it.
#711

the_merciless_dm

Sep 16, 2005 17:51:20
Index is on page 15 post #442.
Now sorry about that DR on the G-virus monster. Thing is I dont want them to be similar in statistics, I want them to be different and to feel different cuz to us they were.

There changed it!
#712

jediranger

Sep 26, 2005 21:34:50
Bump.

We're so close now. Lets finish it!
#713

the_merciless_dm

Sep 26, 2005 23:17:41
This thread will never die! Kindoff like Wesker.....
Anyways i have rethought out the G-virus Monster. Gonna tone everything down to about 6-7th challenge rating then each time it comes back its gonna have at least a +2 to its CR. Grwing prospectively from 6 to 8 to 10 finally to 12th lvl encounter, that being Mutated Birkin, G-Tyrant, Maw Beast and finally Devourer. Sorry but I've had much work from college and a few other distractions but as always the zombies have taken my brain hostage and utill I finish REd20 with your help they wont give it back!

Blaine had told me he was having trouble making the table on here for his Nemesis so I assume htats why he hasnt posted it. I have seen him online but he doesnt reply! :p Anyways I know its slowed down but its the work we all have. Well proly be role playing REd20 on New Years eve and that is not a bad way to start a new year! But my girlfriends doesnt seem to think so... Anyways if anyone has anything to contribute please! If anyone has made any stats of the missing monsters please go right ahead and post it up!

I feel as though I've neglected this project and must return to it! I promise I'll pick up the pace soon enough.
#714

marcoasalazarm

Oct 16, 2005 21:58:36
This thread requires an injection of T-Virus...-does it-HAH! NOT IT'S ALI...AAARRRGGGGHHHH!!!
#715

the_merciless_dm

Oct 16, 2005 22:24:18
Ah yes, the REd20 project, my long eluded love. I am sorry for my absence ans hence the semideath of this beloved project. I swear that material of substance is on its way, but we need patience; during Tthanksgiving break I hope to have time to sit down and crack open the game books and continue from were I left off. That being the revising of the G-virus monster and further on material on the missing monsters. Then by the nondenominational holiday break that comes around December I hope to be working on the actual .pdf with help from Blaine and his mad art skills.

But these are speculations, I know we are tired and worked hard; but we also want this to see the light of day! So as soon as I get free time to work on this, I'll post. Trust me I have ideas! I'll be back soon.
#716

zombiegleemax

Oct 17, 2005 6:50:36
I found this Nemesis template on the D&D videogame monsters thread so I figured I'd better ask you guys what you though of it.

Nemesis [Aquired Template]
This template can be added to any living Humanoid or Monsrous Humanoid. The
process of change cycles the base creature through existance first as a zombie,
then as a hulking undead terror.

Size and Type: Change type to Undead. Recalculate hit points, but not saves or
BAB. If base creature's size is less than Large, increase the creatures size one
step.

Speed: The base creature's speed is increased by 10 only if it's size catagory is
raised.

Armor Class: Natural armor improves by +4 (this stacks with any natural armor
bonus the base creature has).

Attack: A Nemesis retains any natural attacks it had before, and gains two natural
slam attacks, both of which are treated as primary natural attacks. If fighting
in melee, a Nemesis prefers to use it's slam attacks.
Size Slam Damage
Small 1d8
Medium 1d10
Large 1d12

Full Attack: A Nemesis figthing without weapons uses both of it's slam attacks
when making a full attack, as well as any seccondary natural attacks it might
have. A Nemesis usually only uses ranged weapons as part of a full attack.

Special Attacks: A Nemesis looses any special attacks from it's base form.

Special Qualities: A Nemesis has the special qualities of the base creature, plus
the following qualities.
Undead Traits
Darkvision out to 60 feet (Ex)
Damage reduction 15/-- (Ex)
Frightful Presense (Ex): A Nemesis readiated an aura of fear for 30 feet
aroud it. The Will saving throw DC for this effect is equal to the
Nemesis' total hit-dice plus any positive Charisma modifiers.

Abilities: Adjust from the base creature as follows: Str +16, Con --, Int -10, Wis
+4, Cha -2.

Skills: A Nemesis has skill points equal to it's base creature.

Challenge Rating: As base creature +4.


Not sure how well that turned out sorry.
#717

psiseveredhead

Oct 17, 2005 13:28:24
I found this Nemesis template on the D&D videogame monsters thread so I figured I'd better ask you guys what you though of it.

Nemesis [Aquired Template]
This template can be added to any living Humanoid or Monsrous Humanoid. The
process of change cycles the base creature through existance first as a zombie,
then as a hulking undead terror.

Special Attacks: A Nemesis looses any special attacks from it's base form.

Special Qualities: A Nemesis has the special qualities of the base creature, plus
the following qualities.
Undead Traits
Darkvision out to 60 feet (Ex)
Damage reduction 15/-- (Ex)
Frightful Presense (Ex): A Nemesis readiated an aura of fear for 30 feet
aroud it. The Will saving throw DC for this effect is equal to the
Nemesis' total hit-dice plus any positive Charisma modifiers.

The save DC should be 10 + one half the Hit Dice plus Charisma modifier.

Abilities: Adjust from the base creature as follows: Str +16, Con --, Int -10, Wis +4, Cha -2.

I could have sworn that the various nemesises (sp?) had varying Int, depending on which version was used. Some, like Mr. X, had at least average Intelligence, compared to the G-type, which might very well have Int -10. I think Int -2 is a hell of a lot more reasonable. When reducing Int, I assume this doesn't remove skill points?

Challenge Rating: As base creature +4.

Higher in Modern. You shouldn't hand out DR 15/- and expect a CR increase of only +4.
#718

zombiegleemax

Oct 17, 2005 15:09:05
You shouldn't hand out DR 15/- and expect a CR increase of only +4.

I didn't write this template or modify it myself in any way ok, I found it on another thread which was on the D&D boards but I agree that this thing is probably more along the lines of +6 or +7 CR if not higher.
#719

the_merciless_dm

Oct 17, 2005 21:48:25
I could have sworn that the various nemesises (sp?) had varying Int, depending on which version was used. Some, like Mr. X, had at least average Intelligence, compared to the G-type, which might very well have Int -10. I think Int -2 is a hell of a lot more reasonable. When reducing Int, I assume this doesn't remove skill points?

Psi the Nemesis is form Resident Evil Nemesis only. He is not the Tyrrants, those are different and all are already done.

Now Dweller, who was the author of such template? 'Cuz Blaine has already made a template for the nemesis, he's just had problems posting it up on these boards.
#720

Mist-Bound

Oct 17, 2005 22:37:27
This is a very detailed and well-done project, you have my congratulations and admirations. Now, these are just a few comments I thought I'd toss out because I thought they might be of use to you. I can't remember where I learned any of this, so treat with caution okay?

*The Tyrant from Resident Evil Zero is the T-001 or Proto-Type Tyrant, the first type made and the predeccessor to the T-002 Tyrant encountered in Resident Evil 1/REmake.

*Mr. X is a T-103 Tyrant, like the Nemesis it is a Seeker Tyrant, programmed with the chemical signature of a target item (The G-Virus in RE2) which enables it to track it down (presumably through a sense approximating scent). It's sole function is to get the target and it only attacks creatures that interfere with its mission. Its mutated clawed form is either a result of cellular damage or it is a deliberate evolutionary upgrade, activated when it needs to be more combative or when it has retrieved the item and is returning to home-base (it's a lot faster in this form after all).

*The Nemesis is a Seeker Tyrant made through parasitic infection and which is programmed for assisination rather than retrieval.

*Lickers are either the final result of infecting humans with the T-Virus, or they are a Hunter-like B.O.W that uses either G-Virus or a prototype thereof. They were cancelled due to A: the exposed brain, B: overactive metabolism made them constantly hungry and thus uncontrollable, C: too territorial, they rarely venture far from the places they consider territory. This is why you only encounter them in the sewers or buildings connected to the sewers- they were made in Birkin's Lab, which is reached by the sewers, and the ones outside of the lab are just out searching for food.

*With the exception of the three groups of Ganados (Villagers, Zealots & Soldiers), all of the Las Plaga monstes are the results of Saddler and Salazar's experiments. The Regenerators, Garradors and Iron Maidens were made from humans (Iron Maidens seem tougher than Regenerators because they have a Plaga in their back, which you can't see from the front. It's around the right shoulder), Del Lagos was made from a Salamander (or maybe an Axolotl), U3 is anyone's guess as are Salazar's bodyguards (what are they called?), the Novistador's are insects and the El Gigante are, supposedly, made from bears. The wolves are obvious.

*Plaga 'society' seems to be vaguely like that of social insects. The first "Queen-Type" Plaga (High-Queen) to meld with its host dominates all Plagas to subsequently hatch in that region. Queen-Types are the types of Plaga infecting Bitores Mendez, Salazar and Ashley (Saddler carries the High-Queen), they seem to have a more 'symbiotic' relationship with their hosts. No ordinary Plaga can attack a Queen Plaga, and no Plaga of any sort can attack a High-Queen. Ordinary Plagas have no guaruntees of safety when dealing with other Plaga creatures, as evidenced by the way the first El Gigante you meet slaughtered the Ganados that had dragged it into the arena.

*After a sufficient time period, some Plaga can physically manifest themselves as Type 1, 2 or 3 Plagas. Type 1 Plagas are the 'tentacle' Plagas, they attack with a whipping tendril of sinew tipped with a jagged bone dart. They do a lot of damage. Type 2 Plagas are the 'leech' Plagas, resembling a cross between a centipede and a maggot with tentacles. Their only attack is an instant-death head-bite- they lunge forward and bite your head off. Type 3 Plagas are the 'independant' Plagas, resembling some sort of winged bat-centipede thing. Killing them a second time simply forces them to detach from their host-body, they attack by grappling and spewing acid. Exposure to the light emmited by a Flash Grenade instantly kills Type 1 and Type Plagas, it simply detaches Type 3's from their host. A second Flash Grenade, or one delivered after it has been detached by other means, kills a Type 3 instantly.
#721

zombiegleemax

Oct 18, 2005 6:32:07
Sorry about the template it was made by 'the poison elf' on the videogame monster thread, I guess the main reason I posted it here was that I didn't know we already had one in the works.
#722

zombiegleemax

Oct 18, 2005 10:06:05

[SIZE=7]NEMESIS[/SIZE]


The Nemesis is Umbrella’s ultimate creation, a genetically engineered symbiotic parasite that fully exploits its host’s potential, and more importantly, places them under direct control of the company. While a Nemesis host doesn’t particularly excel in brain power, its physical growth is unmatched. Possibly using a T or G-virus derivative [CLASSIFIED], the Nemesis can rapidly mutate and regenerate the host’s physical structure, even allowing the host to recover from death.

This is a special advanced class that can only be obtained by infusion with a Nemesis type symbiotic organism. Best applied to a physical character (Strong, Fast, or Tough).

CLASS INFORMATION
The following information pertains to the Nemesis advanced class.

HIT DIE
The Nemesis gains 2d10 hit points per level. The character’s Constitution modifier applies.

ABILITIES
Roll 2d6. Subtract the result from the base creature’s Mental ability scores and add them to the Physical ability scores. These need not correspond (ie: Roll 7; Int-2 Wis-0 Cha-5, Str+3 Dex+2 Con+2).
Note: RE3 Nemesis gets the highest possible roll of 12

ACTION POINTS
The Nemesis gains a number of action points equal to 1 + one-half his character level, rounded down, every time he attains a new level in this class.

CLASS SKILLS
The Nemesis’ class skills are as follows.
Balance (Dex), Climb (Str), Controlled Mutation (Con), Drive (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Pilot (Dex), Search (Int), Spot (Wis), Tumble (Dex)

Skill Points at Each Level: 5 + Int Modifier



CLASS FEATURES
The following features pertain to the Nemesis advanced class.

SPECIAL QUALITIES
Break, Improved Grab, Improved Jump, scent, Skill Bonus (Balance +4, Intimidate +6, Jump +10, Spot w/ smell +10, Tumble +4), Damage Reduction (1/2 character level, rounded down)/-

REGENERATIVE HEALING
At 1st level, a Nemesis gains an enhanced ability to heal wounds and regenerate lost body parts. Every minute (10 rounds) a Nemesis recovers hp equal to its Constitution Modifier (minimum 1). Limbs Regenerate in (3d8 -Character level) minutes naturally, requiring no effort in or out of combat, but may be accelerated by making a controlled mutation check (DC 10).
This feature also allows a Nemesis to recover from ‘death’; reviving when Hp reaches 1 or above. Note that a Nemesis can’t be reduced to less than -10hp unless the host body is dealt fire damage; if dealt fire damage below -10hp equal to the Nemesis’ Massive Damage score, the Nemesis makes a Fort save (DC 15), if it is failed, the Nemesis cannot revive itself.
Upon revival, then Nemesis makes another Fort save. If the save beats DC15 plus the character’s current Nemesis level, it gains a new level in Nemesis.

GENETIC DEVELOPMENT
At 2nd level, a Nemesis develops a second nerve control center located on the spinal cord in the main body cavity. This overrides the function of the main brain, which is thereafter used only for sensory information. As a result, the Nemesis is no longer vulnerable to the normal effects of massive damage.
Also, the body becomes denser and more resilient; so for an enemy to achieve the effect of a called shot to a limb (½ speed, -2 to attacks, etc) the limb must be dealt massive damage.

BONUS FEATS
At 3rd, 6th, and 9th level, the Nemesis gets two bonus feats. The bonus feats must be selected from the following list, and the Nemesis must meet all the prerequisites of the feats to select them.
Brawl, Improved Brawl, Knockout Punch, Improved Knockout Punch, Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic Firearms Proficiency, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Run, Enhanced Strength, Enhanced Dexterity, Enhanced Constitution, and Enhanced Speed.

UNSTOPPABLE
At 4th level, the Nemesis becomes so focused on its target (allegiance), that it is nearly impossible to deter, shrugging effects that would normally hinder progress. The Nemesis gets a +3 bonus to all saving throws while in the presence of its target; this bonus increases to +5 at level 8.

INSTANT DODGE
Starting at 5th level, the Nemesis may spend an action point to improve its defense once per combat situation to avoid a potentially devastating attack (such as a rocket or grenade). Add the result to the roll to the Nemesis’s Defense as a Dexterity bonus (it may not use this ability when denied its Dex bonus).

PERMANENT MUTATION
When a Nemesis reaches level 7, it may improve a natural weapon by way of mutation. If the weapon is already a mutation, such as a tentacle, it no longer becomes retractable, and usually grows or multiplies. The chosen attack gets a +2 bonus to its attack roll, and the die class increases by one (d4 becomes d6, etc; d12 adds a die).

ABOMINATION
At 10th level, the Nemesis undergoes a horrible series of permanent mutations in a last-ditch effort to complete its goal. Three mutations are chosen and improved as with PERMANENT MUTATION. Non-attacking mutations’ effects are doubled.

Class Level /B.A. Bonus /Fort Save /Ref Save /Will Save /Special /Defense Bonus /Reputation Bonus<br /> 1st +0 +2 +1 +0 Regenerative Healing +1 +0<br /> 2nd +1 +3 +2 +2 Genetic Development +2 +0<br /> 3rd +2 +3 +2 +2 Bonus Feats +2 +1<br /> 4th +3 +4 +2 +2 Unstoppable +3 +3 +1<br /> 5th +3 +4 +3 +3 Instant Dodge +4 +2<br /> 6th +4 +5 +3 +3 Bonus Feats +4 +2<br /> 7th +5 +5 +4 +3 Permanent Mutation +5 +3<br /> 8th +6 +6 +4 +4 Unstoppable +5 +6 +3<br /> 9th +6 +6 +4 +4 Bonus Feats +6 +4<br /> 10th +7 +7 +5 +4 Abomination +7 +4
#723

zombiegleemax

Oct 18, 2005 10:30:10
Now that is a monster, it makes me feel sort of bad that I've never played RE.
#724

Mist-Bound

Oct 18, 2005 11:34:11
I agree that's an excellent template, perfectly sound in every way. Just one thing; in Wesker's Report 2 it says that a Nemesis is created by infecting a human with a Nemesis Parasite, a (non-virus) micro-organism devised by the French branch of Umbrella. Also, Wesker and Birkin didn't actually design the G-Virus, they found it (or at least the prototype) inside the mutant Lisa Trevor afte they tried (unsuccessfully) to infect her with the Nemesis Parasite.
#725

zombiegleemax

Oct 18, 2005 11:44:19
Good call, Mistbound. I knew the Nemesis actually referred to a boi-engineered parasite (possibly a Plaga, now that RE4 is out), but I don't know the details, and of course, Capcom is very vague about scientific details...
#726

Mist-Bound

Oct 18, 2005 15:50:37
Thanks for the compliment, but I doubt it's a Plaga. And it's debatable how much mutation the Nemesis Parasite actually causes, remember that all Tyrants (including the Nemesis) are made through equal parts infection and surgery. The final form of Nemesis you encounter had been dumped into an Umbrella Chemical Waste vat, anyone's guess what sort of liquid crud it was swimming in, so it might have mutated due to external forces. The more tentacled version of Nemesis is probably just what it looks like if you peel that body-suit off of it.

But I agree, Resident Evil does use a lot of psuedo-science when it bothers to explain anything at all (but then, that's a cultural thing, Resident Evil is styled after Japanese B-Movies; there are zombies and monsters, they are created by a virus, you need to kill them, that's it, that's all, finito). Look at the way Lisa spontaneously created the virus that was refined into the G-Virus. Then again, according to Wesker's Report she spent something like 20 years being infected with every virus, mutagen and bio-chemical agent to come out of the Arklay Labs, just to see what it would do to her.
#727

zombiegleemax

Oct 18, 2005 20:20:42
True that.

But about the Nemesis Parasite. It seems a bit of a big coincidence that the village in RE4 was infected by these alien parasites that someone mined out of the ground unsaid amount of time ago (Umbrella?), and said Parasite does nearly the same thing that the Plaga does.

Either that's the case, or the RE4 creators were just going a direction that they didn't realize the Nemesis creators already went in . But anyhoo, I hope this template/class fits our purposes, must be playtested!.
#728

jediranger

Oct 18, 2005 20:55:31
Just updated that long list. HERE. Look at the link for all those who haven't seen it yet.
#729

the_merciless_dm

Oct 19, 2005 20:51:29
Great Job Blaine!!
But question those Random Mutations by anychance are they from my list?
I'll play test it, soon.
#730

zombiegleemax

Oct 20, 2005 8:29:28
Yep, it's your Random Mutations Table that I used for the Plagas template.
I'm not sure if I modified it any or not though.

It's weird, but the class feature there that I'm most proud of is 'Unstoppable'. I think it's a nice abstract way of making Nemesis more formidable without just pumping up his physical stats more.
#731

psiseveredhead

Oct 26, 2005 18:22:24
I noticed the paucity of NPCs in the thread.

I noticed, by looking at some very detailed analyses of Resident Evil, that one of my favorite villains, Nicholai Ginovaef, is supposed to be still alive (even though he can be killed in some game endings).

I liked Albert Wesker until he turned into Superman

Alas, I don't know much about Ginovaef's physical abilities, other than his ability to survive jumping out a 4th-story window.

I'm thinking of making him (and his rival Hunk) 11th-level NPCs. Nicholai would be Smart 6/physical 5, giving him a decent amount of mental and physical ability. But what physical levels should I give him? I'm thinking either Fast, Soldier or Tough. Any suggestions?

I'll post the completed NPC on this thread. I'm thinking of doing Hunk as well. I'm reluctant to do PCs, as I haven't played all the games.
#732

the_merciless_dm

Oct 26, 2005 22:41:06
Psi, go ahead and stat them out as you wish. Just keep in mind that Hunk will apparently have lvls in the Prestige Class: Spec Ops from the Web Enhancement, that wizards put out. Feel free to stat out anyone or anything that is missing. And I agree Nicholai Ginovaef ruled!
#733

blackknight5k

Nov 01, 2005 13:04:53
does anyone have a letterhead for umbrella? Might be interesting for pc's to come accross memos and such if they are in the heart of an umbrella facility...
#734

zombiegleemax

Nov 01, 2005 15:57:45
Yeah, I'd like to know that, too. Sounds like an excellent idea. Also, it'd be preferable if the Umbrella letterhead was from the game verion, rather than the movie.
#735

blackknight5k

Nov 01, 2005 17:43:16
I might take a stab at it later tonight, right now I have to take a business class test. The letterhead wouldn't be anything special, just a wizard or something. Does anyone know of a place I can find the umbrella logo from the movie? I'll look around, I'm sure it'll be somewhere.
#736

the_merciless_dm

Nov 01, 2005 20:25:02
Hey thats a great Idea! Lol Umbrella premade stationary. I'd rahter see something like that from the games. If I recall correctly in RE3:Nemesis you'd come across a Umbrella Memo that had the Umbrella logo which appears on the trucks on its upper right hand (or left cannt remember correctly) and leading to it all the way would be an undeline of the Umbrella logo collors. Dunno but I swear I saw this in one of the games if not in Nemesis. Hope it helps.

*Goes back into cave to work on drawing board*
#737

blackknight5k

Nov 02, 2005 20:14:16
I havn't gotten anything done yet, maybe I will work on it some tomorrow while I'm here at work. How about those logos....

EDIT: How's this one
#738

psiseveredhead

Nov 02, 2005 20:58:03
Sorry for taking so long with Nicholai. My home computer died - I'm at an internet cafe right now.
#739

the_merciless_dm

Nov 02, 2005 21:59:48
Hey Psi no pressure man. Take it easy, you know we all have stuff to do. Also Blackknight that goes for you too, we all either have work, school and lives or most likely all three. So we arent expecting instant resuslts. This is also creative work it changes and varies the more thought you give it. Resently I've been ploting out a course for a Playtest run of the Nemesis and a few other creatures. To gather field data on our products. So chill and post on the thread as you have material to post mmk.

Now a question: What equipment should a Hazmat unit carry? You know what I mean by Hazmat, the soldiers who specialize in the eliminating of biological weapons, the marines fro Doom are an example, or the guys from the Area-51 game. I want the players to play a squad of 4 men, trained and well equiped. Cuz they are gonna need to retrieve some data and samples of certain viruses at a T-virus infected laboratory. They will not know what is waiting for them on the inside but I want them to know they are looking for some data and samples of the Organic kind. Secretely its a government test of B.O.W. v.s Highly trained soldiers. Thats gonna be the adventure were I'll play test some things.
#740

zombiegleemax

Nov 03, 2005 7:08:21
I think I found a list of some of the basic equipment and training exercises that Hazmat teams have posted below.

Here is a sample of some of the types of analytical equipment available to the team:


Foxboro TVA 1000 Photo & Flame Ionization Detector
Hazardous Characterization Kit (HazCat)
Gas Tech 86 with confined space entry kit
Sensidyne
Spilfyter Chemical Classifier
EnSys field kit
Laptop with CD capability and ERT software
ITX
M256A-1
Gaurdian
TravelIIr
ADP2000
Drager CDS
CDV-700
RAPID


Specialized Equipment:
Here is a sample of some of the types of specialized equipment available to the team:

ARGO (amphibious vehicle)
GBI mobile water purification unit
Portable weather monitoring station
Laptop computers with ERT software
Satellite communications system
Heavy Equipment (mobile cranes, front loader, etc.)
Triage Tracker
Exercises:
Here is a summary of the types of training and exercises that the HazMat Response Team goes through:

Fire Behavior & Control
First Aid & CPR
Personal Protective Equipment
Monitoring Equipment
Rope Rescue
Noise Protection
Explosives
Hydrazine (Aircraft)
Rescue of Injured/Contaminated Victims
Technical References
Weather Monitoring and Recording (Handar)
Emergency Drinking Water (GBI purification unit)
Technical Specialist Level
Incident Command System
Decontamination
Confined Space Rescue
Toxicology
Blood borne Pathogens
Respiratory Protection
Radiation
Chemical Identification
Toxic Gases
Computer-Aided management of Emergency Operations (CAMEO)
State of California certified instructor for first responder operation levels
NBC/WMD
Canine Decon


HazMat Exercise Events:
HazMat Training Exercise — July 18, 2003


Training Requirements:
Hazardous Materials Response Team (HazMat) personnel are required to be trained to the hazardous materials specialist level. The training requirement to achieve full status on the team is approximately 120 hours. A forty-hour annual re-certification class is required. In addition to HazMat training, personnel must have basic first aid and rescue skills.

At least eight hours of training and or exercises are required each month.

Annual Drills and Exercises:
HazMat team personnel are required to participate in at least one all team (DART) annual functional exercise. Functional exercises nominally take six to eight hours. During functional exercises, members of HazMat may be called on to work with DART Rescue, DART DUCT, as well as perform their primary hazardous materials response functions.

In addition to working within DART, the HazMat team drills with the Moffett Field Fire Department and other outside agencies.

I hope this helps some, parts of it may be unnesseccary but I didn't want to miss anything.
#741

the_merciless_dm

Nov 03, 2005 9:45:08
WOW!
Very impressive. Dweller are you in one of these things? Cuz you seem to know a lot! Thanks this'll be very useful, but wtf are the following:
Foxboro TVA 1000 Photo & Flame Ionization Detector
Hazardous Characterization Kit (HazCat)
Gas Tech 86 with confined space entry kit
Sensidyne
Spilfyter Chemical Classifier
EnSys field kit
Laptop with CD capability and ERT software
ITX
M256A-1
Gaurdian
TravelIIr
ADP2000
Drager CDS
CDV-700
RAPID

I have no clue as to what either of these things are, you know lame man's terms, please.
Thanks anyways, I'll just google the stuff when I get a chance.
#742

blackknight5k

Nov 03, 2005 12:04:52
Hey Psi no pressure man. Take it easy, you know we all have stuff to do. Also Blackknight that goes for you too, we all either have work, school and lives or most likely all three. So we arent expecting instant resuslts. This is also creative work it changes and varies the more thought you give it. Resently I've been ploting out a course for a Playtest run of the Nemesis and a few other creatures. To gather field data on our products. So chill and post on the thread as you have material to post mmk.

Now a question: What equipment should a Hazmat unit carry? You know what I mean by Hazmat, the soldiers who specialize in the eliminating of biological weapons, the marines fro Doom are an example, or the guys from the Area-51 game. I want the players to play a squad of 4 men, trained and well equiped. Cuz they are gonna need to retrieve some data and samples of certain viruses at a T-virus infected laboratory. They will not know what is waiting for them on the inside but I want them to know they are looking for some data and samples of the Organic kind. Secretely its a government test of B.O.W. v.s Highly trained soldiers. Thats gonna be the adventure were I'll play test some things.

I don't feel rushed, trust me. Anyways, as for playtesting some things. I ran a resident evil game a while back w/ your basic stats for zombies, a licker (I can't remember exactly) and a few other things, they worked pretty good.

For the hazmat soldiers, well I'm not sure what umbrella would equip them with (or another organization). When I ran the game, the PCs were mercs so they bought their own weapons. I would assume that they would each carry an antidote for the t-virus, probably grenades, weapons preferenced by them (maybe the AIMS), probably some sort machine gun would be a good thing...zombies with their low relflexes and all. They might even have some anti-tank weapons for hords of zombies or big bad B.O.W.. These are just thoughts off of the top of my head.
#743

zombiegleemax

Nov 03, 2005 15:41:06
Here is what I got for that equipment.

Foxboro TVA 1000 Photo & Flame Ionization Detector: Gas Analyzer
Hazardous Characterization Kit (HazCat): Container for hazardous material
Gas Tech 86 with confined space entry kit: Gas Monitor (this version can get into tight spaces more easily then most)
Sensidyne: Air composition monitor
Spilfyter Chemical Classifier: Classifies chemicals inserted into it.
IMAGE(http://www.spill911.com/Spill911/images/products/SfKit.jpg)
EnSys field kit: Water analyzing kit
ERT software: Used for planning shipping routes:
ITX: Computer chip
M256A-1: Detects and identifies blood, blister and nerve agents present either as liquid or as vapor.
Gaurdian: Chemical protection gear
TravelIIr: I think this is gas protection gear but I don’t know for sure.
ADP2000: Vapor analyzer
Drager CDS : The Dräger CDS agent testing systems utilize colorimetric detector tubes to test up to 5 different chemical agents simultaneously in just 5 minutes. The CDS kit provides two complete sets of tubes for detection of up to 8 chemical substances including nerve, blood, lung, nose and throat irritating agents.
CDV-700: Geiger Counter

I'm not in a Haz-Mat team, but I like to know this sort of thing and with google it's easy.
#744

the_merciless_dm

Nov 03, 2005 16:42:33
Awesome! Thanks, now the game sessions will have a lot more detail.
#745

magicprime

Nov 18, 2005 1:51:30
All of the Viruses came from one virus called the "Progentitor Virus" it was injected into the daughter of the man who owned the mansion in the Arklay Forest from the RE1 Remake on Gamecube. Inside her body both the T-Virus, the G-Virus, and the Nemesis Parasistes (Living organisms in the bloodstream) were mutated.

Wesker Injected himself with the G-Virus, a sample that he had gotten from Birkin. The reason wesker didn't mutate into a horrific beast like Birkin is because the virus had time to "mature" within his system before he needed its regenerative properties to save his life. When Birkin injected himself with the G-Virus he was already mortally wounded and near death. The virus didn't have time to aclimate itself to his body before its regen properties activated and it created the unstable mutations that you saw in Resident Evil 2.

The RE Remake on Gamecube had a lot of information about the diffrent Progentitor Virus mutations that were created inside the girl. And about the Nemesis Parasites which were like symbionts within a host that caused severe mutations and had no mundane abilites, like the G-Virus when it had time to mature within its host. The Nemesis did nothing but create a horrific being of death and destruction.

So here is a little round up on the diffrent viruses:

Progentitor - the original virus the only sample was destroyed with the Mansion in the Arklay Forrest outside Raccoon City.

T-Virus - a Virus used to create biological weapons and commence biological warfare. The Zombies, Cerebrus, Crows, and Chimeras (Monkey Monsters) and Lickers are all creations of the T-Virus. The Wesker report states that the vials of the T-Virus caused the zombie outbreak in Raccoon City. The G-Virus samples within the same metal case did not.

G-Virus - a perfection of the Progentitor Virus that when givin time to mature within a human or biological host can grant it nearly instantaneous regeneration abilites along with superhuman speed, strength, agility, and reflexes. However, if the Viruses do not have time to mature within the host before a VIOLENT death, the virus activates before maturity and causes horrific unstable mutations.

Hope that Helps.

Also one more thing. Don't confuse the U.B.C.S. with the same group that Hunk was a member of. The U.B.C.S. were shock troops sent in on the surface, hunk however was a member of the Umbrella Sanatation Unit. A lot more covert and highly trained than the Countermeasure Service, compare it like a Inlisted Army Private to a Black Ops Member.
#746

Mist-Bound

Nov 18, 2005 1:58:33
Correct me if I'm wrong, but didn't the Wesker's Report for REmake say they found the G-Virus prototype INSIDE Lisa? After they spent twenty years hitting her with every single virus and mutagenic agent to come out of the Arklay Labs?
#747

magicprime

Nov 18, 2005 2:18:28
Yeah, the G-Virus was another Mutation of the Progentitor Virus. It evolved after the T-Virus.
#748

the_merciless_dm

Nov 18, 2005 18:24:05
Hey welcome aboard Magicprime, and yes you are correct. You have also stated many things we have already covered and do know. I'll be back in time with lots of new materials so dont fret folks, I havent forgotten.
#749

Mist-Bound

Nov 18, 2005 18:35:51
Don't forget about the T-Veronica (T-Virus blended with an ancient virus found inside a fossilised ant) and T-G Virii. And it could be argued whether or not the G-Virus is a derative of the Progenitor, considering how it came into existence. But that doesn't really matter much, does it?

By the way, how did you develop your theories about the G-Virus, Birkin and Wesker? I've always believed that Wesker either injected himself with a G-Virus prototype/sample or was one of the few people who become Tyrants upon infection with the T-Virus, but I've never had any evidence.
#750

the_merciless_dm

Nov 18, 2005 19:57:54
Well in Wesker's report 2 he explains it all rather well. here is a link to Wesker's Report2:
http://www.residentevilfan.com/re1rem/weskers_rep.asp
#751

jacemachine

Nov 18, 2005 20:26:23
Hey there-- I stumbled upon this netbook whilst searching the intarweb.

http://tiamat64.free.fr/antre/resident%20evil/resident.htm

The site and game are in french, but d20 is d20 is d20. It should be very useful to anyone looking for RezEvil d20 material.

Man... I wish this thing was in english! I'm pretty impressed by it's presentation! Good stuff!

As this is a pretty big thread these days, I haven't spent the time to do a search through the pages to see if this has already surfaced-- but I just thought someone out there might really appreciate this link. I know I did!

Enjoy!
#752

the_merciless_dm

Nov 20, 2005 15:50:20
Well if you would have taken the time to read through the thread you would have noticed I had a small nervous breakdown when I found that particular ebook!

Now I have great news, I have passed the rough draft of our rules to my friend who is entirely foreign to our work here. Now why is this good? Well he is gonna host a game using these rules and this will allow us his feedback, his completely neutral feedback! And how he deals with issues that that may arise in game with conflict of rules.
#753

jediranger

Nov 20, 2005 16:03:32
Thats awesome! I think I will do the same for the locals around my area.
#754

jacemachine

Nov 21, 2005 14:09:10
...if you would have taken the time to read through the thread ...

True, but I was more interested in making sure that the link had been brought up, rather than read through the many MANY pages that this thread has now encompassed-- Sorry if I got your hackles up, but I was in a hurry that day-- and I thought that 'just in case' it hadn't been posted it really should be--

More to the point: I'm glad we all know about it! :D

Ha-hah-- I really need top go back through so I can read your small nervous breakdown--

Have a good one!
#755

the_merciless_dm

Nov 21, 2005 22:21:42
Hehehe, sorry if I sounded a little off. Just remembering the fact that I had already been beaten to it. But no, that pdf is basically a review of the CoC one that first came out a couple of years ago, and still it suffers from some of the same issues the original did. Hehehehe my sister is very good at french and she plays in the D20 system also so she helped me a bit with it.

Anyways to make your life easier, on page 15 post #442 is a very complete INDEX of the entire thread. maybe that might be faster.

;p I'll be around. Also I encourage everyone to get their GM's a copy of some of the rules and see how they work.
#756

magicprime

Nov 28, 2005 3:37:57
Here is a template I threw together last night for zombies based off the T-Virus. This is version 1.0 that I made last night and is more or less a copy of the old d20 Modern Zombie templates with some changes to the special abilites. But I think they fit in the RE feel now with some of their properties.
Like i said i did this in an hour and by no means think this is perfect - so i ask you to give it the look over and make any suggestions so i can update accordingly. Later.




Resident Evil RPG – Template for T-Virus Zombies

Challenge Rating:
The challenge rating for a T-Viral Zombie depends on its size: Tiny or Smaller ¼, Small ½, Medium 1, Large 5, Huge 8, Gargantuan 12, Colossal 15.

Creature Type:
The creature type changes to Viral Undead.

Hit Die:
Drop any hit die gained from experience, double the number of hit dice left, and raise them to d12.

Speed:
The base speed remains the same. If the creature could fly, its maneuverability changes to clumsy.

Defense:
A viral zombie’s natural armor bonus to defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus if it’s higher).
Tiny or Smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Attacks:
A zombie retains all natural attacks of the base creature, however they lose all weapon proficiencies. A zombie, however, gains a slam attack and bite attack.

Damage:
Natural weapons deal damage normally. A slam attack deals damage depends on the zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. A bite attack also deals damage based on the zombie’s size (but use the base creature’s bite damage if it’s greater): Fine 1-2, Diminutive 1d2-2, Tiny 1d3-2, Small 1d4-2, Medium 1d4, Large 1d6, Huge 2d4, Gargantuan 2d6, Colossal 4d4.
For purposes of Strength bonuses to damage, a slam attack is considered to be a two-handed attack.




Special Qualities:
A zombie loses all the base creature’s supernatural and spell-like abilities except for immunity or resistance to specific energy types. A Zombie may retain any or all of the base creature’s extraordinary abilities at the GM’s discretion. In addition to gaining the Biological Weapon type, a viral zombie has the following special qualities:

Move or Attack Action Only: A zombie has poor reflexes and can perform only a single move action or attack action on its turn. It can only move and attack if it charges.

Viral Regeneration: If the zombie is brought below 0 hit points it falls to the ground and begins to regain HP at the rate of 1d6 per minute. If the zombie’s HP returns to above 0 status it re-enters combat and is considered prone until it chooses to stand back up. A zombie can be killed permanently if it is brought below 0 by fire, electricity, or acid. Also if the zombie is brought down to -10 hp, coup de graced, has acid or fire applied to the body, or blown up, it is permanently destroyed.

Critical Weakness: Unlike other undead, viral zombies are subject to critical hits, if a zombie is brought below 0 hp from a critical hit it is permanently dead and will not regenerate or become a crimson head. This is known as a "Head-Shot".

Viral Evolution: If the zombie is brought down to -10hp and has not been destroyed, burned, melted, decapitated, coup de graced, or died from a critical hit “head-shot”. There is a 20% chance that the zombie will evolve into a “Crimson Head” zombie. A Crimson head’s hit points are fully restored, it loses its slam attack in favor of claws dealing 1d6 slashing damage and is no longer effected by the Move or Attack Action Only special quality. The viral evolution special quality only effects viral zombies that are human.

Viral Transmission: If a zombie makes a successful bite attack and deals damage, the victim must make a Fortitude Save DC: 15 or be infected with the T-Virus. If infected by the T-Virus they must make a second Fortitude Save DC:20 or lose one point of Constitution. Every hour they must make another Fortitude Save DC:20 or lose another point of Fortitude until they reach 0. Upon reaching 0 Fortitude the character dies and within a few moments transforms into a Viral Zombie following all the previous rules. They loose all class abilities, except for those granting damage reduction.

A player cannot cure himself of the T-Virus by natural means. They will continue to make Fortitude saves on the hour until they die, or are given the T-Viral Anti-Virus. When Injected with the Anti-Virus they are allowed a second save DC:15 to fight of the infection. The Antibodies also grant a +2 bonus to the save. The first treatment from the AntiVirus has a 100% chance of allowing a bonus Fort Save. There after if the person is infected again there is only a 95% chance that the Fort save will be rolled. Every time the Anti-Virus is administered to a player (No matter if the Fort Save occurs, or is successful) their chance of gaining the bonus save drops by 5% to a maximum of a 30% chance of the Anti-Virus working. On a successful Heal check (DC: 15) when administering the Anti-Virus a 5% bonus is added to the percentage roll. A character can only be administered the Anti-Virus once per hour. (It is theorized that more evolved viral weapons have purer strains of the T-Virus which could increase the listed Fortitude save of DC: 15 to any number the GM wishes)

Saves:
A zombie’s saving throws are based on Hit Dice and given in table 8-2: Creature Saves and Base Attack Bonuses in the d20 Modern player’s guide.

Ability Scores:
A zombie’s ability scores change as follows: Str +2, Dex -2. Additionally it has no constitution score, its wisdom changes to 10, and its charisma to 1.

Skills and Feats:
A zombie looses all skills and feats, but gains the toughness feat.
#757

psiseveredhead

Nov 28, 2005 13:33:16
Nicholai Ginovaef is an Umbrella Corporation field operative. He is a big man from Russia, a loner and a huge fan of lethal capitalism. He is, as his enemies discover, quite intelligent. He always seeks the upper hand in a combat situation, attempting to bring in heavy equipment, such as combat helicopters. He is also very tough, capable of surviving falls from great heights. His skills include gathering combat data, shooting, demolitions, and piloting helicopters.

His multiple roles include acting as a "Supervisor", an operative whose purpose is to study the effectiveness of BOWs against armed forces in the field - frequently these forces are past or present employees of Umbrella. Most supervisors are administrators, but Ginovaef obviously does not fit this mold. When testing BOWs in Raccoon City, he assassinated the other Supervisors to ensure he received a nice bonus to his paycheck - as the only surviving Supervisor from Raccoon City, with combat data to bring to his employers, he would enjoy a strong bargaining position.

Ginovaef posed as a member of the UBCS, which was being used as test subjects by Umbrella Corporation against the BOWs. The fact that he gave the orders to the UBCS groups in Raccoon City made his job easier. His activities brought him into conflict with UBCS members on a number of occasions. Obviously, they had to die, and it wasn't always a BOW who got them.

In addition to all of these activities, Ginovaef attempted to kill a number of "traitors" to Umbrella Corporation. He was successful in at least some of these attempts, but failed to kill Jill Valentine and collect the sizeable cash bonus that would have brought him.

Ginovaef is a rival to HUNK, a shadowy Umbrella Operative from its European facility.

Nicholai Ginovaef (Smart Hero 6/Tough Hero 5): CR 11; Medium Humanoid (human); HD 6d6+5d10+27, hp 78, Mas 14; Init +1, Spd 25 ft.; Def 19 (+1 Dex, +4 class, +4 concealable vest); BAB +6, Grap +7; Atk brawl +8/+3 melee (1d6+1 nonlethal) or SMG +7/+2 ranged (2d6); S/R 5 ft./5 ft.; AL greed, evil, Umbrella Corporation; SV Fort +9, Ref +6, Will +5; AP 5, Rep +3; Str 13, Dex 12, Con 14, Int 14, Wis 12, Cha 10.
Occupation: Military (class skills: Hide, Pilot; bonus feat: Personal Firearms Proficiency)
Skills: Bluff +4, Climb +1*, Computer Use +7, Concentration +5, Decipher Script +4, Demolitions +7, Hide +6*, Intimidate +7, Jump +1*, Knowledge (behavioral sciences) +13, Knowledge (business) +7, Knowledge (current events) +7, Knowledge (earth and life sciences) +13, Knowledge (tactics) +17, Move Silently +4*, Navigate +5, Pilot +6, Profession +9, Research +7, Spot +4, Survival +3.
Languages: English, French, Russian (all literate and spoken).
Feats: Advanced Firearms Proficiency, Aircraft Operation (helicopter), Armor Proficiency (light, medium), Brawl, Confident, Educated (Knowledge [behavioral sciences], Knowledge [earth and life sciences]), Exotic Firearms Proficiency (machine gun), Great Fortitude, Lightning Reflexes, Personal Firearms Proficiency.
Talents (Smart): Exploit weakness, plan, savant (Knoweldge [tactics])
Talents (Tough): Damage reduction 1/-, robust, second wind.

Sheesh. Took me long enough.
#758

Mist-Bound

Nov 28, 2005 13:42:51
Has anyone here done Jack Krauser? If not, when you do him I don't think he's a Plaga-Carrier.
#759

psiseveredhead

Nov 28, 2005 13:50:01
Has anyone here done Jack Krauser? If not, when you do him I don't think he's a Plaga-Carrier.

That is one long sig.

Anyway, I don't really know who he is. Care to share?
#760

Mist-Bound

Nov 28, 2005 13:59:53
Sorry about the sig, I can erase it if it's a problem. Anyway, Jack Krauser is a boss from RE4, an agent of Wesker's sent with Ada to retrieve the mysterious Plaga Sample from Lord Osmund Saddler. You face him around chapter 4-2, on the Island. He's apparently undergone some process similar to that of Wesker, because he has inhuman strength, speed and agility (backflipping something like 20-30 feet straight up after your first encounter) and he can morph his left arm into a vaguely Tyrant-like claw (it kinda reminds me of Soul Edge). He's mentioned as being a Plaga-Host in the Las Plagas entry of Wikipedia, which doesn't make sense because:
A- he's after a Plaga Sample for Wesker
B- Saddler doesn't trust him, and as host to the Plaga Overlord Saddler can control all who have a Plaga in their bodies.

You can also unlock him as a playable character in The Mercenaries minigame by getting a 4 Star rank on The Castle arena, but that's not important.
#761

psiseveredhead

Nov 28, 2005 21:52:41
He's mentioned as being a Plaga-Host in the Las Plagas entry of Wikipedia, which doesn't make sense because:
A- he's after a Plaga Sample for Wesker
B- Saddler doesn't trust him, and as host to the Plaga Overlord Saddler can control all who have a Plaga in their bodies.

You can also unlock him as a playable character in The Mercenaries minigame by getting a 4 Star rank on The Castle arena, but that's not important.

When wikipedia makes a mistake, it's easy to correct. Don't worry about formatting, just click edit, find the relevant text, and correct it. Anyone can do it, even if they don't have a wiki account.

In any event I won't be doing Krauser. I don't do NPCs who have been mutated like that. (I would be happy to do Wesker, but only before he was "killed".)
#762

jediranger

Dec 05, 2005 15:37:36
Has anyone made any progress?
#763

the_merciless_dm

Dec 05, 2005 23:08:17
Lol good question Jediranger. I'm nearing the end of finals (WOOT!) and I have been Playtesting EVERYTHING so far, with a couple of guinea pigs, I mean players. The Infections rules work, the monster stats are beautiful (I need to redesign the G-Virus Monster though) Gunrock & Blaine's autofirerules are swesome, the random item generator works like a charm, the typewriter rule was called "clever", "witty" and "ingenious" by my fellow Game master's to whom I passed out a txt of all the rule stuff so they could give me feedback. Blaine if you are out there and still alive, you are truely a god amongst men, your RE4 monster stats are perfect! Just missing one Plagas stage thats all. I got a chance to play one of the premade character's in my friend's game and I gotta admit the rule system we have desigened for REd20 makes you as a player return to the true, original state of a Pen and Paper RPG and that is WIT, Rational, and quick thinking! I had a great experience playing under these rules and a great experience running a short adventure as well. As soon as I am done with finals, that being this thursday (the 8th) I'll be back to this project 100%. So everybody be on the lookout!

Also first things first, I'll let you know what happened in the games. If anyone else has playtested any of the rules please let us know how it went for you.
;p
#764

zombiegleemax

Dec 06, 2005 7:13:54
Blaine if you are out there and still alive, you are truely a god amongst men, your RE4 monster stats are perfect! Just missing one Plagas stage thats all.

Haha, I'm glad they worked out so well. I edited the original creature page back there, adding the stage two "Bloated Fugly Centipede" Plaga. Enjoy :D .
#765

the_merciless_dm

Dec 06, 2005 20:36:05
For those of you who wish to see Blaine's Type two Plagas here it is.

Plagas type 2
Small-size Aberration
Challenge Rating: ?
Hit Dice: 2d8+4 (12HP)
Initiative: +2
Speed: special
Defense/Touch/Flat-footed: 14/14/12
Massive Damage: 12
BAB/Grapple Bonus: +2/+4
Attacks: Melee +0 (2d6+5 Power Attack Bite)
Fighting Space/Reach: 5ft by 5ft /10ft
Allegiances: Ramon Salazar, Plagas Collective
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 14, Cha 11
Skills: None
Feats: Weapon Focus (Bite), Power Attack
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Blindsight 60ft, Destroyed by intense light
Environment: Low/Artificial Light, Darkness
#766

zombiegleemax

Dec 11, 2005 6:15:26
You know, I've had this thread on my mind recently, but I normally try to run as much sci-fi as possible (Good for my thinking muscles I tell myself). Then an idea came to me what if I just move up the development time table and set a RE game in the future? B.O.W.s vs. aliens maybe or maybe just a useless idea- what do you guys think?
#767

the_merciless_dm

Dec 11, 2005 8:14:36
I think its a good Idea. I want to know how the rules work in everykind of setting. I know they work in a Modern d20 setting without any magic. But how do the ruleset work in D20 Future, D20 Past, D20 Apokalypse, Modern d20 with Magic, a Agents of Psi type game also. So go ahead and post up your results.
#768

zombiegleemax

Dec 11, 2005 10:36:32
I think I'll run today then, just a very quick adventure using some of the RE 4 material (mainly the plagas template) in a setting of my own devising I'll hopefully post the results tonight.

Along with the stats of my new Plagas templated creatures.
#769

zombiegleemax

Dec 14, 2005 18:07:17
I haven't run my adventure yet (some stuff came up for the players)
But I will present you with the bare bones of the adventure itself, to be fleshed out later.

The mission- The PC's played black ops of the OCF (Oracle starsystems confederation) tasked with stopping the forced emmigration of about 1000 psionicly gifted civilians to earth where the Tyrannical 12 Corporations plan on performing some tests on them. The mission of capturing the psykers was given to the bio-weapon wielding 6th corporation and a little known but highly successful biotechnician known as Adrian Smith whose insect and worm gene meld tampering led to the creation of several notable symbionts (including las plagas). Smith has infected numerous other species with the parasite as well as installing himself as the leader of a small collective.



NPCs to be statted
Adrian Smith
The Guardener
Vespite (Plagas giant wasp)
6th Corp trooper
Smith's Elite Troopers (Plagas Hosts)
Psyker plagas host
Civilian plagas host
Praying Mantis plagas host
More to be added...

New Weapons and equipment
6th Corp bio-rifle
Large Longarm
Damage: 3d8
Range: 60 feet
Rate of Fire: SS or S if attached to a biosuit. Also, when attached to a biosuit a bio-rifle may be used to burst fire (deals 6d8 damage) or auto fire 1/minute with the normal penalties
Magazine: Infinite (maximum use: 10/Round)
Special: When attached to a biosuit the weapon may count it's shots as HE or AP for 1 round if the wielder makes a DC 15 fortitude save (if the save is failed the wielder becomes fatigued)

6th Corp hand cannon
Medium Handgun
Damage: 2d12
Range: 20 feet
Rate of Fire: SS or S if attached to a biosuit.
Magazine: Infinite (maximum use: 3/Round)
Special: When attached to a biosuit the weapon may count it's shots as HE or AP for 1 round if the wielder makes a DC 15 fortitude save (if the save is failed the wielder becomes fatigued)

6th Corp bio-suit
Light armor (may be worn under normal armor)
+1 defense
ACP: -0
Speed: normal (may double speed for 1 round but at the end of the round the wearer must make a fortitude save DC 15 or become fatigued (if already fatigued become exhausted instead, if already exhausted take 1 con damage)
Special: May boost strength or dexterity by 1d4+1 for 1 round but at the end of the round the wearer must make a fortitude save DC 15 or become fatigued (if already fatigued become exhausted instead, if already exhausted take 1 con damage)
#770

marcoasalazarm

Dec 14, 2005 19:22:25
Make sure to place the gear when you have it statted up, pretty please.
#771

zombiegleemax

Dec 14, 2005 19:29:59
No problem (I planned on doing that all along)
#772

zibik

Dec 19, 2005 19:17:43
I've been a huge follower of this thread since it got started. I actually ran a DotD / Resident Evil style CoC game a while back and used a lot of material from this thread. Big thanks to you guys for stating all of this stuff so I didnt have to :D

I've never actually seen a full raccoon city map, just bits and pieces of it from the various games.I happened to google Raccoon City looking for something else and came across this wikipedia page. I'm not sure how accurate the map actually is, but its first full one I've found.

Enjoy.
#773

zombiegleemax

Dec 20, 2005 10:45:56
Wow, this thread's grown since I posted!

A comment about zombies (I haven't read through the whole thing, so I'm just re-iterating old news, forgiveness!): I don't think they should get the "Improved Grab" special attack. Also, I'd give them a special attack that gives them a free bite attack against a grappled foe on a successful grapple check. The typical zombie 'attack pattern' is to shamble forward and attack the nearest living thing. They ALWAYS go for the grab (except for the Crimson Heads, but that's a whole new ball game) and bite (they're hungry after all) .

Again, sorry if this has already been discussed.

So is there anything that anyone needs help with? I've played through every RE game (REmake, Outbreak and RE4 multiple times), have some spare time during the day and enjoy making monsters and such. Let me know!
#774

zombiegleemax

Dec 20, 2005 16:42:18
Let me begin by saying how great it is to see fans of the Resident Evil Series and the d20 systems working to bring us an awesome campaign setting. I wish I would have know of this sooner. I have been working on this very thing alone for the last year or so. I have met all of the same problems that all of you have had, at least the ones that I have read thus far. Your solutions for most of the problems were excellent. I went over a few of these myself and they seem to work greatly. As it was stated it needs to be 'finely tuned' or 'twinked' in just the right way, it looks great.
I am here to say that I am offering my services as a DM, GM, and Storyteller, Horror Movie Fan, and Resident Evil Fan.
Let me start by saying I have not read the entire post so I may me talking to myself here but these are just some tips that I thought of. You may want to use some of the Spycraft books if you have them. They have a lot of material that goes well with the Resident Evil Backstory. It can easily be incorporated and may add additional plot directions. Second I like what you have done by keeping aspects from the game such as the healing plants and the first aid and things from the movies such as the gun w/the cure. However based on what I read they need to be downscoped a bit more. Allthough the proper skill in necessary to mix them, they will still be available along with many other things used in healing. Like I said just a thought. Define the healing scope just a bit more specific. Second on the weapons system, I love the idea of improvised weapons. If your players have a gun with no ammo or no gun at all, it makes the situation a lot more tense and it makes them think on their feet. That leads to another thing. In my writeup I used the movies as a template, added the missing storylines, aspects, details, and information from the games, and set the timeline for the start of the game about 1 year after the current timeline. Umbrella still exhists, it was able to cover everything up, and all evidence has been taking care of, meaning its still in the hands of humans. The other ideas work also though for other companies and are great ideas. At the beginning you may also instead of having your players play specific factions such as S.T.A.R.S. members, have them play themselves. Of course some things must be stretched but it will be fun for them and they will be without a level of knowledge another standard character would have like an Umbrella Scientist. Now they can still be these people granted age and other things are approved of.
Thats just my two cents for now, I hope I didn't step on anyone's toes.
Last I would like to ask for whatever of the writeup is finished, I can give whatever you want that I have written up to add to flavor and such but you have it pretty much nailed. My email and IMS are in my profile. Good Luck and Good Gaming!
#775

zombiegleemax

Dec 21, 2005 9:41:39
how bout some rules for t-virus infection on characters(including G-virus)
i myself am making a resident evil based campaign based around survivors in raccon and it would help me a lot thanx
P.S sorry if this has already been added keep up the good work
#776

zombiegleemax

Dec 21, 2005 12:11:35
Has anyone statted up any of these?

El Gigante
Los Novistadors
Los Colmillos
Dr. Salvador
The Bella Sisters
Regenerators
Los Garradors
Los Verdugos

???
#777

zombiegleemax

Dec 21, 2005 14:00:09
Actually all but the Bellas have been statted up previously, along with a plaga parasite tempolate for making your own hosts.
#778

zombiegleemax

Dec 21, 2005 15:26:44
Is there any kind of index on any page? That would likely help out a great deal. I don't really feel like going through 26 pages
#779

zombiegleemax

Dec 21, 2005 15:32:45
As a matter of fact their is an index, it's in mercilessdm's sig and on the first page.

EDIT: sorry, guess I'm not up to date, I'll put a link to the index in my sig.
#780

zombiegleemax

Dec 21, 2005 15:41:47
There was a link to the index on the first page, but for a time, it wasn't working, the index itself is on the fifteenth page in case it's still not.

And for the Bella sisters, they could be identical to Dr. Salvador, or adjust his stats slightly if you like.
#781

marcoasalazarm

Feb 03, 2006 20:36:40
Bumppggrraooooaaooorrrr!!!!!
#782

jacemachine

Feb 06, 2006 13:22:49
Hey Merciless!

When this hugantic project is completed, will it be packaged up into a sweet pdf. file? I would love to have something to drop on my neighborhood copy shop to have printed out in full color glory!

One other thing...

You guys have done an A M A Z I N G job at this conversion. I poo'ed my pants... just a little.
#783

Dracomortis

Mar 01, 2006 18:37:12
First and foremost: congrats and kudos to everyone who has contributed. This is an awesome thread, I was so glad when I found it.

I've read through the whole thing (yes, it IS possible :D) and from what I can tell, this project is very nearly finished. But we are still missing some things. I'll try to sum it up below:

Monsters
Alexia (Stages 1, 2, & 3)
Eliminator
Giant Bat
Giant Moth
G-Type
Humanoid Leech
Lurker
Morpheus (Stages 1 & 2)
Nosferatu
Pluto
Queen Bee
Queen Leech
Roaches
Sliding Worm
T-Veronica Mutant

This is based off of DM's original list and what was statted so far. There might be a couple more, but there is something I'm confused about. According to the CoC supplement, Birkin became the G-Type monster (I'm assuming they're right, since I haven't played through RE2). However, someone statted out a G-Tyrant (or Tyrant-003) and said that was Birkin. Also, the original list by DM had a "G-Virus Mutation [Birkin]" monster. Are these all seperate monsters that somehow got mixed up (either in this forum or the CoC), or are they Birkin's different forms? If someone could please clarify this, I would appreciate it.

Also, there's a couple monsters in the CoC (devourer, maw beast, and scuttler) that have not been statted. I cannot remember if the G-Baby has been statted (I know it was at least mentioned). Depending on all of the above, the list may also need:

Devourer
G-Baby
G-Type
G-Tyrant (Tyrant-003)
G-Virus Mutation [Birkin]
Maw Beast
Scuttler

Items
I think everything here has been covered; at least, nothing comes to mind from the RE games that hasn't been posted. If something has been missed, please correct me.

Equipment
There was some equipment that was said to need stats, and I know a couple were given, but I can't seem to find the list. If someone knows what page it is on, please let me know, so I can put the "still-needed" list here so that either I or someone else can stat out the weapons (preferably one of our gun freaks here, who have done a very good job so far )

Famous Characters
Quite a few of these are missing, but can we really expect every character from every game to be statted out? I think most of the more popular (and important) ones have been covered already; this section should be good. If not, welll...you know what to do.


Well, that's my two cents (gets said a lot here, huh?). Hope this list helps anyone who's statting out stuff, or looking for things that were missed/overlooked.
#784

Dracomortis

Mar 03, 2006 17:39:35
***POSSIBLE RE4 SPOILERS***

Since I have no actual content to contribute, I'm trying to provide anything I think will be useful to others. What follows is a list of the weapons in Resident Evil 4 and their real-world counterparts, found at http://db.gamefaqs.com/console/gamecube/file/resident_evil_4_easter_egg.txt

Blacktail:

Springfield Armory XD-9


Bolt Rifle:

Springfield M1903A4


Broken Butterfly:

S&W Model 3 American


Chicago Typewriter:

Thompson M1A1


Handcannon:

S&W Model 500


Handgun:

Ruger P94DC or USP Tactical


Killer7:

Colt M1911A1


Matilda:

HK VP-70 with detachable stock


Punisher:

FN FiveseveN


Red9:

Mauser C-96 "Broomhandle"


Riot Gun:

Benelli M4 / M1014


Rocket Launcher:

Russian RPG-9


Semi-Auto Rifle:

HK SL-8 / G-36 Hybrid


Shotgun:

Remington M870 Express


Striker:

Striker/Protecta "Street Sweeper"


TMP:

Steyr TMP

#785

zombiegleemax

Mar 04, 2006 7:40:57
Looks good to have weapons list (I like seeing equivalents), I'm not so sure about it's accuracy though.

The Red nine for instance is an actual gun (google search turned it up), made back in ww1, so I might be doublechecking accuracy on some more of these.

Edit: Excuse me I appear to have read the table wrong, please ignore my accuracy comments.
#786

Dracomortis

Mar 05, 2006 8:38:52
Edit: Excuse me I appear to have read the table wrong, please ignore my accuracy comments.

Don't worry about it, the table is very hard to read, I just can't figure out a way to fix it. It looked good before I posted it...oh well. This calls for...


***UBER HUGE RE4/POSSIBLE FUTURE RELEASE SPOILERS***

This excerpt is taken from Ada's Report #5, found after beating Chapter 5 in the Seperate Ways extra for the PS2 version of RE4.

"The giant pharmaceutical corporation S maintains medical and drug facilities the world over. We know for certain that Wesker has been in contact with them following Umbrella's demise. There's no doubt we'll hear from him there."

Well, that was original Capcom. Knock off one pharmacy, bring in another that's supposedly been there the whole time.
#787

Dracomortis

Mar 11, 2006 10:41:45


With that out of the way, does anyone know where DM got off to? He doesn't seem to have posted in a while.
#788

zombiegleemax

Apr 02, 2006 20:52:16

I believe he's been caught up with a few personal issues. At any rate, this thread is too good to fade into silence, espically since all that's really left is the boss monsters and maybe a few new rules. So, is there anybody out there?
#789

the_merciless_dm

Apr 03, 2006 23:17:44
Well, its been a long time and I see that we have new company on the thread. Nice to see new and eager blood on the boards. Yes please, I apologize for my abscence, as Day_of_the_Advent so very accurately stated I have been having severe personal issues and right now, finishing this project is what will help me get past this rough part in my life. It'll give me something to think about and something to take up my time. As soon as possible I will have up a handfull of new feats, a lot come from D&D 3.5 which I found missing in Modern, and these have been rewritten for Modern, along with a few new feats made by myself.

Yes some of the boss monsters are missing and after that all we need would be the finishing touches, someone to help us make this into an ebook; Blaine to start drawing and scanning his pictures, and well mainly putting everything in order, albeit EDITING! Errrrrgggggg! Then it will be finished. Another thing this IS OGL so it cannot under any circumstance be SOLD! But it will be up for Download at random sites. If I get a chance to set up a My Space site on msn I'll set it up there most likely and from there on.

See you on the other side folks! And I am back for a LONG time... Believe me I need this more than you all think...
#790

zombiegleemax

Apr 04, 2006 12:38:28
Well, its been a long time and I see that we have new company on the thread. Nice to see new and eager blood on the boards. Yes please, I apologize for my abscence, as Day_of_the_Advent so very accurately stated I have been having severe personal issues and right now, finishing this project is what will help me get past this rough part in my life. It'll give me something to think about and something to take up my time. As soon as possible I will have up a handfull of new feats, a lot come from D&D 3.5 which I found missing in Modern, and these have been rewritten for Modern, along with a few new feats made by myself.

Yes some of the boss monsters are missing and after that all we need would be the finishing touches, someone to help us make this into an ebook; Blaine to start drawing and scanning his pictures, and well mainly putting everything in order, albeit EDITING! Errrrrgggggg! Then it will be finished. Another thing this IS OGL so it cannot under any circumstance be SOLD! But it will be up for Download at random sites. If I get a chance to set up a My Space site on msn I'll set it up there most likely and from there on.

See you on the other side folks! And I am back for a LONG time... Believe me I need this more than you all think...

Two things:

First off this is a great thread and my daughter is a huge RE fan and can't wait for this to be done.

Second if you need to talk or something I'll be glad to listen. I'm poppa_bear42330 on yahoo and if you need someone to talk or rant to we can do it there or on the phone. People from the boards were there when I had my hard times the least I can do is be there for a fellow gamers.
#791

the_merciless_dm

Apr 07, 2006 13:33:09
Okay folks, just to inform you on what we have on the blue prints, Blaine and I will be working on a "Zombie Mob" Stat block. See zombies behave differently while in groups, these will use the size category to define the size of the mob so there will be roughly be 4 entries" Large, Huge, Gargantuan and Colossal. The size category will define space, Hp, Damage and certain special abilities such the fact that they cannot be flanked, penalties on reflex saves due to the ammount of zombies and any other logical random thought that comes to our minds. Now if you have any ideas about the Zombie Mob please post them. I'll have the rough stat block posted as soon as its done.
#792

the_merciless_dm

Apr 10, 2006 1:17:18
Ok Peeps, here are the updates on the New Feats for the Project pay close attention were as some have changed and others are better refrased.

New Feats for Modern d20

Advanced Bio Research [White Umbrella]
You experience with Bio-Research is impressive, Many look up to you and your experiments work.
Requirements: Bio Research, Int 16
Benefit: +6 on any craft or knowledge check involving Umbrella, medical or sciences

Ambidexterity [General]
You are equally adept at using either hand.
Requirements: Dex 15+
Benefit: When using any two small or medium, one handed weapons and while wearing light, medium or no armor at all, you reduce the penalties for fighting with two weapons by 2. You are neither left-handed nor right-handed.
Special: Stacks with Two-Weapon fighting feat tree; and can only be taken at first level.

Archaic Armor Proficiency [General]
You are proficient with archaic armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency.

Back to the Wall [General]
You are at your best when the situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Requirements: Base Attack Bonus +2
Benefit: You gain a +2 bonus to attack rolls and to Armor Class when you are at one quarter or less of your maximum Hit Points.

Bio Research [White Umbrella]
You have a experience with bio science materials
Requirements: Int 14, Educated or Studious
Benefit: +2 on any Craft or Knowledge check involving Umbrella, medical or sciences.

Black Ops [U.B.C.S.]
As part of an elite commando unit you know how to exploit the opponents weaknesses.
Requirements: UBCS Member, Int 13
Benefit: +2 on Knowledge (Tactics) checks; and a +1 circumstance bonus to attack rolls, and saves when facing off against an opponent whom you have obtained critical information about.

Blooded [General]
You know what it means to fight for your life and the value of quick wits and quicker reactions when danger is near. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 on Initiative checks and a +2 bonus on Spot checks.

Clinch [General]
You have mastered the art of grappling the opponent with an Unarmed Attack.
Requirements: BAB +3, Improved Grapple, Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple attempt immediately after striking with an unarmed attack.

Close Combat [S.T.A.R.S.]
A member of the special tactics unit can learn how to keep his cool and fire his weapon at a extreme close range.
Requirements: BAB +1, Point Blank Shot
Benefit: +1 on attacks within 10 feet and with a ranged weapon.

Close Quarter Combat (CQC) [General]
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Requirements: Base attack bonus +3, Weapon Focus (knife) and proficiency with knives.
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts.

Concealable Armor Proficiency [General]
You are proficient with concealable armor (see Table 4-9).
Benefit: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense.
Normal: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense.

Cosmopolitan [General]
Your exposure to the city life has taught you things you ordinarily would never have learned.
Benefit: Choose a nonexclusive skill that you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Cover Defense [S.T.A.R.S.]
When there are two members of S.T.A.R.S they learn to “cover” each other.
Requirements: BAB+2 and Defense 12 or Combat Expertise
Benefit: If there is an enemy nearby the members gains a +1 on initiative and +1 on attacks

Duct-Tape Engineering [Craft]
You manage to do things with mechanical objects that no sane person should be able to achieve. You can build mechanical prosthetics, create explosives from detergent and spit, and turn your car into a whirling death machine.
Requirements: Builder, Psuedo-Science, Craft (mechanical) skill 6 ranks
Benefit: You can craft insane gizmos using the Craft (mechanical) skill. These gizmos include devices of higher progress levels and new forms of existing technology (like chainsaws that can be held with one hand, cybernetic limbs, and turning your car into a whirling death machine ).
NOTE: You can use this feat with Craft (chemical) to make bizarre and unheard of chemicals (like gasoline from some detergent, mushrooms, and moonshine).

Gifted [General]
You are naturally gifted in one attribute.
Benefit: You gain a permanent +2 bonus to one ability score.
Special: Only available at character creation and once. The bonus may not be distributed amongst two different ability scores.

Groovy [General]
You are able to perform calmly under pressure.
Requirements: Iron Will.
Benefit: You receive a +4 competence bonus to Concentration checks and +2 to Will saves hade to resist fear.

Hail to the King [General]
You've seen it all – nothing fazes you. As a result, shaken, frightened, and panicked conditions have less effect on you.
Requirements: Iron Will, Groovy, Must have succeeded at one Madness check.
Benefit: When you would normally be panicked, you are only frightened instead. When you would be frightened, you are only shaken. When you would be shaken, you are unaffected.

High Ready [General]
Like a SWAT officer, you are accustomed to moving with your firearm at the ready, shifting your aim with your sight.
Requirements: Dex 13, Reactive Shooter
Benefit: You can use the reactive shooter feat with a large weapon. To do so, you must first state that you are at the High ready Position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.

Hip Shot [General]
You watch too many cowboy movies and learned to shot at the moment you draw your gun by using your hip and waist to direct your attack.
Requirements: Quick Draw, Dex 15, Base Attack Bonus +3
Benefit: You may make attack at the moment you draw your weapon. This attack is made with a -2 to hit.

Improved Autofire [General]
You lay down withering barrages of auto-fire with deadly precision.
Requirements: Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When you use autofire, the DC for the Reflex save is increased by +5.
Normal: When you use autofire, every creature within the targeted 10ft. by 10ft. area must make a Reflex save (DC15) to avoid being hit.

Improved Grapple [General]
Requirements: Dex 13, Combat Martial Arts
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Trip [GENERAL]
Requirements: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Jump School [General]
You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit, including the Green Berets and the Rangers.
Skills: You add the following skills to your permanent class skill list: Balance, Paradrop, and Tumble. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knife Fighting [General]
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Requirements: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

Paratrooper [General]
You are an extremely competent parachutist.
Requirements: Jump School.
Effect: You gain a +2 bonus to Paradrop and Tumble skill checks.

Psuedo-Science (a.k.a. Housewares) [Craft]
When you're not slaughtering the supernatural, you spend a lot of time researching how to build things that nobody should be able to build.
Requirements: Builder, Craft (mechanical) 4 ranks
Benefit: All Craft (mechanical) check DC’s are reduced by half your level and take half the time to create from scratch.

Quick Strike [General]
You react instantly with a melee weapon.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller melee weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

Reactive Shooter [General]
You react instantly with a firearm.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller ranged weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single ranged attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

Search and Rescue [S.T.A.R.S.]
You are especially adept or highly trained to find people in danger and get them out of it.
Benefit: +2 on Survival and Treat Injury
Special: This feat grants a +2 circumstance bonus to skill check, saves and grapple checks used to help an innocent in danger.

Sharp Shot [General]
You are a good shot even beyond point blank range.
Requirements: Base attack bonus +1, Point Blank Shot
Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within the range of the weapon being used and if he is within sight.

Signature Move [General]
You have mastered a particular melee attack and made it your own.
Requirements: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15
Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3.
Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the appropriate feat).

Tactical Armor Proficiency [General]
You are proficient with tactical armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency

Tactical Command [U.B.C.S.]
Protecting your brothers in arms is essential. You gain confidence when your fight along side them.
Requirements: Knowledge [Tactics]+3, Combat Expertise
Benefit: +1 Attack and +2 Initiative when surrounded by your squad mates
#793

zombiegleemax

Apr 10, 2006 15:11:15
Feats look good, other than that I'm just here to say it's good to see a little life in this thread again.
#794

Dracomortis

Apr 10, 2006 19:46:00
It's good to see somebody else has prepared revive thread for the day:P
It's good to have you back DM. I hope you can get through whatever problems you're having. If working on this helps, by all means I'm not complaining.

If there's anyway I can help with this project, please let me know. Regretfully I lack the skills to write up a .pdf, but I could possibly review and revise the monster stats, fix any errors they might have, or something useful along those lines.
#795

the_merciless_dm

Apr 10, 2006 20:00:58
Well any help is much appreciated. Review and rvision is needed were the Zombies need to have the Improved Grapple feat and that calculated into their grapple modifier. And some other details as such... I'll post substance later.
#796

zombiegleemax

Apr 11, 2006 4:21:59
First I'd like to say i've only managed to skim read this thread so far bt what I see is great
Has anyone compiled it yet? As I haven't got he time to read through completely.

Second For those using systems where wound scores are a feature of every creature and character I've found doubling the creatures HP and allowing for double base critical threat range for head shots at a -3 to hit penalty works nicely

also I decided that regardless of result a natural 20 with any weapon knocks zombies over whilst high caliber blow heads off

I also give a DC 50 percentile save against contracting the virus

Inicial damage 2con
secondary after 10 minutes 2dex

anti virus tabs slow the spread for 10 minutes but do not cure

First aid spray cures half HP or Wounds players choice
#797

the_merciless_dm

Apr 11, 2006 8:03:03
I definitly need to place the index to this thread in my Signature again...
Hey can I ask a favor from all of you? Could you all put the link to the Resident Evil for Modern d20 Index on your sigs? its post number 442 on page 15 if I recall correctly. See if we all have the Index on our sigs it might be easier for everyone else to navigate the thread...
Just an idea.


http://boards1.wizards.com/showpost.php?p=6531196&postcount=442
#798

zombiegleemax

Apr 11, 2006 9:49:17
I've had the link in mine for a while now, Merciless.
#799

fishfinger

May 11, 2006 18:01:40
hi all this is a pretty desprate cry i'm looking for the stats and stuff of everyone!, the whole bravo team, the whole Alpha team, leon, claire, cherry, ada, Annette and willian Birkin and anyone else you can think of, if someone can tell me where to find them or what page there on within this link it would be appriciated


cheers

fishfinger



p.s.

i run resident evil D20 on yahoo messenger at 9pm weekdays other than friday messege me and add me on yahoo if your intrested in joining


[email]stealthangel401@yahoo.com[/email]
#800

the_merciless_dm

May 13, 2006 13:58:39
Here is the first stat block of the Zombie Mob, remember folks this is a blueprint, please do suggest, please give me your opinions because again this is for all of us here! Now Enjoy.

T-zombie Mob
Huge Amorphous B.O.W.
HD: 16d12+24 (128Hp)
Initiative: +0
Speed: 30ft.
AC: 9
DR: 3/--
BAB/Grapple: +8/+12
Attacks: Slam +13 (1d4+5)
Face/Reach: 5ft. by 20ft./5ft.
Special Attacks: Improved grab, Ravenous Feast
Special Qualities: Infectious, Undead, Sentience
Saves: Fort: +0, Ref +0, Will +3
Abilities: Str 20, Dex 8, Con--, Int--, Wis 10, Cha 1
Skills: None
Feats: Toughness, Improved Grapple



Ravenous Feast: Anyone caught within the area a Zombie Mob occupies is considered flatfooted, flanked and automatically takes 1d10+5 damage per round that he is caught within the mob. This represents the pulling, pushing, clawing, and biting that all the zombies do as they try to ravage the body that’s caught with in it.

Sentience: All zombies in a Zombie Mob act out with the same frame of thought. Their simplistic way of thought creates the illusion of a “Hive Mind” effect. Once “food” is spotted they are all automatically aware of its presence.
#801

jediranger

May 18, 2006 18:03:50
S.T.A.R.S
IMAGE(http://upload.wikimedia.org/wikipedia/en/thumb/d/da/StarsLogo1.jpg/200px-StarsLogo1.jpg)
Typical S.T.A.R.S Member (Strong Ordinary 2/Fast Ordinary 2): CR 3; Medium-size human; HD 2d10+2 plus 2d8+2; Hp 30; Init +1; Spd 20 ft.; Defense 16, touch 16, flat-footed 16 ( +4 class, +2 tactical vest); BAB +2; Grap +4; Atk +5 Ranged (2d6+1 Beretta 92F) or +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, Pistol Whip); FS 5 ft. by 5 ft.; Reach 5 ft.; AL: Law, S.T.A.R.S; SV Fort +3, Ref +3, Will +1; AP 0; Rep +0; Str 14, Dex 13, Con 12, Int 12, Wis 11, Cha 10.
Occupation: Law Enforcement (bonus class skills: Knowledge [tactics], Move Silently).
Skills: Climb +2, Drive +4, Intimidate +2, Knowledge (current events) +5, Knowledge (tactics) +5, Move Silently +3, Profession +4, Spot +1, Survival +4.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Combat Martial Arts, Personal Firearms Proficiency, Close Combat.
Possessions: S.T.A.R.S Tactical Vest, Beretta 92F Handgun, 2 15-Round 9mm Magazines, Search and Rescue Kit.

Typical S.T.A.R.S Team Leader(Strong Ordinary 2/Fast Ordinary 2/Smart 2): CR 5; Medium-size human; HD 2d10+2 plus 2d8+2 plus 2d6+2; Hp 42; Init +1; Spd 20 ft.; Defense 17, touch 17, flat-footed 17 ( +5 class, +2 tactical vest); BAB +3; Grap +4; Atk +6 Ranged (2d6+1 Beretta 92F) or +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, Pistol Whip); FS 5 ft. by 5 ft.; Reach 5 ft.; AL: Law, S.T.A.R.S; SV Fort +4, Ref +3, Will +2; AP 0; Rep +0; Str 14, Dex 13, Con 13, Int 12, Wis 11, Cha 11.
Occupation: Law Enforcement (bonus class skills: Knowledge [tactics], Move Silently).
Skills: Climb +2, Computer Use +3, Drive +4, Intimidate +2, Knowledge (current events) +5, Knowledge (tactics) +5, Move Silently +3, Profession +6, Search +4, Spot +4, Survival +4.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Combat Martial Arts, Personal Firearms Proficiency, Close Combat, Weapon Focus (Beretta 92F)
Possessions: S.T.A.R.S Tactical Vest, Beretta 92F Handgun, 3 15-Round 9mm Magazines, Search and Rescue Kit, Walkie Talkie.

Additional Weapons
Remington M870 Tactical
Heckler and Koch MP5
Colt M4 Carbine

Just thought I'd pop up again and post some stuff. I haven't really worked much lately but hopefully we can finish this thing. I do have a question though, has anyone playtested any of this?
#802

the_merciless_dm

May 19, 2006 1:21:01
AWESOME AND WELCOME BACK!
I am pleased to see you back! I hope the others return. I have my last final the 23rd so I'll be working 3 times as hard on this after then! So See you soon!
#803

j0lt

May 21, 2006 5:58:56
Knife Fighting [General]
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Requirements: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

Don't you think this feat should have a BAB requirement of +4, since it's basically a rehash of Weapon Specialization?
#804

zombiegleemax

May 21, 2006 6:21:24
Personally I think some feats from CYD20 would go well here and since I have this OGL supplement I'll post them soon if i's no problem.
#805

the_merciless_dm

May 21, 2006 8:35:19
Hey guys, I need to know what you think of the Zombie Mob, stat block, I mean I have my own reservations about it, but I want to know what you think, again it has to work for all of us. SO please constructive critisism is welcome! Remember you do not fight a Zombie Mob you are ment to flee from it! Get caught in it and they will tear you apart!
#806

the_merciless_dm

May 21, 2006 8:50:44
Don't you think this feat should have a BAB requirement of +4, since it's basically a rehash of Weapon Specialization?

Not really, I think its just fine since Weapon Specialization has the capability to apply to all weapons; now on the other hand Knife Fighting only works with knives. Given the case, Knife Fighting also may stack with Weapon Specialization to represent an additional expertise with this weapon, an expertise that certain Military personel recieve, but Knife Fighting is ment to reflect those on the streets that actually have given some time to the knife and actually been in knife fights, thus its a relatively "easy access" feat that any Character Class can pick up relatively early in their career, now some can take it quicker that others.
#807

psiseveredhead

May 21, 2006 10:51:08
Ok Peeps, here are the updates on the New Feats for the Project pay close attention were as some have changed and others are better refrased.

New Feats for Modern d20

Advanced Bio Research [White Umbrella]
You experience with Bio-Research is impressive, Many look up to you and your experiments work.
Requirements: Bio Research, Int 16
Benefit: +6 on any craft or knowledge check involving Umbrella, medical or sciences

Good, but IMO it shouldn't just involve Umbrella. It could also involve Corporation S and other such companies.

Ambidexterity [General]
You are equally adept at using either hand.
Requirements: Dex 15+
Benefit: When using any two small or medium, one handed weapons and while wearing light, medium or no armor at all, you reduce the penalties for fighting with two weapons by 2. You are neither left-handed nor right-handed.
Special: Stacks with Two-Weapon fighting feat tree; and can only be taken at first level.

It's a bit difficult to make this useful. At 1st-level, you can only get Ambidexterity, Two-Weapon Fighting and Personal Firearms Proficiency if you have an occupation that gives you PFP as a bonus feat. I think it's restrictive. (If you didn't take TWF at 1st-level, then you're still suffering huge penalties, when you ony have a BAB of +0 or +1.)

Archaic Armor Proficiency [General]
You are proficient with archaic armor (see Table 4-9).

I don't see what the point is of this feat and concealable armor proficiency, etc. If you want to wear chain mail and get a +5 bonus to Defense, I think you should spend two feats. +5 Defense for one feat is too much, especially when most of your opponents use melee weapons or natural weapons.

Back to the Wall [General]
You are at your best when the situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Requirements: Base Attack Bonus +2
Benefit: You gain a +2 bonus to attack rolls and to Armor Class when you are at one quarter or less of your maximum Hit Points.

Ow. Talk about Tough Hero love.

Bio Research [White Umbrella]
You have a experience with bio science materials
Requirements: Int 14, Educated or Studious

Always use an odd number, so Int 15. (It gives you a reason to take Int 15 rather than Int 14, if you weren't planning on continually boosting your Int.)

Black Ops [U.B.C.S.]
As part of an elite commando unit you know how to exploit the opponents weaknesses.
Requirements: UBCS Member, Int 13
Benefit: +2 on Knowledge (Tactics) checks; and a +1 circumstance bonus to attack rolls, and saves when facing off against an opponent whom you have obtained critical information about.

Pretty neat. I would remove the UBCS tag, however. Ada Wong seems to have this feat - she used it against Krauser.

Blooded [General]
You know what it means to fight for your life and the value of quick wits and quicker reactions when danger is near. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 on Initiative checks and a +2 bonus on Spot checks.

All right then.

Clinch [General]
You have mastered the art of grappling the opponent with an Unarmed Attack.
Requirements: BAB +3, Improved Grapple, Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple attempt immediately after striking with an unarmed attack.

IMO the BAB requirement should be higher - this is very powerful.

Close Combat [S.T.A.R.S.]
A member of the special tactics unit can learn how to keep his cool and fire his weapon at a extreme close range.
Requirements: BAB +1, Point Blank Shot
Benefit: +1 on attacks within 10 feet and with a ranged weapon.

I think this is too weak. It's a higher stage feat than Point Blank Shot, yet it gives half the bonus at one third the range.

Close Quarter Combat (CQC) [General]
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Requirements: Base attack bonus +3, Weapon Focus (knife) and proficiency with knives.
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts.

Nice!


Cosmopolitan [General]
Your exposure to the city life has taught you things you ordinarily would never have learned.
Benefit: Choose a nonexclusive skill that you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Very nice. You can have Smart Heroes with Bluff!

Cover Defense [S.T.A.R.S.]
When there are two members of S.T.A.R.S they learn to “cover” each other.
Requirements: BAB+2 and Defense 12 or Combat Expertise
Benefit: If there is an enemy nearby the members gains a +1 on initiative and +1 on attacks

I would remove the reference to STARS - any elite force could use such a feat. Furthermore, what do you mean by Defense 12? Do you mean "class bonus to Defense +2?"

Duct-Tape Engineering [Craft]
You manage to do things with mechanical objects that no sane person should be able to achieve. You can build mechanical prosthetics, create explosives from detergent and spit, and turn your car into a whirling death machine.
Requirements: Builder, Psuedo-Science, Craft (mechanical) skill 6 ranks
Benefit: You can craft insane gizmos using the Craft (mechanical) skill. These gizmos include devices of higher progress levels and new forms of existing technology (like chainsaws that can be held with one hand, cybernetic limbs, and turning your car into a whirling death machine ).
NOTE: You can use this feat with Craft (chemical) to make bizarre and unheard of chemicals (like gasoline from some detergent, mushrooms, and moonshine).

Woah! Balance alert!

Gifted [General]
You are naturally gifted in one attribute.
Benefit: You gain a permanent +2 bonus to one ability score.
Special: Only available at character creation and once. The bonus may not be distributed amongst two different ability scores.

I think this is kind of overpowered.

Groovy [General]
You are able to perform calmly under pressure.
Requirements: Iron Will.
Benefit: You receive a +4 competence bonus to Concentration checks and +2 to Will saves hade to resist fear.

I really like this one. Goes well wiht Cool Under Pressure. (So you're unflappable, and you can't ruin a skill check due to the pressure.)

Hail to the King [General]
You've seen it all – nothing fazes you. As a result, shaken, frightened, and panicked conditions have less effect on you.
Requirements: Iron Will, Groovy, Must have succeeded at one Madness check.
Benefit: When you would normally be panicked, you are only frightened instead. When you would be frightened, you are only shaken. When you would be shaken, you are unaffected.

Very very nice.

High Ready [General]
Like a SWAT officer, you are accustomed to moving with your firearm at the ready, shifting your aim with your sight.
Requirements: Dex 13, Reactive Shooter
Benefit: You can use the reactive shooter feat with a large weapon. To do so, you must first state that you are at the High ready Position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.

Quite nice.

Hip Shot [General]
You watch too many cowboy movies and learned to shot at the moment you draw your gun by using your hip and waist to direct your attack.
Requirements: Quick Draw, Dex 15, Base Attack Bonus +3
Benefit: You may make attack at the moment you draw your weapon. This attack is made with a -2 to hit.

I don't get it. You can't draw your weapon until your Initiative, and if you have Quick Draw, you can automatically attack at that point.

Improved Autofire [General]
You lay down withering barrages of auto-fire with deadly precision.
Requirements: Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When you use autofire, the DC for the Reflex save is increased by +5.
Normal: When you use autofire, every creature within the targeted 10ft. by 10ft. area must make a Reflex save (DC15) to avoid being hit.

IMO, this weapon should only apply to SMG and full machine guns, not to automatic rifles, unless you give it a BAB requirement. (Making Reflex saves DC 20 is too hard if you're a 3rd-level PC.)

Improved Grapple [General]
Requirements: Dex 13, Combat Martial Arts
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Having used the same feat (I also changed the requirement to CMA), I found it overpowered if you let it stack with Combat Throw.

Jump School [General]
You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit, including the Green Berets and the Rangers.
Skills: You add the following skills to your permanent class skill list: Balance, Paradrop, and Tumble. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

How often does Paradrop appear in a Resident Evil campaign?

Knife Fighting [General]
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Requirements: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

This is Leon's feat, right?

Paratrooper [General]
You are an extremely competent parachutist.
Requirements: Jump School.
Effect: You gain a +2 bonus to Paradrop and Tumble skill checks.

Same problem as Jump School.

Psuedo-Science (a.k.a. Housewares) [Craft]
When you're not slaughtering the supernatural, you spend a lot of time researching how to build things that nobody should be able to build.
Requirements: Builder, Craft (mechanical) 4 ranks
Benefit: All Craft (mechanical) check DC’s are reduced by half your level

No way? This is going to stack excessively well with the savant talent.

and take half the time to create from scratch.

This part is cool, though.

Quick Strike [General]
You react instantly with a melee weapon.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller melee weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

This is kind of ... weird.

Reactive Shooter [General]
You react instantly with a firearm.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller ranged weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single ranged attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

As above.

Search and Rescue [S.T.A.R.S.]
You are especially adept or highly trained to find people in danger and get them out of it.
Benefit: +2 on Survival and Treat Injury
Special: This feat grants a +2 circumstance bonus to skill check, saves and grapple checks used to help an innocent in danger.

Nice. I would remove the STARS tag, though.

Sharp Shot [General]
You are a good shot even beyond point blank range.
Requirements: Base attack bonus +1, Point Blank Shot
Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within the range of the weapon being used and if he is within sight.

Within range? That means all the time, otherwise you wouldn't be shooting at them. (Or did you mean within one range increment?) Same with "within sight". Basically this is giving you a free +1 to hit and damage all the time. That's not necessarily excessive, but IMO the BAB requirement is way too low.

Signature Move [General]
You have mastered a particular melee attack and made it your own.
Requirements: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15
Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3.
Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the appropriate feat).

Nice! Do you add Strength to the damage? Does it work only with unarmed attacks, or can it work with a knife? How about a gun? If you're a Martial Artist and deal base 1d10 damage, this is a lot less valuable than if you were only doing 1d4 damage. I think it should be a damage bonus. What if you already had Improved Combat Martial Arts and Advanced Combat Martial Arts? What is the save DC to avoid being dazed?

Tactical Armor Proficiency [General]
You are proficient with tactical armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency

Same complaint as above. +6 Defense for only one feat? Way too good.

Tactical Command [U.B.C.S.]
Protecting your brothers in arms is essential. You gain confidence when your fight along side them.
Requirements: Knowledge [Tactics]+3, Combat Expertise
Benefit: +1 Attack and +2 Initiative when surrounded by your squad mates


Nice, but remove the UBCS tag. I can definitely picture STARS and basic grunts with this feat. (Why does it require Combat Expertise? That feat is useless for a ranged fighter.)

hi all this is a pretty desprate cry i'm looking for the stats and stuff of everyone!, the whole bravo team, the whole Alpha team, leon, claire, cherry, ada, Annette and willian Birkin and anyone else you can think of, if someone can tell me where to find them or what page there on within this link it would be appriciated

That would take a long time, as most of these people are complicated NPCs with a fair amount of levels and lots of mental levels, too. People like Ada may have skills we don't even know about yet. And who is Cherry? I've never heard of her.
#808

zombiegleemax

May 21, 2006 11:54:28
As someone quite familiar with the Signiture move feat (I designed the basics of this version) I would say add your normal damage from the weapon to this. If you want to use this with a weapon other than unarmed I'd say you'd need weapon focus with it.

Also: For more ideas on how to use this feat I'd use BESM d20 (Try to get the cost of a special attack at 4 points or less and you can use it with this feat with little fear of balance)
#809

psiseveredhead

May 21, 2006 12:03:09
As someone quite familiar with the Signiture move feat (I designed the basics of this version) I would say add your normal damage from the weapon to this. If you want to use this with a weapon other than unarmed I'd say you'd need weapon focus with it.

Also: For more ideas on how to use this feat I'd use BESM d20 (Try to get the cost of a special attack at 4 points or less and you can use it with this feat with little fear of balance)

But what would you do about the crits? (And for that matter, the +2d8 damage would not multiply on a crit.)
#810

the_merciless_dm

May 21, 2006 12:37:24
Psi, many of the feats on that list that have the General tag are feats from other D20 systems, which I have posted up before on many occations each with a new update. Now the 2d8 from signature move does not get multiplied on crits. Also if you wish to daze like the feat clearly states you should talk it over with the GM. Now I agree with Dweller if you have access to BESM d20 use that as guidelines but keep in mind game balance. I did a rewrite of Ambidexterity with available only at first lvl because you do not develope ambidexterity, you are born with it... and for game balance at higher levels. Archaic Armor Pro. Concealable Armor Pro. and Tactical Armor Pro. are a variant, my mistake for not clarifying that, its a variant made by another fellow member in this thread and I liked the idea, still do. Back to the Wall is from Ravenloft, The I provided the entire skill Paradrop and the feats that are related to it since they caught my eye on other modules and other d20 related articles. Hence if I liked them so much I thought someone else might who is drawn this project so he/she might see it. In a way more exposure to third party and player made material to this. I cannot change anything I didnot write myself out of respect to those who submitted it. I will correct my own made feats. Thanks for the suggestions, yes Clinch is a little overpowered, I'd say it requires atleast Improved Combat Martial Arts (atleast!). What Sharp Shot means is as you assumed, one range increment. Reactive shooter and Improved Autofire is from Ultra Modern Firearms.
#811

j0lt

May 22, 2006 1:44:52
Not really, I think its just fine since Weapon Specialization has the capability to apply to all weapons; now on the other hand Knife Fighting only works with knives. Given the case, Knife Fighting also may stack with Weapon Specialization to represent an additional expertise with this weapon, an expertise that certain Military personel recieve, but Knife Fighting is ment to reflect those on the streets that actually have given some time to the knife and actually been in knife fights, thus its a relatively "easy access" feat that any Character Class can pick up relatively early in their career, now some can take it quicker that others.

Hmm... Good reason.
#812

zombiegleemax

Jun 01, 2006 14:30:08
I just got done reading every last post and I must say I am impressed. I've wanted to run a d20 modern RE game for a long time and I actually started designing one until I found this thread. It really helped me fill in a lot of holes my system had that I just couldn't work out. The only thing I was a little weary about was the whole 'turning Natural and regular armor AC bonuses into DR'. Sound like a good idea. Actually a great idea, but had anyone play tested it yet? I'm about to start a RE campaign and wanted to make sure it was worth using.

Anyway, thanks again for all the work you guys have put into this, I'll try and give my own input too.
#813

the_merciless_dm

Jun 01, 2006 18:57:31
I've been doing some extensive Playtesting with my game group and I have played aswell. Let me just say that the full AC Bonus to DR is the best way to emulate what occursin the game. Lowly Zombies pound away at the heroes doing little damage but initiate grapples often, pin often and then bite often. A 15% of the times a zombie manages to get through a 6th lvl hero's DR and that only occurs if the hero is stupid enough. In my experience it works well. The Infection rules aswell work great. What is missing are a few touch ups here and there.
#814

jediranger

Jun 01, 2006 19:18:50
Hey The Merciless DM could you tell us more about your playtesting experience of this game?
#815

zombiegleemax

Jun 02, 2006 0:10:00
Yeah, I would like to hear more on what play testing you've done. I really like the whold infection rule too, have you ever found it to harsh cause the T-Virus isn't exactly an easy thing to get over (which I don't think it should be, just wondering if I should expect to be handing my PCs a new character sheet very often, lol). I really like the effects of the G-Virus too, but I'm afraid I'm gonna have a PC that says **** it and injects himself with it (cause there doesn't seem to be any drawbacks. I know I could step in and say "well, knowing your character, you prolly wouldn't do that" but I hate telling PCs that they 'cant' do something. I guess I could also not tell them the effects, just the end product (a grotesqe ~sp?~ creature that will prolly be hunted and killed). Just wondering if you ran into this.
#816

psiseveredhead

Jun 02, 2006 9:57:00
Did you have issues with Strong Heroes or Martial Artists in the game? In the RE games, your melee weapons basically suck, so you have to spend a lot of time scrambling for ammo, trying to save it, etc. If you have a kick-ass melee weapon like a sword you looted from a shop and you know how to use it, the whole tenor of the game changes.

Apparently there are zombie games where you only get melee weapons, and the tenor is ironoically quite similar (you have to let the zombies get close to you if you want to kill them).

But a D20 Modern party is virtually guaranteed to have both. Gunners will probably end up being "screwed" this way.

One of things I didn't like about the RE games was "SNK boss syndrome". The bosses are so powerful that you can't just beat them using regular abilities and skill -you have to use a rocket launcher (for instance). If you have PCs running around with rocket launchers ... oh yes, that causes problems. You'll have to write different CRs for the bosses too (20 normally, 12 with rocket launcher, etc). I don't think it's a good idea to give the bosses so much DR - give 'em a lot of hit points and some nasty abilities, but regular non-rocket-launcher-toting adventurers should be able to do them in, with time, skill, tactics and maybe some luck.
#817

the_merciless_dm

Jun 02, 2006 10:35:35
One of things I didn't like about the RE games was "SNK boss syndrome". The bosses are so powerful that you can't just beat them using regular abilities and skill -you have to use a rocket launcher (for instance). If you have PCs running around with rocket launchers ... oh yes, that causes problems. You'll have to write different CRs for the bosses too (20 normally, 12 with rocket launcher, etc). I don't think it's a good idea to give the bosses so much DR - give 'em a lot of hit points and some nasty abilities, but regular non-rocket-launcher-toting adventurers should be able to do them in, with time, skill, tactics and maybe some luck.

This is why I have not done all the bosses. I am rethinking them and thier abilities.
Now as for Melee character, there is no problem for example one Player character:

Dimitri Maximoff Rasputin
3Strong, 2Soldier

Feats: Weapon Focus(Combat Knife), Weapon Specialization(Combat Knife), Improved Grapple, Improved Initiative, Personal Fire arms Pro., Knife Fighting, Combat Martial Arts

Talents: Melee Smash, Improved Melee Smash
Rolled Stats: Str 18, Dex 16, Con 17, Int 15, Wis 13, Cha 10

This player was grappling Zombies, Pinning them, then Stabbing them with his uber talented Knife. We joked around that he could pull rip off a zombies thigh and wield it as a +2 Improvised club...

Now I had noone play a Strong Martial Artist, but with the proper tactics employed he could deal an uncanny ammount of damage. The melee weapon wielding characters, well a bat served a Smart hero very well, he even took weapon focus with it. The "gun bunnys" normally took Precise Shot on purpose to prevent the possibilty of hurting their comradswhile in melee.

The G-virus template is not ment to be played that is what I am playtesting right now... Besides injecting the G-virus requires some truely serious thought, remember the players dont know the outcome and on a failed save they become a hulking mindless mass (NPC) of mutated hunger!

Getting over the T-virus if the antidote is not administered at the recomended time period its noneffective. Determined by the ammount of time the character has had it in his system the DC is higher and finally it takes a X ammount of days to recover lost Stat points, were X = the number of points lost.

NO ROCKET LAUNCHERS!!! :p My players had to survive on their wits.

They began much like the first RE movie, regaining consciousness in an unknown facility, for unknown reasons. Then they had to work their way down to the ground floor of what appeared to be an empty abandoned hospital, one by one they met, the group consisted of 4 players, one of which was the culprit who accidentaly set off the security measures that released the gas, and locked down the place. Also by accident he released the T-virus and they all began infected... 4 hour incubation period the virus had, they needed to find out what and how to treat it before they became zombies. One turned into a hulking mindless mass of sheer mutated horrid hunger (G-virus template gone wrong) another succumbed to the T-virus and the remaining two managed to survive. The building was running on emergency power, they managed to get the entire facility up and running, sadly releasing EVERTHING! Thats when it got interesting...

I could get real detailed but I doubt thats what you want to hear.
#818

psiseveredhead

Jun 02, 2006 11:05:09
How did you deal with running low on bullets?
#819

the_merciless_dm

Jun 02, 2006 16:34:19
Body Slam [General]
You can slam an opponent on the ground, walls or obstacles to deliver lethal damage.
Requirements: Combat Throw, Str 15+, Wis 13+
Benefit: On a successful trip attack you deal 1d6 + Str modifier; in addition you may slam your opponent not just onto the floor, rendering him prone but onto walls and other objects.

Clinch [General]
You have mastered the art of grappling the opponent with an Unarmed Attack.
Requirements: BAB +4, Improved Grapple, Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple or Trip attempt immediately after striking with an unarmed attack.

Sharp Shot [General]
You are a good shot even beyond point blank range.
Requirements: Base attack bonus +1, Point Blank Shot, Far Shot
Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within 1.5 range increment of the weapon being used (as if with Far Shot) and if he is within sight.
#820

the_merciless_dm

Jun 02, 2006 16:49:15
How did you deal with running low on bullets?

The players attempted to conserve their ammo, and resorted to use melee weapons and their enviroments a lot. Using Craft Chemical or Craft Pharmaceutical to create makeshift explosives from the standard equipment found in the facility. They forged electrical traps and they pillaged the security room for all avilable gear. Then I randomly awarded them ammo on Zombies security guards and random drawer, very RE...
They would find Ammo Boxes though, not clips... When I saw they were running scarse and what was up ahead was tough I'd randomly place a box right there on the floor.
Ohh kudos and props to my players on the sprinkler system + electrical current idea.
#821

jacemachine

Jun 02, 2006 17:08:30
I could get real detailed but I doubt thats what you want to hear.

Actually, I'd love to hear more--! :D
#822

rynhold

Jun 03, 2006 1:50:50
No network adaptor for my PS2, so never played Outbreak. Even the waitress knows how to use the guns? That's kinda, well... sad.

" It's simple point, pull, repeat, ant try to hit the head."



Sorry couldnt resist. :P
#823

the_merciless_dm

Jun 03, 2006 15:54:29
Question guys.
What do you think of the Body Slam feat?
And rewrites of Clinch and Sharp Shot feats.
#824

psiseveredhead

Jun 03, 2006 16:28:44
The players attempted to conserve their ammo, and resorted to use melee weapons and their enviroments a lot. Using Craft Chemical or Craft Pharmaceutical to create makeshift explosives from the standard equipment found in the facility. They forged electrical traps and they pillaged the security room for all avilable gear. Then I randomly awarded them ammo on Zombies security guards and random drawer, very RE...
They would find Ammo Boxes though, not clips... When I saw they were running scarse and what was up ahead was tough I'd randomly place a box right there on the floor.
Ohh kudos and props to my players on the sprinkler system + electrical current idea.

What sort of class spread did you have?

ody Slam [General]
You can slam an opponent on the ground, walls or obstacles to deliver lethal damage.
Requirements: Combat Throw, Str 15+, Wis 13+
Benefit: On a successful trip attack you deal 1d6 + Str modifier; in addition you may slam your opponent not just onto the floor, rendering him prone but onto walls and other objects.

I like this feat. Dos this let you move him five feet (like throw him into a pool, etc)? Anyway, why the Wisdom requirement? It doesn't make sense.

Clinch [General]
You have mastered the art of grappling the opponent with an Unarmed Attack.
Requirements: BAB +4, Improved Grapple, Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple or Trip attempt immediately after striking with an unarmed attack.

Nice... but IMO, Improved Grapple should not be present in the same game as Combat Throw. +6 to grapple is just too much. Again, why the Wisdom requirement?

Sharp Shot [General]
You are a good shot even beyond point blank range.
Requirements: Base attack bonus +1, Point Blank Shot, Far Shot
Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within 1.5 range increment of the weapon being used (as if with Far Shot) and if he is within sight.

Sounds fair. You might end up in weird situations with a weapon like a taser (range increment 5 feet or so).
#825

psiseveredhead

Jun 04, 2006 11:19:22
Albert Wesker (Smart Hero 5/Dedicated Hero 3/Investigator 4/Soldier 4/SpecOp 4): CR 20; Medium Humanoid (human); HD 12d6+4d10+4d8+20, hp 104, Mas 12; Init +5, Spd 35 ft.; Def 24 (+1 Dex, +10 class, +3 undercover vest) and Defensive Martial Arts; BAB +14, Grap +15; Atk martial arts +15/+10/+5 melee (1d4+1) or automatic carbine +16/+11/+6 ranged (2d8+2) or Killer 7 +16/+11/+6 ranged (2d8+3) or silenced small pistol +15/+10/+5 ranged (2d6+3) or automatic sniper rifle +16/+11/+6 ranged (2d10); Atk Options Autofire, Burst Fire, Dead Aim, Grand Master Pistolero; FS/R 5 ft./5 ft.; SA nonlethal force, weapon focus (automatic carbine), weapon specialization (automatic carbine); SQ contact (low-level), hunt and evade, night mover, profile, shock and awe, specialist (tactics), tactical aid; AL evil, ambition; SV Fort +11, Ref +9, Will +10; AP 10, Rep +6; Str 12, Dex 13, Con 12, Int 18, Wis 13, Cha 12.
Occupation: Academic (class skills: Gather Information, Knowledge [earth and life sciences], Knowledge [tactics])
Skills: Bluff +11**, Computer Use +11, Craft (chemical) +11, Craft (pharmaceutical) +11, Decipher Script +9, Demolitions +8, Diplomacy +5**, Gather Information +14**, Hide +9 (+11 night mover)*, Intimidate +10**, Investigate +13 (+15), Jump +3*, Knowledge (behavioral sciences) +10, Knowledge (business) +9, Knowledge (civics) +7, Knowledge (current events) +9, Knowledge (earth and life sciences) +31 (+33 kit), Knowledge (streetwise) +7, Knowledge (tactics) +22, Knowledge (technology) +9, Listen +11, Move Silently +11*, Navigate +14, Profession +4, Research +13, Search +11, Sense Motive +7*, Spot +5, Survival +7, Treat Injury +7.
* Armor Check Penalty.
** Empathy talent.
Languages: English and five others (all literate and spoken)
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Dead Aim, Defensive Martial Arts, Educated (Knowledge [earth and life sciences], Knowledge [tactics]), Far Shot, Personal Firearms Proficiency, Pistolero (Master, Grand Master), Studious, Trustworthy, Weapon Focus (Killer 7)
Talents (Dedicated): Empathy, skill emphasis (Knowledge [behavioral sciences])
Talents (Smart): Plan, savant (Knowledge [earth and life sciences], Knowledge [tactics])
Possessions: Killer 7 pistol with scope (10 rounds), silenced small pistol (25 rounds), mastercraft (+1 hit) automatic sniper rifle (24 rounds), flash grenades (x3), white phosphorus grenade, frag grenades (x4), first aid spray, light undercover vest, sunglasses, encrypted cell phone, deluxe investigative kit, deluxe biology kit

You all know who Albert Wesker is. He started out as a researcher (along with the even more brilliant William Birkin) and is proficient in the fields of science, research, observation, biology, virology, evolution, combat, weapons, tactics, police procedure, espionage, murder, subterfuge, blackmail, opportunity, planning, persuasion, arms dealing, and the double-cross. Stay away from this extremely dangerous individual!

Design notes: no mutations, as I don't know how to stat them up. He used 28 point buy stats.

The Pistolero feats are found here: http://www.dandwiki.com/wiki/index.php?title=D20_Modern_Feats - the short version is that they give you +1 damage when you hold a pistol in two hands. As Wesker has all three feats, he does +3 damage with pistols like his Killer 7.
#826

the_merciless_dm

Jun 05, 2006 13:01:33
What sort of class spread did you have?



Dos this let you move him five feet (like throw him into a pool, etc)? Anyway, why the Wisdom requirement? It doesn't make sense.

As for the Class Spread they were as follows:
Smart/Fast
Strong/Fast x2
Smart/Dedicated

As for Bodyslam, yes it allows for you to move him a maximum of 5 feet. Now the Wisdom requierments; I am a martial artist and throwing someone requires some wit and cunning to know when and how to appropriately execute the manuver.
#827

psiseveredhead

Jun 05, 2006 21:28:27
As for the Class Spread they were as follows:
Smart/Fast
Strong/Fast x2
Smart/Dedicated

As for Bodyslam, yes it allows for you to move him a maximum of 5 feet. Now the Wisdom requierments; I am a martial artist and throwing someone requires some wit and cunning to know when and how to appropriately execute the manuver.

I've taken martial arts lessons too, and I think it's a matter of training (BAB). Some schools teach martial arts differently.

PS any comments on Wesker?
#828

zombiegleemax

Jun 06, 2006 11:17:21
I started a RE Modern campaign last night and had my NPC be your version of Wesker and I really like him. I didn't use him to much (usually had him split up from the group and would show up if the team seemed to need help) but I really liked his stats. My only problem is how powerful he is compared to Merciless' stats on the other RE characters - Chris Redfield, Jill Valintine, etc. I think he should maybe be more around level 10 or 12, maybe - Smart Hero 2/Investigator 2/Soldier 4/SpecOp 4? It's just hard to introduce such a powerful character early in the game when everyone else around isn't going to be that level for quite a while. Just my opinion tho.
#829

psiseveredhead

Jun 06, 2006 11:44:48
I started a RE Modern campaign last night and had my NPC be your version of Wesker and I really like him. I didn't use him to much (usually had him split up from the group and would show up if the team seemed to need help) but I really liked his stats. My only problem is how powerful he is compared to Merciless' stats on the other RE characters - Chris Redfield, Jill Valintine, etc. I think he should maybe be more around level 10 or 12, maybe - Smart Hero 2/Investigator 2/Soldier 4/SpecOp 4? It's just hard to introduce such a powerful character early in the game when everyone else around isn't going to be that level for quite a while. Just my opinion tho.

He was intended to be a villain (well, he's now the major villain) of Resident Evil. He is, of course, way too powerful to be a GMPC.

I made him high level deliberately. Characters like Claire and Chris end up being really high level, killing bosses from old games with ease in Code Veronica. Chris mostly holds his own vs Wesker, despite Wesker's amazing stat boosts. (That's one reason to give him lots of mental levels. He is capable, but not the greatest warrior before his stat boosts.)

But on that note, you could probably get away with your build. I would add one more level of Smart so he can have the Plan talent. IMO, that's quite important when you're a STARS leader.
#830

the_merciless_dm

Jun 06, 2006 19:29:38
He was intended to be a villain (well, he's now the major villain) of Resident Evil. He is, of course, way too powerful to be a GMPC.

I made him high level deliberately. Characters like Claire and Chris end up being really high level, killing bosses from old games with ease in Code Veronica. Chris mostly holds his own vs Wesker, despite Wesker's amazing stat boosts. (That's one reason to give him lots of mental levels. He is capable, but not the greatest warrior before his stat boosts.)

But on that note, you could probably get away with your build. I would add one more level of Smart so he can have the Plan talent. IMO, that's quite important when you're a STARS leader.

I have to side with (Psi) Severed Head on this, besides Wesker began his adventuring career earlier than the other characters. Rember he and William Birkin were child prodigies basically... 12yrs old with their own research facility and staff...
#831

zombiegleemax

Jun 06, 2006 21:18:08
I understand all that, was just trying to make him easier to put into a campaign early and not steal the show, lol. I agree, he should be more powerful, I would just like him to be usable, earlier.

I also had one other question, what kind of puzzles do you guys use for this system. It's tough using REs "find a key with a symbol, find the door it goes" since characters have lock picking abilities or the option to break the door in, lol. And they would think it lame if all the door were made of steel and had reinforced frames, lol.
#832

psiseveredhead

Jun 06, 2006 22:27:35
I understand all that, was just trying to make him easier to put into a campaign early and not steal the show, lol. I agree, he should be more powerful, I would just like him to be usable, earlier.

I thought villains couldn't steal the show.

Anyway, I can't level him down. He's just too complicated to do that. If he had taken fewer classes and maxed out a narrower lists of skills it would be possible. To make a lower level Wesker, I'd have to re-create him from scratch and that takes some time. I can, however, create lower level NPCs. (While Major Timothy "Able" Cain is only from the movies, I kind of liked him as a villain. I made him a Dedicated 3/Smart 5/Soldier 4 with the Military occupation.)

I also had one other question, what kind of puzzles do you guys use for this system. It's tough using REs "find a key with a symbol, find the door it goes" since characters have lock picking abilities or the option to break the door in, lol. And they would think it lame if all the door were made of steel and had reinforced frames, lol.

Don't do that! Some things have to be changed for the game to make sense. Can you imagine working at Umbrella? Getting into your office would take a really long time as you're juggling keys and symbols. And don't forget PCs love to take ranks in Demolitions (well, mine do), so you can put a state of the art lock in the way and they'll just blow a hole in the wall. D20 Modern isn't the most realistic game system (less realistic than a lot of movies and novels, for instance) but I think it should be more realistic than Resident Evil.
#833

zombiegleemax

Jun 06, 2006 22:50:01
I thought villains couldn't steal the show.

Anyway, I can't level him down. He's just too complicated to do that. If he had taken fewer classes and maxed out a narrower lists of skills it would be possible. To make a lower level Wesker, I'd have to re-create him from scratch and that takes some time. I can, however, create lower level NPCs. (While Major Timothy "Able" Cain is only from the movies, I kind of liked him as a villain. I made him a Dedicated 3/Smart 5/Soldier 4 with the Military occupation.)



Don't do that! Some things have to be changed for the game to make sense. Can you imagine working at Umbrella? Getting into your office would take a really long time as you're juggling keys and symbols. And don't forget PCs love to take ranks in Demolitions (well, mine do), so you can put a state of the art lock in the way and they'll just blow a hole in the wall. D20 Modern isn't the most realistic game system (less realistic than a lot of movies and novels, for instance) but I think it should be more realistic than Resident Evil.

I'm not asking you to level him down, I understand how much time you put into him, was just wondering what levels he needs to be him but still keeping him around 10 or 12 levels. Thats all, just wanted to know what classes you would suggest for doing that.

I started a Thread to get more ideas on traps and puzzles in a modern setting. I'm also trying to design puzzles that keep the RE feel without being taken out by loop holes such as demolition, lol (I do have that problem too, lol).
#834

the_merciless_dm

Jun 09, 2006 14:40:12
I know it may seem like spam but its really just an update to the feat list. :p

New Feats for Modern d20

Advanced Bio Research (White Umbrella) [General]
You experience with Bio-Research is impressive, Many look up to you and your experiments work.
Requirements: Bio Research, Int 15
Benefit: +6 on any craft or knowledge check involving Umbrella, medical or sciences

Advanced Combination [General]
You are master at striking multiple times in a round.
Requirements: Combat Martial Arts, BAB+8, Wis 15+
Benefit: As part of a full round action you may make three extra attacks in a round at your highest base attack bonus, and you no longer suffer any penalties from a string of combinations.
Note: This supersedes the benefit granted by the Improved Combination feat.

Advanced Sambo Wrestling [General]
You are a master at wrestling.
Requirements: Sambo Wrestling, Improved Sambo Wrestling, Base attack bonus +8
Benefit: When you score a critical hit while grappling, you deal triple damage.

Ambidexterity [General]
You are equally adept at using either hand.
Requirements: Dex 15+
Benefit: When using any two small or medium, one handed weapons and while wearing light, medium or no armor at all, you reduce the penalties for fighting with two weapons by 2. You are neither left-handed nor right-handed.
Special: Stacks with Two-Weapon fighting feat tree.

Archaic Armor Proficiency [General]
You are proficient with archaic armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency.

Archaic Weapon Mastery [General]
You have dedicated your whole life to a particular Archaic Weapon and know how to exploit it.
Requirements: Archaic Weapon Proficiency, Weapon Focus on chosen weapon, BAB +4.
Benefit: You deal an additional +2 to damage when using your Archaic Weapon of choice.

Back to the Wall [General]
You are at your best when the situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Requirements: Base Attack Bonus +2
Benefit: You gain a +2 bonus to attack rolls and to Armor Class when you are at one quarter or less of your maximum Hit Points.

Bio Research (White Umbrella) [General]
You have a experience with bio science materials
Requirements: Int 14, Educated or Studious
Benefit: +2 on any Craft or Knowledge check involving Umbrella, medical or sciences.

Black Ops (U.B.C.S.) [General]
As part of an elite commando unit you know how to exploit the opponents weaknesses.
Requirements: UBCS Member, Int 13
Benefit: +2 on Knowledge (Tactics) checks; and a +1 circumstance bonus to attack rolls, and saves when facing off against an opponent whom you have obtained critical information about.

Blooded [General]
You know what it means to fight for your life and the value of quick wits and quicker reactions when danger is near. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 on Initiative checks and a +2 bonus on Spot checks.

Body Slam [General]
You can slam an opponent on the ground, walls or obstacles to deliver lethal damage.
Requirements: Combat Throw, Str 15+, Wis 13+
Benefit: On a successful trip attack you deal 1d6 + Str modifier; in addition you may slam your opponent not just onto the floor, rendering him prone but onto walls and other objects.

Bruiser [General]
You are a big guy and you swing harder not better; lacking finesse.
Requirements: BAB +1, Str 15+
Benefit: You get to add 1.5 times your Str modifier to all melee attacks, but your critical threat range for melee is reduced by one permanently.

Choke Hold [General]
You have learned the correct way to apply pressure to render an opponent unconscious.
Requirements: Combat Martial Arts, Improved Grapple, Wis 13
Benefit: If you pin your opponent while grappling and maintain the pin for 1 full round, at the end of the round your opponent must make a Fortitude saving throw (DC 10 + ½ your level + your Wisdom modifier). If the saving throw fails, your opponent falls unconscious for 1d3.

Clinch [General]
You have mastered the art of grappling the opponent with an Unarmed Attack.
Requirements: BAB +4, Improved Grapple, Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple or Trip attempt immediately after striking with an unarmed attack.

Close Combat (S.T.A.R.S.) [General]
A member of the special tactics unit can learn how to keep his cool and fire his weapon at a extreme close range.
Requirements: BAB +1, Point Blank Shot
Benefit: +1 on attacks within 10 feet and with a ranged weapon.

Close Quarter Combat (CQC) [General]
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Requirements: Base attack bonus +3, Weapon Focus (knife) and proficiency with knives.
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts.

Combination [General]
You may strike in a series of blows at the expense of accuracy in a round.
Requirements: Combat Martial Arts, BAB+4, Wis 15+
Benefit: As part of a full round action you may make one extra attack in a round at your highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

Concealable Armor Proficiency [General]
You are proficient with concealable armor (see Table 4-9).
Benefit: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense.
Normal: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense.

Cosmopolitan [General]
Your exposure to the city life has taught you things you ordinarily would never have learned.
Benefit: Choose a nonexclusive skill that you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Cover Defense (S.T.A.R.S.) [General]
When there are two members of S.T.A.R.S they learn to “cover” each other.
Requirements: BAB+2 and Defense 12 or Combat Expertise
Benefit: If there is an enemy nearby the members gains a +1 on initiative and +1 on attacks

Duct-Tape Engineering [Craft]
You manage to do things with mechanical objects that no sane person should be able to achieve. You can build mechanical prosthetics, create explosives from detergent and spit, and turn your car into a whirling death machine.
Requirements: Builder, Psuedo-Science, Craft (mechanical) skill 6 ranks
Benefit: You can craft insane gizmos using the Craft (mechanical) skill. These gizmos include devices of higher progress levels and new forms of existing technology (like chainsaws that can be held with one hand, cybernetic limbs, and turning your car into a whirling death machine ).
NOTE: You can use this feat with Craft (chemical) to make bizarre and unheard of chemicals (like gasoline from some detergent, mushrooms, and moonshine).

Earth’s Embrace [General]
You crush your opponents when you grapple them.
Requirements: Combat Martial Arts, Improved Grapple, Str 15
Benefit: While grappling if you pin your opponent, you deal critical damage, each round that you maintain the pin. You hold your opponent immobile as normal, but you also must remain completely immobile, giving opponents a +4 bonus on attack rolls against you.

Gifted [General]
You are naturally gifted in one attribute.
Benefit: You gain a permanent +2 bonus to one ability score.
Special: Only available at character creation and once. The bonus may not be distributed amongst two different ability scores.

Grappling block [General]
You can catch and pin an opponent’s melee weapon with your bare hands.
Requirements: Combat Martial Arts, Lightning Reflexes, Int 13, Combat Expertise, Improved Disarm, Combat Reflexes.
Benefit: You must have both hands free to use this feat. Once per round when you would normally be hi by a melee weapon you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll against the attack roll that hit you. If you succeed, you grab the weapon away from your opponent or knock the weapon to the ground.

Groovy [General]
You are able to perform calmly under pressure.
Requirements: Iron Will.
Benefit: You receive a +4 competence bonus to Concentration checks and +2 to Will saves hade to resist fear.

Hail to the King [General]
You've seen it all – nothing fazes you. As a result, shaken, frightened, and panicked conditions have less effect on you.
Requirements: Iron Will, Groovy, Must have succeeded at one Madness check.
Benefit: When you would normally be panicked, you are only frightened instead. When you would be frightened, you are only shaken. When you would be shaken, you are unaffected.

High Ready [General]
Like a SWAT officer, you are accustomed to moving with your firearm at the ready, shifting your aim with your sight.
Requirements: Dex 13, Reactive Shooter
Benefit: You can use the reactive shooter feat with a large weapon. To do so, you must first state that you are at the High ready Position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.

Highly Skilled [General]
Since an early age you have been training, honing your skills.
Benefit: You gain 4 more skill points every time you level up. These behave exactly like the bonus skill points a human gets.
Special: This feat can only be taken once and at character creation.

Hip Shot [General]
You watch too many cowboy movies and learned to shot at the moment you draw your gun by using your hip and waist to direct your attack.
Requirements: Quick Draw, Dex 15, Base Attack Bonus +3
Benefit: You may make attack at the moment you draw your weapon. This attack is made with a -2 to hit.

Improved Autofire [General]
You lay down withering barrages of auto-fire with deadly precision.
Requirements: Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When you use autofire, the DC for the Reflex save is increased by +5.
Normal: When you use autofire, every creature within the targeted 10ft. by 10ft. area must make a Reflex save (DC15) to avoid being hit.

Improved Combination [General]
You are highly skilled at striking multiple times in a round.
Requirements: Combat Martial Arts, BAB+6, Wis 15+
Benefit: As part of a full round action you may make two extra attacks in a round at your highest base attack bonus, but these attacks take a –1 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.
Note: This supersedes the benefit granted by the Combination feat.

Improved Grapple [General]
Requirements: Dex 13, Wis 13
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Sambo Wrestling [General]
You are highly skilled at grappling and dealing damage while grappling.
Requirements: Sambo Wrestling, Base attack bonus +4
Benefit: Your critical threat range while grappling increases to 19-20/x2.

Jump School [General]
You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit, including the Green Berets and the Rangers.
Benefit: You add the following skills to your permanent class skill list: Balance, Paradrop, and Tumble. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knife Fighting [General]
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Requirements: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

Paratrooper [General]
You are an extremely competent parachutist.
[b]Requirements:[b] Jump School.
Benefit: You gain a +2 bonus to Paradrop and Tumble skill checks.

Prone Attack [General]
You attack from a prone position without penalty.
Requirements: Base Attack Bonus +2, Dex 15, Lightning Reflexes
Benefit: You can make an attack from the prone position and suffer no penalty to your attack roll. If your attack is successful, you may regain your feet immediately.

Psuedo-Science (a.k.a. Housewares) [Craft]
When you're not slaughtering the supernatural, you spend a lot of time researching how to build things that nobody should be able to build.
Requirements: Builder, Craft (mechanical) 4 ranks
Benefit: All Craft (mechanical) check DC’s are reduced by half your level and take half the time to create from scratch.

Quick Strike [General]
You react instantly with a melee weapon.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller melee weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

Reactive Shooter [General]
You react instantly with a firearm.
Requirements: Dex 13
Benefit: If you have a Medium-size or smaller ranged weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single ranged attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack. You still are considered flat-footed during the surprise round.

Sambo Wrestling [General]
You are skilled at grappling and dealing damage while grappling.
Requirements: Base attack bonus +1
Benefit: While grappling you deal lethal or non-lethal damage (your choice) equal to 1d6 + your Str modifier. Your grapple and trip attempts count as armed, which means that opponents do not get attacks of opportunity when you attempt a grapple.

Search and Rescue (S.T.A.R.S.) [General]
You are especially adept or highly trained to find people in danger and get them out of it.
Benefit: +2 on Survival and Treat Injury
Special: This feat grants a +2 circumstance bonus to skill check, saves and grapple checks used to help an innocent in danger.

Sharp Shot [General]
You are a good shot even beyond point blank range.
Requirements: Base attack bonus +1, Point Blank Shot, Far Shot
Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within 1.5 range increment of the weapon being used (as if with Far Shot) and if he is within sight.

Signature Move [General]
You have mastered a particular melee attack and made it your own.
Requirements: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15
Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3.
Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the appropriate feat).

Tactical Armor Proficiency [General]
You are proficient with tactical armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency

Tactical Command (U.B.C.S.) [General]
Protecting your brothers in arms is essential, you gain confidence when your fight along side them.
Requirements: Knowledge [Tactics] +3, Combat Expertise
Benefit: +1 Attack and +2 Initiative when surrounded by your squad mates.
#835

zombiegleemax

Jun 13, 2006 22:37:50
I must thank you all for this thread, until i found it i had NO idea how to play a RE campaign, oh and throwing in random puzzles for no reason is great, you should have seen my player's eyes light up when one of them found a metal circle with a spade in the middle.
#836

the_merciless_dm

Jun 14, 2006 0:17:38
Nice! PLEASE let us know how your REd20 experience goes and how you handle the puzzles as well. See up until now I've been the only one who I know has playtested these rules; thing is I know the intricate working and the intimate details. I want to see how someone outside, who came in later deals with issues that may arise during play.
I can want to say thank you for choosing to use these rules here and I know we all in the thread would love to hear how your REd20 experience went about.
#837

zombiegleemax

Jun 14, 2006 0:55:13
I'm a good ways into my RE campaign but it's hard using the same puzzles since one character has a lock pick, one is strong enough to break down doors and one is a demolisions expert. I really like making armor DR but it has made the t-virus zombies obsolite (sp?). HEAD SHOT, HEAD SHOT, umm, I'll go ahead and take a head shot...lol. I mean, it speeds things up and the guys like knowing that they just killed something with one shot, but that means the zombies are NEVER able to turn into Acid Spitters or Crimson Heads. They arn't even afraid of them anymore. "You listen against a door and hear moaning and the dragging of feet." "Open the door and go for the closest head!!" I mean, I am able to make them back off a little by throwing a licker or hunter in there for em. I've also been booby trapping things with explosives. You should have saw the Doctors face when he hit a couple keys on the piano and I asked him to make a reflex save. lol I also made a rule of my own: no HP is gained back from sleeping. I did this so the party wouldn't be stopping to sleep after every battle. It also made finding herbs a big deal. I also made the typewritter and ribbon the ONLY way to level (the group almost cryed when they found a broken ribbon crushed by the G-Baby they just destroyed). All in all, I am very happy with it so far. Love all the stats you guys have supplied us with. There are 4 members in this party, 3 of them are infected with the T-Virus, one of them works for Umbrella but is undercover as FBI, he has 3 shots of the Anti-Virus but no one knows this.

In closing...I LOVE The Merciless DM!
#838

zombiegleemax

Jun 14, 2006 1:13:31
Yes the Merciless DM is great!
#839

rynhold

Jun 14, 2006 6:17:55
Has any one put this in pdf form? I tried copy and pasting but that is so time consuming. And by the way this stuff looks great.
#840

psiseveredhead

Jun 14, 2006 8:46:43
You can save a thread by going to thread tools and tapping download. You'll get a .txt file, although it might not "call" itself a .txt file. (Manually change the name if that happens.)

I'm a good ways into my RE campaign but it's hard using the same puzzles since one character has a lock pick, one is strong enough to break down doors and one is a demolisions expert. I really like making armor DR but it has made the t-virus zombies obsolite (sp?).

That's the problem with armor as DR. You need to find a way to make low damage creatures do damage through DR - this includes PCs as well.

HEAD SHOT, HEAD SHOT, umm, I'll go ahead and take a head shot...lol. I mean, it speeds things up and the guys like knowing that they just killed something with one shot, but that means the zombies are NEVER able to turn into Acid Spitters or Crimson Heads. They arn't even afraid of them anymore. "You listen against a door and hear moaning and the dragging of feet." "Open the door and go for the closest head!!"

Maybe use the mob rules sometime. Or add an intelligent creature that can control zombies. "Wait, they're climbing through the windows?" Etc.

I mean, I am able to make them back off a little by throwing a licker or hunter in there for em. I've also been booby trapping things with explosives. You should have saw the Doctors face when he hit a couple keys on the piano and I asked him to make a reflex save. lol I also made a rule of my own: no HP is gained back from sleeping. I did this so the party wouldn't be stopping to sleep after every battle. It also made finding herbs a big deal.

Okay, that's a bit weirrd. I don't know how they manage to find eight or ten hours of uninterrupted rest. But anyway, what about Surgery? (That's another 1d4 hours, though.)

I also made the typewritter and ribbon the ONLY way to level (the group almost cryed when they found a broken ribbon crushed by the G-Baby they just destroyed). All in all, I am very happy with it so far. Love all the stats you guys have supplied us with. There are 4 members in this party, 3 of them are infected with the T-Virus, one of them works for Umbrella but is undercover as FBI, he has 3 shots of the Anti-Virus but no one knows this.

In closing...I LOVE The Merciless DM!

Now that is plain evil.
#841

the_merciless_dm

Jun 14, 2006 11:02:11
I really like making armor DR but it has made the t-virus zombies obsolite (sp?). HEAD SHOT, HEAD SHOT, umm, I'll go ahead and take a head shot...lol. I mean, it speeds things up and the guys like knowing that they just killed something with one shot, but that means the zombies are NEVER able to turn into Acid Spitters or Crimson Heads. They arn't even afraid of them anymore. "You listen against a door and hear moaning and the dragging of feet." "Open the door and go for the closest head!!"

First off, I have to say you trapped a PIANO!!! That is evil. In Resident Evil d20 Typewriters are the only way to lvl up, end of story. I mean that is how I ment for it to be.

Now I have a suggestion, try using some of the zombie variants, say the Bullet-proof zombie, this one has an increased Damage Reduction, or the Legless zombie, this one lays there prone ankle bitting. Make them walk through a sewer or something dirty water, lousy footing they can barely see anything, but under the water theres a legless zombie who takes one down... I did that to my players; its a standard situation in any horror
movie. You know the scene were one of the guys just falls into the water unknowningly. But something else I was able to do was set in say 3 zombies and 1 acid spitter, accompanied by 3 cerberus in a 20ft. by 15ft. room... Another thing to remember, try to catch the players off guard. Make zombies pop out of anywere! I mean that big freezer, or the hot stove, or out of the toilet if you must but be sure that they know there is no safe place to go. Play on their natural paranoia then trust me your players will not sleep it off. Would you sleep if you know you are stuck in a place full of undead and other weirder creatures. Hell everytime you see a licker you should feel squeemish, not to metion the smell??? These things are dead no? They smell badly some worse than others. Apply Fort check for Nausea effects. If your Nausiated you gain a small penalty but along with the horror, fear, madness rules all these tiny penalties may stack to make a big difference.
#842

zombiegleemax

Jun 14, 2006 14:47:59
I have been playing on paranoia to a point, making them pop out of bath tubs, closets, etc. Does work, to well, lol. Everytime they go through a door they act like Tyrant is on the opposite side. I'll have to use the Armored Zombies more often, that would force them to use more bullets.

I didn't know you ment for the ribbon to be the only way to level. Thought that was another way, but I love the idea.

I thought the creatures wern't tech. 'undead'. But you are right, I have been using a lot of detail in smells, sounds, etc. We are playing tonight, I'll post after the session and let you know how it went.
#843

the_merciless_dm

Jun 15, 2006 2:20:13
Lovely! Hope to hear from your game group soon. And Meier_Link that a beautiful quote you have as your sig. I love Cowboy Bebop.
#844

zombiegleemax

Jun 15, 2006 12:05:04
Whew, it's been a long time since I posted! Sorry, I've been keeping up, but haven't had time to comment. I will repay! With interest!

I really like making armor DR but it has made the t-virus zombies obsolite

Hmm, I dunno about this. Mainly because I'm not sure about how balanced direct armor bonus to DR is. I would think Armor bonus becomes half DR (round up?) would make a bit more sense. Someone graciously look at the numbers for me? I'm in a rush.. Anyway, also, you might consider the nature of zombie/most RE enemies attacks: 1) They almost always go for the usually unprotected-by body -armor neck of there victim. You might reason that zombies are capable of called shots with their bite attack, especially when in mid-grapple, and that said called shot around armor is denied DR ;). 2) Technically speaking, fabric "armors" such as Kevlar (found in most modern flack jackets; only heavier armors feature sturdier protection, metal, plastic, ceramic) aren't as resistent to slashing and peircing type damage. Fibrous material and all. That's why many "armor peircing bullets" are just bullet filed to points and coated with teflon to keep the bullet sharp and prevent it from splattering out on impact. So I reckon slashing and peircing type attacks should defeat at least 1 point of armor DR.

HEAD SHOT, HEAD SHOT, umm, I'll go ahead and take a head shot...lol. I mean, it speeds things up and the guys like knowing that they just killed something with one shot, but that means the zombies are NEVER able to turn into Acid Spitters or Crimson Heads

Okay, this's something I thought about this the other day. Unless it's a high-power or hollow-point bullet, I'm not sure it'd do the kind of brain damage to keep the zombie from regenerating. The RE Remake seems to suggest the zombies will regenerate unless the head is destroyed (via 12-gauge) or incinerated. Therefore, while a headshot is enough of a shock to the nervous system to make the rotten mother suck on mansion carpet, it's not enough to keep him from regenerating.

-.- Though I'm sure some of the annoyingly meticulous players will insist on stopping to saw the head off of every zombie they drop...

Yeah, I punish them for ridiculous things like that. If they don't get a move on, put a hunter or two nipping at their heels. Since they can open doors now, imagine the situation of running headlong into the open arms of a decaying bear trap with hunters chasing behind.

Alright, more to come from me, hopefully. Nice job on the mob, Merc. You made it a bit easier than my original plan, I overcomplicate things somewhat. I still believe in the Amoebic movment thing, and mob size by population, but I want to keep it as user-friendly as possible. Maybe I'll jot down a table to follow.

Oh, and I found this t-shirt, which is totally excellent, and am wearing it as soon it arrives in the mail. It's totally relevent to this thread
#845

zombiegleemax

Jun 15, 2006 13:38:33
Lovely! Hope to hear from your game group soon. And Meier_Link that a beautiful quote you have as your sig. I love Cowboy Bebop.

My favorite series.

Yeah, so i put a few more armored zombies on them and it helped (but it still did nothing to take away from head shots), so what I did was put some acid spitters in armor after them, that was such fun. I also made the spitter explode within 1d4 rounds of dieing in a ten foot radius for 3d6 of acid damage, reflex 16 for half. WOO!! And taking their armor and making it DR sucks against head shots cause they have such a low defense after that (9 or 10?), but I am getting through it. Sure they blow through a few zombies, but they use so much ammo so it really keeps em in check :-). They were all about dead when I decided to reward them with a ribbon after killing off a second Yawn they found in the attic when trying to go for a chest with a Death Mask in it. To them, ribbons = the most powerful item in the game, lol.
#846

zombiegleemax

Jun 15, 2006 15:26:47
Here's a RE request. What would be some good Resident Evil puzzles? I had one where a squarer metal plate with 4 circles cut out and a message on top that says "Love & Weapons over Luck & Money" which corrisponds to the heart, spade, diamonds and clover circles that they have to find throughout the police station.
#847

the_merciless_dm

Jun 15, 2006 17:33:47
...I also made the spitter explode within 1d4 rounds of dieing in a ten foot radius for 3d6 of acid damage, reflex 16 for half.

That is very nice!!! Wonder why I didnt think of that! You know what if you dont mind, I'll add that as a variant Acid Spitter ability. With your permision first, ofcourse.

Now some random house rules I use to diminish the PCs Damage Reduction:

Enemies/Opponents can and will critical the PCs on ocations when this occurs if the PC has
any armor on, the armor's DR is reduced by the damage done. If the Damage exceeds the Damage Reduction, the armor it ruined.

Acid, Fire and Shrapnel all reduce the Damage Reducion by the amount of damage delt. (Think about it, its common sense.Really.)
#848

zombiegleemax

Jun 16, 2006 14:13:31
That is very nice!!! Wonder why I didnt think of that! You know what if you dont mind, I'll add that as a variant Acid Spitter ability. With your permision first, ofcourse.

Now some random house rules I use to diminish the PCs Damage Reduction:

Enemies/Opponents can and will critical the PCs on ocations when this occurs if the PC has
any armor on, the armor's DR is reduced by the damage done. If the Damage exceeds the Damage Reduction, the armor it ruined.

Acid, Fire and Shrapnel all reduce the Damage Reducion by the amount of damage delt. (Think about it, its common sense.Really.)

Of course you can. I did it mainly as a last minute thing cause the groups armor is hurting, and they were excited to kill them to take the armor they had on, lol. Also, I was wondering if you guys had any base stats for Lisa Trevor. I prolly missed that boat but I'm gonna need them cause I've been placing clues about her around the mansion.

I was doing it where for every 3hp of acid, the DR dropped by one. As for fire, they had to make a reflex save (DC 10 + amount of fire damage) or it drops by one. And as for shrapnel, it hasn't come up yet. They've made bombs and such but have yet to be caught in one.
#849

psiseveredhead

Jun 16, 2006 14:25:10
Is it really necessary to "nerf" DR? PCs have to spend armor feats on armor. Something like DR 3/- is supposed to cost two feats.
#850

zombiegleemax

Jun 16, 2006 14:47:19
Is it really necessary to "nerf" DR? PCs have to spend armor feats on armor. Something like DR 3/- is supposed to cost two feats.

Well, I wouldn't 'nerf' it so much but I gave them Armor Prof. Light and Medium as "gifts" to all the guys with military style training. One guy works for Umbrella for the USFU, another is an ex-Special Ops, and another is part of the CIA (gave him just Armor Prof Light). There is also a docter but he didn't get anything. Plus, the armor doesn't take that bad of a beating, and if it does I have them find more (eventually), and if they don't, that just lets me use normal zombies again. I have done a decent job at keeping them right on the edge as far as HP and ammo are concerned. They've used great team work to get through a lot of situations that if they hadn't planed they would have been killed. For instance, they found a workshop with tools, dollies, containers of gas, etc. Tyrant has been tracking them the whole time and their guns just don't seem to have the right kick to do anything to him. He eventually pretty much cornered them in this workshop. So they put some of the gas tanks on a big dolly, tapped tools to it (wrenches, screwdrivers, etc) and then put a pipe bomb right in the middle of it with a radio detonator. I'll just say, Tyrant was a little more then suprised getting dealt 60+ damage AFTER DR...lol. Not enough to kill him but it got him off their back long enough to make a smooth escape.
#851

psiseveredhead

Jun 16, 2006 15:10:05
Well, I wouldn't 'nerf' it so much but I gave them Armor Prof. Light and Medium as "gifts" to all the guys with military style training. One guy works for Umbrella for the USFU, another is an ex-Special Ops, and another is part of the CIA (gave him just Armor Prof Light). There is also a docter but he didn't get anything.

That's unfair, I think. The soldiers spend one or two feats on armor, and the doctor gets to spend them on something else. Now the soldiers are getting free stuff.
#852

zombiegleemax

Jun 16, 2006 20:39:11
My personal tactic for modern armor and DR is this: The armor gives it's full normal bonus to defense and 1/2 that rounding up to DR (Or as I call it HDR- Hard Damage Reduction (Not ignored by elemental or energy damage).
#853

zombiegleemax

Jun 16, 2006 21:31:57
That's unfair, I think. The soldiers spend one or two feats on armor, and the doctor gets to spend them on something else. Now the soldiers are getting free stuff.

Umm, no, i gave the doctor stuff too. When I said "he didn't get anything" I ment as far as proficency with armor was concerned. It all balanced out in the end. The campaign isn't a very long one (prolly will end up lasting a dozen or so sessions), and I didn't want the PCs to feel like they were wasting all their starting feat just to be able to wear armor and shoot a gun. I figured since they are all supposed to be trained in a field I would give them a few small feats that show it. The doctor got some small bonus' to heal and stuff to help him in that field. It didn't make the game unbalanced and everyone was happy, isn't that the goal in the end? :D
#854

the_merciless_dm

Jun 16, 2006 22:57:28
See I do what Mier_Link did, often. In a game you give me a character concept and I help you to choose the feats, thus two other house rules I use:

You may take 2 Occupational feats at first level. In the instance that your Occupation does not award feats, the GM (mainly me) will assign 2 feats.

You may choose 3 Occupational Skills, unless the Occupation says better.

Sometimes when I plan on being extra evil on the players, you know when I really want to put the Survival in "SURVIVAL HORROR", I grant them 2 bonus free feats to choose, but they have to explain within character concept how, why and sometimes who trained them in that particular field.

Another thing instead of the players wasting 2 feats on Armor Proficiency you can use the "Armor Feats" Variant provided in this thread. When I offer free feats instead of giving Light and Medium armor proficiencies I grant Concealable or Tactical based on the characters backgrounds, but I never let them start off with armor, much less armed to the teeth... They find that along the way. Unless they are playing an Elite team such as in the "Sweepers/Cleaners" Campaign were they were just that, eliminating a B.O.W. breakout, the game was full of its plot twists, as nothing went as it was supposed to. The only survivor (after a month long game) was turned into the Tyrrant of the next campaign... "No one is immune..." :p You should have seen thier faces.
#855

zombiegleemax

Jun 17, 2006 1:06:31
Well, here's the story so far...
Umbrella sends one of their best (Player 1) to the Spencer Mansion undercover (as an FBI agent) to recover any traces of the T and G Virus, but he is not being sent in alone. With him is an ex-Special Ops (Player 2) who was once the best in his field until a mistake cost the life of a hostage. He is being payed to much to ask to many questions. They also have a Doctor (Player 3) with them who is going to help anyone in need of help. Player 2 and 3 think they are there for a search and rescue mission. While in the mansion they meet up with a demolitions expert from the CIA (player 4) trying to gain evidence to encriminate Umbrella. Makes for interesting confrontations between player 1 and 4.

Oh well, maybe some would do things diffrent, but I'm happy the way the campaign is going, very well balanced, everyone seems very happy and into it through the whole thing (even when we've been playing for 5+ hours, lol).
#856

zombiegleemax

Jun 17, 2006 8:10:21
Nice twists, Merc & Meier. I particularly enjoy secretly playing characters against each other.

I thought of something else and wanted to contribute a little something more as well.
I wonder if called shots are still a bit generous, so I'm thinking of these modifications:

Okay, you already have to be proficient with a weapon to make called shots, but that will only allow you to make called shots as full round actions. To make called shots with a half action, you need another feat in the appropriate stat tree. For example, you're already proficient with natural weapons, but to make a half round action called shot with an unarmed attack, you need Brawl, Combat Martial Arts, or something of the like. For firearms, it's Far Shot, Advanced Firearms Proficiency, Point Blank Shot, etc. Let me know what you all think. Because I have games where players do nothing but make called shots. If they're this pressed, they may give the good old system some exercize, yes?

Also, my Feat:

Marksmanship
You use your finesse to target more damaging areas when making ranged attacks.
Prerequisites: BAB +1, Point blank shot, Dex 12
Benefit: You may add your Dexterity bonus to damage dealt by ranged weapons.
Special: You are denied the benefit of this feat with nonproficient weapons.

[Edit] Oh! Meier, I've been working on Lisa Trevor, 'cuz I'm using her for my campaign, I'll post eventually. How soon will you be using her in your campaign? I'm on vacation all next Thursday through Tuesday in New York and might not have it finished by then.[/Edit]
#857

zombiegleemax

Jun 17, 2006 9:39:54
Oh! Meier, I've been working on Lisa Trevor, 'cuz I'm using her for my campaign, I'll post eventually. How soon will you be using her in your campaign? I'm on vacation all next Thursday through Tuesday in New York and might not have it finished by then.

Could be as soon as this coming Monday, but not sure. I'll start making up basic stats for her just incase I need something before you can post.
#858

the_merciless_dm

Jun 17, 2006 11:23:02
Awesome to have you back Blaine!
Nice to know your amongst the living (vacationing) and not the living dead (stuck working like me).

Nice feat, and I agree with your Called Shot idea. I was considering making "Called Shot" a feat in its self, but I dont know how that would go. I'll leave it you you guys on the thread:
Should "Called Shot" be a feat? Yes or No. And any suggestions?"
#859

zombiegleemax

Jun 17, 2006 12:09:54
On the subject of feats. I give 6 total feats to human characters at 1st level.

-Simple Weapons Proficiency
-1 Bonus Feat for being human
-1 Occupational Feat
-3 standard Feats

I give out a lot of feats because I've found that feats tend to equal fun with my group.

Also: Don't make called shot a feat, everyone will want it so why make everyone waste a slot to get it?
#860

zombiegleemax

Jun 17, 2006 12:37:36
On the subject of feats. I give 6 total feats to human characters at 1st level.

-Simple Weapons Proficiency
-1 Bonus Feat for being human
-1 Occupational Feat
-3 standard Feats

I give out a lot of feats because I've found that feats tend to equal fun with my group.

Also: Don't make called shot a feat, everyone will want it so why make everyone waste a slot to get it?

Yeah, feats = fun cause that's all you really get too look forward to in a Modern campaign.
I say if you make Called shot a feat it should be like Weapon Spec. where you can only use it with one weapon in which you pick when you gain the feat. Maybe something like:

Called Shot
Prerequisites: Personal Firearms Proficiency
Benefit: When taking Called Shot select a Ranged Weapon. You may make a called shot against an enemy with the selected weapon.
Special: You may select this feat multiple times. Each time, you select a diffrent weapon for Called Shot to effect.

Or instead of making it for one particular weapon, make it a weapon type (Handgun, Longarms, etc). Prolly a silly idea, but thought I would try and help, lol.
#861

the_merciless_dm

Jun 17, 2006 17:07:52
On the subject of feats. I give 6 total feats to human characters at 1st level.

-Simple Weapons Proficiency
-1 Bonus Feat for being human
-1 Occupational Feat
-3 standard Feats

I give out a lot of feats because I've found that feats tend to equal fun with my group.

Also: Don't make called shot a feat, everyone will want it so why make everyone waste a slot to get it?

Feats ARE fun I agree. And yeah I also feel that Called Shots should not be a feat. Why? Well anyone who picks up a gun can attempt a Called Shot, simple enough. Now handling the weapon is complicated, maintaining it and so forth. So anyone proficient with a fire arm should be able to attempt Called Shots. Now penalties stack.

On the other hand I've been thinking of making an adjustment to the T-Zombies, Acid Spitters and Crimson Heads; were as they take 1/2 damage from Piercing, Slashing and Balistic weapons. To me it feels right. Let me know what you guys think.

I'll be back later.
:p
#862

zombiegleemax

Jun 18, 2006 7:39:43
On the other hand I've been thinking of making an adjustment to the T-Zombies, Acid Spitters and Crimson Heads; were as they take 1/2 damage from Piercing, Slashing and Balistic weapons. To me it feels right. Let me know what you guys think.

Hmm, now there's an interesting concept. Is this coming from the basic physical aspect of a zombie feeling no pain and needing no organ systems other than the muscular and nervous? Because then I would have to agree. It's not like they have very much justification for natural armor and DR. Though, I think I'll suggest that critical hits deal damage normally.

I'm going to see if I can finish Lisa here shortly. I didn't make her invincible per se, 'cuz what's the point? You're just not likely to deal enough damage with a hangun before she heals herself. That kind of thing.
#863

the_merciless_dm

Jun 18, 2006 9:01:56
Hmm, now there's an interesting concept. Is this coming from the basic physical aspect of a zombie feeling no pain and needing no organ systems other than the muscular and nervous? Because then I would have to agree. It's not like they have very much justification for natural armor and DR. Though, I think I'll suggest that critical hits deal damage normally.

Well, yes they feel no pain, no longer need the conventional organs, mainly the same reasons you can not critical a Zombie in D&D. There are no vitals to strike appropriately with of course the exception of the head. Then again the fleshy parts of a zombie are softer or "less there off" so the bullet/sword/arrow might just casually pass through... This along with Damage Reduction should increase the in game life of our zombies. Which brings me to the following question:
Meier_Link how are you treating head shots? Do they automatically kill a zombie or does it deal double damage on it? Because undead can not be criticalled, and a called shot to the head (or any other vital organ) is an automatic critical.
On the other hand, a head shot is the only instance I would allow for a zombie to take two times the damage, but then again they only take 1/2 damage from ballistics/swords/arrows... That makes it just normal damage, that your character or my character might have taken.
In my games after a head shot they fall prone, in a turpur for 1d4 rounds. Most players used to believe they were dead and movedon, later they would find Acid Spitters and Crimson Heads everywere!
#864

feceman

Jun 18, 2006 11:16:36
Hmm, now there's an interesting concept. Is this coming from the basic physical aspect of a zombie feeling no pain and needing no organ systems other than the muscular and nervous? Because then I would have to agree. It's not like they have very much justification for natural armor and DR. Though, I think I'll suggest that critical hits deal damage normally.

I'm going to see if I can finish Lisa here shortly. I didn't make her invincible per se, 'cuz what's the point? You're just not likely to deal enough damage with a hangun before she heals herself. That kind of thing.

From what I can tell, the RE zombies are different from D&D zombies--namely, they DO need their organ systems, which is why they don't have the traditional undead immunities. They are driven by their most basic of urges (namely, to feed), and that requires a digestive system. If their muscular system is to work--and it uses nervous impulses from the brain, not necromancy in RE--it requires blood to flow, a heart to beat, lungs to supply oxygen, etc.
#865

the_merciless_dm

Jun 18, 2006 13:05:55
From what I can tell, the RE zombies are different from D&D zombies--namely, they DO need their organ systems, which is why they don't have the traditional undead immunities. They are driven by their most basic of urges (namely, to feed), and that requires a digestive system. If their muscular system is to work--and it uses nervous impulses from the brain, not necromancy in RE--it requires blood to flow, a heart to beat, lungs to supply oxygen, etc.

Umm... R.E. Zombies do not need lungs, do need a digestive system and Nervous system. As for everything else well, I've seen them in water, on fire, with or without legs, etc. This is considering all games and movies(GOD I HATE THE MOVIES)... After a week of what we could theoretically call slow age-ing they die.Read all the notes from all the games and you will find ludricous ammounts of info on the dynamics and anatomies of the most popular monsters, characters and of course the plots.
#866

zombiegleemax

Jun 18, 2006 20:47:48
I am doing head shots as crits (double damage). I'm using Merciless' Zombies so they only have 10hp or whatever (cant remember off hand) so most of the time the zombies drop since a normal handgun does 4d8s for a crit. We're playing tomarrow, I'll post again then.
#867

the_merciless_dm

Jun 18, 2006 21:08:56
T-zombie
Medium size Undead B.O.W.
HD: 2d12+3 (19Hp)
Initiative: +0
Speed: 15ft.
AC: 10
DR: 2/--
BAB/Grapple: +1/ +7
Attacks: Slam +4(1d6+2), Bite +3(1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Vicious Charge
Special Qualities: Infectious, Undead
Saves: Fort: +0, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: None
Feats: Toughness, Improved Grapple

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Vicious Charge (ex): Unlike normal zombies, an R.E. zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks the zombie prone.

Special:
Any T-zombie that is reduced to 0 or less hit points “dies” but unless its head/body connection is severed or they are destroyed/burned or they will rise in 1 hour as an Acid Spitter. A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.
T-zombies all take ½ damage from Ballistic, Slashing and Piercing weapons.

Zombie Variants:
1- Legless Zombie this zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.
2- Rotten Corpse Zombie this zombie highly decayed zombie originates from the cemeteries of infested areas; they have a lower Damage Reduction, 1/2 less Hp since they are more fragile. Otherwise its a normal zombie.
3- "Nekkid" Zombie this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no clothes are worn they don’t catch on fire as easily.
4- Flaming Zombie these zombies may result when a normal zombie is set on fire. Its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. It looses 1 Hp per round. Once dead it burns completely into ash leaving no body left to turn into a Acid Spitter or a Crimson Head. These zombies move double their base speed since they run instead of walk.
5- Bullet Proof Zombie this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's no proficiency bonus is applied to its Damage Reduction (or AC depending on what Armor rule you use).


Acid Spitter
Medium size Undead B.O.W.
HD: 3d12+3 (22Hp)
Initiative: +0
Speed: 15ft.
AC: 12
DR: 2/--
BAB/Grapple: +2/+10
Attacks: Slam +7(1d6+3), Bite +6(1d6+3)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Vicious Charge, Vomit
Special Qualities: Infectious, Undead, T-Virus Zombie
Saves: Fort: +1, Ref +3, Will +3
Abilities: Str 16, Dex 14, Con--, Int--, Wis 10, Cha 1
Skills: None
Feats: Toughness, Improved Grapple

Vomit (ex): An acid spitter can project a stream of gastric acid up to 15ft. in distance every 1d4 rounds. Anyone caught in the vomits path must make a Reflex save (DC15) for half the damage. The acid is considered Strong and deals 2d6 damage per round administered.

Vicious Charge (ex): Unlike normal zombies, an R.E. zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks the zombie prone.
Any Acid Spitter that is reduced to 0 or less hit points “dies” but unless their head/body connection is severed or they are destroyed/burned or they will rise in 1 hour as a Crimson Head. A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.
Acid Spitters take ½ damage from Ballistic, Slashing and Piercing weapons.


Crimson Head
Medium size Undead B.O.W.
HD: 4d12+3 (30Hp)
Initiative: +1
Speed: 30ft.
AC: 14
DR: 2/--
BAB/Grapple: +3/+12
Attacks: 2Claws +8 (2d6+4), Bite +7(1d8+4)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Vicious Charge
Special Qualities: Infectious, Undead, T-Virus Zombie
Saves: Fort: +1, Ref +4, Will +4
Abilities: Str 18, Dex 16, Con--, Int--, Wis 10, Cha 1
Skills: None
Feats: Toughness, Improved Grapple

Vicious Charge (ex): Unlike normal zombies, an R.E. zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks the zombie prone.
Crimson Head: A Crimson Head has all the same traits as a T-zombie except that if it is re-exposed to the T-virus and hasn’t rotted too much, it transforms into a Licker. A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.
Crimson Heads take ½ damage from Ballistic, Slashing and Piercing weapons.
#868

zombiegleemax

Jun 18, 2006 22:50:46
Hmm, interesting. At first my reaction to the zombies not getting up for an hour was "that's to long, I want them to get up NOW" but then I was thinking, it really gives the members something to fight when they have to back track (my group is doing a ton of it because they are in this mansion).

My only complaints: The Crimson Head's bite attack only does a d4. Not sure if that's a typo or not...Should do a d6. Also, that seems like the flaming zombies are getting off easy only taking 1hp of damage a round. Since they are on fire. My group is really using some crazy tactics and I wouldn't put it past them to set some zombies on fire, does that mean they only take 1hp a round still? Also, what about the flamethrower? Would that still do the same damage or only 1hp.....OR!!! am I just looking way to far into the flaming zombie thing...
#869

the_merciless_dm

Jun 18, 2006 23:17:06
Hmm, interesting. At first my reaction to the zombies not getting up for an hour was "that's to long, I want them to get up NOW" but then I was thinking, it really gives the members something to fight when they have to back track (my group is doing a ton of it because they are in this mansion).

My only complaints: The Crimson Head's bite attack only does a d4. Not sure if that's a typo or not...Should do a d6. Also, that seems like the flaming zombies are getting off easy only taking 1hp of damage a round. Since they are on fire. My group is really using some crazy tactics and I wouldn't put it past them to set some zombies on fire, does that mean they only take 1hp a round still? Also, what about the flamethrower? Would that still do the same damage or only 1hp.....OR!!! am I just looking way to far into the flaming zombie thing...

What I am trying to say by "Flaming Zombie", is the shelf life for a Zombie whom your players are mend to fight, which happens to be set on fire for some odd reason. This adds an additional threat to the players, since they may risk catching on fire, but you as a GM want the zombie to last longer, no?
Heheh, so this way it has more time to be a menace. Now blowtorching a zombie with a flamethrower, molotov cocktail or any other fire related attack; you deal the damage stated in the Modern d20 Core Rule book, if you so wish you could have say a 30% to 50% (depending on the type of clothing its wearing) chance of turning any one of these zombies into a flaming variant. Again the slow damage is for it to last a little more against your Players. After all we want them to have a rough time Surviving, this way they feel challenged.

Also the d4 is a typo, consider is corrected.

I hope I cleared your Flaming Zombie question.
#870

zombiegleemax

Jun 19, 2006 8:43:59
What I am trying to say by "Flaming Zombie", is the shelf life for a Zombie whom your players are mend to fight, which happens to be set on fire for some odd reason. This adds an additional threat to the players, since they may risk catching on fire, but you as a GM want the zombie to last longer, no?
Heheh, so this way it has more time to be a menace. Now blowtorching a zombie with a flamethrower, molotov cocktail or any other fire related attack; you deal the damage stated in the Modern d20 Core Rule book, if you so wish you could have say a 30% to 50% (depending on the type of clothing its wearing) chance of turning any one of these zombies into a flaming variant. Again the slow damage is for it to last a little more against your Players. After all we want them to have a rough time Surviving, this way they feel challenged.

Also the d4 is a typo, consider is corrected.

I hope I cleared your Flaming Zombie question.

Sounds good. I figured that was what you were going for. I just like to look at it from diffrent angles. Make sure we got all our bases covered.

All your base are belong to us.
#871

the_merciless_dm

Jun 19, 2006 9:31:18
Hey guys, I re-edited the T-Zombie, Acid Spitter and Crimson Heads a little further with an ability which you all might aprove off. I was replaying the RE remake and noticed this ability.
I had commented on the RE zombies not being limited to partial actions and moving at their full speed anytime but I forgot to write it in...

Vicious Charge (ex): Unlike normal zombies, an R.E. zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks the zombie prone.
#872

zombiegleemax

Jun 20, 2006 9:45:17
Vicious Charge sounds nice. I've actually have been using them like that.

We played yesterday and another big question came up. What damage and blast radius should I apply to bombs my explosives expert makes. He took 2 arosal cans, taped them to 2 clips of desert eagle ammo and a remote detonator. So how the hell do I figure damage on that? A frag granade made of desert eagle bullets...
#873

the_merciless_dm

Jun 20, 2006 10:16:19
He took 2 arosal cans, taped them to 2 clips of desert eagle ammo and a remote detonator. So how the hell do I figure damage on that? A frag granade made of desert eagle bullets...

Range? I'd say 1/2 the range as if the .45 were fired from a Desert Eagle. So 20ft. radius 25ft. of maybe even 30ft. but thats it no more than that.
Damage... 2d6 since its improvised or 2d8 which is the .45's damage... But in the end its the GM's who decides.
#874

psiseveredhead

Jun 20, 2006 10:39:33
Vicious Charge sounds nice. I've actually have been using them like that.

We played yesterday and another big question came up. What damage and blast radius should I apply to bombs my explosives expert makes. He took 2 arosal cans, taped them to 2 clips of desert eagle ammo and a remote detonator. So how the hell do I figure damage on that? A frag granade made of desert eagle bullets...

Consult the rules for Craft (chemical), but use Demolitions for the skill check instead (and it doesn't take that much time, either). That'll give you an idea of just how well he designed the explosive.
#875

zombiegleemax

Jun 20, 2006 11:34:42
Range? I'd say 1/2 the range as if the .45 were fired from a Desert Eagle. So 20ft. radius 25ft. of maybe even 30ft. but thats it no more than that.
Damage... 2d6 since its improvised or 2d8 which is the .45's damage... But in the end its the GM's who decides.

Only 2d8s for that kind of an explosive? So that explosive going off at your feet is the same as getting shot? Doesn't seem quite right.
#876

zombiegleemax

Jun 20, 2006 15:30:39
Only 2d8s for that kind of an explosive? So that explosive going off at your feet is the same as getting shot? Doesn't seem quite right.

I would say 3d8, that's a bunch of bullets, but due to the construction, it's not exactly a precision-shaped charge. You've got to account for randomness. Also, it may no longer be Ballistic Damage, or be other types along with Ballistic.

Sorry about the wait, and without further ado, I bring you:

[b][u]Lisa Trevor[/b][/u]
CR 10; Medium Monstrous Humanoid BOW
HD: 8d8+80 (hp 116)
Mas: 25
Init: -1
Speed: 30ft (can't run)
Defense/Touch/Flat-footed: 13/9/13 (-1 Dex, +4 natural)
BAB/Grap: +8/+12
Attacks: +13 melee (1d4+4 slam), +8 melee (1d4+9 power attack slam)
Special Attack: +8 melee (1d6+9 nonlethal power attack-knockout punch, X3 critical)
FS/Reach: 5x5/5 ft
AL: None
SV: Fort 6 (+13), Ref 2 (+1), Will 6 (+6)
Rep: +7 (Umbrella BOW researchers)
Abilities: Str 18 (+4) Dex 9 (-1), Con 25 (+7), Int 6 (-2), Wis 10 (+0), Cha 4 (-3)
Skills: Intimidate 10 (+7), Jump 4 (+8), Listen 6 (+6), Spot 6 (+6)
Feats: Brawl, Knockout Punch, Improved Knouckout Punch, Frightful Presence, Power Attack, Toughness X8
Advancement: 10-14 HD (Medium)

Energy Resistance 6 (Ex): Lisa ignores the first 6 points of damage from any Acid, Cold, Electricity, or Sonic/Concussion based attack.

Damage Reduction 12/- (Ex): Lisa ignores the first 12 points of damage from any physical attack.

Darkvision 100 feet (Ex): Lisa can see in total darkness up to 100 feet (in black and white only).

Fast Healing 5 (Ex): Lisa heals 5Hp per turn as a free action.
#877

zombiegleemax

Jun 20, 2006 21:04:35
Thanks a lot Blaine, looks great. They are gonna get to her this Thursday. :D
#878

Mist-Bound

Jun 20, 2006 21:37:27
Personally, I'd take away her G-Virus Infection ability. I mean, yeah, she does have it in her cells, but she doesn't possess/use any attacks that would logically be capable of transferring it. She smashes and flails, she doesn't bite and sting and stab. I wouldn't recommend siphoning blood from her and injecting into yourself, but otherwise she doesn't spread it. Just look at Birkin, the only other G-Virus host; he can't spread G-Virus without deliberately implanting G-Imago/"Baby" embryos in his victims. In fact, take a look at the G-Virus article on Wikipedia if you don't believe me; it says there that the G-Virus is far less infectious than the T-Virus.
#879

feceman

Jun 20, 2006 22:26:05
-.- Though I'm sure some of the annoyingly meticulous players will insist on stopping to saw the head off of every zombie they drop...

Yeah, I punish them for ridiculous things like that. If they don't get a move on, put a hunter or two nipping at their heels. Since they can open doors now, imagine the situation of running headlong into the open arms of a decaying bear trap with hunters chasing behind.

Uh...making sure that the zombies are completely dead is hardly ridiculous.

Also, I agree with removing the infectious trait from Lisa. G-virus can only be transmitted by injection into the body or by implantation.
#880

zombiegleemax

Jun 20, 2006 22:49:41
Can the G-Virus travel through saliva? I'm assuming no, just blood.
#881

Mist-Bound

Jun 20, 2006 22:56:47
From what I read at Wikipedia, it can only be spread through deliberate infection. That's why G-Mutants are closer to living beings (Aberrations anyway) than Undead. The T-Virus was designed to be infectious, the G-Virus is still somewhat unrefined and was more designed to be a component for genetic manipulation than an actual bio-weapon. Thus, Lisa's G-Virus would be kinda like the T-Virus of a Hunter or Chimera; she can't infect others with it because it's part of her genetic signature, like you can't "catch" hair or skin colouration. Not to mention the fact that the G-Virus wasn't actually discovered in Lisa but was refined in a labratory after the prototype pathogen was discovered in Lisa's body.
#882

zombiegleemax

Jun 21, 2006 9:35:50
Hmm. Good points all. I was assuming the G-virus as being as infectious as the T; in which case, her simply leaving her skin cells in your cracked skull as she wallops the dogsheist out of you would be enough to transmit the virus.

Thanks for the heads up, and consider the Infectious Special Quality removed :thumbs up:

And about the stopping to make sure zombies are finito, it depends on the pace of the story, I guess. I like 'em frantic and trying to think fast, not spending hours mutilating bodies they may or may not see again.

Anyway, let me know how Lisa works out. Happy gaming .
#883

zombiegleemax

Jun 21, 2006 11:21:21
Thanks guys. I can't wait to play. In the last session tension started to rise between the Umbrella agent (posing as an FBI agent) who is trying to cover up the mess Umbrella has made and the CIA agent who was trying to incriminate Umbrella for what they have done. The Umbrella agent told me that he plans on killing the CIA agent the next time. They fought a Devourer and the CIA agent ran out of everything, bullets, bombs, everything. The Umbrella agent still has 3 clips of desert eagle ammo and about a dozen shots in his hunting rifle. The docter is currently taking care of a little girl they found in the mansion and the ex Special Ops has been infected with the G-Virus while fighting the Devourer. They are about to get to the labratory where they can power up the train to take them to raccoon city. Another friend of mine is coming home just in time to introduce him in raccoon city. Which is pretty exciting.

NOW ENOUGH OF MY RANTING, I have a question:
The Umbrella Agent took levels in Negostiator for there second level ability: If they are negostiating with someone and it turns violent the negostiator gets a free action or a free move. The CIA agent has something the Umbrella agent wants, if the Umbrella agent says "give it to me or you die" would that be consitered negostiating? He wanted to do this, then kill him. He then wanted to convince the Spec-Ops that the CIA agent was working for Umbrella and to convince him to join him. Would that be a bluff (to make him believe he was in fact working for Umbrella) then a diplomacy (to convince him to join him)?
#884

the_merciless_dm

Jun 21, 2006 11:33:37
NOW ENOUGH OF MY RANTING, I have a question:
The Umbrella Agent took levels in Negostiator for there second level ability: If they are negostiating with someone and it turns violent the negostiator gets a free action or a free move. The CIA agent has something the Umbrella agent wants, if the Umbrella agent says "give it to me or you die" would that be consitered negostiating? He wanted to do this, then kill him.

I have no clue. I'd say no.
He then wanted to convince the Spec-Ops that the CIA agent was working for Umbrella and to convince him to join him. Would that be a bluff (to make him believe he was in fact working for Umbrella) then a diplomacy (to convince him to join him)?

Here I would say yes, First a Bluff, then a Diplomacy; but the Spec-Ops has to have his own opinions about both the guys. More so if he witnessed the Umbrella agent get rid of the CIA agent then I would give one the Umbrella Agent a penalty on the Dimplomacy, cuz "Who wants to join up with someone who will kill you if they think you are against them?" Then think of "Cabin Fever" you know the thing that happens when your stuck in the same place for too long, exiled from other people. He might try to kill you cuz he's a little off, you know. So to the Spec-Ops give him a bonus to Sense Motive against the Dimplomacy.
#885

psiseveredhead

Jun 21, 2006 11:37:23
The Umbrella Agent took levels in Negostiator for there second level ability: If they are negostiating with someone and it turns violent the negostiator gets a free action or a free move. The CIA agent has something the Umbrella agent wants, if the Umbrella agent says "give it to me or you die" would that be consitered negostiating?

Enough to get the free readied action, yes. Even if the CIA agent is completely unfooled, the Umbrella Agent can use the readied action to shoot him.

He wanted to do this, then kill him.

I'm going to assume he didn't go through with this, and instead wants to try the other plan. (Diplomacy doesn't work after you shot someone's friend.) Unless he hid his actions somehow.

He then wanted to convince the Spec-Ops that the CIA agent was working for Umbrella and to convince him to join him. Would that be a bluff (to make him believe he was in fact working for Umbrella) then a diplomacy (to convince him to join him)?

Yes to the first (do that secretly if you can), player's choice to the second. Diplomacy isn't mind control. He could try offering something in return for the SpecOp joining him. (What sort of joining? Obviously the SpecOp doesn't know he works for Umbrella.)
#886

nclanceman

Jun 21, 2006 11:39:42
That sounds a bit more like Intimidation (he's threatening the CIA Agent's life) then Bluff (it's an outright lie). A Negotiator would probably do something like convince the CIA Agent that he'd be better off giving him whatever it is (Diplomacy or Bluff, depending how much truth is in that statement) and if he still wanted to kill the CIA Agent, he'd probably convince the Spec-Ops to do it (Diplomacy or Bluff, depending on his excuse) or of course do it himself and talk his way out of the consequences.
#887

feceman

Jun 21, 2006 13:25:43
Hmm. Good points all. I was assuming the G-virus as being as infectious as the T; in which case, her simply leaving her skin cells in your cracked skull as she wallops the dogsheist out of you would be enough to transmit the virus.

Thanks for the heads up, and consider the Infectious Special Quality removed :thumbs up:

And about the stopping to make sure zombies are finito, it depends on the pace of the story, I guess. I like 'em frantic and trying to think fast, not spending hours mutilating bodies they may or may not see again.

Anyway, let me know how Lisa works out. Happy gaming .

I'd also suggest giving her a big sanity drain (if you're using that). Maybe like 2d4/2d10.

Just remember two things:

1. Your players will have a bit of warning when Lisa Trevor is around--she is constantly screaming in agony while clunking her manacles about.

2. Lisa sprouts tentacles to attack.

IMAGE(http://www.planetdreamcast.com/residentevil/images/pages/sketchbooks/re1remake/trevor.jpg)

If you're planning on making any Tyrants/G-mutants, remember: upon sustaining a huge amount of damage, they mutate out of control, usually devolving into blobs of flesh with tentacles and a mouth. I can't remember if that's in the PDF or not, but it's important to remember. Trevor doesn't have those qualities, I believe, since she's a mishmash of experimentation, but gradual mutations are perfect way for you to resurrect and strengthen BBEGs.
#888

the_merciless_dm

Jun 21, 2006 17:11:47
Faceman, we have been there and done that. I dunno if you have read through the thread or seen the index but we have everything down. All that is missing is for me to sit down and be inspired and finish the remaining bosses (the freakish ones). The Tyrrants are all done, the G-tyrrant as well. On a side note, the tyrrants do not mutate. They are either complete or incomplete. Then they come with modifications and finally the only degenerative Tyrrants are the Hypnos Tyrrants from the Dead Aim games.
#889

feceman

Jun 21, 2006 17:43:37
Faceman, we have been there and done that. I dunno if you have read through the thread or seen the index but we have everything down. All that is missing is for me to sit down and be inspired and finish the remaining bosses (the freakish ones). The Tyrrants are all done, the G-tyrrant as well. On a side note, the tyrrants do not mutate. They are either complete or incomplete. Then they come with modifications and finally the only degenerative Tyrrants are the Hypnos Tyrrants from the Dead Aim games.

It's FeceMan.

And, no, I didn't read through thirty pages of this thread, heh.
#890

zombiegleemax

Jun 21, 2006 20:24:12
I'm going to assume he didn't go through with this, and instead wants to try the other plan. (Diplomacy doesn't work after you shot someone's friend.) Unless he hid his actions somehow.

Well, the spec-ops and the CIA agent are NOT friends, actually, they have had their diffrences. They were all strangers before this began, they actually met the CIA agent in the mansion and they (the doc and the spec-ops) have always be weary of whether he is truely a CIA agent or not.

And, no, I didn't read through thirty pages of this thread, heh.

I did...

Tyrrants

It's spelled 'Tyrant'. :P
#891

zombiegleemax

Jun 21, 2006 23:23:26
Hey all,

Its AD, wanted to say i like what i read and hope to see more.
Dont know if a previous post got thru but i guess i will say it again.

I read the material on this thread and liked what i saw. I Give praise to all who came up with the ideas i have read. I hope that there is a PDF version in the works in the near future.

Always have been a fan of RE and wish to play it in D20 Modern.
Played most of the RE games and thought wouldnt it be great to play it as a rpg. glad to see someone had the same idea.

hope to see alot more of this.

END

AD
#892

the_merciless_dm

Jun 22, 2006 11:40:04
Okay so the thread is huge I know, thats why I am providing this Link to an index of this very thread which will make your life easier.

Posting it twice, click HERE for the INDEX that Jedi Ranger provided us.
#893

jediranger

Jun 22, 2006 12:20:42
Hey everybody,

I just would like to say that out of all the stuff I worked on for D20, this is one of the best. I am certainly glad I have been a part of this. Off hand I'm not sure what exactly we need, Any ideas?
#894

zombiegleemax

Jun 23, 2006 11:54:07
I think it's about time someone worked on a PDF file with all the information. I would but I've never made a PDF, I don't even have a program to do so.
#895

the_merciless_dm

Jun 23, 2006 13:04:00
I am gonna do it. I've said so many times before, but it takes time and somethings are missing. I also want pictures in it. :p And the Creature Descriptions, the History chapter, the rules that change in RE. Much things need to be written.
#896

zombiegleemax

Jun 23, 2006 13:46:00
There is a new book out that gives a complete history of everything. Can't remember what it's called. Was gonna get it but I was looking for maps and that's the only thing it doesn't have.
#897

feceman

Jun 23, 2006 14:54:11
"DR: 10/ Exposed Heart"

This means that a called shot to the heart negates DR, correct? (Though I'd put this under a category of DR/Special or DR/Called shot.)

Also, it's "Cerberus", not "Cerebrus".

If anyone wants to, send the PDF to me and I'll proofread/edit the hell out of the numerous grammatical errors present.

EDIT: I thank the people who made this for not using the plaga parasites found in RE4. They are stupid.
#898

zombiegleemax

Jun 24, 2006 13:52:38
"DR: 10/ Exposed Heart"

This means that a called shot to the heart negates DR, correct? (Though I'd put this under a category of DR/Special or DR/Called shot.)

Also, it's "Cerberus", not "Cerebrus".

If anyone wants to, send the PDF to me and I'll proofread/edit the hell out of the numerous grammatical errors present.

EDIT: I thank the people who made this for not using the plaga parasites found in RE4. They are stupid.

You might think the Plaga Parasites are stupid but I think they should be included. I mean, it's supposed to be a complete guide. I'm sure there is someone out there that's gonna wanna use them.

I also have a bit of a problem but I posted it in a new thread so I wouldn't spam my problems on this one. I would like it if everyone went and checked it out and helped me.
#899

the_merciless_dm

Jun 24, 2006 15:18:00
Everything will go in the Guide, like it or not.
I have stats for everything from, RE0 to RE4 thanks to everyone here. RE4 will also be included in the Guide along with everythig you guys have provided! Now I have a small hand book that came with the Collector's Edition of RE4, which contians a summary of the events of the previous games. These summaries will be a large part of the History Chapter. The Beastiary will have full Flavor text, using the entries of the Strategy Guides as core material and individual pictures for each monster entry. But this requires time and I have been busy.
Personally I like the Plagas template and the Plagas creatures.
#900

myusernameis

Jun 24, 2006 17:45:46
Can I make a suggestions on your pdf? Put the monsters in different sections according to what was used to create them, depending on whether it was the t-virus, the g-virus, t-veronica (not likely to come up if I'm not mistaken), or the plaga parasites or what have you. Just a suggestion.
#901

the_merciless_dm

Jun 24, 2006 21:53:53
Hmm nice idea. I'll go chonological meaning: T-virus, G-virus, Veronica, Plagas. Then in order of suggested Challenge Rating. Then at the end will be a section on all the "boss" monsters; some of which are unique cases in the RE way of mutation. Now I will provide some guide lines for GM's and players alike to develope their own "Boss" monsters. Such as the more basic observation: warm-blooded usually reanimate stronger, tougher; and cold-clooded usually get humongous. Those are general observations but they are subject to much discussion and debate(we already have had some).

Feel free to suggest all you want, this is for us the player's and who can help make it better if not us the players. We want it, and we want it to be good, so then lets make it great for all of us!

Well I am off to host a game. The players are currently exploring the foresty mountain area in which they had a vehicle accident. What provoked it was a body standing in the middle of the road! They examined the body to see if it was dead and it rose to bite an NPC in the neck and kill him... A player already disposed of the body with a tire iron but what lies on ahead...?
I love GMing! Love playing too!
#902

zombiegleemax

Jun 26, 2006 1:59:55
I am gonna do it. I've said so many times before, but it takes time and somethings are missing. I also want pictures in it. :p And the Creature Descriptions, the History chapter, the rules that change in RE. Much things need to be written.

But once you have it in a PDF you can tell what is missing ^-^
#903

zombiegleemax

Jun 28, 2006 13:38:40
Hate to do it...
#904

myusernameis

Jun 28, 2006 18:42:02
Now don't get me wrong but is it just me or do the d20 modern rules seem slightly inappropriate for Resident Evil? It's just that the ruleset seems to be designed for a more cinematic style of gameplay as opposed to the slower exploration based gameplay of the resident evil series (yes, yes, I know re 4 did away with that for the most part). Now I haven't read the entire thread but don't such things as action points, talents, and defense bonuses seem out of place to you?
#905

the_merciless_dm

Jun 28, 2006 20:41:31
Heh... Yes, Myusernameis, I know and you would think so, but please check out the rules we have developed for this in our index, a link should appear in my sig. if not there is a link to it on my very first post of this thread. You do not need to read the whole thread, just the Index and you'll have a good enough idea of how this is to work.
#906

zombiegleemax

Jun 29, 2006 11:46:50
Now don't get me wrong but is it just me or do the d20 modern rules seem slightly inappropriate for Resident Evil? It's just that the ruleset seems to be designed for a more cinematic style of gameplay as opposed to the slower exploration based gameplay of the resident evil series (yes, yes, I know re 4 did away with that for the most part). Now I haven't read the entire thread but don't such things as action points, talents, and defense bonuses seem out of place to you?

At first I thought the same, but I am running a campaign and it has worked out beautifully (except for a few bumps in the road some of you might know about because of other posts I've made). I have no complains. Probably the best idea in all the rules is the Ink Ribbons. The fact that you can really control when the party gets XP gives you a lot of control over the game. And it's done in a way that the PCs don't think it's unfar. They think it's a sweet idea and they really think twice when they are about to use one - "should we use it now", "what if we are low on health after a fight around the corner, we don't have another one".

D20 modern doesn't really work well with the puzzles of Resident Evil because you have characters that are strong enough to bust in doors, smart enough to open locks or hack computers. So the day of "the door is locked, it has the symbol of a sword on it" is over. It's more like "the door is locked, it has the symbol of a sword on it...you set a small explosive on the lock...BOOM".
#907

the_merciless_dm

Jul 01, 2006 3:12:02
I agree with Meier_Link. Hey Meier, question; have you used the Random Item Generation table? I've been curious to know how that has worked out in the field. For me it worked great but then again I know the intricate workings of these rules so I would like some other input.
#908

zombiegleemax

Jul 01, 2006 10:17:13
I agree with Meier_Link. Hey Meier, question; have you used the Random Item Generation table? I've been curious to know how that has worked out in the field. For me it worked great but then again I know the intricate workings of these rules so I would like some other input.

I like it, but I had to change it up. I like being able to really control the amoung of ammo, cure items, and ink ribbons they get. If I feel they have way to much I'll start to cut back. I try not to let them get their hands on more then one ink ribbon, one cure item for each PC and more then one extra clip for each gun. It just makes them a LOT more causious, which is what Resident Evil is all about.
#909

emissary666

Jul 08, 2006 14:29:48
I am a big zombie fan (NOTE: Zombie not residant evil) but I have been enjoying this thread. I am about to run an RE style campain where the players must be ordinaries (From the books). I am not using Unbrella but Zom (Name is hinting to something). I have ask my friend to Co-DM by playing the traitor. He is to hurt the players directly or inderectly as much as possible. Also I am giving him d20 Future equipment once the players find out his secret. :D
#910

zombiegleemax

Jul 08, 2006 22:26:43
I am a big zombie fan (NOTE: Zombie not residant evil) but I have been enjoying this thread. I am about to run an RE style campain where the players must be ordinaries (From the books). I am not using Unbrella but Zom (Name is hinting to something). I have ask my friend to Co-DM by playing the traitor. He is to hurt the players directly or inderectly as much as possible. Also I am giving him d20 Future equipment once the players find out his secret. :D

That sounds like a lot of fun. Just take it from me (see my thread 'Silly PCs...?'), make sure the other PCs know that traitors and being killed by another PC (or DM in this case) are very possible.
#911

zombiegleemax

Jul 09, 2006 1:53:46
any body have any maps of the entire city
#912

emissary666

Jul 09, 2006 8:19:51
I already am planing to get the players to hate each other. Also i'm planing on having zombies evolve and get smarter (Near the end they will know how to open doors and use guns). I have no idea how to do this or if it is even fair. Also i suggest picking up libris mortis. it may be for D&D but it has a whole three pages devoted to zombies and zombie varients.
#913

zombiegleemax

Jul 09, 2006 9:54:25
any body have any maps of the entire city

Go here.
They're not the best maps but they are the only ones that I could find.
#914

zombiegleemax

Jul 10, 2006 3:18:36
thanks ill try to work with that
#915

zombiegleemax

Jul 11, 2006 0:08:02
thanks ill try to work with that

What I did was went and picked up some of the stradigy guides. A friend let me have the guide for the first and second RE on Game Cube, they had great maps and a few puzzles I stole for the group to tackle.
#916

zombiegleemax

Jul 13, 2006 18:49:46
Anyone here designed a self-destruct system yet?
#917

zombiegleemax

Jul 16, 2006 13:21:13
Anyone here designed a self-destruct system yet?

What did you want to self destruct, a zombie, a human, a car, a building? Or do you just want a system that would fit easily to any of those and into an overhead storage compartment?
#918

emissary666

Jul 16, 2006 18:54:42
I have never played resident evil but I think I know zombies don't self-destruct but these are some rules I have taken out of d20 future. All creatures in adjacent squares take damage (unless you want some huge thing to have a bigger explosion or in my games implosion. A creature is allowed a reflex save (DC 10 + 1/2 HD).

Small 1d6
Medium 2d6
Large 4d6
Huge 6d6
Gargantuan 9d6
Colossal 12d6

I used Table 10-9, Page 189, Robot Self Destruct System. I hope you like it!
#919

zombiegleemax

Jul 18, 2006 0:16:02
Well I meant the system for the Spencer facility and such. You know...

"The self destruct system has been activated. All personnel must evacuate immeadietely. Deactivating, and releasing all locks"

Though that chart helps me with the Leechman (if it dies without fire, it explodes prior, causing collateral damage)
#920

emissary666

Jul 18, 2006 10:02:09
Modify Damage and if you want the charicters to escape use a timer or count the rounds. I don't play RE but i do like explosions so a whole facility blowing up would be cool. Also try using different explosions while charicters are running use reflex to see if they are in blast range and another reflex to see if they take half damage. But you don't expect player to survive a facility to explode. I am pretty sure that is massive damage if not instant death.
#921

zombiegleemax

Jul 18, 2006 12:55:13
You could apply damage in range incriments. If you're in the house when it blows it does 100d6 of damage (just putting a number out there). If they are within 50ft of the house then its 60d6, 51-100ft away would be 30d6 and so on. I have stats of atomic bombs I got off the boards and that's how they did it.
#922

emissary666

Jul 18, 2006 14:48:27
One problem with that, WHAT IS THE RANGE INCREMENT OF A FACILITY SELF-DESTRUCTING! A house is one thing but a facility (i like that word). One range increment would be about 20ft. Also imagine the damage i could be five five increments away and still take massive damage. In your example 30d6 is still alot. I kill my players like mad and i still have never used that much. I have even had a player take 14d6 damage. But 30d6 is rediculus. even 10d6 can deal masive damage. 5d6. In my world anything higher than 2d10 is horribly dangerous and should be used frequintly if not every round, but i do not trust my players with that power. so even range increments will most likely kill at least half of the party.

Man, i am a bad speller
#923

zombiegleemax

Jul 18, 2006 21:09:42
One problem with that, WHAT IS THE RANGE INCREMENT OF A FACILITY SELF-DESTRUCTING! A house is one thing but a facility (i like that word). One range increment would be about 20ft. Also imagine the damage i could be five five increments away and still take massive damage. In your example 30d6 is still alot. I kill my players like mad and i still have never used that much. I have even had a player take 14d6 damage. But 30d6 is rediculus. even 10d6 can deal masive damage. 5d6. In my world anything higher than 2d10 is horribly dangerous and should be used frequintly if not every round, but i do not trust my players with that power. so even range increments will most likely kill at least half of the party.

Man, i am a bad speller

I was just using those numbers as random numbers. Didn't mean for those to be taken literally.
#924

psiseveredhead

Jul 18, 2006 23:49:06
I would use the PH II rules for burning buildings and D20 Modern for "stuff falling on you".

The damage for a roof falling on you is 2d6 fire + 2d6 damage + 1d6/10 feet (so don't stand in really tall rooms). That's not a lot of damage, but then you're trapped...

I figure the whole building shouldn't blow up at once. If you don't want to deal with the physics, just call for multiple Reflex saves, 5d6 damage (DC whatever) for half, and a failure forces another Reflex save to avoid having the building fall on you.

Reduce the 5d6 damage if PCs are really low level (the building they went into didn't have such a good self-destruct) unless you've made it obvious the building can and will blow up.
#925

emissary666

Jul 19, 2006 12:54:48
Sorry Meier_Link, I take things a bit to literally.

(Psi)SeveredHead: I think that 5d6 is abit to low for a facility self-desructing even if you are crushed. I was thinking 20d6 at minimum, no maximum. Also in some way I was agreeing on damage like 30d6, 60d6, 100d6. That stuff should be used frequintly.
#926

zombiegleemax

Jul 20, 2006 20:43:06
Sorry Meier_Link, I take things a bit to literally.

(Psi)SeveredHead: I think that 5d6 is abit to low for a facility self-desructing even if you are crushed. I was thinking 20d6 at minimum, no maximum. Also in some way I was agreeing on damage like 30d6, 60d6, 100d6. That stuff should be used frequintly.

I think he ment, 5d6, multiple times. Like, 5 or 6 reflex saves. And you don't need to do enough damage to bring their HP to zero, just enought for massive damage.
#927

zombiegleemax

Aug 02, 2006 21:32:32
Because I love RE so much..

Bump
#928

xrp3_robot

Aug 02, 2006 23:45:30
Has any one seen the Resident Evil Archives book? Its a great resource and its a great buy. It has bios on all of the characters, creatures, and it tells the story from Resident Evil Zero to Resident Evil: Code Veronica. The items chapter is a bit odd because, like the other chapters, its not ordered in ABC order.

SnaketheDragonslayer, there is a city map that I can scan for you. Its an over view map and its not the whole city, but it leaves enough freedom to do your own thing and improve as needed. You can take the city over view and add the in game maps from Resident Evil 2 and 3. I would also look into Resident Evil Outbreak and Outbreak: File #2 for more maps.

One thing I see as a problem in Resident Evil type games is that only allowing the players 4 to 8 items on there person seems unfair.
#929

zombiegleemax

Aug 03, 2006 0:09:00
Has any one seen the Resident Evil Archives book? Its a great resource and its a great buy. It has bios on all of the characters, creatures, and it tells the story from Resident Evil Zero to Resident Evil: Code Veronica. The items chapter is a bit odd because, like the other chapters, its not ordered in ABC order.

SnaketheDragonslayer, there is a city map that I can scan for you. Its an over view map and its not the whole city, but it leaves enough freedom to do your own thing and improve as needed. You can take the city over view and add the in game maps from Resident Evil 2 and 3. I would also look into Resident Evil Outbreak and Outbreak: File #2 for more maps.

One thing I see as a problem in Resident Evil type games is that only allowing the players 4 to 8 items on there person seems unfair.

Yeah! As a matter of fact I got this book 2 days ago and love it! Full color pictures of all the characters/monsters/items from the series really helps when you're designing an adventure. Although it wasn't ABC ordered, I like how they lumped certain items together (Handgun Bullets, Magnums, Gems, etc)

Actually the minimum is 6, the max is 10 with 1 special item slot per character (Lighter/Lockpick/Chemical set). Initially this was introduced by Capcom to make a more realistic approach in carrying items (unlike past games where you had an absurd limit or no limit to what you could carry).

And while it has some flaws (a needle takes up the same square space as a Handgun?), there are also more realistic parts (multiple rounds/grenades in the same square as they take up little room), so in conclusion, it allows players to hold a weapon, ammo, healing items, and enough free slots for quest items all the same, and motivates players to plan ahead.
#930

xrp3_robot

Aug 03, 2006 4:30:40
In the Outbreak games, players only had 4 slots and the special item slot but you had up to three other players with you to share the items. Now I can see only 6 to 10 slots for on person items becuse there is only so much ammo and weapons one can carry before he/she starts to look like Rambo. Now I would have it where if the player has a back pack, I would treat it like the attache case in Resident Evil 4 and let the player have only 4 to 6 slots for on person items, keeping the special item slot of course. I would also allow key items to either take up one item slot or no slots.

But I can see another problem, how would one define key items in the game. Its not like playing a video game where that 'rusty sword' is the only thing you can pick up because it happens to fit a slot in the wall that will cause it to slide away to reveile the door to the hidden lab. In the game, its more of a living enviroment where any item can be picked up and used.
#931

zombiegleemax

Aug 03, 2006 6:30:28
Uh, I was talking the games themselves, not this adaptation to d20 Modern. Obviously there would be no item slots in a d20 Modern Resident Evil game

Oh man, don't mention that aberration of a RE title, "Resident Evil 4"
#932

xrp3_robot

Aug 03, 2006 13:12:59
Uh, I was talking the games themselves, not this adaptation to d20 Modern. Obviously there would be no item slots in a d20 Modern Resident Evil game

I see, well keeping the Item slot system in the adaptation will keep the realistic item system, but being a paper and pencil we can iron out the flaws that the system has. I would allow small key items to share a slot like the 'dog whistle' and 'sliver key' while large key items will take one slot each like the 'broken shotgun' or the 'valve handle'

Oh man, don't mention that aberration of a RE title, "Resident Evil 4"

I'm sorry, it was close to 5am here and I wanted to get to bed ASAP. I fixed it so I hope your happy. :P
#933

emissary666

Aug 03, 2006 14:39:30
who Dare Defy The Greatness Of Resident Evil 4! May Thy Be Cursed To Aneternity In The Abyss!
#934

xrp3_robot

Aug 03, 2006 16:49:41
I'm going to have to edit my post. Never mind I'll just say it here. There is only so many games one can put in the same setting/time before things start to over lap. Half life is an example. There was three games based around three different people that has some run ins inbetween them but a fourth game (before Half Life 2) would have crowded the scene. The same thing would have happened in Resident Evil so they had to set number 4 the way they did.
#935

psiseveredhead

Aug 03, 2006 23:41:52
Why are we creating "item slots"? The GM controls the access PCs have to bullets, herbs, etc. (Zombies wouldn't be carrying those things, even if they did in RE4.)
#936

xrp3_robot

Aug 04, 2006 1:38:49
Well the main reason for item slots is that the PCs in a Resident Evil campaign are not as tied down to what they can pick up. In the Resident Evil games, there are loads of useful stuff that are background items. I have seen suits of armor stocked with weapons. If I was in the place of the characters, I would have tried to take the weapons and maybe even some of the armor as well. In a video games, the players can only do what the programers want and program into the game. In a pen and paper game, the GM can't have that much control without doing something extream and nerfing the ideas that the players are bound to have. I mean in my home, I can think of afew items that I would use to fight zombies, but in a Resident Evil game, they would be back ground items.

On a related note, are there any ideas on how to handle key items in a campaign? What I mean how can the GM show that an item is importent without having the item flash or some other effect.
#937

zombiegleemax

Aug 04, 2006 3:40:28
who Dare Defy The Greatness Of Resident Evil 4! May Thy Be Cursed To Aneternity In The Abyss!

Let me state for the record, Resident Evil 4 is a fine game...on it's own. However...

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."

- H. P. Lovecraft
Supernatural Horror in Literature


H. P. Lovecraft must be considered an expert in the field of horror. Although the fame he deserves himself continually eludes him, his influence on all those who have followed him in horror entertainment cannot be denied. For those who have never heard of him, I highly recommend picking up a book of his short stories.

Fear of the unknown. It has terrified mankind since the beginning. It will terrify mankind until it's extinction. But how does this relate to the debate between the "classic" Resident Evils, and Resident Evil 4? There is no unknown in Resident Evil 4, in my opinion. Each time you enter an new area, you already have a general idea of what you will be facing. This is not true in the "classic" Resident Evils. In the classic games, opening a new door could lead to a room full of vile and disturbing monsters, or the relative safety of an empty, at least for the moment, room. Resident Evil 4 very rarely has an area that isn't crawling with either dozens of Ganados, or at least a mini-boss monster or two. Any tension felt when entering a new area in Resident Evil 4 is not the tension of horror, it is merely the adrenaline that comes with the absolute certainty of action.

These pauses in the action allow the horror level to build in the classic games. For an example, let's look at a few popular horror movies. In "The Thing," widely considered one of the better horror films of the last few decades, the actual scenes of action where characters battle against the alien lifeform are few and far between. And the film is all the better for it. If the movie were non-stop action, then it would cease to be a horror movie. In "The Evil Dead" many dark omens add an atmosphere of horror well before the dark forces possess Cheryl. Even once the dark forces begin to possess Ashley William's friends, he is allowed respites from their PHYSICAL onslaughts...however the psychological effect of these moments of calm is to make the upcoming moments of violence even more shocking. The change can be seen in the second sequel, "Army of Darkness." It is much more action filled, but the horror element has all but faded to obscurity. A similar effect is seen in the first two movies of the Alien series. "Alien" was definately a horror movie. A lengthy portion of time passes between when the "facesucker" implants the crew member, and when the "chestburster" finally emerges. During that time, the audience grows more and more ill-at-ease. We know something is coming, but not what...again, fear of the unknown. Compare this to the sequel, "Aliens." This film has infinitely more action, but could not be considered horror under any circumstances. It is purely an action movie.

Jump scares are the closest that Resident Evil 4, "Army of Darkness", and "Aliens" ever come to achieving horror. Jump scares can have their place within horror entertainment, but if they are the only element of horror present, then they will fail to create horror. Compare this to one of the jump scares in Resident Evil: REmake. Fairly early in that game, you encounter a long, empty hallway. You consider yourself safe. As you walk down the hallway, you hear a CRASH of glass breaking. You panic, look around, maybe even waste a few precious rounds of ammunition. But nothing is there. You relax again. Later in the game, coming down the same hallway, the same thing happens. You're less likely to panic this time...until the Cerberus begins chewing through your leg. This jump scare managed to increase the tension once, but twice.

Do I expect everyone who reads this to share my opinions? Of course not. And I still regard Resident Evil 4 as a good action game. But I do not not, and cannot regard it as any form of horror. I can't even properly consider it a Resident Evil game. The lack of any degree of horror combined with the radical shift plotwise, the much different game mechanics (merchants, enemies dropping ammo, overabundant healing and ammo, and the lack of decent puzzles), and the fact that the few plot elements that connect it with the rest of the series seem very forced, are why I can't see it as being a true Resident Evil. Still fun for short periods of time, though.

---------------------------------

On a related note, i've started to work on statting Billy Coen of Resident Evil 0.
#938

emissary666

Aug 04, 2006 8:21:59
WHO DARES DEFY THE HORROR OF RESIDENT EVIL 4?! MAY THY BE CURSED TO ETERNITY IN THE ABYSS!
#939

xrp3_robot

Aug 04, 2006 13:08:10
Emissary666, cut that out. Priest_of_Shaundakul has a good point and now that I think about it he/she is right. When compaired to the other Resident Evil games, Resident Evil 4 is not like the others. I can also see that its an action game, not a horror game like the other Resient Evil games. Now I'm not saying that Resident Evil 4 is a bad game, its a great game. It got a 5 out of 5 on X-play and thats hard to do. Thanks to Priest_of_Shaundakul, I can't count Resident Evil 4 as apart of the other Resident Evil games. Now while Resident Evil 4 is not consitered a true Resident Evil game, we can still gather ideas from the game. But not the merchants, if my players saw a guy selling a bunch of weapons and ammo in the city, he would be dead real fast.
#940

emissary666

Aug 04, 2006 15:16:41
You look at the action and parts which scare you but conisder this. It is the charicters which can scare you. Think hard about some bosses and such. it may not scare you but to others it can be scary. The only part which scared us is when you get a jump scare in that hall way in that wierd house with the chief guy. Also as you said before you can make so many games before they start to overlap. Also the game was just a trasition to better controls of resident evil. Resident Evil 5 will be back to the normal scare.

JUST DON'T INSULT RESIDENT EVIL 4 AGAIN! THY SHALL BE CURSE TO ETERNITY IN THE ABYSS IF SO!
#941

the_merciless_dm

Aug 04, 2006 15:29:30
Noone may slander Lovecrafts name here! Respect! :p
I agree with Priest_of_Shaundakul.
Now I need to get me a copy of the RE book then, so I can start scanning.
Second Emissary, please chill. Relax. Take it easy. RE4 is a great game but it is not a horror game, it IS survival. Why? Because the enemies drop ammo for you when they are dead, or herbs. Survival Horror means no random drops, limitted ammounts of ammunition and lots of running and evading encounters so that you may save enough bullets. Also RE4 mods to weapons can even get you Infinite Ammo.
#942

the_merciless_dm

Aug 04, 2006 15:39:03
"On a related note, are there any ideas on how to handle key items in a campaign? What I mean how can the GM show that an item is importent without having the item flash or some other effect."

Make it difficult to "Spot", say if you tell them to roll "Spots" and they fail often then they will want to continue searching for it. Or like how I make the players Paranoid by asking for random out of the blue, meaningless "Spots and Listens" Or place it randomly, say the character is searching through the trash and finds a small hint to what is in the room say as a torn up note... Really just suggestions but be cleaver, and creative.

On the note of the self destruct system really use what was already mentioned: The burning and falling rules... That should do right.
#943

xrp3_robot

Aug 04, 2006 16:32:03
The Merciless DM, what do you need scaned? I have a scaner and I could help out.
Emissary666, stop with the curses. I can understand why you want to defend Resident Evil 4, but its not a horror game. There were parts in Resident Evil Outbreak that made me jump, but that didn't happen anywhere in Resident Evil 4. Even my whimpy brother, he gets scared just from the name Chucky, wasn't shocked of scared one bit. Now can we please drop this? I don't want to turn this into a flame war and get this thread locked.
#944

zombiegleemax

Aug 04, 2006 19:27:25
I'm on Billy's character sheet now, does anyone here think this is a fine class selection for him?

Strong 2/ Tough 2

Or is that too high? Perhaps substitute a level of Strong with Dedicated/Smart/Fast?

Oh, and...does anyone know what handgun Billy starts out with? It's an Army issue handgun, and it looks like...

Billy's sidearm

Is this a modified Colt 1911? If so, I can stat it just fine.
#945

xrp3_robot

Aug 04, 2006 20:14:58
Level 4 sounds alright. I think that it would be a good idea to stat Rebeccca along with Billy. Also Billy's hand gun is Mastercrafted because I saw that it took less shots to kill a zombie than with Rebeccca's handgun.
#946

psiseveredhead

Aug 04, 2006 20:27:50
Isn't it possible Billy has Weapon Specialization? He is (was) a Soldier, and D20 Modern doesn't have good marksmanship rules for boosting damage.
#947

zombiegleemax

Aug 04, 2006 20:32:06
You make a good point to stat Rebecca. But she's already been statted waaaaaaaay earlier in the thread. :P

As for Billy's Handgun killing zombies quicker, do you mean it takes less shots before or after you add the scope to it? Or both?

So far for feats i've chosen these:

Personal Firearm Proficiency, Point Blank Shot, Endurance (trekking through Africa and holding on for so long after he fell in the facility), Great Fortitude...and that's it for now.

For Alleigances, all I have is Good.
#948

xrp3_robot

Aug 04, 2006 22:56:17
Isn't it possible Billy has Weapon Specialization? He is (was) a Soldier, and D20 Modern doesn't have good marksmanship rules for boosting damage.

I have reread 'Handgun (B)' in my RE Archives and it hints at the fact that Billy can handle his handgun very well. It could have been pesonal skill and not the fact that the gun is well made.

You make a good point to stat Rebecca. But she's already been statted waaaaaaaay earlier in the thread. :P

Well I didn't read the past 900 posts. So I might not know about stuff thats been stated already. So back at you. :P

As for Billy's Handgun killing zombies quicker, do you mean it takes less shots before or after you add the scope to it? Or both?

Well before, I have a habbit for counting my shots and I relised that Billy used less ammo. I wasn't able to get off of the train but I read that the scope increases the chance for critical hits.

So far for feats i've chosen these:

Personal Firearm Proficiency, Point Blank Shot, Endurance (trekking through Africa and holding on for so long after he fell in the facility), Great Fortitude...and that's it for now.

For Alleigances, all I have is Good.

This sounds good, I would be temped to add a fifth level so Billy can take a second level of the Soldier class just for the Weapon Specialization.
#949

emissary666

Aug 05, 2006 8:57:29
Ok, we'll stop, it may not be survival horror but it was an ettempt(sp?). Also, who is slandering lovecrafts name?

Oh, well, we haven't played many resident evils. So we don't know of this Billy you speak of.

Though, I have a question. In an outbreak scenario(sp?) should the players be ordinaries or heros?
#950

xrp3_robot

Aug 05, 2006 11:44:59
Ok, we'll stop, it may not be survival horror but it was an ettempt(sp?).

Thank you. And your right, it was an attempt(you were one letter off).

Oh, well, we haven't played many resident evils. So we don't know of this Billy you speak of.

The full name is Billy Coen, he was in RE Zero. This game takes place just before the first RE.

Though, I have a question. In an outbreak scenario(sp?) should the players be ordinaries or heros?

That is a good question. I would lean more towards heros because playing an ordinary seems like your playing as a NPC. However there is the virus gauge thats only in Outbreak that would make them more ordinary than hero because none of the other games have the gauge and don't have to worry about turning inro a zombie.

Oh, on another note, I'm going to try to read the past 900 posts so I don't start posting idea repeats.
#951

the_merciless_dm

Aug 05, 2006 22:53:54
I like seeing were this thread heads when I'm not here. ;)
Anyways as of on the subject of Billy Coen I too feel he has Weapon Specialization. And from what I've read you're doing good, Priest_of_Shaundakul.

Secondly, xrp3_robot I'd appreciate if you could scan the images of the monsters and characters so that I can get my friends here working on photoshop to make something nice and what not, so that we can attempt to add glamer to the PDF (which is still in the works). The email (professional so please no spaming) is: [email]ramon.aneses@gmail.com[/email]
Its gmail so it should not have a problem with images. If you need or want a gmail invitation ask in PM and I will send you an invitation.

Well see you guys later. I'll be dropping by often and with new material soon.
#952

zombiegleemax

Aug 06, 2006 8:28:46
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Billy_Coen.jpg)

Billy Coen

Strong 2/Tough 2/ Soldier 2
Former US Marine Lieutenant
HD: 2d8 + 4d10 + 12
HP: 47
Initiative: +2
Speed: 30 ft
Defense:17
BAB: +4: Grp:+2
FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good
Saves: Fort:+5 Ref: +4 Will: +1 AP:3 Rep 0
Str:15, Dex:14, Con:14, Int:12, Wis:12, Cha:10



Occupation: Military (Army)

Atk +8 Ranged Custom Colt M1911A1(mastercraft+1) 2d6+2

+6 melee (Knife, 1d4+2/19-20)

+6 melee (Unarmed Strike, 1d4+2)


Skills: Climb +6, Drive +4, Jump +5, Knowledge(tactics) +6, Listen +7 , Navigate +9, Search +2, Spot +7 Survival +8, Swim +4

Feats: Feats:Alertness, Combat Martial Arts, Endurance, Guide, Low Profile, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.

Talents: (Strong) Extreme Effort
Talents: (Tough) Remain Conscious
Soldier Class Abilities: Weapon Focus and Specialization:Colt M1911

Possessions: Custom Colt M1911A1, four 15 round magazines.45 ACP, knife, lighter, steel handcuffs (partially attached), walkie talkie.

------------

If anyone has suggestions, tips, corrections, please feel free to criticize my interpretation of Billy's stats!

Also, i'm a bit unsure if Reputation can go below 0...it was +1 initially, then Low Profile lowered it. I guessed to 0, but if it can go in the negatives, please let me know.
#953

emissary666

Aug 06, 2006 8:41:46
It can. Lets use the moondog example from the book. If the thug makes a reputation check, modified by reputation, moondog will get a bonus/penalty equal to his reputation.
#954

psiseveredhead

Aug 06, 2006 9:06:47
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Billy_Coen.jpg)

Billy Coen

Strong 2/Tough 2/ Soldier 2
Former US Marine Lieutenant

I've never played RE0, unfortunately. However, I note he's an officer, yet has no mental class levels.

HD: 2d8 + 4d10

That should be 2d8+4d10+12 (seems you got the hp score right, though)

HP: 47
Initiative: +2
Speed: 30 ft
Defense:17

Please break down the Defense. I get 17 (+2 Dex, +5 class), touch 17 flat-footed 15. He didn't wear armor?

BAB: +4: Grp:+2

That would be Grp +6.

FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good
Saves: Fort:+5 Ref: +4 Will: +1 AP:12

He gets 3 AP. (NPCs get 1 AP per 2 levels, rounded down.) If he were a PC, he would get 9 AP, still less than 12.

Rep -2
Str:15, Dex:14, Con:14, Int:12, Wis:12, Cha:10




Occupation: Military (Army) (Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Move Silently, Navigate, Pilot, Survival, Swim)

Choose two occupation skills.

Atk +7 Custom Colt M1911A1 2d6+2 Ranged

You should list what the customization is. If it's mastercraft +1 to hit because of a cool scope, this should be listed.

+6 melee (Knife, 1d4+2)

1d4+2/19-20.

+6 melee (Unarmed Strike, 1d4+2)


Skills: Climb +6, Drive +4, Jump +5, Knowledge(tactics) +6, Listen +7 , Navigate +9, Search +2, Spot +7 Survival +8, Swim +4

These looks alright. Maybe a bit high. Did he use all those occupation skills?

Feats: Personal Firearms Proficiency, Point Blank Shot, Alertness, Combat Martial Arts, Guide, Endurance, Weapon Focus: Custom Colt M1911A1, Weapon Specialization: Custom Colt M1911A1, Low Profile

List in alphabetical order, so Alertness, Combat Martial Arts, Endurance, Guide, Low Profile, Personal Firearms Proficiency, Point Blank Shot, Weapon Focus (Colt M1911)*

Did he ever use Combat Martial Arts? I recall even Leon being pretty pathetic in melee in RE4. (Yes, he has combat throw maneuvers that deal nasty damage, but so does everyone else; he doesn't need Combat Martial Arts for the appropriate feats, he only uses throws when opponents are stunned and can't get AoOs, and he prefers to use his knife.) Mind you, I've never played RE0, but I think only Chris, Albert Wesker and HUNK ever use those abilities.

Note that Weapon Focus is granted by his first Soldier class level (and so should be listed under Special Attacks or Special Qualities). Also note that he gets to use the feat with any Colt M1911, not just his customized version. That's important if he ever loses his customized gun.

Talents: (Strong) Extreme Effort
Talents: (Tough) Remain Conscious

Did he ever use the latter in the game?

Possessions: Custom Colt M1911A1, four 15 round magazines.45 ACP, knife, lighter, steel handcuffs (partially attached), walkie talkie.

Colt M1911s have only 7 rounds per magazine. Are you using the right type of gun? And if so, you should list that he's using extended magazines. (That's a big difference if he runs out of ammo and finds regular sized magazines.)

If anyone has suggestions, tips, corrections, please feel free to criticize my interpretation of Billy's stats!

Also, i'm a bit unsure if Reputation can go below 0...it was +1 initially, then Low Profile lowered it. I guessed to 0, but if it can go in the negatives, please let me know.

I have seen no official rules on this, but in the Menace Manual, there was a character with a Rep so low it should have gone below 0, but was listed as +0.

This thread is so long we need a wiki - they're much easier to search and edit. I invite you to http://d20npcs.wikia.com/wiki/D20_Modern_NPCs_by_Challenge_Rating

If you want me to create a Resident Evil page (or even any media product NPC page) I can do so.
#955

zombiegleemax

Aug 06, 2006 9:32:53
Colt M1911s have only 7 rounds per magazine. Are you using the right type of gun? And if so, you should list that he's using extended magazines. (That's a big difference if he runs out of ammo and finds regular sized magazines.)

Yes it does. I'm using a Custom version from Weapons Locker that holds 14. However, it gives me free reign to modify the gun in the description, so I bumped it up to a 15 round clip (as it was in the game) and there, I did add the mastercraft +1 to hit due to the gun's high quality of manufacture. The scope increases critical hits (blowing off heads) in the game basically, but the scope in the d20 Modern book is for range increments. How would the game scope function?

Did he ever use Combat Martial Arts? I recall even Leon being pretty pathetic in melee in RE4. (Yes, he has combat throw maneuvers that deal nasty damage, but so does everyone else; he doesn't need Combat Martial Arts for the appropriate feats, he only uses throws when opponents are stunned and can't get AoOs, and he prefers to use his knife.) Mind you, I've never played RE0, but I think only Chris, Albert Wesker and HUNK ever use those abilities.

While it doesn't necessarily show this in the game, it doesn't show the Drive skill either...but we assume he knows how to drive anyways. He's one of the stronger guys in the series and it doesn't seem so far fetched for him to have this ability added to his repretoire (it was either that, or Athletic/Brawl :P )

Did he ever use the latter in the game?

Pretty much. He gets in a fight with a mutation, falls down a good deal of stories into a water treatment facility, survives being knocked from a pole by a larger creature under the water, and continously hangs on AGAIN when you discover him later.



As for the armor...he doesn't wear any. What you see ^ is what you get.
---

Oh yeah, and I was going to add a level of Smart, but wasn't sure how high level he should be. Sorry for the stupid mistakes anyhow, it's my fault for starting this on low sleep
#956

psiseveredhead

Aug 06, 2006 9:50:57
Yes it does. I'm using a Custom version from Weapons Locker that holds 14. However, it gives me free reign to modify the gun in the description, so I bumped it up to a 15 round clip (as it was in the game) and there, I did add the mastercraft +1 to hit due to the gun's high quality of manufacture. The scope increases critical hits (blowing off heads) in the game basically, but the scope in the d20 Modern book is for range increments. How would the game scope function?

All this should be included in the weapon description. I would treat the scope as the flavor text reason for why the gun is mastercraft. You're more likely to confirm crits with it ... and you do have to let go of some of the video game stuff in D20 Modern. It's pretty hard to balance things when you're allowing deliberate headshots.

While it doesn't necessarily show this in the game, it doesn't show the Drive skill either...but we assume he knows how to drive anyways.

You don't need to have the Drive skill to know how to drive. You just need it if you drifted into sleep and suddenly woke up to find yourself heading at high speed at a tanker truck, or some similar situation that requires stunts to avoid.

He's one of the stronger guys in the series and it doesn't seem so far fetched for him to have this ability added to his repretoire (it was either that, or Athletic/Brawl :P )

Maybe you should have given him Brawl. Did you ever attack a zombie unarmed in the game?

Pretty much. He gets in a fight with a mutation, falls down a good deal of stories into a water treatment facility, survives being knocked from a pole by a larger creature under the water, and continously hangs on AGAIN when you discover him later.

So I guess that's where the Extreme Effort came in too, right?

As for the armor...he doesn't wear any. What you see ^ is what you get.

I know he was a prisoner, but he was also trained as a Marine. It makes sense that he would be proficient in light armor. (If we run into him again, he may have acquired body armor.)

Oh yeah, and I was going to add a level of Smart, but wasn't sure how high level he should be. Sorry for the stupid mistakes anyhow, it's my fault for starting this on low sleep

He basically joined a noncombatant PC and together they completed a long adventure scenario. I don't think it's necessary to keep him at low levels.
#957

xrp3_robot

Aug 06, 2006 16:59:25
Secondly, xrp3_robot I'd appreciate if you could scan the images of the monsters and characters so that I can get my friends here working on photoshop to make something nice and what not, so that we can attempt to add glamer to the PDF (which is still in the works). The email (professional so please no spaming) is: [email]ramon.aneses@gmail.com[/email]
Its gmail so it should not have a problem with images. If you need or want a gmail invitation ask in PM and I will send you an invitation.

Well see you guys later. I'll be dropping by often and with new material soon.

I'll get right on that. I know your going to want all of the monsters, but which characters did you want? There are 47 characters in the RE Archives.
#958

the_merciless_dm

Aug 06, 2006 17:29:28
I'll get right on that. I know your going to want all of the monsters, but which characters did you want? There are 47 characters in the RE Archives.

Hmm... the main ones, playable characters, villians that we have stated out or are pending, and Hunk... Barry, and so forth. Just use your best judgment.
#959

xrp3_robot

Aug 06, 2006 17:54:50
Alright, I'll scan the main chatacters. I'll also take requests on the chatacters. Quick note, I'm not doing any editing, but I'll do my best to not give bad scans.
#960

the_merciless_dm

Aug 06, 2006 18:22:06
Dont worry about text just give me the image, and we will photoshop it here. and your help will greatly be appreciated. Also good idea, if anyone has any suggestions for what to be included aside of the game rules and a brief history of the story please feel free anything to make this better for you the players.
#961

xrp3_robot

Aug 06, 2006 18:33:16
Well I'm scaning the whole page, but I won't worry if the text gets messed up.
#962

zombiegleemax

Aug 06, 2006 19:06:49
Is this post list old? Or are you guys missing RE: 4 Monsters? Namely Saddler, but there are others I can't remember as well...

[HTML]http://boards1.wizards.com/showpost.php?p=6531196[/HTML]
#963

xrp3_robot

Aug 06, 2006 19:35:38
I think they were left out because many feel that Resident Evil 4 is not a true RE game.
#964

the_merciless_dm

Aug 06, 2006 20:01:40
I think they were left out because many feel that Resident Evil 4 is not a true RE game.

You are greatly mistaken! I have a file with all the RE4 monsters, stated out and ready to terrorize your players, yet the Boss encounters are ludricous within the game and dificult to port over, I now Saddler is missing along with Ramon Salazar's transformation. But all the other creatures are in there.
The same with the boss monsters from Code Veronica, those are giving me real issues. That really is the only thing holding me back.
;) See yas.
#965

zombiegleemax

Aug 06, 2006 20:37:11
You don't need to scan the book! I have it already on my PC in PDF form.

I'll just send you the book/pages you need and it'll be a LOT simpler

Also Merciless, did you see my version of Billy?
#966

the_merciless_dm

Aug 06, 2006 20:58:15
You don't need to scan the book! I have it already on my PC in PDF form.

I'll just send you the book/pages you need and it'll be a LOT simpler

Also Merciless, did you see my version of Billy?

Yes I saw your Billy and appreciate your initiative in stating him out! Well if you could email it to me at the same email I provided , I'd greatly appreciate it.
I liked your Billy, you really managed to sum him up well. Thanks, that stat block is definitly going in the pdf.
#967

zombiegleemax

Aug 06, 2006 21:07:23
Well the PDF is a whopping 148 MB. And...the text isn't in English (it was an asian version of the book). If that's a problem, you can get let me know. But the same pics are there as the English version.

Do you have a messenger program I can talk to you on? If the book is too large to send assuming we don't find a way, you can make up a list of what individual characters/monsters you'd like me to copy and send.
#968

xrp3_robot

Aug 06, 2006 22:13:16
You are greatly mistaken! I have a file with all the RE4 monsters, stated out and ready to terrorize your players, yet the Boss encounters are ludricous within the game and dificult to port over, I now Saddler is missing along with Ramon Salazar's transformation. But all the other creatures are in there.
The same with the boss monsters from Code Veronica, those are giving me real issues. That really is the only thing holding me back.
;) See yas.

Well I said 'I think' I didn't know for sure.

You don't need to scan the book! I have it already on my PC in PDF form.

Oh well good, I wasn't able to get many scans done. I think that I'll scan the map anyway.
#969

the_merciless_dm

Aug 07, 2006 1:15:20
Try posting the map here for everyone to enjoy. Well Good night everybody!
:p
#970

xrp3_robot

Aug 07, 2006 14:40:26
The map is a bit iffy, but it has the names of the streets and they are readable. I don't how how to post it. Can I get some help?
#971

the_merciless_dm

Aug 08, 2006 21:30:08
The map is a bit iffy, but it has the names of the streets and they are readable. I don't how how to post it. Can I get some help?

I dont know how to do that either. If not I would have filled this thread with Pics LONG time ago! :p
Well I gots to get back to work.
#972

zombiegleemax

Aug 08, 2006 23:24:49
Use Photobucket make an account, and then you can host images to your hearts delight
#973

zombiegleemax

Aug 10, 2006 1:59:58
bump
#974

xrp3_robot

Aug 10, 2006 11:46:28
I got something better than a bump
IMAGE(http://i89.photobucket.com/albums/k223/xrp3_robot/RaccoonCityMap2.jpg)
Like I said before, the picture is grainy, but readable. Hey Priest_of_Shaundakul, maybe you can post the map from your book and compair the maps.
#975

the_merciless_dm

Aug 10, 2006 12:29:21
OMG!
Thanks! I had a cheaper version of that map froom way back when... It doesnt matter if its grainy or not its readable and useful.Thanks. ;)
#976

xrp3_robot

Aug 10, 2006 12:48:20
Oh well thank you. I thought that they weren't any good.
#977

zombiegleemax

Aug 12, 2006 11:46:29
I just read 21 pages and dont wanna have to wade through 20-30 more so can sum1 tell me if you've statted out Luis Serra?
#978

the_merciless_dm

Aug 12, 2006 17:47:29
I do not believe Luis Sera has been stated out. Now if you do not wish to wade through the thread you can always use the link in my sig to go to an index.
#979

zombiegleemax

Aug 12, 2006 22:30:34
Are the stats for Plant 42 in here?
#980

zombiegleemax

Aug 13, 2006 8:06:56
Anyone here interested in a small (possibly) one-shot online campaign with RE elements, 1-3 players?

I know someone that's interested in running it ;)
#981

jacemachine

Aug 13, 2006 8:20:21
IMAGE(http://img123.imageshack.us/img123/673/raccooncitymaprs8.jpg)

I know that Capcom uses the map that this is based on for promotional things (It's in miniature and on the side of a Biohazard Zippo, in Japan)-- The locations of everything match up to the strategy guide maps in the books that cover Racoon City.

I also happen to have really good pics that I can upload-- SOOOO much RE material on my hard drive.
#982

the_merciless_dm

Aug 13, 2006 10:24:54
Interesting... I have that same map... :p
And I've spent loads of time searching the web for images and such of most of the games. But please upload whatever you wish, so that we can adorn the thread and the readers can see these as well.
#983

jacemachine

Aug 13, 2006 20:06:15
IMAGE(http://img138.imageshack.us/img138/3078/birkinha8.jpg)

IMAGE(http://img301.imageshack.us/img301/2897/william20birkin20gvirus20form201qi8.jpg)

IMAGE(http://img206.imageshack.us/img206/5926/william20birkin20gvirus20form202sq5.jpg)

IMAGE(http://img75.imageshack.us/img75/9571/william20birkin20gvirus20form203ix5.jpg)

IMAGE(http://img206.imageshack.us/img206/2636/william20birkin20gvirus20form204da2.jpg)

IMAGE(http://img301.imageshack.us/img301/3655/william20birkin20gvirus20form205ba4.jpg)

Enjoy some of Willy Birkin!

IMAGE(http://img118.imageshack.us/img118/4188/zombiechickbloodspewey7.gif) Yummy.

#984

xrp3_robot

Aug 13, 2006 21:34:17
I see that on this map that all main streets on the eged of the map are blocked, but there has to be more to the city than that.

Anyway, I was thinking about the healing herbs. Instead of it saying it heals xdx hit points, why not have one green herb heal 1/3 hp? This also means 2 green heals 2/3 hp and 3 green herbs heal all hp. A red/green herb mixture would heal all hp as would first aid spray. Yellow herbs are alright as is.
I think that its simple, balanced and characters won't worry about rolling 1s when they are almost dead and they are eating there last herb. Also there is something I didn't like about the blue herbs. A second save is alright, but a bonus would be good as well. Nothing to much, I was thinking +2 or +3. It would also make sence if the bonus was made greater when mixed with a red herb. Something like +6 or +9 when mixed with a red herb.

Oh, one more thing, I didn't like the idea where a character has to make a Craft (Pharmaceutical) check to mix herbs. Anyone should be able to do it, not just doctors.
#985

psiseveredhead

Aug 13, 2006 22:38:43
I have never played Resident Evil 0, unfortunately. Does Rebecca have better healing abilities?

Anyway, I think Craft (pharmaceutical) and Treat Injury should be important skills. So, there would be a "baseline" set of herbs and better ones made by pharmacists.

A pharmacist could make a check to "create" a better herb when mixing them. So, if you combine (I think) a red herb and a green herb, and make your skill check, you don't just get a yellow herb, you get an improved yellow herb. There might be two extra levels - one for making a check (DC 15) and one for making a check (DC 25).

Now, when using a herb, same thing goes. You don't have to make a Treat Injury check to use a herb. But if you make a check (DC 15) it heals more, and if you make a check (DC 25) you heal even more.

A Dedicated Hero/Field Medic with Healing Touch II and lots of ranks in both skills would be extremely valuable to the party!

But in truth, I don't know if I like the herbs. I know a big part of the game is resource management, but if I were GMing Resident Evil, I don't think I'd want to have to consult tables telling me how often herbs should be found.
#986

the_merciless_dm

Aug 13, 2006 22:59:47
Jace thanks for the picks of Birkin and the G-tyrrant and its further de-evolutions.

Now on the subject of the Herbs, I gotta say I have to think on some of these suggestions. Now a quick fix would be say, the higher the Craft (Pharmaceutical) or Treat Injury check we could apply a +2, then a +3, +4 etc. But this is an idea which requires some thought, and luckly I have a 7am Calculus class which means I'll be able to give this some thought then and there. Now I'd say anyone with the Knowledge (Earth and Life sciences) or Survival skill may be able to create mixed herbs... Though the DC should be higher than the Craft (Pharmaceutical) DC... Just a thought on that. Well see you guys around later.
I promise I'll give this some heavy thought.
#987

zombiegleemax

Aug 14, 2006 20:13:29
I'll sort all of this and put it into a .rtf if someone will tell me if Plant 42 is mentioned.
#988

zombiegleemax

Aug 14, 2006 20:26:32
S.T.A.R.S (Special Tactics And Rescue Squad)
Raccoon City’s elite police force.
Prerequisite: Age 21

Rebecca Chambers is only 18
#989

zombiegleemax

Aug 15, 2006 6:47:06
Hey, this is sorta off subject, but I am working on a zombie attack campaign, and I think that one of those big grain harvesters would be awesome for taking down tons of zombies at once while getting to where you need to be. I just need stats for it. Here are some pictures for reference.
IMAGE(http://i61.photobucket.com/albums/h60/unholypoo/JAYDEN04.gif)
IMAGE(http://i61.photobucket.com/albums/h60/unholypoo/case_header_left.jpg)

Also, I'll put a link to Catterpiller's website, altough they do not have pictures. Any help would be appreciated.http://www.cat.com/cda/layout?m=37840&x=7
#990

zombiegleemax

Aug 15, 2006 8:39:40
Grab the zombie survival guide book (for real). It mentions using this method only to a more diverse urban degree. Basically it entails having a bunch of folks in cars with guns and blunt objects a plenty running around the city and running down any zombie they can see. They sweep the areas block by block. Then when they're done they wander about the buildings and car non-acessable areas with their "tools of the trade" and beat down any zombie they see. But I have a feeling this wouldn't work too good with RE.

Namely having a 50 foot long crocodile wrapped under the tires of your honking SUV.

[HTML]www.zombiesurvivalguide.com[/HTML]
#991

zombiegleemax

Aug 15, 2006 8:42:30
As for the grain harvesters...The only one that would work really good would be the red one below. The green one would still work but it has those dividers up front that would normally seperate grain. If you get a big enough zombie it would clog up a section of the combine. Like a paper jam in a paper shredder this means you cut up less zombies. The big ones would still be problem for the red one, but only to a lesser degree.
#992

xrp3_robot

Aug 15, 2006 14:27:58
Grab the zombie survival guide book (for real). It mentions using this method only to a more diverse urban degree. Basically it entails having a bunch of folks in cars with guns and blunt objects a plenty running around the city and running down any zombie they can see. They sweep the areas block by block. Then when they're done they wander about the buildings and car non-acessable areas with their "tools of the trade" and beat down any zombie they see. But I have a feeling this wouldn't work too good with RE.

Namely having a 50 foot long crocodile wrapped under the tires of your honking SUV.

[HTML]www.zombiesurvivalguide.com[/HTML]

Your right, RE zombies are worlds apart from the zombies found in "zombie survival guide book" In RE, the zombies can be killed with body shots, have to eat to live and decompose at a normal rate. In the "zombie survival guide book", only head shots kill, they have no real reason to eat, and they decompose at very slowed rate.

I agree with EpsilonGhost, I would take the red grain hopper for a spin and leave the green one on the farm. A great place to use the green hopper would be in RE Outbreak, scenario outbreak where all of the zombies were on the main street.
#993

zombiegleemax

Aug 16, 2006 17:08:20
Does anyone have any idea how to stat Plant 42, the giant T-Virus mutated, bloodsucking plant?

I don't mean to bug anyone, but just wondered if someone could help TVirus out a bit or help him with ideas.
#994

xrp3_robot

Aug 16, 2006 21:14:21
I was wondering, have anyone made stats for some of the special items that are in the RE games? I'm only up to post #279 so I don't know if anyone beat me to the punch. If not, can I get a list of the special items that were used in the games. I have the Outbreak guide book so I don't need the items from that game.
#995

zombiegleemax

Aug 17, 2006 17:27:12
Getting a lot of work done with the .rtf, finished about 5 pages. Nemesis was a pain, I'm not copying and pasting i'm writing the full over again. Anyway, 25 pages to go.
#996

j0lt

Aug 18, 2006 11:59:04
Good work, man! Can't wait to see it!
#997

xrp3_robot

Aug 18, 2006 18:03:34
I look there the guides that I could and it seems that all of the special items can be found in RE Outbreak: File# 2. I decided to add the extra items as well because it makes sense to me. Some of the special items are also weapons so I'll add stats as needed.

Format will be simple, I'll first give the character's name and occupation. Then I'll give the special item along with special rules. Lastly I'll give the extra item that each character starts with and the special rules if any.
Minor note: I used Illius_the_Warrior_Pope's gun damage. it can be found on post #352 in this thread.

Kevin Ryman, R.P.D Police Officer
Special item: Kevin's 45 Auto (as Colt M1911 but with 2D8+2 damage and 18-20 critical)
Extra item: 45 clip (allows faster reloading provided that the clip is loaded before a battle)

Mark Wilkins, Security Guard
Special item: Mark's Custom Handgun (as normal handgun but +1 to attack rolls and -1 damage.)
Extra item: Handgun clip (allows faster reloading provided that the clip is loaded before a battle)

Jim Chapman, Subway Transit System Employee
Special item: Coin (flip as move action, every 'heads' grants +2 on critical threat ranges. A 'tails' will reset back to +0)
Extra item: Lucky Coin (+1 on critical threat ranges, melee weapons last longer, and hunters can't break weapons)

George Hamilton, Doctor
Special item: Medical Set (+2 to Craft (Pharmaceutical) checks, characters can turn herb and herb mixtures into pill form that are easier to take and store. See the table below for the Medical Set Creations table.)
Extra item: Capsule Shooter (This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapons have various effect when used. See below for full stats.)

David King, Plumber
Special item: Tool Tray (This tool pouch contains the following items: Folding Knife (as knife, can’t be thrown), Vinyl Tape (as duct tape.), Junk Parts (allows characters to make repair and craft (electronic and mechanical) checks without a wealth check. More junk parts can be made with a search check. The DC should reflect how easy it is to get parts.), Monkey Wrenches/ Tools (With all 12 tools, +3 to repair and craft (electronic and mechanical) checks. Tools can be thrown as attack action. Treat as a club when thrown with reflex DC 15 to avoid being knocked prone. For every four tools thrown, reduce the bonus by one. Tools can be restocked with tool kits and thrown tools can be gathered and thrown again.)
Extra item: Lighter (Provides 5 foot radius of light and can light things on fire.)

Alyssa Ashcroft, Journalist
Special item: Lock picking Tools (+2 on Lock Pick checks.)
Extra item: Stun gun (As Stun gun, but 1d8 damage and no save to resist being paralyzed.)*
*I don’t think this is to powerful, I was able to paralyze a tyrant with the stun gun and I was shocked when I did it.

Yoko Suzuki, College Student
Special item: Knapsack (As backpack.)
Extra item: Japanese Charm (+2 to saves involving the T-virus or G-virus)

Cindy Lennox, Waitress
Special item: Herb Case (Can hold up to three herbs of each type and three herb mixtures.)
Extra item: Bandage (Just holding this item will prevent bleeding.)

Capsule Shooter (George Hamilton’s extra item)
Capacity: 5
This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapons have various effect when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self.

(Anti-Virus)
When use on teammate, its the same effect as when they use an Anti-Virus on themselves.
Inflicts 4D8+4 points of damage to zombie.
Inflicts 2D8+2 points of damage to other monsters.

(Antidote)
When use on teammate, its the same effect as when they use an Antidote on themselves.
Effective against(or instant kill) insects, especially:
Hornbill
Flying Bug
Mega Bite (B)
Scissor Tails
Giant Spider
Wasp Inflicts

2d8 points of damage to other monsters.

(Hemostat)
The only real use for this is to cure your teammates of their bleeding status.
When use on monsters, it will only knock them down/back, but inflict no damage at all.

(Recovery Pill)
The only real use for this is to cure your teammate.
Totally useless against monsters, this cannot knock them back nor inflict damage.

Medical Set Creations<br /> Material + Medical Set Pill Formed Effect Craft (Pharmaceutical) DC<br /> Green Herb Antidote Pill As Antidote, but more compact 5<br /> Blue Herb Recovery Medicine Restore 1d6+2 Hp 10<br /> Red Herb Hemostat Stops bleeding. 10<br /> Blue Herb + Red Herb Recovery Medicine (large) Restores 2d8 Hp 20<br /> Green Herb + Blue Herb Anti Virus (TBA) 15<br /> Green Herb + Green Herb + Blue Herb Anti Virus (large) (TBA) 20<br /> Green Herb + Blue Herb + Red Herb Anti Virus (extra large) (TBA) 22<br /> Recovery Medicine Base Recovery Medicine Restore 1d6+2 Hp 10
#998

the_merciless_dm

Aug 19, 2006 10:38:09
Rebecca Chambers is only 18

Rebecca Chambers is a true prodigy, like Wesker and Birkin were 16 and head of their own labs... RE is full of things like this...
#999

the_merciless_dm

Aug 19, 2006 10:42:48
You've all been busy... I wonder why I didnt recieve an email about the activity on the thread... Hmm anyways for the .rtf I have everything that is on here in files in one folder... Which each would be a chapter (though some are incomplete) in the ebook.
Also some boss monsters are too ludricous to stat out, but it can be done, just need a lot more creativity and replaying the game were it appears. I know Plant 42 is missing so is Nosferatu and the T-Veronica thingy... I think Nautilus is missing too.
#1000

zombiegleemax

Aug 19, 2006 13:28:01
You've all been busy... I wonder why I didnt recieve an email about the activity on the thread... Hmm anyways for the .rtf I have everything that is on here in files in one folder... Which each would be a chapter (though some are incomplete) in the ebook.
Also some boss monsters are too ludricous to stat out, but it can be done, just need a lot more creativity and replaying the game were it appears. I know Plant 42 is missing so is Nosferatu and the T-Veronica thingy... I think Nautilus is missing too.

You already have everything in a folder. Oh well, can you upload it?
Here's a few monsters, probably not too good.

Plant 42
Huge T-Virus BOW
Hit Dice: 10d12+32 (152 hp)
Initiative: +2 (Dex)
Speed: 0
AC: 17 (+7 Natural Armor, +2 Dex, -2 Size)
Attacks: Tentacles +10 melee, Poison Spores +6 poison
Damage: Tentacle 2d6+5, Poison Spores 1d8+1
Face/Reach: 30 ft. by 30 ft. / 50 ft.
Special Attacks: Infectious
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 30, Dex 15, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess, Multiattack, Improved Grab
CR: 15

Nosferatu
Medium T-Virus BOW
Hit Dice: 10d10+42 (142 hp)
Initiative: +2 (Dex)
Speed: 15 ft.
AC: 18 (+4 Natural Armor, +3 Dex, +1 Armor)
Attacks: Claw +7 melee, Toxins +3 poison
Damage: Claw 2d10+4, Poison Gas 1d10+3
Face/Reach: 5 ft. by 5 ft. / 20 ft.
Special Attacks: -
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 34, Dex 16, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess, Impale
CR: 17

Neptune
Huge T-Virus BOW
Hit Dice: 10d12+30 (152 hp)
Initiative: +3 (Dex)
Speed: 0 ft.
Water Speed: 50 ft.
AC: 17 (+9 Natural Armor, +3 Dex, -2 Size)
Attacks: Bite +10 melee
Damage: Bite 2d8+4
Face/Reach: 5 ft. by 15 ft. / 5 ft.
Special Attacks: Swallow Whole
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 34, Dex 16, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess, Improved Grab
CR: 16

Yawn
Gargantuan T-Virus BOW
Hit Dice: 10d10+42 (142 hp)
Initiative: +2 (Dex)
Speed: 45 ft.
AC: 18 (+4 Natural Armor, +3 Dex, +1 Armor)
Attacks: Claw +7 melee, Toxins +3 poison
Damage: Claw 2d10+4, Poison Gas 1d10+3
Face/Reach: 5 ft. by 40 ft. / 5 ft.
Special Attacks: Swallow Whole
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 34, Dex 16, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess
CR: 17

Gulp Worm
Gargantuan T-Virus BOW
Hit Dice: 12d12+20 (164 hp)
Initiative: +2 (Dex)
Speed: 45 ft.
AC: 18 (+4 Natural Armor, +3 Dex, +1 Armor)
Attacks: Bite +7 melee
Damage: Bite 8d4+4
Face/Reach: 5 ft. by 65 ft. / 5 ft.
Special Attacks: Swallow Whole, Infectious
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 34, Dex 16, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess
CR: 17

Crimson Head
Large T-Virus BOW
Hit Dice: 4d12+10 (58 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 10 (+2 Dex, +1 Natural Armor)
Attacks: Claws +3 Melee
Damage: Claw 1d10+2
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Infectious
Special Qualities: Zombie
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 12, Dex 16, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess
CR: 3
#1001

xrp3_robot

Aug 19, 2006 15:47:36
I looked at all of the monsters that you people stated already and I had the nagging feeling that one was missing. Well after playing through RE Outbreak, it hit me, I don't think any one broght up the Leech Man from RE Outbreak. I read over the stats for the Leech Man from RE0 and it is not the same. The Leach Man from RE Outbreak looks like a man thats covered with leeches. From my experiences with this Leech Man, most weapons are useless against it. The scrub brush can stun the Leech Man and push it back some and the sub-machinegun can temporarily kill it. While any other ranged weapon only knocks it down after wasting alot of ammo. The only way to kill the leech man was with heat. The only attacks I saw it use was a close range bite attack that looks liked any other zombie bite. The other attack looks like a mid-range punch that throws the leeches thats on the arm. The Leech Man moves abit slower than a normal zombie as its the leeches that control its movement.
#1002

the_merciless_dm

Aug 19, 2006 19:59:30
xrp3_robot, I know about the leechman in outbreak I know its different than the one in RE0 but I have not played Outbreak and Outbreak file 2 so those games would be foreign to me. I'd appreciate any help on stating them any suggestions but I would honestly leave it up to someone who has had the pleasure of going against it to stat it out. So if anyone feels up to it please stat away! Show Initiatives people! Like TVirus he posted some nice stats.

TVirus, I'll take a good look at your creatures, put them against my playtesting crew and let you know if I have any suggestions. Also I'll email the files to you, and some of the creatures you have posted were done, the Yawn, Gulp Worm and Crimson Head have been stated out. Now Plant 42 doesnt seem as meneacing as it did in the game, but I'll have me a look. Nosferatu was tougher than a Tyrant so we have to cross reference these. Good job though!
#1003

zombiegleemax

Aug 19, 2006 21:41:30
Plant 42
Huge T-Virus BOW
Hit Dice: 15d10+32 (182 hp)
Initiative: +5 (Dex)
Speed: 0
AC: 20 (+7 Natural Armor, +5 Dex, -2 Size)
Attacks: Tentacles +15 melee, Poison Spores +9 poison
Damage: Tentacle 3d12, Poison Spores 1d8+1
Face/Reach: 30 ft. by 30 ft. / 50 ft.
Special Attacks: Infectious, Poison Spores
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 30, Dex 26, Con 22, Int 13, Wis 15, Cha 11
Feats: Toughess, Multiattack, Improved Grab, Improved Critical
CR: 17

Poison Spores (General): Once per turn, Plant 42 may shoot poison spores anywhere in the room dealing 1d8+1 damage and poisoning anyone hit. The poison may only be healed with serum, first aid kits, or blue herb+red herb+yellow herb. (Will Save DC 21)

Heres the menacing version of Plant 42. Also, has anyone done the Albinoid yet?
#1004

the_merciless_dm

Aug 20, 2006 1:47:31
Nice! Good work. Also the Albinoid has been done. Try searching the index that is in my signature. You will see verything in order there wit links to each one. Thanks to Jedi Ranger! Whom is a god amongst men for taking the time to create such a useful post.
#1005

psiseveredhead

Aug 20, 2006 10:38:18
Plant 42
Huge T-Virus BOW
Hit Dice: 15d10+32 (182 hp)
Initiative: +5 (Dex)

With a Dex of 26, it should have a +8 Dex modifier (therefore +8 Init, +8 Dex to Defense). Perhaps Dex should be lowered. A Dex of 20 gives a +5 modifier.

Speed: 0
AC: 20 (+7 Natural Armor, +5 Dex, -2 Size)

See above. Was it that good at dodging? I think you should lower the Dex and give it DR to compensate.

Attacks: Tentacles +15 melee, Poison Spores +9 poison
Damage: Tentacle 3d12, Poison Spores 1d8+1

It should say tentacles +19 melee (2d8+10 damage). The math behind the attack bonus is wrong, and the tentacle damage should be modified by Strength. On a related note, I don't get how poison spores work (not having played REO ). Is it a ranged touch attack? I can do the attack bonus calculation, but first you need to decide on its Dex score. Also you need to decide on its range, and so forth.

Face/Reach: 30 ft. by 30 ft. / 50 ft.

Now that is nasty.

Special Attacks: Infectious, Poison Spores
Special Qualities: Regeneration
Saves: Fort +7, Ref +0, Will +2

How did you calculate these values? A 15 HD creature should have at minimum +5 to all its saves.

Abilities: Str 30, Dex 26, Con 22, Int 13, Wis 15, Cha 11

See what I said about Dex. I don't know why its Dex is so much higher than its Con.

Feats: Toughess, Multiattack, Improved Grab, Improved Critical

As a 15 HD creature, it deserves six feats. Multiattack only applies if it has more than one category of melee attacks (it only has one, the tentacles, so it shouldn't have Multiattack). Improved Grab is not a feat but Improved Grapple is. Improved Critical needs to apply to a specific weapon (I presume tentacles) so it should say Improved Critical (tentacles).


CR: 17

Poison Spores (General): Once per turn

"Turn" isn't used any more. Lots of people here used to play 2e and think that means "ten rounds". We don't use the turn anymore. It should say "as an attack action" or "as a free action" - the latter being deadlier.

Instead of (General), it should say (Ex).

Plant 42 may shoot poison spores anywhere in the room dealing 1d8+1 damage and poisoning anyone hit. The poison may only be healed with serum, first aid kits, or blue herb+red herb+yellow herb. (Will Save DC 21)

What is the effect of the poison? Poisons are resisted by Fort saves, even mind-affecting poisons. The save DC should be 23 if it's based on Plant 42's Con score (which poisons are almost always based on).
#1006

xrp3_robot

Aug 20, 2006 16:12:46
I'll try my hand at the Leech Man. To me it seems that its a zombie varant and a new monster at the same time. I guess the best way to make this leech man is to combine both together. Keep in mind that this is my first try at making a monster.

Leech man (Resident Evil Outbreak)
Medium size T-virus Mutation
HD: 4d12+9 (HP: 35)
Initiative: - 1
Speed: 10ft.
AC: 10 DR: 3/- (Plus any armor he wore while alive)
Attacks: Slam +4
Damage: Slam 1d6+3 and Blood Drain
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Blood Drain, Whip Arm
Special Qualities: Infectious, Improved grab, Undead, BOW traits, Blindsight 30ft., hive mind, fire vulnerability, Undying
Saves: Fort+0 Ref-1 Will+4
Abilities: Str 15 Dex 8 Con -- Int 3 Wis 10 Cha 6
Skills: none
Feats: Frightful Presence (B) (Will save DC 16)
CR:

Whip Arm(ex): The leech man can make a ranged attack once every other round. This attack is made with a +6 modifier. Damage is as normal slam, but without Blood Drain.

Blood Drain(ex): On a successful slam attack a leech man drains 1 point of Con from it's opponent and gains 1 hp(it does not exceed it's normal hit points no matter how much it drains).

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Blindsight(ex): A leech man has no visual organs but can ascertain all foes within 60ft. using scent and vibration(120ft if it is bleeding).

Hive Mind(ex): All leech man and leeches within 120ft of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No leechman or leech in a group is considered flanked unless they all are.

Fire Vulnerability(ex): A leechman takes half again as much damage from fire, regardless of whether a save is allowed, or if the save is a success or failure. Fire also prevents a leechman from exploding.

Undying(ex): A leech man doesn’t die when its Hp reaches 0, instead it falls to the floor and reanimates in 1d3-1 rounds. The only way to permanently destroy a leech man is to burn it into ash
#1007

the_merciless_dm

Aug 20, 2006 18:45:41
Question:
Did the Leech man move that slow in the game? 'Cuz remember the Zombies in RE are not like the normal zombies, they are not only limited to 1 Partial Action, instead they behave like you and I would, thing is they normally just charge at the closest opponent but if multiple opponents are present they go after the most threatening... As they change from zombie to acid spitters to crimson heads they get even more aggressive.
#1008

xrp3_robot

Aug 20, 2006 19:27:05
It did move that slow, but only beacause its the leeches that control the zombie and the fact that it is carrying around 150 lbs. of leeches doesn't help. If it wasn't for the leeches, it would move 20 feet a round. In the game, it seems that the body was dead already and the leaches took it over. The biggest surprise was when after I killed the first leech man, a leech woman coming after me that was my own team mate.
#1009

xrp3_robot

Aug 20, 2006 20:18:45
On another note, did anyone take a look at the special items that I posted? Its post number 997, but the link is below.
http://boards1.wizards.com/showpost.php?p=9873449&postcount=997

I woud like to know if they are alright and not to powerful. I'm big on the idea of the special items because its like the Signiture Move feat. Even if a DM doesn't use item slots in his/her game, the special item can be a character's prized possession only given away if the character was about to die. Alot like the cover on Resident Evil Outbreak: File #2.

I added the DCs for the Craft (Pharmaceutical) DC on the table. I reposted the table below. I still need thoughts on what an Anti Virus pill would do in the game.

Medical Set Creations<br /> Material + Medical Set Pill Formed Effect Craft (Pharmaceutical) DC<br /> Green Herb Antidote Pill As Antidote, but more compact 5<br /> Blue Herb Recovery Medicine Restore 1d6+2 Hp 10<br /> Red Herb Hemostat Stops bleeding. 10<br /> Blue Herb + Red Herb Recovery Medicine (large) Restores 2d8 Hp 20<br /> Green Herb + Blue Herb Anti Virus (TBA) 15<br /> Green Herb + Green Herb + Blue Herb Anti Virus (large) (TBA) 20<br /> Green Herb + Blue Herb + Red Herb Anti Virus (extra large) (TBA) 22<br /> Recovery Medicine Base Recovery Medicine Restore 1d6+2 Hp 10
#1010

psiseveredhead

Aug 20, 2006 20:40:10
On another note, did anyone take a look at the special items that I posted? Its post number 997, but the link is below.
http://boards1.wizards.com/showpost.php?p=9873449&postcount=997

I woud like to know if they are alright and not to powerful. I'm big on the idea of the special items because its like the Signiture Move feat. Even if a DM doesn't use item slots in his/her game, the special item can be a character's prized possession only given away if the character was about to die. Alot like the cover on Resident Evil Outbreak: File #2.

I added the DCs for the Craft (Pharmaceutical) DC on the table. I reposted the table below. I still need thoughts on what an Anti Virus pill would do in the game.

Considering the massive size of this thread, I couldn't find the effects of the virus itself. In many of the RE games, you couldn't be infected, except as a plot event (but you could be killed).

In any event, I think you need to define Hemostat more. IMO it should auto-stabilize bleeding characters (eg anyone at -1 hp or below) and should also prevent damage from "bleeding attacks" inflicted by a small number of creatures. It shouldn't be a common item since you won't be using it that often. In fact, a character with a first aid kit wouldn't ever need a hemostat for the first purpose.

I don't think any of the items are broken. However, I would like to know if there's a limit to how often you can use them per day (you can only restore 1d4 hit points once per day in base Modern rules), and if there's no such limit, there should be guidelines as to how often you find them. Depending on the game, they may be more or less useful. (Code Veronica had such a crappy control scheme that dodging was basically impossible, and you needed these all the time, but you didn't need them all that often in RE3 or 4 unless you were facing boss battles or particularly difficult opponents. In Modern, you have a class bonus to Defense, equivalent to a good control scheme, but even so Defense varies considerably based on class and armor.)
#1011

the_merciless_dm

Aug 20, 2006 21:29:52
Psi the index in my sig. helps in navigating the thread.

Now, xrp3_robot I notice some of those items have already been stated out, with the exception of the "pill" entry, what do you mean by "pill"? In the games the mixed herbs were that mixed, did they appear as pills in any other version of hte games? Also why are there "antivirus" entries under effects? To my knowledge no Herb ever served as an antivirus...
#1012

xrp3_robot

Aug 20, 2006 21:40:29
Well the pills can be used as needed just like the herbs(first page, post #4). The only point of the pills is to make them compact and easier to carry around. There are T-virus rules here and here. An Anti Virus pill could give a bonus on the player's next save, Anti Virus (large) gives an even bigger bonus, and the Anti Virus (extra large) can allow the player to make his next save without rolling.
I can see a Hemostst used to auto-stabilize bleeding characters, thats good thinking.

Merc DM, the pills were in the Outbreak games. In the Outbreak games, players can only hold 4 items at a time. So the docter could make compact healing items that were stackable. The real drama is do you use the last Green Herb + Blue Herb + Red Herb mixture to make an anti virus or save it when your low on hp and poisoned.
#1013

psiseveredhead

Aug 20, 2006 21:40:40
There might have been anti-virus in the Outbreak series (since in those you could be infected).

I read the T-virus #1 rules ... too harsh. My characters did get hit by T-virus infected creatures ... if they had to make a Fort save DC 20 every time they got hit, they would definitely fail some of the saves and would be zombified.

Obviously zombies are supposed to be scary, and PCs aren't supposed to "absorb hits", but they will get hit no matter how clever their tactics are, and the lower hp of Modern characters, MDT and slow healing is already pretty punishing.
#1014

psiseveredhead

Aug 20, 2006 21:51:32
PSH's NPC critiques.

IMAGE(http://pageperso.aol.fr/sagaresidentevil/images/rebecca.jpg)
Smart 3
STARS Medic/Chemist

HD: 3d6
Hp: 14
Init +0
Spd 30 ft
Defense 12
Touch 13, flat-footed 13 (+0 Dex, +2 class)

If she has a light-duty vest, it's odd she doesn't wear it. (I know she's no proficient, but it still gives +2 Defense to non-proficient characters. She's not a combatant, so the attack penalty doesn't hurt too much either.) For that matter, if she's proficient with light armor, the STARS should have given her light armor. Wasn't she actually on a mission in RE0?

BAB +2; Grap +0;

BAB is +1 for 3rd-level Smart Heroes.

Grap is +1 (equal to BAB).

FS 5 ft. by 5 ft.; Reach 5 ft
AL: Good, STARS
SV Fort +2 Ref +1 Will +2

Her saves are Fort +2, Ref +2, Will +4.

AP 5

Her AP would be 1 (if NPC) or 6 (if PC)

Rep +1
Str 10, Dex 12, Con 12, Int 15, Wis 14, Cha 11.

These are reasonable looking stats.

Occupation:S.T.A.R.(Disable Device, Search, Light Armor Proficiency)

Atk +2 Beretta 93R 2d6

Skills: Computer Use+3 Craft[Chemical]+6 Craft[Phaemacetrical]+4 Decipher Script+2 Disable Device+3 Investigate+2 Knowledge [Current Events]+3 Knowledge [Tactics]+1 Knowledge [Physical Sciences]+6 Profession[Chemist]+3 Research+1 Search+3 Treat Injury+3

Some of her skill scores should be higher. For instance, with an Int mod of +2, she cannot have a Knowledge (tactics) score below +2. If she puts even one rank into it, she should have a score of +3. The exact same thing applies to her Research skill score. There's no point of listing her scores in Decipher Script or Investigate if she puts no ranks into them. She should have chosen an occupation that gives Treat Injury as a class skill and should max that out, along with Craft (pharmaceutical).

Feats: Educated, Personal Weapons Proficiency, Run, Medical Expert

Educated boosts two specific Knowledge skills. Those should be listed.

Talents (Smart): Savant, Exploit Weakness

Savant applies to a specific Intelligence-based skill. Which one?

Possessions: Bereatta 93F, Light Duty Vest, Chemical Kit, First Aid Spray, 2 Clips of Ammunition

That seems alright.
#1015

the_merciless_dm

Aug 20, 2006 22:00:39
Well the pills can be used as needed just like the herbs(first page, post #4). The only point of the pills is to make them compact and easier to carry around.

Okay so these can only be made by Craft (pharmaceutical) check. Mixing herbs can be made with either Survival, Craft (pharmaceutical), Treat Injury, and Knowledge (Earth and Life Sciences). Pills can be stored mixed herbs cann't so mixed herbs should be made the moment you are to use it...

The final infection rules are as follows:

T-Virus Infection:
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non-infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated from the system as such, also a person who has succeeded is immune to the effects of infecting for an hour and gains a +2 immunization bonus to every subsequent Fort save to resist infection. Upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste, recovers any lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the point of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered immediately, instead the subject recovers 1 point every day spent resting. Whenever the antitoxin is administered the subject gain a +4 bonus on Fort saves to resist infection. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker (Proof of this are the Green Zombies and Crimson Heads from RE1 remake and a file in one of the games, cant remember which right now).
#1016

xrp3_robot

Aug 20, 2006 22:45:59
Okay so these can only be made by Craft (pharmaceutical) check. Mixing herbs can be made with either Survival, Craft (pharmaceutical), Treat Injury, and Knowledge (Earth and Life Sciences). Pills can be stored mixed herbs cann't so mixed herbs should be made the moment you are to use it...

That I can live with, all of the characters in all of the games should have, at the very least, one of these skills.

Now that we have the finale T-Virus rules, how would a Anti Virus work and help the players?

One last thing, how are the craft DCs? I took apart the DCs from mixing herbs to make the DCs for the pills.
#1017

xrp3_robot

Aug 21, 2006 1:50:10
Add this at the bottom of the pill chart.
"A hemostat pill can auto-stabilize any dieing characters, and heals any condition that causes HP damage through bleeding out."

As we all know, or should know, there will be a database snapshot made of the boards at 7am. Either we don't post anything for the next three days, or we can keep a copy of what we post and repost it all on the 24th.
#1018

gneral_kass

Aug 24, 2006 19:45:33
I may not have looked carefully enough or I might have missed them but... There seems to be one thing missing from the creatures in the Index. None of them have Challange Ratings.

I'm hoping to run a RE campaign but I wouldn't want to toss a monster at them without knowing it's CR.
#1019

xrp3_robot

Aug 25, 2006 2:34:15
I honestly dont understand that.
And I want this thread to continue, cuz we are SO close. And its one of the more popular ones.

Don't worry Merc DM, I saved the whole thread so we won't lose a thing. I'll save the last page just before the 24th so nothing will be lost. From the sounds of it, everything from before the snapshot will be brought over to the new forums, but I have a hard copy just in case.

By the way, I'm behind you Merc DM. I'm one of the many people that wants to see this get done. If this thread gets wiped out by the upgrade, so be it. We can just start again and go strong. I might even start start a yahoo group just for this forum thread alone. Of course I would make Merc DM a Moderator because this is his project and if it wasn't for him, none of this would be possible.

By the way, I'm behind you Merc DM. I'm one of the many people that wants to see this get done. If this thread gets wiped out by the upgrade, so be it. We can just start again and go strong. I might even start start a yahoo group just for this forum thread alone. Of course I would make Merc DM a Moderator because this is his project and if it wasn't for him, none of this would be possible.

:p
Thanks for the sentiment. Well if anything I would start strong by posting up the rules and then the monsters followed up by everything else. Now I've been asked to host a game on the boards... BUT I've never done that and wouldn't have a clue as to how to run and keep it in order. Anyways heres to keeping the Thread alive!

:p
Thanks for the sentiment. Well if anything I would start strong by posting up the rules and then the monsters followed up by everything else. Now I've been asked to host a game on the boards... BUT I've never done that and wouldn't have a clue as to how to run and keep it in order. Anyways heres to keeping the Thread alive!

Photographic snapshots will be taken of the forums and be made into a read-only format. If it does get wiped out, you can just go copy and paste. :D

Photographic snapshots will be taken of the forums and be made into a read-only format. If it does get wiped out, you can just go copy and paste. :D

Well I already copied the pages.

Good. Thanks well see what happens after tomorrow.

Your welcome. I'm making the copy of the last page after this post. I would like to try an online game, but I'm going into the Job Corps in two weeks and I don't know if I can get to a computer at a predictable time. Whats the point of joining a game if I can't stick with it? I know where a place where you can host an online game. I'll e-mail you the link Merc DM. One last thing, if this thread is still open in the morning, I'll repost every thing we said from the snapshot.

Here is everything that was lost in the update.

I may not have looked carefully enough or I might have missed them but... There seems to be one thing missing from the creatures in the Index. None of them have Challange Ratings.

I'm hoping to run a RE campaign but I wouldn't want to toss a monster at them without knowing it's CR.

I read some where that it was HD+2 but some monsters are stronger or weaker than that.
#1020

Luis_Carlos

Aug 25, 2006 13:02:38
I´m sorry, this is a bit off-topic, (only a bit) but I think this ¨old new¨ I found a lot of time ago could be useful to be inspired for your rpg campaigns.....

The game and the fantasy is fiction, the real world is the real world. Please, don´t mix up them. No controversial, please!!!.

There has been a small outbreak of “zombism” in a small town near the border of Laos in North-Eastern Cambodia.

The culprit was discovered to be mosquitoes native to that region carrying a new strain of Malaria which thus far has a 100 percent mortality rate and kills victims in fewer than 2 days.

After death, this parasite is able to restart the heart of its victim for up to two hours after the initial demise of the person where the individual behaves in extremely violent ways from what is believed to be a combination of brain damage and a chemical released into blood during “resurrection.”

US Secretary of State Condoleeza Rice opposed the plan saying that the Cambodian government holds a great biological weapon and should destroy it immediately. Cambodian officials have yet to comment.

I think a bit of scepticism is good. Isn´t it?

Do you imagine if the laboratories of Umbrella were in far lands (South America, Southeast Asia, Middle or Easter Africa)?
#1021

xrp3_robot

Aug 25, 2006 14:14:53
That is crazy, remind me to never go to Cambodian.
For your other queastion, Umbrella laboratories can be anywhere. They would be in remote places or small towns where the police or mayor can be bribed to 'look the other way.'
#1022

the_merciless_dm

Aug 25, 2006 20:17:26
Luis_Carlos thats a very interesting bit of information. I was thinking as to how it could survive inside the mosquito, because normally all types of diseases and parasites die inside the blood sack a female mosquito has. But its Malaria which is carried by mosquitos so there in itself lies my answer. In Resident Evil 2 the outbreak was carried on out by rats from the spencer mansion and then from within the facilities in town. So a mosquito or other "vermin" (as classified on the monster entries provided by wizards) could carry and provoke an outbreak.
#1023

the_merciless_dm

Aug 25, 2006 20:18:21
Hey my signatures are missing!
#1024

xrp3_robot

Aug 25, 2006 20:25:34
Not really Merc, you have to redo the option to show signatures after the first time you post in a thread.

Edit: Wait, it is missing. I guess you have to redo your signatures. By the way, the index still works, just don't trying to posting on the old boards.
#1025

rynhold

Aug 25, 2006 20:32:43
So how far are you guys on the pdf? because it is one I definatly want.
#1026

zombiegleemax

Aug 25, 2006 22:31:55
Just a question, how will a scenario work with my players.
They aren't the "Figure the puzzle out, kill the boss, and get outta here."
They are more like "ZOMG IT'S A ZOMBIE! BLOW IT'S BRAINS OUT BEFORE IT KILLS US! ITS TYRANT! WE'RE !
lol, anyway. Could someone write some scenario's for my players?
#1027

the_merciless_dm

Aug 26, 2006 10:49:44
Just a question, how will a scenario work with my players.
They aren't the "Figure the puzzle out, kill the boss, and get outta here."
They are more like "ZOMG IT'S A ZOMBIE! BLOW IT'S BRAINS OUT BEFORE IT KILLS US! ITS TYRANT! WE'RE !
lol, anyway. Could someone write some scenario's for my players?

Hmm. Well if they like blowing stuff up and that make them all part of a HazMat team, or U.B.C.S. Their mission briefing tells them that a Bio-Outbreak severly alters the body causing it to die, later reanimate and even mutate into some sort of "monster". Their mission is to Control the Outbreak and find out the "who", "how", and "why" of it all. If they are U.B.C.S. they work for umbrella as their counter measure, hence they may know some info. As memebers of a government HazMat team, they may require to bring in a body and study it for the info. Maybe even capture one "alive" along with finding out how the outbreak began.
Just ideas... Not really a adventure. :p
#1028

zombiegleemax

Aug 27, 2006 0:21:01
Okay, HazMat Team 1 get to the area where the outbreak is coming from, contain it, find out as much as you can. Also...don't leave evidence that the factory ever existed. Joseph pulls out a pack of C4. There's a good idea for a start.
#1029

xrp3_robot

Aug 27, 2006 0:22:49
I remember reading something earlier about players and locked doors. Well I was thinking that there are afew types of doors.

First type would be unlocked doors. Unlocked doors can't be locked from either side. They can be braced or blocked as any other door.

Next type of door is the one way door. One way doors are either locked on one side or only has a door knob on one side. Doors that are locked on one side can be unlocked from the 'inside.' After unlocked, the door acts like the unlocked door, but they can be relocked from the 'inside' again. Doors with one door knob are either made that way, or have broken knobs. Broken knobs can be repaired with a repair check (DC 10). Doors that were made that way can be bypassed two ways, either with a disable device check (DC 10) or strenght check (DC 10). Either way makes the door unable to latch and stay closed by itself.

Another type of door are doors with simple locks or fragile locks. Simple locks are pickable (lock pick DC 20) and fragile locks are breakable (Hardness 3, Hit Ponts 5. Break DC 15). Some locks are both fragile and breakable. Locks that are broken can't latch and don't stop zombies and other threats, unless they push on a pull door.

The last type of door is an event door. Event doors require a key item to open. An example of this is the Club Key found in RE2. An event door can be opened without the key, but its almost impossible (lock pick DC 40. Lock hardness 10, Hit Ponts 120. Lock Break DC 35).

Any thoughts?
#1030

the_merciless_dm

Aug 27, 2006 1:00:17
It seems you have applied some real thought to this. It makes sense actually. I never sat down to think about door types, or locks.
#1031

xrp3_robot

Aug 27, 2006 1:54:12
Thank you. I read through the whole thread and I was surprised that this wasn't brought up earlier in the thread. There was a small metioning, but nothing like what I posted. I really thought about it after playing Resident Evil: Outbreak for the tenth time. With what I posted, a player with a blow torch (3d10 per round) could cut through a event door in about 19 rounds or almost two minutes. Thats alot of time when the monster's are coming and breaking down the other doors.

There was one thing I forgot to add, small keys and old keys can open simple locks, but they get ruined after one use.
#1032

the_merciless_dm

Aug 27, 2006 10:41:42
It would also require a hefty ammount of plastic explosive, to blow open an Event door. Hehehehehehe... *BOOM* the players successfully blow open the event door only to find the Tyrant at the other side fully aware of their location...
#1033

the_merciless_dm

Aug 27, 2006 10:50:42
Okay, HazMat Team 1 get to the area where the outbreak is coming from, contain it, find out as much as you can. Also...don't leave evidence that the factory ever existed. Joseph pulls out a pack of C4. There's a good idea for a start.

You had asked for a more action oriented setting. :p
Very good start, is the HazMat team comprised solely of players or are there NPC characters as well? You know such as the Squad Lead and the Bio Expert; these could be NPCs, cuz when you kill'em off for story purposes the players get a true feel that things are going straight to hell.

Remember as a GM, roll meaningless dice infront of the players so they think something is around, and get nervous so they actually begin to think on how to survive. After a few sessions you won't need to say "Roll Listen checks", they'll be telling you: "I'm making my way cautiously and paying attention to see if I hear anything. Check Results 19 on Listen and 16 on Move Silently..."
#1034

xrp3_robot

Aug 27, 2006 14:32:53
It would also require a hefty ammount of plastic explosive, to blow open an Event door. Hehehehehehe... *BOOM* the players successfully blow open the event door only to find the Tyrant at the other side fully aware of their location...

The door would need 9 blocks of C4 to blow open the door, and thats with a Demolitions check. If the players used TNT, then they will need 18 sticks to do the same thing.
If the players don't have the Demolitions skill... then they shouldn't be messing with explosives, but they would need 18 blocks of C4 and 37 sticks of TNT.... With all of that effort, they might as find the dang key.
#1035

xrp3_robot

Aug 27, 2006 14:42:18
I just thought of something. Imagine this, the players gather/make/steal the explosives needed to blow open a door. They light the fuse and take cover. After the big boom, the door is still there without a mark, but the wall, floor, and ceiling are gone.
#1036

the_merciless_dm

Aug 27, 2006 15:46:41
I just thought of something. Imagine this, the players gather/make/steal the explosives needed to blow open a door. They light the fuse and take cover. After the big boom, the door is still there without a mark, but the wall, floor, and ceiling are gone.

Lol. That's just wrong... An Adamant door :p
#1037

xrp3_robot

Aug 27, 2006 16:44:14
That would be wrong, but funny as hell.
#1038

rynhold

Aug 28, 2006 1:15:09
If you feel like using magic you steal a trick from my brother. He put a spell that would repell and double any force used on it. It was very funny to watch our buddy (who had to break down any door he came across) get thrown around by this door. After about a minute I took mercy on him and turned the knob and opened the door. That was the funny part the door WASNT EAVEN LOCKED!
#1039

xrp3_robot

Aug 28, 2006 1:34:09
If you feel like using magic you steal a trick from my brother. He put a spell that would repell and double any force used on it. It was very funny to watch our buddy (who had to break down any door he came across) get thrown around by this door. After about a minute I took mercy on him and turned the knob and opened the door. That was the funny part the door WASNT EAVEN LOCKED!

LOL thats is so wrong yet so funny.
#1040

rynhold

Aug 28, 2006 1:39:25
LOL thats is so wrong yet so funny.

My brother knew that our buddy had a problem with breaking in doors even if they were unlocked, so my brother came up with that force feild trick.
#1041

emissary666

Aug 28, 2006 15:33:00
Good news everybody, I finally have a resident evil! Unfortunatly it is code veronica. We will finally be able to contribute more to the thread. Though if anybody now how to move with out hiting walls in that game please inform us. As for doors, in one session I DMed my players knew there were for heavly armed goblins behind the door, one hour later they opened the door.
#1042

xrp3_robot

Aug 28, 2006 15:58:15
If I was there, I would remove the door and keep it for later. I would either use it as a sheild, or put it on my own house.

Anyway, has anyone played the new zombie game from capcom? Its called Dead Rising. From what I know, you play as a reporter thats wants to get the bigest scoop and you get flown to a mall. I know that this game is unrelated to the Resident Evil games, but its a good game. The game allows anything to be used as a weapon and I can see that this is what the players would do in a RE game.
#1043

rynhold

Aug 28, 2006 23:51:09
Looks like it might be an interesting game too bad I dont have a 360 yet.
#1044

xrp3_robot

Aug 29, 2006 0:16:47
When I get a 360,this will be one of the games I will get.
#1045

the_merciless_dm

Aug 29, 2006 22:27:47
If I was there, I would remove the door and keep it for later. I would either use it as a sheild, or put it on my own house.

Anyway, has anyone played the new zombie game from capcom? Its called Dead Rising. From what I know, you play as a reporter thats wants to get the bigest scoop and you get flown to a mall. I know that this game is unrelated to the Resident Evil games, but its a good game. The game allows anything to be used as a weapon and I can see that this is what the players would do in a RE game.

I like the way you think... Taking the door using it as a "Tower Shield" :p
I guess we are all gonna check Dead Rising out then, huh? Dudes! You know what would RULE. Resident Evil Outbreak on the PSP. I think that would be the most logical way to play Outbreak. You know with the Online capabilities of the PSP, its portability, and also you could Ad-hoc too. I wonder why Capcom hasn't done that yet... One can dream... Right?
#1046

xrp3_robot

Aug 30, 2006 0:23:38
I like the way you think... Taking the door using it as a "Tower Shield" :p

Yep, but I would have to glue the straps on it.

I guess we are all gonna check Dead Rising out then, huh?

Not so much, Dead Rising isn't a Resident Evil game, but it is a good example how players would act in a "living" world where background items are usable.

Dudes! You know what would RULE. Resident Evil Outbreak on the PSP. I think that would be the most logical way to play Outbreak. You know with the Online capabilities of the PSP, its portability, and also you could Ad-hoc too. I wonder why Capcom hasn't done that yet... One can dream... Right?

The only problem with this, that I see, is the missing shoulder buttons and the nub thing.
#1047

psiseveredhead

Aug 30, 2006 8:39:43
Not so much, Dead Rising isn't a Resident Evil game, but it is a good example how players would act in a "living" world where background items are usable.

In that way, it's a bit more like a D20 Modern campaign than a video game. I would certainly smack a zombie with a baseball bat or a 2 x 4 if I didn't have enough bullets.
#1048

xrp3_robot

Aug 30, 2006 10:56:07
In that way, it's a bit more like a D20 Modern campaign than a video game. I would certainly smack a zombie with a baseball bat or a 2 x 4 if I didn't have enough bullets.

Thats what so fun about a D20 Modern game, you can use anything in anyway that you want. I would look for one of those beach umbrellas that cafe's have before I would try running through a loose pack of zombies.
#1049

the_merciless_dm

Aug 30, 2006 11:56:28
In that way, it's a bit more like a D20 Modern campaign than a video game. I would certainly smack a zombie with a baseball bat or a 2 x 4 if I didn't have enough bullets.

Hehehe. Go to K-mart, Wal-Mart or hell even S-mart and pick up a Sledge Hammer! :D
An to Quote FLCL "KAKING!"
#1050

xrp3_robot

Aug 30, 2006 18:29:03
Heck, that would sound like a good game. Have the players stuck in a huge Mall of American type mall with Resident Evil type monsters running around.
#1051

rynhold

Aug 30, 2006 22:02:51
Heck, that would sound like a good game. Have the players stuck in a huge Mall of American type mall with Resident Evil type monsters running around.

I'll grab the hocky sticks!!
#1052

xrp3_robot

Aug 31, 2006 2:26:55
I'll raid the gun shop. I'll tell you what Rynhold, if you bring be an extra Hockey Stick, I bring an extra Shotgun with loads of ammo. Don't forget the hockey masks and golf bags for our "12 irons." :D
#1053

Yar

Aug 31, 2006 16:21:25
I dont me to be pesky but when is the PDF going to be available?

Yar
#1054

xrp3_robot

Aug 31, 2006 23:42:26
I'm not sure, hopely soon. It might happen after we stop coming up with stuff for the PDF.
#1055

voran

Sep 02, 2006 4:30:28
In a way I could see STARS types or Umbrella Special Ops types following a limited 10 level or so "Ranger" type class from DnD. They could gain the benefit of the chosen enemy abil, which would represent the skill and dmg bonuses as dnd. The reason you don't really see any higher level bonuses, such as the potential +6 if you chose to focus on 1 foe by the time you earned 3 chosen enemies, is that given the lethality of the game, and the expendable nature of all but the 'named' characters, even Anti-BOW trained types rarely get to live long enough to really build on their skills.
#1056

xrp3_robot

Sep 03, 2006 13:44:07
In a way I could see STARS types or Umbrella Special Ops types following a limited 10 level or so "Ranger" type class from DnD. They could gain the benefit of the chosen enemy abil, which would represent the skill and dmg bonuses as dnd. The reason you don't really see any higher level bonuses, such as the potential +6 if you chose to focus on 1 foe by the time you earned 3 chosen enemies, is that given the lethality of the game, and the expendable nature of all but the 'named' characters, even Anti-BOW trained types rarely get to live long enough to really build on their skills.

Well insead of another class, how about we make this a feat. Either as one feat that gains power over the levels, or a tree of feats.

By the way, I won't let this thread die.
#1057

voran

Sep 04, 2006 1:01:38
Hm. A feat system might work too, anyone have any thoughts on progression?

1st feat in the tree could be either +1 or +2, each successive one, up to three total could be another +1 or +2. Either ending up with a +3 to the various 'ranger' type skills and dmg vs chosen enemies or a +6 if you take all 3 of them (if using +2 per feat).

Would making a chosen enemy B.O.W be too general? Or something like BOW (Humanoid) BOW (crittertypes) or BOW (Really funky aberrant ones?) be adequate categories? I'm thinking if just BOW general, that'd follow the +1 +2 +3 progression, while the subtype one would follow +2 +4 +6?
#1058

xrp3_robot

Sep 04, 2006 1:56:28
I got it. Have it act like a talent tree that works just like the 3.5 D&D Ranger class feature. The player would take a feat to gain the Favored Enemy talent tree. It works like the class feature, but to get stronger in it, one has to invest a talent choice. To get the best level, one would have to gain only base classes for the first ten levels and taking no other talent.
#1059

xrp3_robot

Sep 05, 2006 15:07:43
Its the idea good or bad? Inpute is really needed please.
#1060

voran

Sep 06, 2006 9:17:58
G-Virus Template
Type changes to B.O.W.
HD: Increase to d12
Spd: +20ft.
AC: as base
Attacks: As base
Special Attacks: Controlled Mutation
Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round
Face/Reach: As base
Saves: As Base
Abilities: +4 to Str & Con, +6 to Dex
Skills: As Base
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex

Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the number of mutations grown) as a Fullround action that provokes an attack of opportunity, to gain a mutation from the G-virus random mutation table.

I believe this is pretty much what Wesker and Krauser gained from the G-Virus. Remember this template can only be added if the character succeeded the G-virus Fort Save. Well as usual let me know what you think. And I hope this helps.

Sorry for the almost necrolike quote. But I was thinking, in a way perhaps he doesn't gain a DEX bonus, but more of a haste like ability. Which would account for his speed (movement) boost and extra attacks. It seems like more of an on-demand ability, than always on. Though in game sense, it would effectively be always on. Btw, what sorta adjustment would this template be? +4?
#1061

the_merciless_dm

Sep 06, 2006 22:01:57
Voran the template is strickly fo GM charaters! NPCs not plausible for player characters, if a player contracts the G-virus (only possible by injecting it) he slowly becomes less human, then when he is no longer playable he "dies" and becomes a menace to the other players.
Also nothing in the thread has a Challenge Rating since I have not really sat down to calculate them. I have been trying to make the Zombies CR:1 on purpose then Acid Spitters CR:2 Cromson Heads CR:3 or 4 but that still requires some tweaking.

The PDF will be done as soon as everything is finished, like xrp3_robot said.

As for the "Favored Enemy" feat/talent tree, I have one word: NO!
Read the feat we wrote up here called: "Black Ops" that very well fits what you want. You need to know critical information about your opponent. "Critical Information" Is determined by your GM, as well as use of these feats should be talked over with your GM before there use.

Example of Critical information:
Random File containing the test subject data of an attempt to recreating a 121 Alpha Hunter from the samples and the slow mutations observed in the test subject. Here by containing every minor detail about it.

I would definitly call that "Critical Information" how do the players gain this? As a reward for roleplaying. Not every game takes place in a research facility but there always has to be a logical explanation for the outbreak, and there are always people who are curious, there by taking it under a microscope...

Just my opinions.
Also I am interested in running a game on the boards, can anyone tell me if its a violation of some rule/s? I have never ran a game on a messege board, so I dont know how that works either. Any help would truely be appreciated.
#1062

xrp3_robot

Sep 06, 2006 22:40:19
Ok, I guess I didn't understand the "Black Ops" feat. Now I do. I was posting to keep the thread alive.

I know where a place you play by post. RolePlay OnLine is a play by post site. I haven't tried it myself but it might be what your looking for.

One last thing, I'm leaving for Job Corps next tuesday and I don't know if I can get online often. I'm bringing my books and dice because I'll never leave those behind. I'm a role player at heart.
#1063

voran

Sep 07, 2006 6:05:34
Btw, I don't want to pollute the thread with semi-off topic stuff, but I was wondering if this would be the right area to discuss variants as seen in the movie versions of RE, such as the Alice type variant of a T virus infected but functional helix-type warrior. Heh oddly enough I watched DOOM right after I was watching RE: Apocalypse today and again it had a 'genetic experiment gone wrong' premise, where the end character ends up becoming a helix-warrior variant too.
#1064

the_merciless_dm

Sep 09, 2006 2:38:53
Btw, I don't want to pollute the thread with semi-off topic stuff, but I was wondering if this would be the right area to discuss variants as seen in the movie versions of RE, such as the Alice type variant of a T virus infected but functional helix-type warrior. Heh oddly enough I watched DOOM right after I was watching RE: Apocalypse today and again it had a 'genetic experiment gone wrong' premise, where the end character ends up becoming a helix-warrior variant too.

Yeah I when I saw Doom, I thought similarly. And yes this is the appropiate place to discuss such topics. G-virus can be used to turn you into a "super soldier" of sorts (by what the game notes lead one to believe, ex. Wesker and Krauser) which bears resemblance to Doom's super human "good guys". Alice I'd say has the G-virus template that I provided.
#1065

the_merciless_dm

Sep 09, 2006 2:41:00
Heck, that would sound like a good game. Have the players stuck in a huge Mall of American type mall with Resident Evil type monsters running around.

Lol I just realized, isnt that the plot to Dawn of the Dead...?
:p

Oh and xrp3_robot thanks for the link.
#1066

xrp3_robot

Sep 09, 2006 3:17:13
Yeah I when I saw Doom, I thought similarly. And yes this is the appropiate place to discuss such topics. G-virus can be used to turn you into a "super soldier" of sorts (by what the game notes lead one to believe, ex. Wesker and Krauser) which bears resemblance to Doom's super human "good guys". Alice I'd say has the G-virus template that I provided.

In this case, it could be an added prerequisite in order to take the class. I would read up the class to see what it gives, but my books are pack for my trip to Job Corps.

Lol I just realized, isnt that the plot to Dawn of the Dead...?
:p

Oh and xrp3_robot thanks for the link.

Is it? I didn't watch that movie. Still, I think a RE game set like that would be scareier because the zombies would get evolve and there would be an unending supply zombies running around the mall.(they would start to run after a few hours) Also there would be an added threat of the humans that when crazy and the shop owners that want to protect their shops.

By the way, your welcome.
#1067

zombiegleemax

Sep 09, 2006 7:53:17
RPOL is IMHO one of the better PBP sites around. Though mostly home programmed IIRC it gets the job done. PM, notepads, Private Lines, Dice roller for multiple systems. However they have run into problems during this year. Namely server moving across a continent w/o being notified=crashed site. Then the server with the site data went missing. Things are sorted out now and have been for a few months.
#1068

the_merciless_dm

Sep 10, 2006 13:29:22
Is it? I didn't watch that movie. Still, I think a RE game set like that would be scareier because the zombies would get evolve and there would be an unending supply zombies running around the mall.(they would start to run after a few hours) Also there would be an added threat of the humans that when crazy and the shop owners that want to protect their shops.

By the way, your welcome.

You do have a point, the RE-zombies are very peculiar. And them slowly mutating, along with the PC's not having a single clue what is going on adds to the chaos.

EpsilonGhost, thanks for the info.
#1069

xrp3_robot

Sep 10, 2006 14:32:24
I was able to get my hands on a guide of "Dead Rising" and I looked through it. It seems that mall isn't that big, but the map might not be in scale. I'm going to get it as another reference. I already have a few RE game guides and The Zombie Survival Guide.

Like I said before, I'm going to Job Corps but I'm taking all of my d20 Modern books. I found out that I'm going to be able to use a computer at Job Corps so I'm going to try to get on as much as I can.
#1070

xrp3_robot

Sep 10, 2006 22:57:44
Something was bugging me, and now I know it, there are no rules on scavenging needed gear from stores and other areas the players are. These rules would be needed if the players want to repair some item like a street car or a helicopter to get out of there. I think the scavenging rules from d20 Apocalypse would work here.
#1071

emissary666

Sep 12, 2006 14:26:05
We agree. But you could just plan what kinds of stores such as gun stores carry 10 92Fs, 100 9mm Rounds, 3 Mossberg shotguns, and 50 of what ever gauge a Mossberg is. Then roll a d100 or so when the players enter a store, maybe spot and navigate check to find specific stores.
#1072

voran

Sep 14, 2006 6:13:26
I should be posting a "Lesser Strain Template" (not canon) in a day or two. I was wondering though, what people felt about having the darkvision sight quality in a RE type of game. Would it have an impact and change the tenor of the game? I'm thinking of the rather decent Chronicles of Riddick game where you got to run around with his 'eyeshine' darkvision, basically in situations where other chars had to rely on little gunlights and stuff, and you could watch while they got mobbed and never saw things coming.

In many FPS games, they add tension by artificially manipulating lights, which leads to the situation of "Wait a minute, I'm clad in millions of dollars of armor, or I have access to state of the art weapons and high tech gizmos, but I don't have a FLASHLIGHT THAT LASTS MORE THAN 30 SECONDS?!" kinda stuff. In RE, things jump out of the shadows at you, but with Darkvision, it becomes less 'shadows' and more 'actual cover/concealment'. Anyone run a game and see if DV makes a significant difference?
#1073

psiseveredhead

Sep 14, 2006 12:31:56
Haven't you ever watched X-Files? Flashlights be lame.

Actually, even headlights can be lame. I went to Algonquian Park some years back, and we went hunting bugs during the night. We drove to an area of the park, where we could hardly see the road (despite headlights) and got lost a couple of times. (Our driver had done this trip many years before. Penalty to Navigate in the darkness?)

Anyway, the flashlights we brought, even the huge one I borrowed, didn't make a whole lot of light. It's not like you can see everything at the same time. You have to sweep. Even with lots of people with flashlight, there was darkness. I've got pretty good darkvision, but when I turned my flashlight off, there was a real danger of losing where the road was. (Well, there would have been if there weren't so many people across the road with working flashlights.)

I would let flashlights slightly reduce the penalties for Spot checks against relatively close-by enemies. The reduction depends on how many flashlights (maybe -1 per flashlight, to a minimum of removing a -5 penalty).
#1074

eberik

Sep 14, 2006 12:55:57
Wow, cool work so far people, some stuff I definately like and other, wells it's just MHO. But I would gladly like to help in any fasion, cause well it just so has it that I am making a RE game for my group here. I am hammering out the rough outline of the adventures and working from the RE Archives book that I bought at EB a long time back.
I am a nut for the game, and will work on or with anything with anyone.
#1075

rynhold

Sep 15, 2006 7:13:08
I would allow Night Vission Goggles but not Dark Vission "Eye Shine" because it seems that that type of surggery is too high of a tech level for an R.E. game.
#1076

marcoasalazarm

Sep 15, 2006 19:37:38
Wirth the Umbrella Corporation, everything is possible. Maybe the 'Eye Shine' is an experimental attempt at controlling the T-Virus mutations or something?
#1077

rynhold

Sep 17, 2006 9:27:41
I might allow it if(and only if) the PC's work for umbrella. But only for high importance characters.
#1078

zombiegleemax

Sep 19, 2006 2:48:00
I have an idea, why don't we make up a list of items that a character would find in a RE type game, like...

1. An old fashioned double barrel shotgun is found in an iron box under the bed(after a search check)
2. A copper plaque with the god Anubis, fitted in an indentation on a stone wall
3. An HK USP is found in the torn holster of a dead cop.
4. A first aid kit is located in the second drawer of an oak cupboard.
5. A handgun magazine is half hidden by the shadows on an outside path(examination reveals it to be a Glock 17 magazine)
6. A quarter gallon of gasoline is found under a pile of cobwebs in a shed.
7. A golden chalice with a depiction of a hanging is the centerpiece of an abandoned meal
8. A search of the detritus in the pool reveals a waterproof flashlight and a soaked box of .45 rounds.
9. An undamanged tactical vest is on the body of a zombie...are you brave enough to retreive it?
10. An assortment of batteries is found scattered on the linoleum not far from their original shelf

You get the gist, either provide a location (either harmful, or benign) and some items in a generic area(said shotgun in a rural area ^, the USP in an area of Germany)
#1079

zombiegleemax

Sep 19, 2006 3:58:06
I'm having a hard time keeping my RE campaign fresh, people are getting bored of zombie then puzzle then zombie then puzzle then bigger zombie then puzzle. Any help you guys?
#1080

xrp3_robot

Sep 19, 2006 19:15:23
Guess what guys and gals, I'm back. After a week and they let me on the computer to check my e-mail and to talk to everyone here. I missed everyone here. I hope to get into a new dorm that has a 24-7 computer. Anyway, I don't have to much to add to this topic right now. I hoped to start a RE game, but they took my dice for fear of gambling. Maybe my new DA will let me have my dice. If not, I have a back up. I'll use a deck of cards in place of dice.
#1081

voran

Sep 20, 2006 3:36:12
Lesser Strain T-Virus Mutation

This template can be used to reflect Umbrella type enhanced operatives. This is a mishmash of origins, which can be seen more from the RE Movies, with the enhanced humanoid Alice, or in some ways the 'vampire' her actor played in Ultraviolet, which seemed to share many characteristics. While not true to the RE version of games, it could be used in such games.

The base design of this template follows the Dragonblooded stats as described in Urban Arcana (A +1 race). It also has some additional traits, which will push its adjustment up to +2 (possibly +3 depending on feedback here). I will also attempt to balance some of the abilities with some artificial game constructs/RP tools.

Type changes to Aberration

Size: Medium

Ability Modifiers: Strength +2 Constitution +2 Charisma +2
Base Speed: +10
AC: As Base
Attacks: As Base

Special Attacks: Natural Weapon (Claw). A limited controlled mutation, those of the lesser strain do not have the full conversion abilities of a G-Virus template. A lesser strain mutant can cause their hands to become clawlike. They may deal lethal slashing dmg instead of non-lethal dmg with an unarmed attack and do not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the damage dealt. Lesser Strain mutant operatives typically wear fingerless gloves, as the transformation would destroy normal gloves.

Special Qualities:

Low Light Vision
Darkvision 60 feet
Saving Throw Bonuses +4 species bonus versus sleep and paralysis.
Skill Bonuses: +2 on Spot and Intimidate
Bonus Feats: Endurance, Run

Additional Qualities:

Are considered one size larger (as beneficial) for purposes such as carrying capacity, or attacks such as bull rushing, tripping, etc.

Immunity to all Diseases and G/T Virus Mutations

Enhanced Healing: Fast Healing 1, only works at or below 33% of max hit points. Otherwise, healing occurs at 1/2 character level multiplied by CON adjustment, per hour. Recovers from attribute damage at base CON adjustment (rate of recovery not impacted by CON dmg) per day.


Other Umbrella type modifications will be posted later. (Mostly stuff like cyber that would allow Umbrella to track/monitor/etc the various operatives.)
#1082

zombiegleemax

Sep 20, 2006 4:14:22
Re4 and Re movies taint this thread
#1083

psiseveredhead

Sep 20, 2006 10:44:45
Re4 and Re movies taint this thread

I thought RE4 Leon, Ada, Wesker and even Krauser were all cool.

And while the movies generally stunk, I thought the novel version of Major Timothy "Able" Cain was cool enough to stat up. (Same with the novel version of Nicholai Ginovaef, who is really cool and evil.)

Major Timothy "Able" Cain (Dedicated Hero 3/Smart Hero 6/Soldier 3): CR 12; Medium Humanoid (human); HD 9d6+3d10, hp 50, Mas 11; Init +1, Spd 25 ft.; Def 22 (+1 Dex, +7 class, +4 concealable vest); BAB +7, Grap +8; Atk automatic carbine +9/+4 ranged (2d8+2) or brawl +9/+4 melee (1d6+1 nonlethal); S/R 5 ft./5 ft.; SA Weapon Focus (automatic carbine), Weapon Specialization (automatic carbine); AL United States, Umbrella Corporation, "life is cheap"; SV Fort +6, Ref +6, Will +8; AP 6, Rep +3; Str 12, Dex 12, Con 11, Int 16, Wis 14, Cha 10.
Occupation: Military (class skills: Hide, Knowledge [tactics]; bonus feat: Personal Firearms Proficiency)
Skills: Bluff +2, Climb +0*, Computer Use +8, Craft (electronic) +6, Craft (structural) +6, Demolitions +6, Diplomacy +2, Hide +7*, Intimidate +6, Knowledge (behavioral sciences) +10, Knowledge (business) +5, Knowledge (current events) +8, Knowledge (earth and life sciences) +11, Knowledge (history) +6, Knowledge (tactics) +30, Knowledge (technology) +10, Listen +5, Navigate +12, Pilot +5, Profession +8, Search +8, Sense Motive +7, Spot +4, Survival +7, Swim +0*, Treat Injury +4.
Languages: Arabic, English, German (all spoken and literate)
Feats: Advanced Firearms Proficiency, Aircraft Operation (helicopter), Armor Proficiency (light, medium), Attentive, Brawl, Burst Fire, Educated (Knowledge [behavioral sciences], Knowledge [earth and life sciences], Knowledge [tactics], Knowledge [technology]), Personal Firearms Proficiency, Quick Draw.
Talents (Dedicated): Faith, skill emphasis (Knowledge [tactics])
Talents (Smart): Exploit weakness, plan, savant (Knowledge [tactics])

Timothy Cain is German by descent and speaks with a German accent. His family immigrated to the United States, and Cain became very loyal to the US. To show his loyalty, he joined the US Army as an officer. He fought in the First Gulf War and was quickly promoted to Captain. He had a reputation for getting things done, and so earned the nickname "Able". However, he believed in the philosophy of "life is cheap" and wouldn't hesitate to sacrifice his troops in order to fulfill the requirements of his mission. He didn't connect with the majority of the soldiers under his command, and only made one warbuddy.

After the war, Cain was hired by Umbrella and transferred his loyalty to them, aided significantly by a much fatter paycheck. He led one of Umbrella's mercenary companies (allegedly the U.B.C.S., but this is probably a movie error) and was responsible for preventing people from entering or leaving Raccoon City (shooting innocent civilians trying desperately to escape), and also for testing out some BOWs.

More of a thinker than a fighter, Cain hasn't fought hand-to-hand in years. He discovered a traitor to Umbrella (a valuable scientist at that) but didn't hesitate to execute him in order to intimidate a party of adventurers.

He was himself tricked and discovered, too late, that there was a life he didn't consider cheap. His own.
#1084

zombiegleemax

Sep 21, 2006 2:10:55
Out of those characters, the only one that remotely seemed like prior game counterparts was Wesker...the others were there in name only, not personality and attitude.
#1085

the_merciless_dm

Sep 21, 2006 20:13:51
I must say I'm impressed again, on how this thread manages to stay alive even in my absence. First and foremost I must appologize since I've been ill, I have not pay much attention to anything. Now on the topic of Darkvision I would not gitve it to players, again keeping up with the Horror aspect of it is what is dificult. Fear of the Dark is a good thing aggainst your players and flashlights do suck, but I agree in having them reduce the penalties for spot checks against near by enemies, but remember a flashlight draws attention and also signals your location so its easy for someone with out a flash light to sneak up behind you as it is for you to spot the one sneaking since he is aware of were you are looking as well.

Now I am against templates for Player Character on the REd20 system, since what makes it interesting is these are normal people in extraordinary situations.

Just my two cents.
#1086

the_merciless_dm

Sep 21, 2006 20:29:56
I'm having a hard time keeping my RE campaign fresh, people are getting bored of zombie then puzzle then zombie then puzzle then bigger zombie then puzzle. Any help you guys?

Tell us a little about the game and what has gone by. I may suggest you surprise them by pitting them up against LIVE opponents. Maybe a antagonistic party, say some UBCS members attempting to contain/control the situation and eliminating any evidence of the outbreak. That adds threat of reason, instead of just mindless chaos. If your players are UBCS then add a third party corp. trying to get their hands on some Umbrella, test samples. Or a government agency that has been keeping tabs on Umbrella and now wishes to shut it down and take Umbrella's research for itself.

Have them meet a survivor, something inocent; then have it slowly mutate not into a zombie but e G-virus mutant template... Maybe if they grow severly attatched to it, you might be surprised with the party's response to it. Or have fun like pit them in a Zoo like area (if they are in a city its easy; if they are in a facility then its the werehouse like structure in which they kept the testing animals, thought there are MANY of them) were all the animals are horrifically altered and run a muck, fighting with themselves for food...

Really try to keep it fresh. Have them find a weapon cache of supirior high tech (in modern terms) weapon only to be forced to waste it all on an up coming Colossal mob of zombies. I did this, the players were all happy and secure to find so much amunition, so many new guns and things that go boom; they thought they could make it out alive. What they found was a military convoy whose engine was sabotaged prior to the outbreak, in the convoy ammunition, grenades and guns galore, even a mounted M60... But when they repaired the vehichle, found it had no fuel and that the headlights were now one; they all chose to stand their ground, feeling cocky on their new found firepower, only to be charged by wave after wave of crimson heads, and normal zombies. I swear I pitted them against well over 300+ zombies/crimson heads. After the encounter, all that reasuring gear was long gone and they were down to one box of ammo...

That was fun, then I unleashed an 121 Hunter Alpha on them. Obviously they ran.
#1087

emissary666

Sep 21, 2006 21:05:38
We like the template. Also we think that darkvision would be good if temporary.
#1088

Luis_Carlos

Sep 28, 2006 13:38:58
Perhaps you like these sciencie news and you will gets some ideas to be inspired.

http://www.sciencemag.org/cgi/content/abstract/299/5604/254

Ringlike Structure of the Deinococcus radiodurans Genome: A Key to Radioresistance?

The bacterium Deinococcus radiodurans survives ionizing irradiation and other DNA-damaging assaults at doses that are lethal to all other organisms. How D. radiodurans accurately reconstructs its genome from hundreds of radiation-generated fragments in the absence of an intact template is unknown. Here we show that the D. radiodurans genome assumes an unusual toroidal morphology that may contribute to its radioresistance. We propose that, because of restricted diffusion within the tightly packed and laterally ordered DNA toroids, radiation-generated free DNA ends are held together, which may facilitate template-independent yet error-free joining of DNA breaks.

http://www.sciencemag.org/cgi/content/abstract/296/5573/1627

Specialized DNA Polymerases, Cellular Survival, and the Genesis of Mutations

Cell death caused by arrested replication of damaged or structurally altered DNA can be avoided in prokaryotic and eukaryotic cells by multiple DNA polymerases that are specialized to bypass DNA damage. Some of these polymerases perform such translesion DNA synthesis of specific types of damage with high genetic fidelity. However, they exhibit greatly reduced fidelity when they operate on undamaged DNA or on DNA with lesions that are (apparently) not cognate substrates. The low fidelity of some of these specialized polymerases when copying undamaged DNA may be physiologically functional, including generating immunoglobulin diversity.

http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6X17-4FN2NBY-1&_coverDate=06%2F08%2F2005&_alid=457824685&_rdoc=1&_fmt=&_orig=search&_qd=1&_cdi=7235&_sort=d&view=c&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=729f50903438d6763b1b2d083e9c02f7

Error-prone DNA repair and translesion DNA synthesis

Evelyn Witkin hypothesized in 1967 that bacterial cell division is controlled by a repressor which, like the lambda repressor, is inactivated by a complex process that starts with the presence of replication-blocking lesions in the DNA. She further suggested that this might not be the only cellular function to show induction by DNA damage. Three years later, Miroslav Radman, in a privately circulated note, proposed that one such function might be an inaccurate (mutation-prone) DNA polymerase under the control of the recA and lexA genes. Thus was born the SOS hypothesis.

---

What do you think.
#1089

xrp3_robot

Oct 04, 2006 17:54:10
I was reading the Dead Rising game guide that I have the I was thinking, why not let the non-combat characters gain exp by taking pictures. I'm putting together rules for this and if I can find the time, I'll type it up for everyone here.
#1090

Yar

Oct 06, 2006 16:17:13
Um bump!

Things have been quiet lately aand i dont want to see this die.

Somoen inject this thread with the t-virus already =)

Yar
#1091

zombiegleemax

Oct 06, 2006 16:35:33
(Commandos) Chaingunner (Tough Ordinary 5)
Medium-size Human Plagas Host
Challenge Rating: ?
Hit Dice: 5d10+30 (58HP)
Initiative: +1
Speed: 15ft (Heavily encumbered)
Defense/Touch/Flat-footed: 20/14/19
Armor Penalty: -5
Massive Damage: 16
BAB/Grapple Bonus: +3/+6
Attacks: Melee -1 (1d6+2 Slam) (1d4+2 Lethal Slam); Ranged -2 (?later?)
Fighting Space/Reach: 5ft by 5ft /5ft
Allegiances: Osmond Saddler, Plagas Collective
Saves: Fort +6, Ref +2, Will +4
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 17, Cha 8
Skills: Climb -3, Demolitions +3, Drive +3, Intimidate +5, Knowledge (tactics) +3, Spot +4,
Feats: Brawl, Combat Martial Arts, Exotic Firearms Proficiency (), Armor Proficiency (Medium), Simple Weapons Proficiency, Toughness X2
Talents: Damage Reduction 3/-, Stamina
Special Qualities: Darkvision, Improved Grab, Low-light Vision, Common Plagas Host Traits
Occupation: Military (Demolitions, Knowledge [tactics])
Armor: Tactical Vest
Possessions: XM214 Microgun
WRONG!!! It's not Commandos (Chaingunner)! It's J.J. Also, no one decided to stat out Los Gonados so I did.

Villager Gonado: CR 1-3; Medium Humanoid; HD 3d6+2; hp 20; Mas 14; Init +0; Spd 30 ft.; Defense 11, touch 10, flat-footed 11 (+1 Armor); BAB +0; Grap +1; Atk +1 Melee (1d4 Pitchfork, 1d4 Torch, 1d2 Knife); Full Atk +1 Melee (1d4 Pitchfork, 1d4 Torch, 1d2 Knife); FS 5 ft. by 5 ft.; Reach 5 ft. (Knife, Torch), 10 ft. (Pitchfork); SQ none; AL Lord Saddler; SV Fort +2, Dex +0, Will +0; AP 0; Rep +0; Str 13, Dex 11, Con 14, Int 13, Wis 11, Cha 9.
Skills: Climb +1, Hide +2, Read/Write English, Read/Write Spanish, Search +3, Speak Spanish, Spot +3, Survival +2
Feats: None

Zealot coming soon

EDIT: Woops, didn't see the already statted out Gonado. Oh well, that one's good enough. What about U3 and his malformation? Also, changed C.C. to J.J.
#1092

psiseveredhead

Oct 10, 2006 22:36:47
HUNK (Tough Hero 5/Strong Hero 3/Soldier 3/SpecOp 5): CR 16; Medium Humanoid (human); HD 8d10+8d8+54, hp 137, Mas 19; Init +6, Spd 35 ft.; Def 25 (+2 Dex, +10 class, +3 undercover vest); BAB +13, Grap +15; Atk martial arts +15/+10/+5 melee (1d4+4) or knife +15/+10/+5 melee (1d4+4/19-20) or TMP +16/+11/+6 ranged (2d6+2); FS/R 5 ft./5 ft.; SA Silent death, weapon focus (TMP), weapon specialization (TMP); SQ Hunt & evade, night mover, shock & awe, specialist (weapons); AL Umbrella Corp (Europe), pride; SV Fort +16, Ref +9, Will +5; AP 8, Rep +2; Str 14, Dex 14, Con 16, Int 12, Wis 13, Cha 8.
Occupation: Military (class skills: Hide, Move Silently; bonus feat: Personal Firearms Proficiency)
Skills: Climb +6*, Demolitions +4, Hide +15 (+19 with fatigues and night mover)*, Intimidate +3, Jump +9*, Knowledge (earth and life sciences) +2, Knowledge (tactics) +9, Listen +7, Move Silently +17*, Navigate +7, Spot +9, Survival +14, Swim +8, Treat Injury +6.
Languages: English and French (literate and spoken)
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire, Combat Martial Arts, Exotic Firearms Proficiency (grenade launcher), Great Fortitude, Heroic Surge (4/day), Improved Autofire, Improved Damage Threshold, Personal Firearms Proficiency, Stealthy, Strafe.
Talents (Strong): Melee smash (improved)
Talents (Tough): Remain conscious, robust, stamina.
Possessions: combat knife, Tactical Machine Pistol with one extended magazine (30 rounds, loaded) and one magazine (15 rounds), 3 fragmentation grenades, medical kit (first aid spray).

Stats for the real-life TMP (actually a submachine gun) can be found here: http://en.wikipedia.org/wiki/Steyr_TMP

Yes it has fewer bullets, but its autofire only uses up 10 bullets rather than the ridiculous number it used up in Resident Evil 4.

Nicholai Ginovaef (Smart Hero 4/Strong Hero 3/Fast Hero 3/Soldier 6): CR 16; Medium Humanoid (human); HD 4d6+6d8+6d10+16, hp 92, Mas 13; Init +1, Spd 30 ft.; Def 25 (+1 Dex, +10 class, +4 concealable vest); BAB +11, Grap +13; Atk martial arts +13/+8/+3 melee (1d4+4) or automatic carbine +13/+8/+3 ranged (2d8+2/19-20) or TMP +12/+7/+2 ranged (2d6+3); FS/R 5 ft./5 ft.; SA Improved critical (automatic carbine), weapon focus (automatic carbine), weapon specialization (automatic carbine); SQ Tactical aid; AL evil, greed, ambition; SV Fort +8, Ref +8, Will +7; AP 8, Rep +4; Str 14, Dex 13, Con 13, Int 14, Wis 13, Cha 10.
Occupation: Adventurer (class skills: Bluff, Knowledge [tactics]; bonus feat: Personal Firearms Proficiency)
Skills: Bluff +9, Climb +4*, Computer Use +19, Craft (chemical) +7, Craft (electronic) +7, Demolitions +12, Hide +6 (+8 fatigues)*, Intimidate +5, Investigate +9, Jump +4*, Knowledge (behavioral sciences) +5, Knowledge (business) +6, Knowledge (current events) +7, Knowledge (earth and life sciences) +9, Knowledge (streetwise) +6, Knowledge (tactics) +24, Listen +6, Move Silently +6*, Navigate +12, Pilot +6, Profession +3, Spot +6, Survival +6, Swim +5, Treat Injury +3.
Languages: English (literate, spoken), Russian (literate, native), Spanish (spoken)
Feats: Advanced Firearms Proficiency, Aircraft Operation (helicopter), Armor Proficiency (light, medium), Burst Fire, Combat Martial Arts, Deceptive, Educated (Knowledge [earth and life sciences], Knowledge [tactics]), Gearhead, Personal Firearms Proficiency, Pistolero (Master), Stealthy.
Talents (Fast): Evasion, increased speed.
Talents (Smart): Plan, savant (Knowledge [tactics])
Talents (Strong): Melee smash (improved).
Possessions: Varies, but frequently limited to only a knife or TMP.

I statted them both up in the same post because they were rivals; that's also why they're the same level. Sure HUNK beats Nicholai in a one-on-one fight, but Nicholai is a decently good leader and is a lot smarter. Given a little time, he'd probably lay booby traps and use the Plan talent for a nice offensive boost. (With a +3 boost, his attack bonus equals HUNK's, and his Defense matches too.)
#1093

myusernameis

Oct 11, 2006 1:53:45
Do you have any random gear tables by chance? You know, for when a player searches someone and finds something but you're too lazy to decide what that something is.
#1094

psiseveredhead

Oct 11, 2006 12:57:32
Do you have any random gear tables by chance? You know, for when a player searches someone and finds something but you're too lazy to decide what that something is.

"Various personal possessions" - wallet, keys, a little money. Most people probably don't carry weapons or skill kits or stuff like that on them.
#1095

emissary666

Oct 11, 2006 20:57:49
Do you have any random gear tables by chance? You know, for when a player searches someone and finds something but you're too lazy to decide what that something is.

Make your own.
#1096

zombiegleemax

Oct 12, 2006 12:34:05
I know the whole deal with the t/g viruses but how would you do a large scale infested city and hope your players survive if they start yelling at the top of there lungs? I mean as a gm that would atract everything in the area includung the tyrant i have messing with the umbrella armed forces
#1097

Yar

Oct 12, 2006 16:31:06
I imagine the comandos would use a weapon which is the equvilent of the twin thunder machinegun in d20 future tech which beleive dose 2d10 damage if i remember correctly. i know its not realy a minigun but i imagine the statistics would be similar.

Yar
#1098

joshy676

Oct 16, 2006 0:45:33
As a GM hoping to do RE for Modern d20, I will bump this thread, for no player should have to sift through non-RE-related threads to find this golden opportunity of awesome.

Speaking of awesome, I hope the PDF's coming along well.

:invasion:<------- Zombies!
#1099

xrp3_robot

Oct 16, 2006 13:19:28
I hope to see the PDF soon as well.
#1100

jacemachine

Oct 16, 2006 20:39:12
IMAGE(http://img153.imageshack.us/img153/461/ada20wong0hd1.jpg)

IMAGE(http://img153.imageshack.us/img153/2364/albinoidaa4.jpg)

IMAGE(http://img181.imageshack.us/img181/5444/alexander20ashfordnosferatupp6.jpg)

IMAGE(http://img181.imageshack.us/img181/4805/alexia20ashfordua7.jpg)[
#1101

joshy676

Oct 18, 2006 20:08:12
Ahh!

Anyway, how's this for an adventure idea within Raccoon City? (Assuming of course you can add places in your scenario that you never visited in the games)

Tales from the Raccoon Mall
It's September 27. The T-virus monsters have been running rampant in Raccoon City for a few days now, and the police station is under siege... And unfortunately, you're stuck behind a barricade at the mall! Can you escape the mall and the city before time runs out?
#1102

xrp3_robot

Oct 19, 2006 8:04:30
I'm runing something like that now, I'll tell everyone how it turns out.
#1103

pyro_mania1803

Oct 23, 2006 19:21:06
Yay I can finnaly post stuff on the Boards!!!!

I've been lookin' at this thread foe a few weeks, and I like what I see. I can wait till the PDF is done for RE d20 Modern. You know I'm suprised that no one has done it yet, besides the CoC d20 PDF.
#1104

joshy676

Oct 24, 2006 18:40:51
I don't want to sound impatient (though it's definitely harder not to FEEL impatient), but I really hope Merc is working on the e-book.

Sure, having a life tends to get in the way. But this e-book just might be the key to saving lives -- like mine. My friends are getting antsy about when they can start bashing zombie brains in and get into a rocket launcher shoot-out with Nemesis (although I doubt this last one will happen anytime soon) and such. I wouldn't even need the e-book if I weren't so useless with stats and stuff, though this thread will help with that (thanks jediranger!)...

Anyway, back to my point. I really hope Merc's workin' on the e-book. And I really hope my printer will be working again when the e-book is up and ready. That thing's more useless than boobs on a bull.
#1105

psiseveredhead

Oct 27, 2006 18:14:14
These famous NPCs don't really need an introduction, do they?

Ada Wong (Charismatic Hero 4/Fast Hero 3/Smart Hero 2/Dedicated Hero 3/Investigator 3): CR 15; Medium Humanoid (human); HD 12d6+3d8, hp 58, Mas 10; Init +3, Spd 40 ft.; Def 24 (+3 Dex, +9 class, +2 undercover shirt); BAB +9, Grap +9; Atk brawl +10/+5 melee (1d6 nonlethal and Streetfighting) or Blacktail pistol +12/+7 ranged (2d6) or Tactical Machine Pistol +12/+7 ranged (2d6) or sniper rifle +13/+8 ranged (2d10); FS/R 5 ft./5 ft.; SQ contact (low-level), profile; AL classified; SV Fort +6, Ref +10, Will +9; AP 7, Rep +7; Str 10, Dex 16, Con 10, Int 13, Wis 13, Cha 14.
Occupation: Investigative (class skills: Computer Use, Knowledge [earth and life sciences])
Skills: Balance +9, Bluff +17, Climb +4, Computer Use +6, Craft (writing) +5, Diplomacy +9, Disable Device +9, Gather Information +9, Hide +6, Investigate +7, Knowledge (behavioral sciences) +8, Knowledge (current events) +6, Knowledge (earth and life sciences) +16, Knowledge (streetwise) +6, Knowledge (tactics) +7, Listen +7, Move Silently +6, Profession +8, Sense Motive +7, Spot +4, Treat Injury +3, Tumble +11.
Languages: Cantonese (literate, spoken), English (literate, spoken)
Feats: Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Brawl, Dead Aim, Double Tap, Educated (Knowledge [behavioral sciences], Knowledge [earth and life sciences]), Far Shot, Improved Autofire, Personal Firearms Proficiency, Point Blank Shot, Strafe, Streetfighting.
Talents (Charismatic): Charm (male), fast talk.
Talents (Dedicated): Empathy, skill emphasis (Bluff)
Talents (Fast): Increased speed (improved)
Talents (Smart): Savant (Knowledge [earth and life sciences])
Possessions: small pistol "Blacktail" with 2 magazines, Tactical Machine Pistol with 2 magazines (30 rounds each), sniper rifle with 2 magazines (12 rounds each), three white phosphorus grenades, first aid spray.
#1106

pyro_mania1803

Oct 27, 2006 21:13:26
I was lookin at some of the monsters through the index, and I was noticing that the challenge ratings were missing.
#1107

the_merciless_dm

Oct 28, 2006 13:59:57
I was lookin at some of the monsters through the index, and I was noticing that the challenge ratings were missing.

Well remember this is a horror setting! :p There are no Challenge rating cuz honestly I have not calculated any. But it should go like so: Zombie CR1 (cuz our variants are tougher), Acid Spitter CR:1-2, Crimson Head CR:3. Licker CR:3-4, Hunter CR:3-6 and so forth, from then on all things fall in between except for the unique monsters of boss monsters or anything that is ridiculously tough enough. Use your best judgment and also that is th main reason why I am play testing. To determine Challenge Ratings.
#1108

pyro_mania1803

Oct 28, 2006 15:03:06
Ok, I see now, also hows the book coming? I can't wait to read it.
#1109

stranger_among_us

Oct 29, 2006 1:07:17
hi. i had been looking to find any kind of d20 system rules for a resident evil type game and came across these about a week ago. love all of the stuff that you guys have come up with. it's been very entertaining and informative looking through here when i have the rare "free time."

i've had a time trying to come up with rule variants for many different types of games myself. i've gotten some of my friends into d&d, but none of them really understand the rules, even the guy who runs their games. in honesty, he's more the literal storyteller and i'm the go-to guy for the rules (usually via e-mail or phone call), since work and distance would interfere with any kind of gaming i could do with them. anyway, they've had me try and help them make rule variants to fit in any kind of odd things they could try and play with a 20 sided die, so seeing something like this thread makes me giddy. i can't help but try and think on the things i've seen here. i may not be nearly as experienced as some on this site, but maybe i could give a little input that might be thought provoking at least.

herb healing:
i know that in the resident evil games there is a fixed amount of health (except, of course, for 4 to an extent, where you can raise your max health with yellow herbs and yadda yadda...), and that an accurate translation of such would be difficult with the everchanging HP of a d20 character. i really liked the stats for the herbs i have seen, but i started thinking; since a green herb never decreases in power during the entire course of a RE game, why should it in a RE d20? what if, in addition to the existing stats for the herbs already posted, a character could add +1 to the healing for each character level? (i.e. 1st level +1, 5th +5, so on and so on.)

let's say that 1st level strong hero with a 14 CON was to use a green herb with this in effect. his max HP would be 10 (d8 hit die, +2 CON) at this point, but let's say he's down to 2. he uses the green herb, rolls 1d6, and let's say he gets a 3. after the addition of character level, it would bring him back to 6 HP. not bad.

looking at this same strong hero a little down the line, supposing he's stuck with this class and has been getting average rolls for each hit point die roll each level. maybe he took one or two fast hero levels (also d8). at level 12, he may have about 76 HP (8+2 at first, 4x11+2x11 each additional level for average rolls and CON modifier). if he were back down to 2 hp, a roll of a d6 wouldn't be much of a morale booster. however, if he were to add 12 to that d6 roll, it might look slightly better. he'd have a chance or gaining anywhere from 13 to 18 HP back (which wouldn't be a great service, considering his max HP, but it's still better than nothing... or just 1d6. and that's what herb combinations are for anyway!)

this bonus would only be added once after any die rolls made (such as when rolling for mixed herbs), not for each die roll. for example, we would add our guy's 12 from character levels after we rolled the 1d6 for the single green herb, or after the 2d4 roll for the 3 combined green herbs (not 1d4+12 + 1d4+12).

speaking of which, i hate to say it, but what about upping the die rolls for some of the herbs? my suggestions for those i would change:

3 mixed green herbs: 2d6
2 green and 1 blue: 1d8+2, etc.
1 green and 1 red: 2d4+1
2 green and 1 red: 1d10+1 (possibly 2d6+1)
1 green, blue, and red: 2d4+3, etc.
1 green, red, and yellow: 2d4+3, etc.

i used a chart from the monster manual on die advancment to help me with my reasoning:

1d2- 1d3
1d3- 1d4
1d4- 1d6
1d6- 1d8
1d8- 2d6
1d10- 2d8
2d6- 3d6
2d8- 3d8

also, i saw where 2d4's might be useful instead of a d8 (although they could both yeild the same results, two rolls of 1 on 2d4's are still better than a roll of a 1 on a single d8), but i felt that the +1 added just enough to make it worth exchanging the chance of mixing green and red instead of just mixing 3 green (i almost never get a good roll with a d4. there's just so much of a chance for failure, even though the added number of dice adds to the total success). i don't know if any of what i just said really makes sense, but...


hopefully the character level addition would even things out a little for everyone. the green herb would no longer become as obsolete as it could become to higher level characters, and therefore they would not come to rely on first-aid sprays.

"A 5th-level Strong hero who has lost 6 hit points isn't seriously wounded, but a 1st-level Strong hero who has taken 6 points of damage is."

called shots:
i understand that taking a called shot would be much more difficult than a normal attack would be. when i saw the rules for called shots, i thought i had found the perfect answer to my prayers. i had been thinking on this for a while, and had just thought of either adding AC to the target or a penalty to attacks (pretty much the same thing, but not really when you get picky). i like the chart for AC bonuses to the target. but then i was thinking... why would you add the AC bonus to the whole AC?

Think about it; If you attempted a headshot on a cop with a concealable vest which had improved his AC (or damage reduction) by +4, why would this be added to his uncovered head's defense? and what about natural armor? does this natural toughness of skin include nose cartilage, mouths, eye sockets, etc.? what bonuses would a head get? i'm not sure exactly. but that's why i'm posting here! these are merely my suggestions, after all.

but let's see if i can figure this one out here... there's the base 10, + equipment bonus (if available. i really think your armor should specify if it covers the head...), + class bonus, + DEX, + size, then anything miscellaneous. well, let's say we have the same strong 10/fast 2 hero, level 12, that i was using earlier... AC of 24 (base 10, DEX +1 modifier, +5 strong hero class bonus, +4 fast hero class bonus, and the same concealable vest the cop used). if you took a shot at his head, he'd still get his base 10, his +1 DEX, and his class bonuses. he'd even get a size bonus, i'd say (a head would probably be tiny in comparison to the rest of the body, so it'd get +2). his head wouldn't quite fit behind that vest, so i don't think it would share the same AC bonus his torso does. his head's effective AC: 22. barely a difference! really, this means that it's a touch attack with a little size bonus added in.

but what if the guy was wearing armor that covered his face? would he deserve the full armor bonus? what if, instead of the full bonus, you were to add only the bonus someone nonproficient with this armor could receive, or maybe half the bonus (since it's not getting the full protection anyway).

what if our level 12 strong/fast guy wore forced entry unit heavy armor instead (which specifically states that a helmet is included)? base 10 + 5 strong class + 4 fast class + 9 equipment bonus, but no DEX because of the armor=28. if we go to pop his top again, he'd get base 10, +9 for classes, +2 for size, and let's say... +3 if we go nonproficient bonus, +4 if we go halfway. either way, it's still not bad. just not quite the same. 24 for nonproficient, 25 for halfway.

now, it's still a little harder to hit in addition to it's size. i don't really think that a melee fighter would have as much of a problem, however. realistically, if a guy with an axe swung wildly at your head, he has a good chance of hitting it if you aren't that quick. if a guy 50 feet away started shooting wildly at your head, he might have a very good chance of missing, unless he aimed.

how about, in addition to the size bonus+touch attack thing for specific parts, you took an addition penalty for aim (as so many others have suggested before me, and some have added this into AC anyway). maybe for melee, -2 on attacks. some have said -4, but somehow, i don't think it would be quite that much of a difference. i do think a gunman might, though. ranged attacks would take a -4 penalty to attacks. but what if the melee fighter and the ranged fighter both took a full-round actions to line up the attack? +2 on the penalty (so the fighter wouldn't have any penalty, and the ranged fighter only -2). this would provoke attacks of opportunity, like a coup de grace or other equivalents.

let me recap this so it's not so confusingly worded:
attack specific areas in melee -2 on attack rolls
attack specific areas ranged -4 on attack rolls

taking a full-round action to line up the attack
melee no penaly on attack rolls (provokes attack of opportunity)
ranged -2 on attack rolls (provokes attack of opportunity)

so, if a guy with an axe swung at our strong/fast guy over there with the helmet, aiming directly for his melon, he'd have to beat an AC of 24 or 25, with a -2 penalty on his attack.

but what then?

if he still managed to hit our poor strong/fast hero, would this deduct from his HP? i think that a direct blow to the head would count more along the lines of massive damage... and it just so happened that there are rules for massive damage in d20 modern! basically, if the damage exceeds your CON score, plus any improved damage threshold feats, and doesn't reduce you to 0 (zero) HP, you must make a DC 15 fortitude save or fall to -1 HP (a save means there are no ill effects beyond the loss of HP). to me, an axe in the face is a lot harder to shake off than a "swing at your character and his total AC."

but what of the poor zombie that has no CON score? well, massive damage thresholds only apply to those who are not immune to critical hits. perhaps you could give their heads HP equal to their hit dice+the number of hit dice, or levels. so if there was a zombie with a d10 hit dice and it was a 2HD creature, they would have a 12. or maybe the hit dice +3. or maybe just the hit dice. however, adding the HD of the creature, or the level, to the hit die (as in my first example) could mean much larger and stronger creatures could withstand a headshot and not fall victim too soon (such a tyrant with 10d8 HP. with the first method, it would have an 18. with the tyrant's damage reduction, scoring 18 damage in one hit adds to the difficulty, and i'm sure a tyrant might have a natural increase in its massive damage as well... and just curious... why is his HD only a d8 and not a d10 or d12? i thought d12 was standard for zombies?).

for zombies, this number could be either head HP or the damage you had to exceed to make the head explode (like damage reduction). or maybe this would be the exact case for making headshots equal a critical hit. or maybe some weak zombies just die when you hit their brains automatically... something for the discussions.

limb damage may not be nearly as severe. however, it would still be possible to sever a limb. maybe the dm could determine if the attack would be sufficient to do such a thing, then use the massive damage rules for determining if there were any sort of "sever damage." perhaps it would take several attempts before a limb could actually be severed, maybe after receiving damage equal to your current HP, 1/2 your max HP, twice your CON score, etc., etc., and maybe only after failing the massive damage-type save (possibly just a CON check?) would the limb take direct damage. some attacks might not be effective for chopping off limbs, like shooting an arrow at a door in an attempt to chop through it. all up to the dm.

as far as damage to the head or other limbs, if you survive the direct hit to your face with an axe, maybe you could roll on one of the charts to see what might have been damaged, if anything, to determine the after effects and penalties to related abilites. you would lose some of your base speed, you would take penalties on attack rolls, skill checks, maybe lose an eye or something.

AC size modifiers of a body in relation to a medium-sized creature:
head tiny +2
full arm/full leg medium +0
upper/lower arm and leg small +1
hand/foot tiny +2 (or maybe diminutive +4)
general torso area large -1 (much easier to hit when aiming for it)
finger/toe/facial feature fine +8

these modifiers wouldn't apply in every situation. for example, aiming for a man's heart isn't the same as aiming for any old place in the torso region. the heart would be a very specific area, maybe equivalent to a tiny or diminutive sized area of attack.

just for reference:
colossal -8
gargantuan -4
huge -2
large -1
medium +0
small +1
tiny +2
diminutive +4
fine +8

i'm sure that most of you have these rules somewhere, but here they are for debate purposes if they are to come up.

i'm also sure all of you are sick of debating these rules, and i'm sure that there are better ones out there, but these were just my suggestions. hope that maybe it inspires someone in the least. and sorry that my first post here was so long. i thank anyone that actually had the heart/patience/free time/completely obsessive personality to read this. if anyone likes what i've done here, i may do more. i'm sure i've had other things i've had on my mind that i don't have the energy or happiness in my head to think of right now.

if i was unclear in any way in any part of what i discussed here, please feel free to ask what the heck i was thinking.

you might as well as that anway since i'm posting about something that was settled who knows how long ago.

none of what i said was meant to offend anyone in anyway either. these are merely my suggestions to what i have seen. sometimes someone from the outside can see things in a new light, and sometimes that may be helpful. but then, sometimes the one on the outside hasn't been inside long enough for his eyes to adjust. if my ideas are stupid, wrong, or misguided, let me know.

thank you all again. and sorry again for the length and off-topic subjects.

...hope i didn't forget anything.....
#1110

psiseveredhead

Nov 02, 2006 19:30:58
I just visited a "tutorial" on Resident Evil herbs. I thought we could tackle that again.

In Resident Evil: Outbreak, there's a doctor who can turn herbs into pills that takes less space.

In any event, a herb heals one "notch". Except for RE 4, health does not increase ever, but in D20 Modern it does, so I think herbs should heal "scaling" damage, something like 1d4 hit points + 1 hit point per two levels. A successful Treat Injury check would enable you to increase the healing to 1d6 + 1 hit point per level. Bonuses from Healing Touch would apply.

Combining two green herbs didn't do much in most RE games. It just meant your herbs took less space. So maybe there's no point of allowing combining herbs of the same type.

The blue herb helped treat poison. The rules for Treat Injury, however, are very powerful when it comes to preventing secondary damage from poison (you gain a bonus to your Fort save equal to ranks in Treat Injury, which basically means you can't fail) so I think the blue herb should instead cure the primary damage. It would remove 1d2 points of ability damage, 1d6 points on a successful Treat Injury check.

The yellow herb really doesn't have any place in D20 Modern.

There's the red herb. It doubles the effect of a green herb when combined with it. If a successful Craft (pharmaceutical) check is made while combining a red herb with another herb, increase the effect by one "notch". So, combining a red herb with a green herb and then making the skill check would triple the healing, rather than double it. I suppose it could also be used to process herbs into pills, but D20 Modern doesn't really make pills any better than the basic herbs.

The First Aid spray is plenty powerful. Any ideas for this one? Maybe really good healing (eg "Surgery in a can" with bonuses for making Treat Injury) ... but that idea sounds overpowered, right?
#1111

joshy676

Nov 02, 2006 21:38:26
I just visited a "tutorial" on Resident Evil herbs. I thought we could tackle that again.

In Resident Evil: Outbreak, there's a doctor who can turn herbs into pills that takes less space.

In any event, a herb heals one "notch". Except for RE 4, health does not increase ever, but in D20 Modern it does, so I think herbs should heal "scaling" damage, something like 1d4 hit points + 1 hit point per two levels. A successful Treat Injury check would enable you to increase the healing to 1d6 + 1 hit point per level. Bonuses from Healing Touch would apply.

Combining two green herbs didn't do much in most RE games. It just meant your herbs took less space. So maybe there's no point of allowing combining herbs of the same type.

The blue herb helped treat poison. The rules for Treat Injury, however, are very powerful when it comes to preventing secondary damage from poison (you gain a bonus to your Fort save equal to ranks in Treat Injury, which basically means you can't fail) so I think the blue herb should instead cure the primary damage. It would remove 1d2 points of ability damage, 1d6 points on a successful Treat Injury check.

The yellow herb really doesn't have any place in D20 Modern.

There's the red herb. It doubles the effect of a green herb when combined with it. If a successful Craft (pharmaceutical) check is made while combining a red herb with another herb, increase the effect by one "notch". So, combining a red herb with a green herb and then making the skill check would triple the healing, rather than double it. I suppose it could also be used to process herbs into pills, but D20 Modern doesn't really make pills any better than the basic herbs.

The First Aid spray is plenty powerful. Any ideas for this one? Maybe really good healing (eg "Surgery in a can" with bonuses for making Treat Injury) ... but that idea sounds overpowered, right?

Pretty good ideas, in my opinion.

I recall something said about 1st-Aid Sprays being too powerful in Resident Evil RP inside Yahoo! Chat for losers that used to use it before Yahoo! shut down the user-created rooms.

In any case, if it's so powerful, instead of gimping it, wouldn't it be a better idea to make their appearances few and far between? I mean, is it really believeable (throw realism to the wind; if you want realistic, go outside or somethin'. D20 System games may be games, but even games have believeability) that you would happen to find a can of 1st-Aid Spray just lying around in a random location? Then again, bullets and herbs and other stuffs are lying around all over the place, too.
#1112

stranger_among_us

Nov 03, 2006 19:28:24
i agree that first-aid sprays should be few and far between. even if a group of four survivors were to come across one or two in a looted pharmacy store, for example, they would undoubtedly want to save them for when they were near death. even if they didn't know the d20 game stats, from video game knowledge they would know just how damn good those things are when you need it. plus, having a limited supply among a group would mean that not everyone could get one anyway.

trying to go along with the "full heal" effect of the first-aid spray, what about 3d10+1 per character level? or for greater effect, 5d6+1 per character level. just improve it however you see fit.

as far as surgery and other forms of healing in a resident evil d20 game, i'm not really sure if there would be a need for it. i suppose you could have situations where a dm could require a player to remove a bullet from someone else or something, but with herbs, there may be no need for other types of healing. besides, doesn't surgery require a ton of time and rest anyway (usually 24 hours or more)? instead, the players could just take an herb or two and get some natural healing with some sleep. i suppose you could use some herbs and have an operation as well, but... i don't know. just trying to think, not realistically, but in terms of RE games.

for yellow herbs, they may have a practical application in the games if they were treated as if it were the toughness feat or something. +3 hp when you find one... for free! no feat required. however, this may be a bit much... i don't know. maybe it would make a low-level character with terrible HP happy. a kind dm could throw one in for him/her to find somewhere. whatever.

any comments or criticisms for my suggestions on herbs and called shots in my previous post? i think i remembered more i wanted to say, but i think i'll wait and see if anyone even cares before i try to reshape my quick thinks on the subjects.
#1113

psiseveredhead

Nov 03, 2006 20:13:00
i agree that first-aid sprays should be few and far between. even if a group of four survivors were to come across one or two in a looted pharmacy store, for example, they would undoubtedly want to save them for when they were near death. even if they didn't know the d20 game stats, from video game knowledge they would know just how damn good those things are when you need it. plus, having a limited supply among a group would mean that not everyone could get one anyway.

I agree too. Note that my skillset might be quite different from yours, however; I'm terrible at running resource-collecting games. I'd probably make herbs too available, or maybe not available enough.

as far as surgery and other forms of healing in a resident evil d20 game, i'm not really sure if there would be a need for it. i suppose you could have situations where a dm could require a player to remove a bullet from someone else or something, but with herbs, there may be no need for other types of healing.

This one I sort of disagree with. The herbs are a videogame artefact, sort of like healing packs in KOTOR. D20 Modern Resident Evil PCs will be able to do things they can't do in game, and healing differently would be one of them. For instance, in a scenario where they're investigating Umbrella but the city isn't drowning in zombies, they could go to a hotel room and have a PC surgery them.

The heroes won't necessarily have access to herbs; if they can keep the zombies away for 1d4 hours, they can use Surgery on someone. In part, this is to protect the game just in case the GM isn't able to hand out enough herbs or the PCs don't find them. (Herbs are still good because they take little time to use and can be used multiple times per day if necessary.)

besides, doesn't surgery require a ton of time and rest anyway (usually 24 hours or more)?

1d4 hours and fatigue for a minimum of six hours, I think. (The time of being fatigued depends on the result of the skill check. Sometimes you're tired for a short period of time, and you can operate while tired. You don't have to rest. It just screws you over.)

instead, the players could just take an herb or two and get some natural healing with some sleep. i suppose you could use some herbs and have an operation as well, but... i don't know. just trying to think, not realistically, but in terms of RE games.

I try to do both. Not really possible, to be sure. Herbs are more powerful, I think, but it's nice to have a backup.

for yellow herbs, they may have a practical application in the games if they were treated as if it were the toughness feat or something. +3 hp when you find one... for free! no feat required. however, this may be a bit much... i don't know. maybe it would make a low-level character with terrible HP happy. a kind dm could throw one in for him/her to find somewhere. whatever.

This one I don't agree with. I think character abilities should always be more important than "equipment". However, maybe a yellow herb could give temporary hit points or something like that.

any comments or criticisms for my suggestions on herbs and called shots in my previous post? i think i remembered more i wanted to say, but i think i'll wait and see if anyone even cares before i try to reshape my quick thinks on the subjects.
I'll copy it here and try to respond point by point. (I usually ignore called shot rules.)

hi. i had been looking to find any kind of d20 system rules for a resident evil type game and came across these about a week ago. love all of the stuff that you guys have come up with. it's been very entertaining and informative looking through here when i have the rare "free time."

i've had a time trying to come up with rule variants for many different types of games myself. i've gotten some of my friends into d&d, but none of them really understand the rules, even the guy who runs their games. in honesty, he's more the literal storyteller and i'm the go-to guy for the rules (usually via e-mail or phone call), since work and distance would interfere with any kind of gaming i could do with them. anyway, they've had me try and help them make rule variants to fit in any kind of odd things they could try and play with a 20 sided die, so seeing something like this thread makes me giddy. i can't help but try and think on the things i've seen here. i may not be nearly as experienced as some on this site, but maybe i could give a little input that might be thought provoking at least.

herb healing:
i know that in the resident evil games there is a fixed amount of health (except, of course, for 4 to an extent, where you can raise your max health with yellow herbs and yadda yadda...), and that an accurate translation of such would be difficult with the everchanging HP of a d20 character. i really liked the stats for the herbs i have seen, but i started thinking; since a green herb never decreases in power during the entire course of a RE game, why should it in a RE d20? what if, in addition to the existing stats for the herbs already posted, a character could add +1 to the healing for each character level? (i.e. 1st level +1, 5th +5, so on and so on.)

let's say that 1st level strong hero with a 14 CON was to use a green herb with this in effect. his max HP would be 10 (d8 hit die, +2 CON) at this point, but let's say he's down to 2. he uses the green herb, rolls 1d6, and let's say he gets a 3. after the addition of character level, it would bring him back to 6 HP. not bad.

looking at this same strong hero a little down the line, supposing he's stuck with this class and has been getting average rolls for each hit point die roll each level. maybe he took one or two fast hero levels (also d8). at level 12, he may have about 76 HP (8+2 at first, 4x11+2x11 each additional level for average rolls and CON modifier). if he were back down to 2 hp, a roll of a d6 wouldn't be much of a morale booster. however, if he were to add 12 to that d6 roll, it might look slightly better. he'd have a chance or gaining anywhere from 13 to 18 HP back (which wouldn't be a great service, considering his max HP, but it's still better than nothing... or just 1d6. and that's what herb combinations are for anyway!)

this bonus would only be added once after any die rolls made (such as when rolling for mixed herbs), not for each die roll. for example, we would add our guy's 12 from character levels after we rolled the 1d6 for the single green herb, or after the 2d4 roll for the 3 combined green herbs (not 1d4+12 + 1d4+12).

That's one reason I like the idea of a bonus based on level

speaking of which, i hate to say it, but what about upping the die rolls for some of the herbs? my suggestions for those i would change:

3 mixed green herbs: 2d6
2 green and 1 blue: 1d8+2, etc.
1 green and 1 red: 2d4+1
2 green and 1 red: 1d10+1 (possibly 2d6+1)
1 green, blue, and red: 2d4+3, etc.
1 green, red, and yellow: 2d4+3, etc.

IMO, it's fine to bump the healing. The exact amount would be determined by playtesting anyway. However, I am of the opinion that the amount of healing has to be easily determined mathematically. (For instance, I have no idea why 2 green and 1 red gives 1d10+1.)

i used a chart from the monster manual on die advancment to help me with my reasoning:

1d2- 1d3
1d3- 1d4
1d4- 1d6
1d6- 1d8
1d8- 2d6
1d10- 2d8
2d6- 3d6
2d8- 3d8

also, i saw where 2d4's might be useful instead of a d8 (although they could both yeild the same results, two rolls of 1 on 2d4's are still better than a roll of a 1 on a single d8)

That's an average of +0.5 hit points.

but i felt that the +1 added just enough to make it worth exchanging the chance of mixing green and red instead of just mixing 3 green (i almost never get a good roll with a d4. there's just so much of a chance for failure, even though the added number of dice adds to the total success). i don't know if any of what i just said really makes sense, but...


hopefully the character level addition would even things out a little for everyone. the green herb would no longer become as obsolete as it could become to higher level characters, and therefore they would not come to rely on first-aid sprays.

"A 5th-level Strong hero who has lost 6 hit points isn't seriously wounded, but a 1st-level Strong hero who has taken 6 points of damage is."

Yes, I definitely agree.

called shots:
i understand that taking a called shot would be much more difficult than a normal attack would be. when i saw the rules for called shots, i thought i had found the perfect answer to my prayers. i had been thinking on this for a while, and had just thought of either adding AC to the target or a penalty to attacks (pretty much the same thing, but not really when you get picky). i like the chart for AC bonuses to the target. but then i was thinking... why would you add the AC bonus to the whole AC?

Game balance. If aiming at the head of an armored opponent is actually easier than a regular shot, then every time you shoot at them, you're going to do a headshot, even with the penalty. That's not balanced.

Think about it; If you attempted a headshot on a cop with a concealable vest which had improved his AC (or damage reduction) by +4, why would this be added to his uncovered head's defense? and what about natural armor? does this natural toughness of skin include nose cartilage, mouths, eye sockets, etc.? what bonuses would a head get? i'm not sure exactly. but that's why i'm posting here! these are merely my suggestions, after all.

I understand, but there's still the balance issue. So I think it would work, provided the penalties for making a called shot are severe, more than the bonus for the armor, but at the same time using a realistic and flavorful reason for having such a severe restriction.

but let's see if i can figure this one out here... there's the base 10, + equipment bonus (if available. i really think your armor should specify if it covers the head...), + class bonus, + DEX, + size, then anything miscellaneous. well, let's say we have the same strong 10/fast 2 hero, level 12, that i was using earlier... AC of 24 (base 10, DEX +1 modifier, +5 strong hero class bonus, +4 fast hero class bonus, and the same concealable vest the cop used). if you took a shot at his head, he'd still get his base 10, his +1 DEX, and his class bonuses. he'd even get a size bonus, i'd say (a head would probably be tiny in comparison to the rest of the body, so it'd get +2). his head wouldn't quite fit behind that vest, so i don't think it would share the same AC bonus his torso does. his head's effective AC: 22. barely a difference! really, this means that it's a touch attack with a little size bonus added in.

I understand, but I think the Defense should be higher anyway. The cop can duck, moving his head entirely out of the "path" of gunfire. He can do this more easily with his head than with his whole body, so I don't think a size penalty is enough.

but what if the guy was wearing armor that covered his face? would he deserve the full armor bonus? what if, instead of the full bonus, you were to add only the bonus someone nonproficient with this armor could receive, or maybe half the bonus (since it's not getting the full protection anyway).

I agree, but see the point about "ducking".

what if our level 12 strong/fast guy wore forced entry unit heavy armor instead (which specifically states that a helmet is included)? base 10 + 5 strong class + 4 fast class + 9 equipment bonus, but no DEX because of the armor=28. if we go to pop his top again, he'd get base 10, +9 for classes, +2 for size, and let's say... +3 if we go nonproficient bonus, +4 if we go halfway. either way, it's still not bad. just not quite the same. 24 for nonproficient, 25 for halfway.

So shooting him in the head is actually easier? And how much bonus damage does this give? Do you see why I think this is unbalanced?

now, it's still a little harder to hit in addition to it's size. i don't really think that a melee fighter would have as much of a problem, however. realistically, if a guy with an axe swung wildly at your head, he has a good chance of hitting it if you aren't that quick. if a guy 50 feet away started shooting wildly at your head, he might have a very good chance of missing, unless he aimed.

how about, in addition to the size bonus+touch attack thing for specific parts, you took an addition penalty for aim (as so many others have suggested before me, and some have added this into AC anyway). maybe for melee, -2 on attacks. some have said -4, but somehow, i don't think it would be quite that much of a difference. i do think a gunman might, though. ranged attacks would take a -4 penalty to attacks. but what if the melee fighter and the ranged fighter both took a full-round actions to line up the attack? +2 on the penalty (so the fighter wouldn't have any penalty, and the ranged fighter only -2). this would provoke attacks of opportunity, like a coup de grace or other equivalents.

So is this -4, -2 with aiming? That's actually not that big a penalty considering the bonus damage you get for shooting someone in the head! I think there needs to be more of a restriction, like only being able to make a called shot with a full-round action, or only by spending an action point, etc.

let me recap this so it's not so confusingly worded:
attack specific areas in melee -2 on attack rolls
attack specific areas ranged -4 on attack rolls

taking a full-round action to line up the attack
melee no penaly on attack rolls (provokes attack of opportunity)
ranged -2 on attack rolls (provokes attack of opportunity)

so, if a guy with an axe swung at our strong/fast guy over there with the helmet, aiming directly for his melon, he'd have to beat an AC of 24 or 25, with a -2 penalty on his attack.

Also note that a low level hero can't attack more than once anyway; they're not necessarily losing out so much by taking a full-round attack. (Especially if they don't need to move.)

but what then?

if he still managed to hit our poor strong/fast hero, would this deduct from his HP? i think that a direct blow to the head would count more along the lines of massive damage... and it just so happened that there are rules for massive damage in d20 modern! basically, if the damage exceeds your CON score, plus any improved damage threshold feats, and doesn't reduce you to 0 (zero) HP, you must make a DC 15 fortitude save or fall to -1 HP (a save means there are no ill effects beyond the loss of HP). to me, an axe in the face is a lot harder to shake off than a "swing at your character and his total AC."

but what of the poor zombie that has no CON score? well, massive damage thresholds only apply to those who are not immune to critical hits. perhaps you could give their heads HP equal to their hit dice+the number of hit dice, or levels. so if there was a zombie with a d10 hit dice and it was a 2HD creature, they would have a 12. or maybe the hit dice +3. or maybe just the hit dice. however, adding the HD of the creature, or the level, to the hit die (as in my first example) could mean much larger and stronger creatures could withstand a headshot and not fall victim too soon (such a tyrant with 10d8 HP. with the first method, it would have an 18. with the tyrant's damage reduction, scoring 18 damage in one hit adds to the difficulty, and i'm sure a tyrant might have a natural increase in its massive damage as well... and just curious... why is his HD only a d8 and not a d10 or d12? i thought d12 was standard for zombies?).

for zombies, this number could be either head HP or the damage you had to exceed to make the head explode (like damage reduction). or maybe this would be the exact case for making headshots equal a critical hit. or maybe some weak zombies just die when you hit their brains automatically... something for the discussions.

limb damage may not be nearly as severe. however, it would still be possible to sever a limb. maybe the dm could determine if the attack would be sufficient to do such a thing, then use the massive damage rules for determining if there were any sort of "sever damage." perhaps it would take several attempts before a limb could actually be severed, maybe after receiving damage equal to your current HP, 1/2 your max HP, twice your CON score, etc., etc., and maybe only after failing the massive damage-type save (possibly just a CON check?) would the limb take direct damage. some attacks might not be effective for chopping off limbs, like shooting an arrow at a door in an attempt to chop through it. all up to the dm.

as far as damage to the head or other limbs, if you survive the direct hit to your face with an axe, maybe you could roll on one of the charts to see what might have been damaged, if anything, to determine the after effects and penalties to related abilites. you would lose some of your base speed, you would take penalties on attack rolls, skill checks, maybe lose an eye or something.

AC size modifiers of a body in relation to a medium-sized creature:
head tiny +2
full arm/full leg medium +0
upper/lower arm and leg small +1
hand/foot tiny +2 (or maybe diminutive +4)
general torso area large -1 (much easier to hit when aiming for it)
finger/toe/facial feature fine +8

these modifiers wouldn't apply in every situation. for example, aiming for a man's heart isn't the same as aiming for any old place in the torso region. the heart would be a very specific area, maybe equivalent to a tiny or diminutive sized area of attack.

just for reference:
colossal -8
gargantuan -4
huge -2
large -1
medium +0
small +1
tiny +2
diminutive +4
fine +8

i'm sure that most of you have these rules somewhere, but here they are for debate purposes if they are to come up.

i'm also sure all of you are sick of debating these rules, and i'm sure that there are better ones out there, but these were just my suggestions. hope that maybe it inspires someone in the least. and sorry that my first post here was so long. i thank anyone that actually had the heart/patience/free time/completely obsessive personality to read this. if anyone likes what i've done here, i may do more. i'm sure i've had other things i've had on my mind that i don't have the energy or happiness in my head to think of right now.

if i was unclear in any way in any part of what i discussed here, please feel free to ask what the heck i was thinking.

you might as well as that anway since i'm posting about something that was settled who knows how long ago.

none of what i said was meant to offend anyone in anyway either. these are merely my suggestions to what i have seen. sometimes someone from the outside can see things in a new light, and sometimes that may be helpful. but then, sometimes the one on the outside hasn't been inside long enough for his eyes to adjust. if my ideas are stupid, wrong, or misguided, let me know.

thank you all again. and sorry again for the length and off-topic subjects.

...hope i didn't forget anything.....

Let's look at Knockout Punch. It does double damage without even a penalty to hit, but the times you can use it are restricted. Your opponent must be flat-footed, so you can't use it just whenever you want. (It also requires a feat). To be balanced, a called shot system then needs two costs: I suggest requiring a full-round action and a penalty to hit (something fairly hefty). Shooting at someone's head as a full-round action at -6 to hit (-4 for called shot, -2 because of the head's size) might work out. But even so, this is sometimes overpowered at low levels.
#1114

stranger_among_us

Nov 04, 2006 17:32:18
thanks!

well, about the surgery thing, i just kinda skimmed the rules on that one. the 24 hours i was referring to was about the fatigue time (which can be reduced to a minimum of 6 hours if the surgeon is very skilled, as you said). however, there's still the 1d4 hours that it would take, and being fatigued could be bad for your health in a wrestling match with a tyrant. also, you can only have surgery performed on you once in a 24-hour period. herbs would really be better, if they were just used as an instant healing item.

HOWEVER!! i myself could see the great possibilites surgery could offer in a game, especially if you could make the time for it. i would probably allow it in a RE game if i were running one. even with a greenhouse full of green, blue, red, yellow, and even... i don't know... violet or aqua herbs, surgery has it's benefits (can't use an herb when you're at -3 HP, can you?).

i was just saying that since surgery isn't necessarily in the RE video games, as a DM, you could choose to leave it out to make it more like original gameplay. plus, green herbs aren't normally in d20 modern, so they have a huge advantage and may not need surgery anyway. it's an instant healing item (if you choose to have it take no time for the effects to kick in or any number of hours required to use one)--something not in the game at all.

for example: you have a terribly injured friend. you take him to a med room. you look in the pharmaceutical cabinet. do you find medicine or a surgery kit? even a little tylenol? not in a RE video game! you find... a green herb! or maybe a first-aid spray.... (which makes me wonder--can you use a first-aid spray to heal a friend when they're at -3 HP? hmm....)

as far as yellow herbs are concerned, i probably wouldn't throw them in unless i was doing an RE4 game, and then i'd only throw one or two in at the most, and those i would only put there to make my friends say, "hey, i remember those!" and to make those friends of mine that constantly complain about their low HP shut up for a minute. really, i would rather have them just take the toughness feat. temporary hit points would be okay, but like i said, i personally wouldn't have them around enough to make any sort of difference.

in fact, the only reason i brought them up was because they were mentioned in the previous post.

glad that my suggestions about adding character level to herb healing made sense. as far as my suggestions for the changes in the amount of healing... i don't remember exactly where i got the 1d10+1 from. i was trying to be as close to the already posted stats for them. the +1, i remember, came from trying to make a red herb into the mix a little more powerful than just adding a different type of die roll. in fact, if my memory serves me correctly, wasn't the roll for 2 green+1 red something like 2d8? i think i put 1d10 to make it closer to 1 green+1 red, which had a much lower possible outcome than 16 (max 2d8). i believe my thinking was to boost up the die roll just slightly when mixing with red herbs, adding the +1 just for effect (i think blue herbs gave +2. just find the original stats found in the links that everyone already has. my suggestions did not change all of it, so if it looks odd, just compare mine to the already listed stats.)

i think the 2d4 thing was what they already had listed, so that one i left as it was, just added the +1 for the red herb.

and now for the battle! i really do appreciate the criticism. this is how we learn... so! let me respond with my reasonings on the rules i made up for called shots. this is not an angry letter!!! i'm sincerely grateful to have someone even notice me. this is merely my retort. please feel free to respond again!!! (you can even tell me why my retorts are stupid!!!)

Game balance. If aiming at the head of an armored opponent is actually easier than a regular shot, then every time you shoot at them, you're going to do a headshot, even with the penalty. That's not balanced.

my thinking is that if you are shooting at someone wearing... let's say, a steel vest, then yes. putting a hole in their head is easier than peircing their gut.

think of it like this: your AC, or defense, or whatever you want to call it, is basically how hard it is for you to do damage to something. you can say that this is how hard it is to hit something, but... really. think about it. if you have an AC of 15, then someone has to roll at least a 15 "to hit" you. does adding a bullet-proof vest make you harder to hit? or does it just make it easier to avoid damage? is this a magic vest? does it somehow make you jump out of the way of the bullet faster? i think not.

i think this is why the idea of armor as damage reduction works just as well. you don't suddenly become faster or more agile at dodging attacks with a suit of armor on--you're just harder to deal damage to. natural armor? makes your skin tougher, not faster. still adds to the same AC though, doesn't it? because it makes you harder to have damage dealt to you.

and that's the reason i didn't understand adding armor to a head's AC when it doesn't protect it.

I understand, but I think the Defense should be higher anyway. The cop can duck, moving his head entirely out of the "path" of gunfire. He can do this more easily with his head than with his whole body, so I don't think a size penalty is enough.

this quote is in reference to something i had posted earlier, in which i gave an example of a guy that had a 24 AC with a concealable vest on could have an AC of 22 for his head.... uh.... wow. that does sound stupid.... but the reasoning is that the vest provides extra protection for the parts of his body that is covered by it. without the vest, his normal AC would be lower (20. concealable vest= +4 to AC), and his head's AC would be higher than his normal AC, plus there would be a penalty when aiming for it (making his head's effective AC either 24 or 26 with the penalties i suggested... see further down...), plus you'd provoke an attack of opportunity, plus it would be a full-round action.(these are all things i meant for this type of thing to take AT ALL TIMES, but i think i messed up what i was getting at in my original post, and thus it was not like this.)

thus: armored=AC 24. unarmored=AC 20. head=effective AC 24 or 26, depending. (also, don't go thinking that a shot to the armored torso would just have an AC of 24. there is still penalties for aiming specifically for it, just the same as aiming for anything else.)

personally, i've hit my head on tree limbs, cabinet doors, and ceiling fan cords (to name a few examples) more than my body's ever gotten hit by anything. in fact, i hit my head on little things all day, everyday at my job, although nothing that has done any real damage to me, and thus is all easily forgettable. as far as battle, i don't fight much, but i've been hit in the head more even playfully than i have in my gut. (...maybe your just more coordinated than me....)

so sure, the cop can dodge the path of the bullet easily enough. after all, he's the hero. that's why there's that ol' DEX modifier in your AC (which the head is getting). however, a hat does not block a bullet like a vest.

like i stated earilier, armor doesn't make you any faster. in fact, a lot of it limits your DEX bonus to your AC. the whole point i'm trying to make is that, yes, it is easier to hit a target that can't move as easily as it could normally, and, yes, causing damage to something is easier if it is unprotected. if you wore an indestructible, 200 lb., adamantium body suit, you'd never get hurt.... but you probably wouldn't be able to move at all. hitting you'd be easy. hurting you would be impossible.

So shooting him in the head is actually easier? And how much bonus damage does this give? Do you see why I think this is unbalanced?

honestly? yes. i can definately see why my stuff is terribly unbalanced. as far as gameplay, my stuff may not make the best sense. think of reflex saves: why don't you get to add your armor bonus to your reflex save from avoiding a bullet from autofire or a fireball from a wizard? wouldn't that protect you more than just your reflexes? you add your armor to any other forms of attack... why not this? gameplay. just makes it quicker and easier to say that you're dodging.... roll a dice and add this static number to it. (well, it does change at certain levels and such. you know what i mean.) realistically, my stuff may make a little sense. game-wise, you may just as well spend all day trying to figure out how much armor protection your leather boots give to your toes if someone steps on your foot, or how much more protection from a sword swung at you if you were holding a really big gun. however, some people may find that some of this stuff makes sense enough to include it. whatever floats your boat.

by the way, this quote is in reference to a sample i made of someone wearing forced entry unit heavy armor, with a normal AC of 28. in my example, someone aiming at his head would only have to beat an AC of 24, if using my suggestion of giving a helmet the nonproficient armor bonus instead of the full bonus, or an AC of 25 if you were to give the head half the full armor bonus. one reason that the AC for the head is so limited is that wearing this heavy armor gives you no DEX bonus to your AC, meaning that even your squiggly little head can't dodge like it could normally.

just in case you haven't understood me yet, i don't think that hitting someone in the head is easier. if unarmored, your normal AC would increase. what i'm trying to say is that it is easier to damage the head (because it is especially vulnerable and necessary and squishy), even if wearing protective gear, than damaging a character normally using a normal attack. i suppose i think a normal attack deserves the full armor bonus to AC because you aren't targeting anything specifically. if you were to target the torso, you'd take a penalty because you were trying to hit something specific. you'd probably get the full armor bonus, if the torso was armored (and since that's usually a yes, you would). a head isn't always armored, and a helmet would only be a small portion of the armor (and isn't always as protected as the rest of the armor). maybe in situations where the helmet was actually the more effective portion of the armor (such as a football helmet compared to the pads maybe?), then a full armor bonus could be awarded to the head. or maybe any armor that provides good helmet protection would be good enough to provide full protection.... ugh.... head hurt..... whatever the DM decides ultimately. they could just say a vest gives a head as much AC as it does the torso, or the foot, or whatever.

to go back to the opposed quote.... with the penalties i made (which i'll get to later), the guy with the AC of 28 would still have an AC of 28 for his head if he was shot at, even without the full armor protection. i give a -4 penalty on ranged attacks. in fact, he may have a 29 if you gave him half the armor bonus. even though there is no change to the AC, this is because the head is not as protected as the rest of the body. so really, it's like the head is getting full protection from this suit of armor that gives you +9, even though it isn't necessarily fully protected.

you can think about this: is it easier to kill someone by hitting them in the arm or the head with a shovel? even a helmet wouldn't reduce damage enough that a shovel to the head, or especially a bullet to the head, would be easier to walk away from than if you were hit on an unarmored limb.

if AC represents how easily you avoid taking damage, then the AC for the head should be lower BECAUSE it is easier to be damaged from getting hit in the head.

if AC represents how easily you avoid getting hit, you would still have to wonder if a helmet would provide as much protection as the rest of a suit of armor, or if a vest that doesn't cover the head would allow your head to avoid being hit anymore than normal. if you did feel that your head was able to dodge attacks much better than the whole of you... i don't know... give it it's own dexterity bonus?

So is this -4, -2 with aiming? That's actually not that big a penalty considering the bonus damage you get for shooting someone in the head! I think there needs to be more of a restriction, like only being able to make a called shot with a full-round action, or only by spending an action point, etc.

actually, my suggestions for damage to a head weren't any greater than normal damage (except maybe for zombies, but they're supposed to die easily anyway). the only thing i suggested for head attacks was a roll for massive damage, and only if that exceeded your massive damage threshold (usually your CON score, but could be more with feats). since most of the enemies would be of the t or g-virus origin, i made these rules specifically with them in mind. a zombie is supposed to be taken out easily with a headshot. a tyrant? maybe not. that's why you can add to his massive damage threshold as you see fit (or just make him immune to it. whatever).

hmm... i did suggest that you could make rolls to see if anything was damaged, like eyes or ears... but this could really be up to the DM if he would allow this. i may or may not in one of my games, depending on if i wanted my NPC to be blinded... and how many zombies are going to be shooting at a PC's head anyway? these rules are intended for the players to use... even though zombies are immune to critical hits and massive damage.... uh.....

well, maybe this could be an exception. we know that these zombies need their heads more than your average zombie. i'll get to this later....

HOWEVER!! i did detect problems in my own words!!! i think i originally intended to mention that this would be a full-round action, and also would provoke an attack of opportunity!! i was pretty much just making everything up as i went along, and i think i confused myself when i made this....

looking back, i probably wouldn't allow there to be ways to reduce the penalty unless you had some kind of feat that did so, like the dead aim feat. so there is revisions to be made!!! but first...

Let's look at Knockout Punch. It does double damage without even a penalty to hit, but the times you can use it are restricted. Your opponent must be flat-footed, so you can't use it just whenever you want. (It also requires a feat). To be balanced, a called shot system then needs two costs: I suggest requiring a full-round action and a penalty to hit (something fairly hefty). Shooting at someone's head as a full-round action at -6 to hit (-4 for called shot, -2 because of the head's size) might work out. But even so, this is sometimes overpowered at low levels.

just for reference, a knockout punch can't be lethal, and it's only on your first attack made... uh... you probably know that... i actually had a point to make is the reason i brought this up... but..... can't remember now.....

basically, this suggestion of -4 for called shot, -2 for size is exactly what i was saying (except you're not changing the AC at all). if you were to treat armor as damage reduction, it would be exaclty the same... uh... but with damage reduction.

well, i see what you're saying. basically, you feel that changing the AC unbalances the game. i see your point whole-heartedly. but i still think the head got's it too good....

i really enjoyed your suggestions.

here's my stuff. basically the same, but now clearer:

-2 on attack rolls in melee (just for being closer and in better control. i may just take this out.)
-4 on attack rolls ranged (possibly all attacks... not sure yet)
full-round action
provokes attack of opportunity
target gets an AC bonus according to size

if attack succeeds:
head- make a fortitude save (DC 15). if fails, immediately fall to -1 HP. if saves, no ill effects beyond damage. (the massive damage rules) maybe the DM could see fit to poke out an eye or something if you fail... or even if you pass.

*for a little more RE flair--since zombies don't have CON scores and are immune to critical hits.... uh.... actually, not these zombies. they need their heads! so how about treating their heads as if they were objects. if they have a d12, they have 12 HP for their head (or maybe 1/2 of that; 6). they wouldn't get any hardness though. maybe a stronger mutation would have hardness or damage reduction in situations for attempted headshots, or just immunity from instant death all together from a headshot, dealing only normal damage. so.... any damage a zombie takes to the head is normal. no instant crits, no massive damage rolls, whatever. however, if you can deal enough damage total after shooting at their heads a few times, then the head just blows up. instant death. with this, the zombies don't get to make any kind of save. they usually die at zero anyway, so if you can deal enough damage to kill them normally, they just fall down and die (but in RE games, they can usually come back if you don't blow up their head or burn them). maybe if they take any damage to their heads, you can choose to make fall to the ground as if they were dead (an effective ruse on the PCs!). then they can rise up again or surprise you by biting your ankles when you least expect it, just like the games. this stuff i'm talking about is just for the average zombie you find. since undead (and i guess BOW mutations? i'm not sure if they are here or not) are immune to critical hits and such, you can just say that only the average zombie would be affected by this (unless they have some other weakness you can target specifically, maybe a big eye bulging out of their arm or an exposed heart).

limb- probably just normal damage, with specific penalties according to certain limbs (-2 on certain checks, 1/2 speed, etc.). you could determine that it would take just as much damage as the head, or maybe more, if you wanted to sever a limb. this might require an appropriate weapon, like an axe or a direct shotgun blast at point blank? up to you.

for AC changes because of armor... eh... it's really up to the DM to decide. if someone feels that the head or other targeted area just isn't protected by the armor worn by the target character, maybe they could penalize the character's AC and the attacker's rolls. honestly, it really wouldn't be balanced, just like you said.

i guess if they did, though, they could use this:
treat the target as if it had an AC of a touch attack, plus its new size modifier, plus the nonproficient bonus of the armor worn (or half. whatever), if applicable.

this really just repeats everything i've already said with almost no changes.... i'm so stupid. well, maybe i can keep working on it with your help. i really did enjoy the criticism. please don't think i was angry or anything. i didn't take offense to anything you said, and i really hope i didn't offend you. i'm not trying to say you're wrong at all. i definately see your point. in fact, i'd probably give the full AC from armor for a headshot for gameplay reasons. looking back, it does make more sense, but i just thought that this stuff could be considered. maybe it has its place in some DM's hearts.

any other suggestions or comments? did i change too little or does it look a little better?
#1115

psiseveredhead

Nov 05, 2006 9:46:29
thanks!

well, about the surgery thing, i just kinda skimmed the rules on that one. the 24 hours i was referring to was about the fatigue time (which can be reduced to a minimum of 6 hours, as you said). however, there's still the 1d4 hours that it would take, and being fatigued could be bad for your health in a wrestling match with a tyrant. also, you can only have surgery performed on you once in a 24-hour period. herbs would really be better, if they were just used as an instant healing item.

HOWEVER!! i myself could see the great possibilites surgery could offer in a game, especially if you could make the time for it. i would probably allow it in a RE game if i were running one. even with a greenhouse full of green, blue, red, yellow, and even... i don't know... violet or aqua herbs, surgery has it's benefits (can't use an herb when you're at -3 HP, can you?).

i was just saying that since surgery isn't necessarily in the RE video games, as a DM, you could choose to leave it out in favor of supplying plenty of green herbs, but only when needed.

for example: you have a terribly injured friend. you take him to a med room. you look in the pharmaceutical cabinet. do you find medicine or a surgery kit? even a little tylenol? not in a RE video game! you find... a green herb or two! or maybe a first-aid spray.... (which makes me wonder--can you use a first-aid spray to heal a friend when they're at -3 HP? hmm....)

as far as yellow herbs are concerned, i probably wouldn't throw them in unless i was doing an RE4 game, and then i'd only throw one or two in at the most, and those i would only put there to make my friends say, "hey, i remember those!" really, i would rather have them just take the toughness feat. temporary hit points would be okay, but like i said, i personally wouldn't have them around enough to make any sort of difference.

in fact, the only reason i mentioned them was because they were mentioned in the previous post.

glad that my suggestions about adding character level to herb healing made sense. as far as my suggestions for the changes in the amount of healing... i don't remember where i got 1d10+1 from. i was trying to be as close to the already posted stats for them. the +1, i remember, came from trying to make adding a red herb into the mix a little more powerful than just adding a different type of die roll. in fact, if my memory serves me correctly, wasn't the roll for 2 green+1 red something like 2d8? i think i put 1d10 to make it closer to 1 green+1 red, which had a much lower possible outcome than 16 (max 2d8). i believe my thinking was to boost up the die roll just slightly when mixing with red herbs, adding the +1 just for effect (i think blue herbs gave +2. just find the original stats found in the links that everyone already has. my suggestions did not change all of it, so if it looks odd, just compare mine to the already listed stats.)

i think the 2d4 thing was what they already had listed, so that one i left as it was, just added the +1 for the red herb.



If you put a "GM advisory" on the yellow herb, it should be fine.

and now for the battle!

:Fight:

i really do appreciate the criticism. this is how we learn... so! let me respond with my reasonings on the rules i made up for called shots. this is not an angry letter!!! i'm sincerely grateful to have someone even notice me. this is merely my retort. please feel free to respond again!!! (you can even tell me why my retorts are stupid!!!)

I don't think it's an angry letter. From your responses, it's obvious I missed some important things.

my thinking is that if you are shooting at someone wearing... let's say, a steel vest, then yes. putting a hole in their head is easier than peircing their gut.

think of it like this: your AC, or defense, or whatever you want to call it, is basically how hard it is for you to do damage to something. you can say that this is how hard it is to hit something, but... really. think about it. if you have an AC of 15, then someone has to roll at least a 15 "to hit" you. does adding a bullet-proof vest make you harder to hit? or does it just make it easier to avoid damage? is this a magic vest? does it somehow make you jump out of the way of the bullet faster? i think not.

The vest in bullet proof in game rules For the further points, a called shot system would make more sense if armor acted as DR. Having said that (there's a thread about this in D20 Future) armor should be both "coverage" and "DR".

Armor doesn't protect the whole body, eg it doesn't usually protect the head (and even then, the helmet is probably not as protective as the forced entry vest it comes with).

So the Defense bonus of armor could stay, sort of. There's a chance you'll miss (the touch Defense). There's a chance you'll hit the armor. And there's a chance you'll hit something unarmored (like the head, arms or legs). Here's an example with numerics:

Bob the 1st-level Fast Hero wears a light-duty vest. His Defense is 20 (+2 Dex, +3 class, +5 armor). His touch Defense is 15. Jack is a 1st-level Military Strong Hero working for Umbrella, armed with a G3 (2d10 damage).

Jack shoots at Bog and gets a 12. He misses entirely (because he missed, or because Bob dodged).

Jack shoots at Bob and gets a 16. He exceeds Bob's touch Defense (so he hits) but he didn't exceed his total Defense (so he gets him in the armor). He rolls for damage and gets 10. However, the light duty vest offers 5 DR (the value from the D20 Future thread is probably higher), so Jack only does 5 damage.

Jack shoots at Bob and gets a 21. He hits Bob's complete Defense. So he actually hit Bob in an unarmored area and does his full damage.

With me so far? That wouldn't be bad at all. It even gives PCs with a weaker gun a chance; they can roll high and do full damage. However, there's still a balance issue with shooting someone in the head; either extra damage is dealt, or there's automatic massive damage, and so forth. A penalty to hit, maybe with a full-round action (and you have to hit their touch Defense, not their total Defense) would work. In this case, you're not necessarily getting a benefit to hit, but you're avoiding DR and either doing extra damage or forcing a save vs massive damage.

i think this is why the idea of armor as damage reduction works just as well. you don't suddenly become faster or more agile at dodging attacks with a suit of armor on--you're just harder to hurt.

and that's the reason i didn't understand adding armor to a head's AC.



(this quote is in reference to something i had posted earlier, in which i gave an example of a guy that had a 24 AC with a concealable vest on could have an AC of 22 for his head.... uh.... wow. that does sound stupid.)

personally, i've hit my head on tree limbs, cabinet doors, and ceiling fan cords (to name a few examples) more than my body's ever gotten hit by anything. in fact, i hit my head on little things all day, everyday at my job, although nothing that has done any real damage to me, and thus is all easily forgettable. (...maybe your just more coordinated than me....) well, sure, the cop can dodge the path of the bullet easily enough. after all, he's the hero. that's why there's that ol' DEX modifier in your AC. however, a hat does not block a bullet like a vest.

I have natural Sleight of Hand but a terrible Init. I have Balance, Escape Artist and Tumble but throw like a girl So I guess I have Fast levels and Dex 8 But anyway, you got hit by surprise by those things (and they weren't making attack rolls). It's a bit like failing a Reflex save.

If someone were shooting at me (with, say, a nerf gun) I believe they'd have a harder time hitting me in the head. But then, you don't wear body armor when playing with nerf guns.

like i stated earilier, armor doesn't make you any faster. in fact, a lot of it limits your DEX bonus to your AC. the whole point i'm trying to make is that, yes, it is easier to hit a target that can't move as easily as it could normally, and, yes, causing damage to something is easier if it is unprotected.



honestly? yes. i can definately see why my stuff is terribly unbalanced.

(this quote is in reference to a sample i made of someone wearing forced entry unit heavy armor, with a normal AC of 28. in my example, someone aiming at his head would only have to beat an AC of 24, if using my suggestion of giving a helmet the nonproficient armor bonus instead of the full bonus, or an AC of 25 if you were to give the head half the full armor bonus)

just in case you haven't understood me yet, i don't think that hitting someone in the head is easier. if unarmored, the AC would increase. what i'm trying to say is that it is easier to damage the head (because it is especially vulnerable and necessary), even if wearing protective gear, than damaging a character normally using a normal attack. i suppose i think a normal attack deserves the full armor bonus to AC because you aren't targeting anything specifically. if you were to target the torso, you'd take a penalty because you were trying to hit something specific. you'd probably get the full armor bonus, if the torso was armored (and since that's usually a yes, you would). a head isn't always armored, and a helmet would only be a small portion of the armor (and isn't always as protected as the rest of the armor). maybe in situations where the helmet was actually the more effective portion of the armor (such as a football helmet compared to the pads maybe?), then a full armor bonus could be awarded to the head. or maybe any armor that provides good helmet protection would be good enough to provide full protection.... ugh.... head hurt.....

Okay, see back to coverage then. (Called shot rules don't work well in DnD and Modern precisely because armor is "bulletproof". It's easier to hit some characters in the head, which, combined with the benefits of a headshot, makes it unbalanced.)

to go back to the opposed quote.... with the penalties i made (which i'll get to later), the guy with the AC of 28 would still have an AC of 28 for his head if he was shot at. i give a -4 penalty on ranged attacks. in fact, he may have a 29 if you gave him half the armor bonus. even though there is no change to the AC, this is because the head is not as protected as the rest of the body.

you can think about this: is it easier to kill someone by hitting them in the arm with a shovel, or by hitting them in the head with a shovel? even a helmet wouldn't reduce damage enough that a shovel to the head, or especially a bullet to the head, would be easier to walk away from than if you were hit on an unarmored limb.

if AC represents how easily you avoid taking damage, then the AC for the head should be lower BECAUSE it is easier to be damaged from getting hit in the head.

if AC represents how easily you avoid getting hit, you would still have to wonder if a helmet would provide as much protection as the rest of a suit of armor, or if a vest that doesn't cover the head would allow your head to avoid being hit anymore than normal. if you did feel that your head was able to dodge attacks much better than the whole of you... i don't know... give it it's own dexterity bonus? you could add it to your own DEX bonus if you want.



actually, my suggestions for damage to a head weren't any greater than normal damage (except maybe for zombies, but they're supposed to die easily anyway). the only thing i suggested for head attacks was a roll for massive damage, and only if that exceeded your massive damage threshold (usually your CON score, but could be more). since most of the enemies would be of the t or g-virus origin, i made these rules specifically with them in mind. a zombie is supposed to be taken out easily with a headshot. a tyrant? maybe not. that's why you can add to his massive damage threshold as you see fit (or just make him immune to it. whatever).

hmm... i did suggest that you could make rolls to see if anything was damaged, like eyes or ears... but this could really be up to the DM if he would allow this. i may or may not in one of my games, depending on if i wanted my NPC to be blinded... and how many zombies are going to be shooting at a PC's head anyway? these rules are intended for the players to use.

PCs might be shooting at Umbrella troops (and get shot at back by Umbrella troops). Or replace troops by agents, Nicholai Ginovaef, or what have you.

HOWEVER!! i did detect problems in my own words!!! i think i originally intended to mention that this would be a full-round action, and also would provoke an attack of opportunity!! i was pretty much just making everything up as i went along, and i think i confused myself when i made this....

looking back, i probably wouldn't allow there to be ways to reduce the penalty unless you had some kind of feat that did so, like the dead aim feat. so there is revisions to be made!!! but first...



just for reference, a knockout punch can't be lethal, and it's only on your first attack made... uh... you probably know that... i actually had a point to make is the reason i brought this up... but..... can't remember now.....

True, it's nonlethal, but if it knocks someone out, they're going to be in a really bad position for at least a short time.

basically, this suggestion of -4 for called shot, -2 for size is exactly what i was saying (except you're not changing the AC at all). if you were to treat armor as damage reduction, it would be exaclty the same... uh... but with damage reduction.

uh.. well, i see what you're saying. basically, you feel that changing the AC unbalances the game. i see your point whole-heartedly. but i still think the head got's it too good....

i really enjoyed your suggestions.

here's my stuff. basically the same, but now clearer:

-4 on attack rolls
full-round action
provokes attack of opportunity
AC bonus for size of target

if attack succeeds:
head- make a fortitude save (DC 15). if fails, immediately fall to -1 HP. if saves, no ill effects beyond damage. (the massive damage rules)

*for a little more RE flair--since zombies don't have CON scores and are immune to critical hits.... uh.... actually, not these zombies. they need their heads! so how about a massive damage threshold that is the same as their hit die. if they have a d12, they have a 12 massive damage threshold, etc. how about if a zombie fails the fortitude save, instead of falling to -1 HP (since they usually die at zero), they fall to the ground as if they were dead, then they can rise up again or surprise you by biting your ankles when you least expect it.... of course, you could just blow their heads off by taking a headshot that reduces their HP to zero.

Okay, but if an RE zombie gets DR, it's full coverage. So every shot has to take DR into account. To make it worthwhile, would you lower the head DR? Doing 12 damage to a zombie's head without getting a critical hit is actually quite difficult, even with a 2d10 sniper rifle.

limb- probably just normal damage, with specific penalties according to certain limbs (-2 on certain checks, 1/2 speed, etc.)

-4 to the skill. (DnD has specific rules on this, in the DMG, and also in the XPH's Graft Weapon power.)

for AC changes because of armor... eh... it's really up to the DM to decide. if someone feels that the head or other targeted area just isn't protected by the armor worn by the target character, maybe they could penalize the character's AC and the attacker's rolls. honestly, it really wouldn't be balanced, just like you said.

this really just repeats everything i've already said with almost no changes.... i'm so stupid. well, maybe i can keep working on it with your help. i really did enjoy the criticism. please don't think i was being harsh back or anything. i didn't take offense to anything you said, and i really hope i didn't offend you.

any other suggestions or comments? did i change too little or does it look a little better?

No, it looks alright, but I think called shots really only belong if you're using coverage + DR, and not only coverage or only DR.
#1116

stranger_among_us

Nov 05, 2006 10:36:33
i adjusted my stuff a little this morning before i realized that you had replied back. basically, i see your point on all ends. if you look back at my post, you may see a few things that are better, but overall i think i'd just take the easy way out in my games (-4 on attack rolls, plus size modifier to AC, absolutely no cares about whether or not every specific body part is covered by the stupid armor or not, no matter how much my players complain). all of this really is a headache, and it'd help the games move a bit faster. none of my players would probably care anyway. i'd probably just give them a natural crit on headshots and maybe the object stuff i talked about in my edit for the zombies...

the idea about hitting based on touch attack but not penetrating armor (your AC 15, AC 20 w/armor example of coverage and DR) is not foreign to me. i've seen it before and have thought of exercising it in games. in fact, it's something i thinking about up there, but i keep getting bogged down trying to remember the stuff i wanted to say (remember, i made all of this up as i went along based on a very improvised idea). you put it a lot better than i could have.

...somehow this makes me want to get d20 future...... (i already have d20 past, and now future is looking better and better...)
#1117

psiseveredhead

Nov 05, 2006 11:13:13
the idea about hitting based on touch attack but not penetrating armor (your AC 15, AC 20 w/armor example of coverage and DR) is not foreign to me. i've seen it before and have thought of exercising it in games. in fact, it's something i thinking about up there, but i keep getting bogged down trying to remember the stuff i wanted to say (remember, i made all of this up as i went along based on a very improvised idea). you put it a lot better than i could have.

Yeah, it would make the game more complicated. But that's what happens when you try to make the game more realistic.

...somehow this makes me want to get d20 future...... (i already have d20 past, and now future is looking better and better...)

No, I've misled you, not deliberately. I'm referring to this thread: http://boards1.wizards.com/showthread.php?t=733229 - unfortunately, it started going into "glance %" and other such complications.

It's actually a complaint about d20 Future armor rules, but also covers PL 5 armor. I personally don't like d20 Future and have lots of complaints about it, and don't find the armor rules problem nearly as bad as robots or cybergear or borken feats, etc; I sold it for $15, but any other complaints belong outside this thread.
#1118

stranger_among_us

Nov 05, 2006 15:28:59
No, I've misled you, not deliberately.

actually, it seems i've misled you. i wasn't saying that what you were referring to made me want to go buy d20 future (even though there was a mention of a d20 future thread), just that all of this talk of d20 modern rules and rule variants was making me want to explore more of the available content.

d20 future had never really appealed to me, and i actually went out about an hour or two ago to buy critical locations for a friend of mine as a present. i skimmed through d20 future a bit and considered buying it, but there still isn't enough about it to make me want to pay money for it as of yet. maybe one day when i've got a little bit to waste and i've run out of books, but there wasn't too much that caught my eye. i'm not that keen on vehicles in the first place, so the addition of space ships and such don't interest me greatly (and i've already got star wars, so if i wanted to do a futuristic game in space, i'd rather just do that). the new prestige classes looked okay, but i didn't look at them much. cybernetics and robots might be of some use in a few games, and i'm sure my friends would love to fight in a few mechs....

so, what do you feel are the good and bads of d20 future? critiques of it?

...

as far as the rest of the RE stuff, it looks good. looking through it every now and then and i like the stuff i see. my friend that's planning on running a RE game soon loves the stuff and he tells me he's pretty much gotten everything he could off of this thread.

i may have just missed it, but are there any stats for wesker made up here yet? i think i'd be a little intimidated to try and make them myself. curious as to what someone else could come up with. if he has been made, just say so and i'll go check him out.
#1119

psiseveredhead

Nov 05, 2006 19:39:31
actually, it seems i've misled you. i wasn't saying that what you were referring to made me want to go buy d20 future (even though there was a mention of a d20 future thread), just that all of this talk of d20 modern rules and rule variants was making me want to explore more of the available content.

d20 future had never really appealed to me, and i actually went out about an hour or two ago to buy critical locations for a friend of mine as a present. i skimmed through d20 future a bit and considered buying it, but there still isn't enough about it to make me want to pay money for it as of yet. maybe one day when i've got a little bit to waste and i've run out of books, but there wasn't too much that caught my eye. i'm not that keen on vehicles in the first place, so the addition of space ships and such don't interest me greatly (and i've already got star wars, so if i wanted to do a futuristic game in space, i'd rather just do that). the new prestige classes looked okay, but i didn't look at them much. cybernetics and robots might be of some use in a few games, and i'm sure my friends would love to fight in a few mechs....

so, what do you feel are the good and bads of d20 future? critiques of it?

...

Ummm, wow. A comment at least for each chapter!

as far as the rest of the RE stuff, it looks good. looking through it every now and then and i like the stuff i see. my friend that's planning on running a RE game soon loves the stuff and he tells me he's pretty much gotten everything he could off of this thread.

i may have just missed it, but are there any stats for wesker made up here yet? i think i'd be a little intimidated to try and make them myself. curious as to what someone else could come up with. if he has been made, just say so and i'll go check him out.

I did Wesker, pages ago. This thread is so long he's hard to find (and the NPC link thread hasn't been updated in a long time). I believe this thread should move to a wiki; much easier to navigate and update.

Edit: Wesker! http://boards1.wizards.com/showpost.php?p=9316335&postcount=825

The SpecOp class (and many of his special attacks and special qualities) are from the Urban Arcana web enhancement. (Ironic how many of the supplement's classes had nothing to do with Urban Arcana.)
#1120

the_merciless_dm

Nov 07, 2006 23:32:43
See I dont understand why I dont seem to get Emails telling me of the new posts in this thread! I check is casually cuz I'm currently busy; but when I do there is too much to read. When I used to get email notices it was better.
#1121

zombiegleemax

Nov 08, 2006 11:35:53
I've browsed around on here and absoultly love all the stuff you guys have created for RE D20. There were some things though that I didn't see like anyone thought of creating stats for Krauser? I would do it but I'm too afraid of leaveing anything out important. There are some creatures missing to under all the enemies and creatures from the games like the Plague Crawler from Resident Evil Zero. Keep up the good work guys!
#1122

the_merciless_dm

Nov 08, 2006 11:39:50
Yes I know some monsters are missing. Anyways I got loads of work to do but if anyone feels up to it they can post the stats they make for the missing common creatures. Just look at the beastiery we have so far and use my versions as guidelines. The boss monsters (unique cases) are much more difficult to stat out, but I will get to those in time.
#1123

zombiegleemax

Nov 08, 2006 13:52:21
Yeah I completly understand.. work, school all that jazz ha! If anyone doesn't mind I might give the Plague Crawler and some of the other creatures that aren't on the list yet a shot. I'll try to post them up for everyone as soon as I get time to work on them. Until then.
#1124

the_merciless_dm

Nov 08, 2006 18:15:33
Yeah, but I'm still here so don't fret.
#1125

zombiegleemax

Nov 08, 2006 20:56:38
Haha Dont rush yourself amigo, take ya time. We all love your work. Can't wait to see what you come up with. I took the time to come up with some concept for the Plague Crawler maybe, if anyone wants to tweak it be my guest!

Plague Crawler
Medium Size BOW Aberration
Challenge Rating:4
Initiative: +3
Speed: 30ft. climb 20ft.
STR – 15 + 2
DEX – 12 + 1
CON – 14 + 2
INT – 9
WIS – 10 + 0
CHA – 7
Fortitude: +6
Reflex: +8
Will: +5
Feats: Lighting Reflexes, Weapon Finesse
Special Qualities:BOW traits, darkvision 60ft
Climb: +18 Move Silently: +3
Hide: +7 Listen: +4
Intimidate: +5 Spot: +6
Jump: +8
Attacks: Base Attack: +3 / Grapple: +5
Slam +8 (1d6 +2)
Bite +3 (1d4 +1)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +3d6
BOW Traits (ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

I hope I didn't leave anything out, well that I could think of
#1126

psiseveredhead

Nov 09, 2006 17:57:52
Haha Dont rush yourself amigo, take ya time. We all love your work. Can't wait to see what you come up with. I took the time to come up with some concept for the Plague Crawler maybe, if anyone wants to tweak it be my guest!

Plague Crawler
Medium Size BOW Aberration
Challenge Rating:4

How many Hit Dice? I'm guessing 4 or 5, based on BAB. I can't really analyze skills without that number though.

Initiative: +3
Speed: 30ft. climb 20ft.
STR – 15 + 2
DEX – 12 + 1
CON – 14 + 2
INT – 9
WIS – 10 + 0
CHA – 7
Fortitude: +6
Reflex: +8
Will: +5
Feats: Lighting Reflexes, Weapon Finesse
Special Qualities:BOW traits, darkvision 60ft
Climb: +18 Move Silently: +3
Hide: +7 Listen: +4
Intimidate: +5 Spot: +6
Jump: +8
Attacks: Base Attack: +3 / Grapple: +5
Slam +8 (1d6 +2)
Bite +3 (1d4 +1)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +3d6
BOW Traits (ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

References to Diehard should probably be replaced by references to the Remain Conscious talent. I don't believe Diehard is a Modern feat, or at least not a core Modern feat.

Otherwise it looks good. I am not familiar with this particular creature, so I can't comment further.
#1127

zombiegleemax

Nov 09, 2006 20:00:18
Yeah I left some stuff off my bad ha was in a hurry so you can adjust it if you want to. The Plague Crawler was in Resident Evil Zero and only appeared like three times in the game. I thought they were pretty cool enemies. They would drop down from the ceiling like the chimera's would from the original. Makes for a decent slam attack.
#1128

the_merciless_dm

Nov 09, 2006 20:36:42
Umm question, why does it have weapon finesse if its STR is better than its DEX?
#1129

stranger_among_us

Nov 09, 2006 20:41:51
i don't know if this is relevant to the t-virus zombies that people have created here, but i just found errata that says zombies get DR 5/slashing. all of you may have already known this, but i never really looked close at the zombie block or for any errata either. this was for 3.5, but it could still apply to d20 modern i suppose. it certainly would make the knife a little more powerful...
#1130

psiseveredhead

Nov 09, 2006 21:52:19
But aren't knives treated as stabbing (piercing) weapons in d20 Modern and DnD? (Still, you can use a machete.)
#1131

stranger_among_us

Nov 10, 2006 15:24:52
knives are only piercing? oh.

yeah, just checked my d20 modern book. i was just thinking daggers i guess (piercing or slashing). uh... i don't know. maybe there could be a house rule on that if you wanted. plus, since this was 3.5 (and i don't think the d20 modern zombie has the DR 5/slashing), you could change it how you saw fit. maybe you could make it DR 5/slashing or ballistic. (but since everyone would more than likely be using a gun, it would make it pointless... unless you have a group of players that like to use hammers)
#1132

zombiegleemax

Nov 12, 2006 14:40:08
Lets keep this thread going and fresh... I know they don't appear in the games as fightable enemies but what about stats for Umbrella guardsmen, or an enemy U.B.C.S. You know an enemy that can think and fire back at the PC like all the enemies on RE 4? Any suggestions anyone?
#1133

stranger_among_us

Nov 12, 2006 16:49:22
you may be able to use some of the sample npc characters in the back of the d20 modern core rulebook for some quick concepts for those types of enemies. just equip them with a few decent, standard issue weapons and armor, stuff like that i guess. there may be new feats or stats for characters like this somewhere in this thread though, so you may be able to find something better.
#1134

zombiegleemax

Nov 13, 2006 10:23:10
Yeah I'll do that, what about facial armor like a gas mask or helmet like Hunk has? Would they have that in the back as well? Most Umbrella soliders would probably have a standard knife, a TMP and proabably a handgun of some kind along with some other basic gear.
#1135

stranger_among_us

Nov 13, 2006 17:30:04
pages 111-120 of the core rulebook has some general equipment. looking through some of it may give you some additional ideas, and there is stuff like gas masks and such in there too.
#1136

stranger_among_us

Nov 15, 2006 14:23:03
i really wish i could get called shots out of my skull, but it just keep bothering me. just a few more quick ideas out there:

you could treat shooting a zombie in the head like chopping off a hydra's head: sundering.

or

you could treat it like a vorpal sword... except make it a gun that... uh... hits them in the head. meaning= on a natural 20, roll again to see if it would be a crit. instead of it being a crit, you blow their heads off.

this stuff would only work on t-virus zombies and such that a dm could allow one-hit kills and head-blowing-up attacks. on other enemies, you could just allow something equally good against them (without crits? uh... i guess that could still work... i guess you could hit birkin in the eye or something...)

aargh! why do i refuse to let it die?

you know, i would feel really foolish if there are rules for this stuff already somewhere that i'm just missing...
#1137

joshy676

Nov 15, 2006 19:04:28
i really wish i could get called shots out of my skull, but it just keep bothering me. just a few more quick ideas out there:

you could treat shooting a zombie in the head like chopping off a hydra's head: sundering.

or

you could treat it like a vorpal sword... except make it a gun that... uh... hits them in the head. meaning= on a natural 20, roll again to see if it would be a crit. instead of it being a crit, you blow their heads off.

this stuff would only work on t-virus zombies and such that a dm could allow one-hit kills and head-blowing-up attacks. on other enemies, you could just allow something equally good against them (without crits? uh... i guess that could still work... i guess you could hit birkin in the eye or something...)

aargh! why do i refuse to let it die?

you know, i would feel really foolish if there are rules for this stuff already somewhere that i'm just missing...

I like the idea, but maybe it would be a better idea to put it under a new feat; we'll call it... I dunno...

Head Shot
Prerequisites: Point Blank Shot, Precise Shot
Benefit: After rolling a successful critical hit with a ranged weapon, a character, using 1 action point, can target and destroy a body part of an opponent. Called Shot rules apply.
Normal: A critical hit deals a critical hit normally.

It's not set in stone, so I'd say change it as you wish and see how it works for you. :invasion:
#1138

zombiegleemax

Nov 16, 2006 12:37:28
Just out of the blue has anyone been able to work on possible stats for Krauser and maybe even Saddler? I attempted to do a Saddler but it was just all wrong. I would think he would be along the lines of being like 10 Fast hero/5 Smart Hero/ and maybe even 5/Charismatic? Saddler is very persuasive... heck I'd join...maybe
#1139

the_merciless_dm

Nov 16, 2006 15:25:18
Hello guys. On your conundrum of Called Shot, we have already rules for them!!!!!! Post number 442 will do you all some good!

http://boards1.wizards.com/showpost.php?p=6531196&postcount=442
#1140

joshy676

Nov 16, 2006 18:38:31
Hello guys. On your conundrum of Called Shot, we have already rules for them!!!!!! Post number 442 will do you all some good!

The link you posted leads to the index page, not your post on Called Shot. THIS leads to Called Shot:
http://boards1.wizards.com/showpost.php?p=5768886&postcount=199

But it's the thought that counts, so thanks anyway.

I would also like to say that I've safely had the index post bookmarked for some time now.
#1141

the_merciless_dm

Nov 16, 2006 21:48:44
I did it on purpose since I wish for you all to see the index and that way know what has already been discussed. Anyways I am out, got Chemestry test tomorrow. See yas!
#1142

the_merciless_dm

Nov 20, 2006 23:43:09
So apparently the thread is growing cold. I guess I'll have to spice this up a bit this up coming Holiday season. I shall return with a vengeance this Holiday (remaining nondenominational). I promise.
#1143

joshy676

Nov 21, 2006 16:59:53
You'll be returning with the E-book, right? RIGHT?

Riiiiiiiiiigggggggggghhhhhhhhhhhhtttttt... xD











Please?
#1144

zombiegleemax

Nov 22, 2006 15:21:22
I hope so!!! We will all be patiently waiting for the good presents you bring us!!!
#1145

psiseveredhead

Nov 22, 2006 18:10:23
I'm sorry I can't help out. My home internet is down. I'm at a 'net cafe.
#1146

Yar

Nov 28, 2006 0:23:18
BUMP!!!!!

yar :D
#1147

zombiegleemax

Nov 28, 2006 17:03:49
Has any of you seen this?
http://images.google.com/imgres?imgurl=http://tiamat64.free.fr/antre/resident%2520evil/cover%2520biohazard%2520d20.jpg&imgrefurl=http://tiamat64.free.fr/antre/resident%2520evil/resident.htm&h=401&w=283&sz=100&hl=en&start=18&tbnid=2v45KaFUR0IGwM:&tbnh=124&tbnw=88&prev=/images%3Fq%3Dd20%2Bmodern%26svnum%3D10%26hl%3Den%26lr%3D%26sa%3DG

Is this your doing or did someone beat you to the punch?
#1148

zombiegleemax

Nov 29, 2006 10:08:22
Seen what? Your link goes nowhere but to google.... or did I miss something.
#1149

joshy676

Dec 05, 2006 19:52:37
It's time for another , friends. :bounce:
#1150

psiseveredhead

Dec 05, 2006 20:20:30
Has any of you seen this?
http://images.google.com/imgres?imgurl=http://tiamat64.free.fr/antre/resident%2520evil/cover%2520biohazard%2520d20.jpg&imgrefurl=http://tiamat64.free.fr/antre/resident%2520evil/resident.htm&h=401&w=283&sz=100&hl=en&start=18&tbnid=2v45KaFUR0IGwM:&tbnh=124&tbnw=88&prev=/images%3Fq%3Dd20%2Bmodern%26svnum%3D10%26hl%3Den%26lr%3D%26sa%3DG

Is this your doing or did someone beat you to the punch?

Is that the French Resident Evil d20? I have the PDF. It's okay, but I didn't like bits of it. The Special Forces, for instance, weren't at all properly designed.

I'd design some and post them here, except the thread is so unwieldy...
#1151

zombiegleemax

Dec 06, 2006 16:53:11
Is that the French Resident Evil d20? I have the PDF. It's okay, but I didn't like bits of it. The Special Forces, for instance, weren't at all properly designed.

I'd design some and post them here, except the thread is so unwieldy...

Where is this French d20 PDF files? I'd be most interested in taking a look at it.

By the way, you mention that the thread is a little unwieldy (which I noticed ), is there a 'table of contents' on any of the pages that links to the actual entries? I've been planning on statting up everything Resident Evil (I've made enough D&D monsters and want to do something else), but would like compare what I have with what's already been done in the forum.
#1152

psiseveredhead

Dec 06, 2006 18:03:34
There is a ToC, but it's out of date. It can only be edited by one person as well.

You'll need a wiki if you really want this to keep going.
#1153

zombiegleemax

Dec 06, 2006 18:10:25
This all sounds really awesome, but man, 24 pages is a LOT to look through...
#1154

joshy676

Dec 16, 2006 17:48:06
=D
#1155

psiseveredhead

Dec 16, 2006 17:50:31
Someone's working on d20 Resident Evil here: http://www.enworld.org/showthread.php?t=183005

Maybe we should invite them.
#1156

joshy676

Dec 16, 2006 20:40:18
That'd be nice. I wish I could read French so that I could translate it. Sadly, I can't.

But the information inside, from what I could digest by look, seems solid. The French PDF, I mean.

Here's the French PDF site.

ALSO...

I'm translating the PDF as we speak... unless someone else can do it faster. Then I suppose one of us will implement all our thread's edits and such to a point where it will fit our collective viewpoint.

Better yet, I'll take the stuff from the PDF and put it up on here, translation-attempted into English, so that someone better with Acrobat (or whatever PDF creator you use) can make a better-looking PDF.

If something in the PDF looks like crap (info, I mean), sub it with something we've gone over in the past. I'd think this would be the best way to go.
#1157

psiseveredhead

Dec 17, 2006 11:31:28
I've translated it (not the text, just read it; I speak enough French to understand it). The info isn't bad. I didn't like the NPCs, however; many look badly designed (eg the generic Umbrella black ops) and most of the named heroes have ridiculously high ability scores.
#1158

joshy676

Dec 17, 2006 11:49:35
I've translated it (not the text, just read it; I speak enough French to understand it). The info isn't bad. I didn't like the NPCs, however; many look badly designed (eg the generic Umbrella black ops) and most of the named heroes have ridiculously high ability scores.

Okay. I think we have more balanced and less sucky NPCs and named heroes somewhere in the thread.

Are the guns of any use that we haven't already fixed?
#1159

psiseveredhead

Dec 17, 2006 12:40:33
I never bothered to pay attention to gun stats. I think they're all guns from the core book anyway, or really generic (eg SMG) whose stats are pretty easy to figure out.
#1160

joshy676

Dec 17, 2006 14:59:22
Alrighty, then. I hope someone can make a WIKI and then we can get everything pieced together for the E-Book -cough cough- xD
#1161

psiseveredhead

Dec 17, 2006 15:13:27
I think I could sign up for a wiki, but there's no point if no one from this thread would visit.
#1162

joshy676

Dec 17, 2006 16:47:22
I'd think if we provided a link to the wiki, people would go. But then we'd have to put a link to the wiki on every page on the thread, and I doubt that there's a single person with a post on every page of the 39.

And I've got a wiki account, but I don't think I could keep the server up at all times to host it. Also, I'm a novice with authoring wikis.
#1163

psiseveredhead

Dec 17, 2006 17:51:20
You could go to Wikia or Wikicities - they do all the hosting. I'll be one of the sysops, just because I know wiki formatting. If you know wiki formatting, then you can also be a sysop.

Edit: Found out about Scratchpad Wiki. Here's the link: http://scratchpad.wikia.com/wiki/D20_Resident_Evil

Creating an account is ridiculously easy, and you can use the names you use here.
#1164

joshy676

Dec 18, 2006 12:22:26
Done and done. 4 articles written already, albeit 3 of them are Merc's Zombie/Acid Spitter/Crimson Head stat pages.
#1165

psiseveredhead

Dec 18, 2006 16:51:47
Six pages actually. Two NPCs, three undead, and one company stub article.
#1166

joshy676

Dec 18, 2006 23:11:12
I mean by me. 4 written by me. The three undead and the company info.
#1167

the_merciless_dm

Dec 19, 2006 17:02:48
What is this! Gimmie gimmie gimmie the linkzorz!!!! You are posting directly from the index right!? Because I have made changes to the stats after playtesting... Let me know please.
#1168

psiseveredhead

Dec 19, 2006 17:39:27
It was posted above: http://scratchpad.wikia.com/wiki/D20_Resident_Evil

Anyone can edit the site. Proposed changes to creatures or other parts of the campaign should be discussed in the discussion/talk pages.
#1169

the_merciless_dm

Dec 23, 2006 19:02:04
I have to sit down with time to navigate the wiki, but I sadly havent found the time. Been far too busy with work. If anyone wants to they could choose to manage the wiki as I continue posting on the thread. Dividing up my time would be more taxing, and truth be told I have not posted anything new on the threads in a while. Still as promised I will have new material and no the e-book still is not done.

The important question is, aside of myself has anyone play tested these rules in a 100% Resident Evil game style?
I require feed back, please!
#1170

psiseveredhead

Dec 23, 2006 19:52:06
I was running my own game beforehand, and as I've said before, I can't handle the resource "allocation" that comes with a typical RE game.

I wish I got to play RE: Outbreak. That would probably teach me a few things.
#1171

joshy676

Dec 23, 2006 20:43:36
I have to sit down with time to navigate the wiki, but I sadly havent found the time. Been far too busy with work. If anyone wants to they could choose to manage the wiki as I continue posting on the thread. Dividing up my time would be more taxing, and truth be told I have not posted anything new on the threads in a while. Still as promised I will have new material and no the e-book still is not done.

The important question is, aside of myself has anyone play tested these rules in a 100% Resident Evil game style?
I require feed back, please!

I've been trying to put quite a bit on the Wiki. I'm not sure, but I think it's just me and Psi puttin' stuff on it.

I was running my own game beforehand, and as I've said before, I can't handle the resource "allocation" that comes with a typical RE game.

I wish I got to play RE: Outbreak. That would probably teach me a few things.

Outbreak's pretty fun. Never beat any of the scenarios since I lack the time and ability, but still pretty fun.

I think the best thing to do about resource allocation would be to first completely map out the game, then if you have any friends that also GM/DM, you and they can go over how to best allocate the various items and junk.

Of course, that always takes awhile and the PCs may not want to wait that long to play. In that case, the best course is to make tables and make surprise rolls on them. I'd call that the "I'll Pass That Bridge When I Get There" allocation method.
#1172

joshy676

Jan 01, 2007 1:10:21
The first post of 2007 is...


A !

I've also put quite a bit on the wiki in the last week, so people, you've got to take a look and touch it up if some of it's wrong. I took it straight from the thread so if you've done edits from playtests, go ahead and put them on.
#1173

the_merciless_dm

Jan 01, 2007 13:45:06
HAPPY NEW YEAR!!!!
Hehehehe, sadly yes the first post was a bump but I gots some stuff I've been working on for the thread which I'll post later.
#1174

zombiegleemax

Jan 06, 2007 7:42:16
Good news, Dark Matter has the MERCENARY occupation, which would help with statting Carlos Oliviera
#1175

swank76

Jan 06, 2007 21:57:46
Can someone get me a summary of what's been written? I'm intrigued but a little overwhelmed by the length of this thread!
#1176

zombiegleemax

Jan 11, 2007 7:58:01
bump
#1177

zombiegleemax

Jan 11, 2007 12:26:11
Hey, I was just curious if you ever put my files to any use? The ones I sent that had the typos fixed and such. And also, for those of you that would like some authentic RE music to go with your games, I found this website today. Of course with any free MP3's, don't sell em or use them for professional use, etc etc. Anywho, here's the link:

http://www.residentevilsh.com/

Make sure you've got popups disabled because this site has a few of them, and also you can search for a specific RE game with the drop down menu at the top. It's also in Spanish, but I was able to get what I wanted with little difficulty, but if you're that bad off I'm sure you could use a translation website or something. Hope you guys enjoy it!
#1178

zombiegleemax

Jan 11, 2007 12:48:54
i cant believe this is sill going
seems like a ton of work just for resident evil
#1179

fishfinger

Jan 11, 2007 14:00:22
any one got any idea when the PDF of this is going to come out its just that i'm running resident evil D20 on yahoo messenger untill i get somthing serious going and i'm fed up with having to keep jumping through pages and pages of fourms to find stats for monsters
#1180

zombiegleemax

Jan 11, 2007 16:38:49
Dude, there's an index in the first post. Look for the word that is a hyper link. Then, find the monster section, and take what you want, and put it into Wordpad or something on your PC. It's that simple.
#1181

joshy676

Jan 11, 2007 20:51:20
THE INDEX! Here's the index. Most of the juicy stuff is in there; keep in mind the post hasn't been updated in over a year, from the looks of it.

Also, here's the Wiki. CLICK ME! It's a bit useless until we get everything on it, but when we do, it'll be easier than combing around for specific posts on here.

Speaking of which, I should probably put some more stuff on it.
#1182

zombiegleemax

Jan 12, 2007 5:53:53
http://tiamat64.free.fr/antre/resident%20evil/resident.htm

It's French, but hey.
#1183

fishfinger

Jan 12, 2007 20:20:02
cool thanks for the index link this is going to make my life so much easier, sorry i didn't notice it before, thank you very much
#1184

psiseveredhead

Jan 12, 2007 22:13:44
I just posted all the creatures on the first page to the wiki. This is going to take a while.
#1185

zombiegleemax

Jan 16, 2007 9:27:54
For the first time I tried GMing a d20 resident evil campaign. I mad a big mistake and let them keep their wepaons and items. My brother had 2 smith and wessons and my friend had a winchester. They both had double tap, too. I was mad that they kept beating my zombies. They were popping off my crimson heads left and right! I put the tyrant from the first one against them and they killed it with barely a scratch! They were both level two! Next time I'm taking away their weapons...
#1186

stranger_among_us

Jan 16, 2007 10:00:30
are you keeping up with ammo and reload times? that should slow them down a little, since both can only hold 6 bullets at a time, and both cylinder and internal loading requires a full-round action. if they keep using double tap over and over, they'll run out of bullets in a heartbeat.

but then, allowing them those guns in the beginning might have been asking for trouble (although i know that a lot of people i play with want to roleplay gun shop owners and gun nuts). maybe you should say they were unprepared and didn't have anything on them, only finding some improvised weapons until they are able to come across handguns, and later shotguns and rifles. remember, this is resident evil. they don't have to start with the best.

also, make sure they qualify for that feat (dex 13, point blank shot) and that they are both taking the -2 penalty to their attack.
#1187

psiseveredhead

Jan 16, 2007 17:28:48
are you keeping up with ammo and reload times? that should slow them down a little, since both can only hold 6 bullets at a time, and both cylinder and internal loading requires a full-round action. if they keep using double tap over and over, they'll run out of bullets in a heartbeat.

also, make sure they qualify for that feat (dex 13, point blank shot) and that they are both taking the -2 penalty to their attack.

I used to have a player who cheated like that.

but then, allowing them those guns in the beginning might have been asking for trouble (although i know that a lot of people i play with want to roleplay gun shop owners and gun nuts). maybe you should say they were unprepared and didn't have anything on them, only finding some improvised weapons until they are able to come across handguns, and later shotguns and rifles. remember, this is resident evil. they don't have to start with the best.

I disagree. A Strong Hero 2 with starting Strength 15 could wield a board with a nail in it with two hands for 1d6+4 damage, practically the same as the 2d6 damage from a regular pistol (0.5 damage more). A metal rod would do even more damage. A martial artist would gradually do even more. A character that could get their hands on a sword would also do more.

Zombies are weak opponents, and might be over-CRed. Even in RE3 I just kind of ran around them. They were only "tough" because I couldn't kill them without bullets, and bullets were scarce, and the zombies often got up after I shot them down (damn zombies!).

In a game like RE4 (where ammo was plentiful) I didn't hesitate to kill single Ganados with a knife. At least if there was sunlight on them! (The things that came out of their heads were not weak.)
#1188

stranger_among_us

Jan 17, 2007 8:44:23
I disagree. A Strong Hero 2 with starting Strength 15 could wield a board with a nail in it with two hands for 1d6+4 damage, practically the same as the 2d6 damage from a regular pistol (0.5 damage more). A metal rod would do even more damage. A martial artist would gradually do even more. A character that could get their hands on a sword would also do more.

yeah, but the two smith & wessons would do 2d8 each, and the winchester 2d10 (albeit both have their own penalties associated with each, such as two-weapon penalties and -4 penalty on attacks against adjacent opponents with a longarm, not to mention the full-round reload times and small amount of ammo capacity). i was suggesting starting them out with more basic weaponry and then gradually scaling to specialized. you wouldn't have to take away all of their weapons, but, as you say below, zombies are very weak and it could make the game slightly more challenging if they have to find their weapons first.

i know there is a wide debater over melee vs. ranged, but i don't feel strongly one way or the other. i love to use both, and each can be deadly under a player that knows what they are doing.

Zombies are weak opponents, and might be over-CRed. Even in RE3 I just kind of ran around them. They were only "tough" because I couldn't kill them without bullets, and bullets were scarce, and the zombies often got up after I shot them down (damn zombies!).

In a game like RE4 (where ammo was plentiful) I didn't hesitate to kill single Ganados with a knife. At least if there was sunlight on them! (The things that came out of their heads were not weak.)

i also used the "run-around-them" and the "knife-them-from-behind-the-table" tactics. i'm very conservative with my ammo.

zombies only have, what, a 1/2 cr? yeah, they're not tough, but they are fun to shoot.
#1189

stranger_among_us

Jan 17, 2007 9:02:52
i just thought of something else, although it's kind of a stupid question to ask; are you sure that they took the personal firearms proficiency feat?

i know it's very stupid to ask, but it's just that i have a few friends that always get so into planning out their characters as awesome gunslingers with a lot of really cool firearm feats, that sometimes they actually forget that they should get personal firearms proficiency.

it doesn't necessarily mean they can't take other feats pertaining to firearms (unless it's something like weapon focus), but -4 to attack can be the difference between life and death for your npc/monster.
#1190

zombiegleemax

Jan 17, 2007 16:57:56
See, THAT'S what makes zombies a challenge - mitigating circumstances

Low ammunition, narrow pathways (and having to suffer a lot of AOO's) and the occasional sprinter/acid belcher can help to mix it up.
#1191

psiseveredhead

Jan 17, 2007 17:25:51
i know there is a wide debater over melee vs. ranged, but i don't feel strongly one way or the other. i love to use both, and each can be deadly under a player that knows what they are doing.

Hardly the issue. I just wanted to point out that keeping their weapons away wouldn't work.

Equipment isn't "all that" as you yourself pointed out (big penalties, lame ammo capacity, etc) and ranged trumps melee in a lot of circumstances, even though melee eventually does more damage (eg slow opponents, cover, elevation, etc). The problem was a lack of challenge from the opponents, who are basically unintelligent zombies with no tactics beyond "shamble forward".

In RE, zombies are only a challenge because they take a lot of bullets sometimes (they get back up, etc), because there's a lot of them, and bullets are limited. Over time, a few hits will get in, eventually sapping the hit points, but Resident Evil is not d20 Modern. The best we can get is a close approximation.

If I were playing d20 Resident Evil, I'd rather be shooting at Umbrella troops, quite frankly. (That's one thing I liked about RE4 - instead of only facing two or three intelligent enemies, I was facing a whole lot of them, like that axe-wielding Rasputin clone, the Bella Sisters, etc. Something like that is even more fun in d20 Modern, as there's no AI restriction. Bella is scary when she climbs up the ladder after you! She's even scarier when she throws Molotov cocktails or just sets the barn on fire and waits under the window!)

A true challenge usually requires a range of opponent types. Zombies are more dangerous when mixed up with acid spitters (especially if they're more powerful zombies with CR about that of the acid spitters).
#1192

zombiegleemax

Jan 17, 2007 18:47:53
Or Crimson Heads :embarrass
#1193

stranger_among_us

Jan 17, 2007 20:32:04
Hardly the issue. I just wanted to point out that keeping their weapons away wouldn't work.

Equipment isn't "all that" as you yourself pointed out (big penalties, lame ammo capacity, etc) and ranged trumps melee in a lot of circumstances, even though melee eventually does more damage (eg slow opponents, cover, elevation, etc). The problem was a lack of challenge from the opponents, who are basically unintelligent zombies with no tactics beyond "shamble forward".

In RE, zombies are only a challenge because they take a lot of bullets sometimes (they get back up, etc), because there's a lot of them, and bullets are limited. Over time, a few hits will get in, eventually sapping the hit points, but Resident Evil is not d20 Modern. The best we can get is a close approximation.

If I were playing d20 Resident Evil, I'd rather be shooting at Umbrella troops, quite frankly. (That's one thing I liked about RE4 - instead of only facing two or three intelligent enemies, I was facing a whole lot of them, like that axe-wielding Rasputin clone, the Bella Sisters, etc. Something like that is even more fun in d20 Modern, as there's no AI restriction. Bella is scary when she climbs up the ladder after you! She's even scarier when she throws Molotov cocktails or just sets the barn on fire and waits under the window!)

A true challenge usually requires a range of opponent types. Zombies are more dangerous when mixed up with acid spitters (especially if they're more powerful zombies with CR about that of the acid spitters).

duly noted and agreed upon.
#1194

zombiegleemax

Jan 17, 2007 22:16:20
Please, RE4 is an abomination to the RE series. It's only such and name. The leap from Resident Evil to RE4 is like that of Alien to Alien Resurrection

A fun ride, but does a grave disservice to the original.
#1195

psiseveredhead

Jan 17, 2007 22:20:42
Please, RE4 is an abomination to the RE series. It's only such and name. The leap from Resident Evil to RE4 is like that of Alien to Alien Resurrection

A fun ride, but does a grave disservice to the original.

You don't like the thought of lots of intelligent villains? Well, you can propose intelligent zombie types that move in groups then...
#1196

zombiegleemax

Jan 17, 2007 23:00:11
No thanks, i'm not a Romero fan :D
#1197

zombiegleemax

Jan 18, 2007 0:50:25
Has anyone here worked on Nemesis's Final Form yet? That sucker has tons of natural armor, regeneration and an acid spray attack Pitiful speed though
#1198

the_merciless_dm

Jan 25, 2007 11:37:10
Please, RE4 is an abomination to the RE series. It's only such and name. The leap from Resident Evil to RE4 is like that of Alien to Alien Resurrection

A fun ride, but does a grave disservice to the original.

I strongly agree. but RE4 was still fun, and Krauser OWNS! Hehehe. Fanboy moment.
#1199

the_merciless_dm

Jan 25, 2007 11:39:30
There have been numerous attempts at recreating the Nemesis, here and on another thread. Currently I am heading a small attempt of my own, but I being so an*l about things still am not satisfied with my own make. As soon as I have something near 80% what I feel is right I'll post it up for ou guys to comment on.
#1200

joshy676

Feb 02, 2007 0:24:43
Have at it, Merc. I might give it a try myself. Maybe run through a couple'a versions of it.
#1201

the_merciless_dm

Feb 02, 2007 10:08:55
Have at it, Merc. I might give it a try myself. Maybe run through a couple'a versions of it.

The Nemesis is not quite finished yet. I'm replaying RE3: Nemesis to get down all his abilities. :p
#1202

zombiegleemax

Feb 05, 2007 9:31:09
Hi there! I'm a very big fan of the Resident Evil saga, and as such, I was quite interested in your adaptation to D20 Modern. Even though it's an interesting work, I haven't had the opportunity to read all of it (there are many pages), but I do have a question:

- Bearing in mind some of the creatures' high-power, for instance Nemesis, what would be Jill Valentine's character level and classes in RE3 Nemesis?

My thanks.
#1203

the_merciless_dm

Feb 05, 2007 18:56:59
Hi there! I'm a very big fan of the Resident Evil saga, and as such, I was quite interested in your adaptation to D20 Modern. Even though it's an interesting work, I haven't had the opportunity to read all of it (there are many pages), but I do have a question:

- Bearing in mind some of the creatures' high-power, for instance Nemesis, what would be Jill Valentine's character level and classes in RE3 Nemesis?

My thanks.

On the first post (MINE) there is a Hyperlink, follow that to the INDEX and there you will find all that we have done. Jill I believe was already stated out. This is a horror setting, meaning low powered players versus thing that take large ammounts of damage and keep coming at you, some people seem to either forget that or not stick to this or have trouble managing such games.
#1204

zombiegleemax

Feb 05, 2007 21:05:16
Exactly, the mainstay of the RE series isn't what gun you have, or ammo you stockpile, but how clever you are, and how evasive you practice being.
#1205

zombiegleemax

Feb 06, 2007 16:21:11
Exactly, the mainstay of the RE series isn't what gun you have, or ammo you stockpile, but how clever you are, and how evasive you practice being.

And how can a low-level Jill Valentine defeat, by herself, even temporarily, using brute force, a 20+ HD Nemesis? I think Jill should be at least a 10th-level character, so that she can survive a couple of rounds against Nemesis, or even to incapacitate him.
#1206

the_merciless_dm

Feb 06, 2007 16:45:22
A well equiped character in Modern, in the hands of a smart, experienced player can run around, excape, dodge out smart a bewieldering dreadnaught like the Nemesis. In the end luring it to traverse through the same narrow pathway to reviece enough jolts from a rail gun to utterly meet an end... That we know off.

Outsmarting is not the same as defeating. I will award you more Xp for using your wits instead of muscle, and sometimes muscle gets you into trouble; not to mention muscle can easily be overpowered. A battle of wits is always refreshing and interesting. Was Resident Evil first more of a puzzle related game? There to this day seem to be many puzzle elements though they may be more obvious...
#1207

zombiegleemax

Feb 06, 2007 17:48:28
A well equiped character in Modern, in the hands of a smart, experienced player can run around, excape, dodge out smart a bewieldering dreadnaught like the Nemesis. In the end luring it to traverse through the same narrow pathway to reviece enough jolts from a rail gun to utterly meet an end... That we know off.

Yeah, I know that, but what if a GM also roleplays Nemesis ability scores well: Strength 20, Dexterity 18, Constitution 18, 12 Intelligence, 14 Wisdom, 10 Charisma? With Int 12 and Wis 14, Nemesis has more than enough brain power to put Jill a lot worried about her own hide, even if she's only trying to dodge Nemesis or outsmart him. If combat is unavoidable, Jill should have at least level 10 to survive long enough to accomplish her plans.
#1208

the_merciless_dm

Feb 06, 2007 22:12:50
Did you miss it when I said I'd be working on THE NEMESIS, hmm? I mentioned not feeling confortable with what is out there right now, and I'm very picky and a perfectionist, right now some of those stat. are broken and I'm revising each as we go alon our play test here. The final boss creatures of Code Veronica, the Nemesis, the unique creatures of the other games; Chainsaw Charlie from RE4 are the ones giving me the most trouble but they will also be stated out by me because well frankly I feel I'll be very hard on myself to get them right. Use those stat. blocks if you like but at your own risk. I am still convinced the character's are all low end and slowly build up after each encounter (look at Leon, from rookie cop to Spec Ops) but they dont start off like that. Rebecca is the only true child prodigy. Chris had experience in the airfoce and a excellent marksman by what they let us know. Barry knew Chris from the airforce and he's a techie apparently with all the mods. Jill common cop. Like I mentioned a while back one of my players, plays a doctor with no combat experience up until now they leveled up a bit and under the circumstances they taught him how to use Personal Firearms. Stuff like that happens in the video game as well but we dont see it. We can imagine it, Jill gains levels between RE1 and RE3, so does Claire in RE2 and CV; Leon, Ada, Chris (I hope its him in RE5) I expect to turn into a "Jack Krauser"esque character or something like Big Boss in Metal Gear Solid 3 Snake Eater...
#1209

zombiegleemax

Feb 06, 2007 22:26:23
People have been able to beat ALL the RE games with only the KNIFE, or handgun.

You can easily translate such a fighter into a d20 Resident Evil game with Dodge, Mobility, Spring Attack, Unbalance Opponent and the like

As I said, the best players survive RE not by stockpiling magnum rounds and herbs, but by using their grey matter
#1210

zombiegleemax

Feb 06, 2007 23:13:26
I have an idea, why don't we make up a list of items that a character would find in a RE type game, like...

1. An old fashioned double barrel shotgun is found in an iron box under the bed(after a search check)
2. A copper plaque with the god Anubis, fitted in an indentation on a stone wall
3. An HK USP is found in the torn holster of a dead cop.
4. A first aid kit is located in the second drawer of an oak cupboard.
5. A handgun magazine is half hidden by the shadows on an outside path(examination reveals it to be a Glock 17 magazine)
6. A quarter gallon of gasoline is found under a pile of cobwebs in a shed.
7. A golden chalice with a depiction of a hanging is the centerpiece of an abandoned meal
8. A search of the detritus in the pool reveals a waterproof flashlight and a soaked box of .45 rounds.
9. An undamanged tactical vest is on the body of a zombie...are you brave enough to retreive it?
10. An assortment of batteries is found scattered on the linoleum not far from their original shelf

You get the gist, either provide a location (either harmful, or benign) and some items in a generic area(said shotgun in a rural area ^, the USP in an area of Germany)

Good idea!
#1211

the_merciless_dm

Feb 07, 2007 23:57:12
People have been able to beat ALL the RE games with only the KNIFE, or handgun.

You can easily translate such a fighter into a d20 Resident Evil game with Dodge, Mobility, Spring Attack, Unbalance Opponent and the like

As I said, the best players survive RE not by stockpiling magnum rounds and herbs, but by using their grey matter

I love AZAR! WOOT!
#1212

zombiegleemax

Feb 08, 2007 23:42:25
Well, I am a D20 DM. I have a few campaigns on the go, I was hoping to do a resident evil one. You guys rock, and of course I'll help out. Beaten all the games with my knife. I am a tad bit obsessive with them.
#1213

the_merciless_dm

Feb 09, 2007 14:27:30
Well, I am a D20 DM. I have a few campaigns on the go, I was hoping to do a resident evil one. You guys rock, and of course I'll help out. Beaten all the games with my knife. I am a tad bit obsessive with them.

That's the kind of person we like here on the thread! Hehehehe OCD players who take on Hunters with only their survival knife! Hehehe well if you are new to the thread I recomend that you take a good look at my first post for there in lies a Hyperlink to the INDEX of this page were you will find all sorts of information and materials. Hope the material here is of use to you and if you manage to do play usng these rules please let me know for I am currently doing extensive playtesting. Any problem arises please let me know how you approached and overcame the issue.
#1214

zombiegleemax

Feb 10, 2007 1:42:24
It's not from a playtest, but I've noticed some flaws, which I fixed in my own version of the rules found here. For instance, the healing of the herbs is a bit off, since 3 Green= 1 green+1 red= 1 healing spray in the game, but the rules here state otherwise. Something else I noticed, STARS has a required age, but what about Rebecca? She was well under the required age.
#1215

zombiegleemax

Feb 10, 2007 1:47:32
The Merciless DM, in your d20 Resident Evil games, do the different mutations ever attack eachother if they're in the same general area?

I know in the RE games you practically NEVER encountered a mix (zombies and cerberus, lickers and crows) in the same room so it wasn't an issue

But with the freedom d20 rules give us, how do you resolve this?
#1216

Dracomortis

Feb 10, 2007 11:02:05
I believe in some of the games, different species would begin attacking each other only if one strikes the other (if, for example, there was a zombie between you and a licker, and the licker used its tongue, hitting the zombie in the process).

In a d20 Modern game, it would probably depend on the individual creature and what Intelligence score it has. Nemesis, for example, is going to do whatever it is programmed to. Hunters can probably differentiate between individual creatures, but whether or not they can get sustenance from a zombie would determine if they attack them or not. Zombies, being mindless, probably go after anything they see.
#1217

joshy676

Feb 10, 2007 12:43:03
The Merciless DM, in your d20 Resident Evil games, do the different mutations ever attack eachother if they're in the same general area?

I know in the RE games you practically NEVER encountered a mix (zombies and cerberus, lickers and crows) in the same room so it wasn't an issue

But with the freedom d20 rules give us, how do you resolve this?

Actually, in the mini-games in some of the games (for example, Operation: MAD JACKAL in RE3, the Mercenaries in RE4, the 4th Survivor/Tufo Survivor in RE2, and the mini-game in RE:CV), you could find more than one mutation, and only by accident (exception: Nemesis) would they attack each other.

In the case of the Nemesis, he WILL attack things in his way to get to you. If you were to try to run out the emergency exit in the Sub-Station (for instance), you'd be surrounded by zombies, only to have them be blown up by a rocket via Nemesis. And in MAD JACKAL, there is a Y-way alley (3 branches) where not one, but TWO (2) Nemeses are running at you, with zombies in their way. They punch right through the zombies to get to you.

Unfortunately, in the Mercenaries (RE4), the Ganados don't attack each other on purpose, save for the Blind Slasher, who can kill zealots in his way by mistake. But then, he's not a Ganado.
#1218

the_merciless_dm

Feb 10, 2007 14:35:32
It's not from a playtest, but I've noticed some flaws, which I fixed in my own version of the rules found here. For instance, the healing of the herbs is a bit off, since 3 Green= 1 green+1 red= 1 healing spray in the game, but the rules here state otherwise. Something else I noticed, STARS has a required age, but what about Rebecca? She was well under the required age.

Thats what I mention all the time. Rebecca is a PRODIGY. Now please could you elaborate more on the Herb fix you made. I admit its they've been a source of difficulty for all.
#1219

the_merciless_dm

Feb 10, 2007 14:41:36
The Merciless DM, in your d20 Resident Evil games, do the different mutations ever attack eachother if they're in the same general area?

I know in the RE games you practically NEVER encountered a mix (zombies and cerberus, lickers and crows) in the same room so it wasn't an issue

But with the freedom d20 rules give us, how do you resolve this?

YES! After a while if no fresh flesh is present they attack the ""freshest" form of flesh. Though they dont attack other types. I.E. Zombies will attack each other, Acid Spitters and Crimeson Heads (though the more time you are a zombie the less likely you are to becoming attacked and the more chances of you mutating into a more advanced form of monster). If you mix, try to think of nature... Crows picking off from normal zombies make sense to me... Cerberus eating a zombie does as well...
Have fun with it, see it in your mind then do it. These are guidelines.
#1220

the_merciless_dm

Feb 10, 2007 14:49:08
I doubt a Zombie will be attracted by a Hunter's flesh, or say a Tyrant. Hunters are that Hunters so they will hunt down for sustenance, same with the Cerberus...

On another note, I dont know if you all know this but the creature type placed is B.O.W. not Aberration or Undead. A B.O.W. has traits from both the afore mentioned types but it has one key element: Mutation. These things are unstable and with time they slowly change, so much so, that a Zombie goes from Zombie to Acid Spitter to Crimson Head and finally into a Licker if it survives long enough for the period of incubation to allow the changes. Survival being the key element to this. Tyrrants are created, Hunters as well, Cerberus, Crows even mutated rats occur out of accidents. The less undead and more aberrant the creature, the more likely it was engineered to be that way.
#1221

zombiegleemax

Feb 10, 2007 19:59:24
I just made the herbs I mentioned all heal the same, and because it was such a huge amount in the games, I changed the healing ability to "Restores 4d8 HP", and it seems to work for me. But anywho, I guess I can post the herbs and such, here ya go:

Green Herb: Restores 1d8 HP.

Blue Herb: Grants a second saving throw to resist the effects of poison or counteracting poisons.

Red Herb: Has no effect on its own. Can be mixed with other Herbs for various effects.

Yellow Herb: Has no effect on its own. Must be mixed with other Herbs.

2 Mixed Green Herbs: Restores 2d8 HP. Craft (Pharmaceutical) DC10

3 Mixed Green Herbs: Restores 4d8 HP. Craft (Pharmaceutical) DC15

Green & Blue mixed Herbs: Restores 1d8 HP and grants a second saving throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Two Green & one Blue mixed Herb: Restores 2d8 HP and grants a second saving throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC20

Green & Red mixed Herb: Restores 4d8 HP. Craft (Pharmaceutical) DC15

Green & Yellow mixed Herb: Restores 1d8 HP and permanently increases HP by 1d8 points. Craft (Pharmaceutical) DC20

Green, Red & Yellow mixed Herb: Restores 4d8 HP and permanently increases HP by 1d8 points. Craft (Pharmaceutical) DC22

*Note: If the craft DC is failed the herbs become useless.

Other items

First Aid Spray: Restores 4d8 HP.

Antidote: Grants a second saving throw to resist the effects of poison or counteracting poisons, with a +5 on the save.

Serum: Grants a second saving throw to resist the effects of poison or counteracting poisons, and lowers the Save DC by 5.

Hemostatic Capsule: A pill used to stop bleeding & infections.

Medical Kit: It is used to treat dazed, unconscious, or stunned characters, to provide long-term care. Using the kit restores 2d8+2 HP (5 uses), treats poisoned or diseased people and/or stabilizes a wounded character.

First Aid Kit: One-time use Medical Kit.

Stim gun: A small pistol like device that is used to inject an antidote to any of the viruses Umbrella has created. It comes with 1 antidote for the T or G virus.

Typewriters: Typewriters require the use of an Ink Ribbon. An ink ribbon is a one time use strip of Ink that allow a Typewriter to function properly. When used with an Ink Ribbon the typewriter allows the Character to add up his accumulated Xp and level up if possible. Using a Typewriter is a Full Round Action and you provoke attacks of opportunity from anyone within reach.
#1222

the_merciless_dm

Feb 10, 2007 20:38:15
Ahh! Okay yes I see what you mean. Thanks for pointing that out. Hehehe see I am bound to look things over. That fix is definitly going into my folder at home. Thanks man.
#1223

zombiegleemax

Feb 10, 2007 20:51:19
My pleasure, I look over what little bit I have left of the material I wanted for myself from time to time, and try to fix what I see wrong. In fact, I'm down to just a few word documents: Resident Evil Adventures, Resident Evil Items (the bit I sent earlier), Resident Evil Feats and Skills, Resident Evil Monsters, Resident Evil Viruses, and Resident Evil Occupations.

I only saved a handful of monsters, for some reason I found I only wanted a few of them. Though the statblocks are so big, and my knowledge of d20 Modern is relatively new, so there could be LOTS of errors I don't know about yet.
#1224

stranger_among_us

Feb 11, 2007 11:22:03
something about herbs that i feel would be necessary--character level. this is something i've brought up before. let me elaborate a little more on the subject.

think about this: no matter how far you got into any of the games, a green herb was still a green herb. it healed you just as well as it ever did.

let's make a test using these stats for green herbs, using a level 1 and a level 5 character.

Green Herb: Restores 1d8 HP.

for a level 1 fast hero, this has the potential to completely heal. for a level 5 character, it's benefit is greatly reduced. the level 5 fast hero, with average rolls, has 26 hp (8+4.5+4.5+4.5+4.5, rounded down).

given that the green herb heals 4.5 hp on average, the healed damage would probably only give you enough hp to hold off the CR 5-7 monster you were fighting (that can more than likely do 2d6+8 [15 average] damage with a full-attack anyway) for a few seconds. also, it doesn't reflect the use of green herbs in the game; you could heal just as much from a single herb when you walked through those mansion doors to when you were stepping foot on that helipad.

thinking ahead, the average 15th level fast hero (71 hp) wouldn't even notice 1d8 hp while fighting some of the bigger monsters.

3 Mixed Green Herbs: Restores 4d8 HP. Craft (Pharmaceutical) DC15

if one green herb was enough for our 1st level fast hero, then 3 is overkill. he's doing fine.

our level 5 fast hero is a lot happier now that the average hp healed for using 3 mixed green herbs is 18 (4d8 averages to 18).

however, our level 15 fast hero still has a problem with having to carry around at least 3-4 bunches of those 3 mixed herbs to get the same healing power they were giving him a few levels ago.

...............................................
the point i'm trying to make is that one of the best ways to make herbs relevant later in the game would be to scale their healing based on character level, just like natural healing and surgery.

natural healing heals 1 hp for evening of rest per character level (our level 1 fast hero would heal 1 hp, the level 5 fast hero 5 hp, and the level 15 fast hero 15 hp).

surgery, if successful heals 1d6 hp per character level of the patient (our level 1 fast hero would heal 1d6 hp, the level 5 fast hero 5d6 hp, and the level 15 fast hero 15d6 hp).

the reason this works is just like the book says: "Higher-level characters recover lost hit points faster than lower-level characters because they're tougher, and also because a given number of lost hit points represents a lighter wound for a higher-level character. A 5th-level Strong hero who has lost 6 hit points isn't seriously wounded, but a 1st-level Strong hero who has taken 6 points of damage is."

so, my suggestion to make green herbs a good source of healing throughout the gaming experience would be to scale the healing based on character level, either by adding +1 to the amount healed per character level, as natural healing, or by increasing the amount of dice by +1 per character level, as surgery--although the natural healing method would save time with rolling (and be beneficial to lower level characters), you have a better chance of healing more with the surgery method (and thus beneficial to higher level characters). your choice.

this would also allow you to decrease the die size (maybe instead of 1d8 for one green herb, make it 1d6 or even 1d4). using a single green herb probably shouldn't heal a 1st level character completely, thinking back to game terms. remember, a green herb didn't heal you in the beginning of the game any better than it did later, so having something so powerful to heal you completely that early in the game makes mixing herbs pointless.

if a 1st level fast hero were to use a green herb (let's say it's 1d4/per character level), they would have a chance of healing, on average, 2 damage (average roll of 2.5, rounded down), which is about 1/4 their total hp (8).

if that same 1st level fast hero were to mix 3 green herbs, they could almost completely heal themselves with average rolls (1d4x3 averages to 7).

the 5th level fast hero (26 hp) would appreciate this. he now gets an average of 12 (5d4=12) hp with a single green herb, and 37 (5d4x3=37) hp on average with 3 mixed green herbs.

even our 15th level fast hero (71 hp) can benefit. a single green herb could heal about 37 (15d4=37) hp on average and about 112 (15d4x3=112, rounded down) hp with 3 mixed green herbs (but remember, you can't heal more than your max hp). this would completely heal a 15th level fast hero a lot better than 4d8 would, even at max rolls (32).

a 20th level fast hero (average 93 hp) can heal 50 hp on average with a single green herb and 150 with 3 mixed green herbs.

...............................................
anyway, it's something to mull over. just consider it in the actual resident evil video game terms and form the rules around it, instead of the other way around. if the rolls above look a bit high or low, remember that they are only average rolls. it's possible to roll the absolute lowest and highest results at any time, making all of it up to chance. yes, it's possible to roll perfectly at any level and, with the suggestions i made, get almost max hp with a single green herb. however, to simulate the static nature of healing in resident evil games, the best solution would be to make the roleplaying stats static as well (a green herb heals 1/4 your max hp, 2 mixed green herbs heal this much, a mixed green and red heal this much, etc.) without any variation--each would have the same overall effects on your health, regardless of level, like i was attempting earlier (so a green herb would give you 1/4th your max hp at 1st level and 1/4th your max hp at 20th level). but, since we're trying to give chance to the healing nature of the herbs, then there is always a chance that you could heal the projected averages i described, or a much different result (which may not suit some of you, but i feel is more accurate).

i feel that if healing isn't treated according to level (as it usually is, one way or the other, in d20), then it wouldn't represent the game to the best degree. if you feel that the healing is too much, limit the amount of herbs that the players find, or adjust the stats according to what you find suits you. however, remember that level changes everything.

EDIT: holy smokes! i got so caught up in thinking about numbers that i forgot to mention the one thing about hp that we should never forget: constitution modifiers! remember to add those in, guys! that would make these numbers even out and would mean little difference to what an average roll with the herbs would mean to them, so it's not especially important that i add it. just wanted to put that in so no one would come back with, "hey, waitaminnit! NO CON!!"

let's say our fast hero had a 14 (+2) constitution throughout (taking the standard score package of 15, 14, 13, 12, 10, and 8--putting 15 in dex and 14 in con, just for example's sake), his hp would be like so--1st level 10 hp, 5th level 36 hp, 15th level 101 hp, and 20th level 133 hp. relatively little changes from the examples, except that the average rolls for 3 mixed green herbs don't seem like overkill. (and remember, folks, these are all average rolls! you can tell because i've said it about 500 times!)

let's see how testing goes, and then we can revise anything we need from that.
#1225

psiseveredhead

Feb 11, 2007 11:31:32
http://scratchpad.wikia.com/wiki/Herbs_and_healing
#1226

joshy676

Feb 11, 2007 11:48:07
I dig the new herb rules (I digged the old rules that Stranger suggested far earlier, but the new ones he just suggested make more sense to me).

I think it would be a nice gesture if everyone here made a Scratchpad account and helped us out with the Wiki! I mean, then the e-book could be done that much quicker (just a quick glance at the Wiki and boom! Merc already has everything he needs in a nice organized fashion. =D)
Thank you for posting the herbs and healing link, Psi. You do the Wiki a great justice with the updating. =D
#1227

the_merciless_dm

Feb 11, 2007 11:57:15
I need to go over the new rules. Like "Stranger Among Us" suggested i had thought of a fixed ammount but that did not feel right to me. I see his point and understand the trouble higher level characters would have, yes. Now I need a consensus, a show hands. This is after all by us the players for us the players. So if everyone is comfortable with this, in it goes. That said, I gotta take some time to look through the entire wiki.

P.S.
I LOVE THE QUICK REPLY!!!!!!
#1228

stranger_among_us

Feb 11, 2007 12:04:03
thank you.

well, i was just trying to emphasize how important level scaling with healing should be. both of the posts i made concerning herb healing were in response to some already posted rules for them, so the first one was just a few suggestions to revise what i had seen in the link in the first post, and the second was suggestions to what lucifer777 posted.

one thing i forgot to mention was that green herbs, like surgery, rely on the patient's levels when working out things by level.

i looked at the rules on the wiki link that (psi) posted, and they look pretty good as well. i like the stuff about practiced medics that can add to the healing with successful craft (pharmaceutical) and treat injury and all that. good work.

currently i'm swamped for time, but i may make an account to look around. i don't know if i would edit anything or not though.
#1229

stranger_among_us

Feb 11, 2007 12:07:55
believe it or not, i'm actually reserving my hand on the matter until either myself or someone else goes through a few tests to see what exact stats might work with herbs. i suppose that's just my low self-confidence.

however, i do advocate the use of level dependent scaling. that you can have my vote with.
#1230

the_merciless_dm

Feb 11, 2007 12:13:12
currently i'm swamped for time, but i may make an account to look around. i don't know if i would edit anything or not though.

Please on the wiki feel free to edit whatever you wish, for that way you can all more directly interact with what is going in the PDF.
#1231

the_merciless_dm

Feb 11, 2007 12:23:52
I write to inform you that I have made my account at the wiki and have began browsing it. I use the same account as I do here. The Merciless Dm.
#1232

psiseveredhead

Feb 11, 2007 12:24:43
You don't even need to edit anything. I tried to put up all the monsters in this thread on the wiki, but it takes a long time.

Unfortunately, line breaks don't do well in wikis at all

You have to put a
after every hard line break, otherwise you get a very long continuous sentence instead of a stat block.

(The way I write stat blocks, so they actually look like a block, transfer much more easily.)
#1233

stranger_among_us

Feb 11, 2007 12:37:04
hmm... well, i just made an account over there, but can't figure out how to do much yet. i'm not sure if something i'm doing will wind up creating a new subject all together or if i'm posting in the resident evil one or what...

anyway, i had this one thing i had thought about that maybe one of you can add. maybe later i can figure out how to work it better and do more things.

Knife Mastery (name can be changed as you see fit)
You are truly adept with a knife in combat
Prerequisite: Base Attack Bonus +4, Weapon Focus (Knife), proficiency with knives
Benefit: You treat the damage you deal with a knife as if it were one size category larger (i.e., 1d4 to 1d6).
#1234

zombiegleemax

Feb 11, 2007 12:38:29
Hmm, the new ideas sound pretty good, but there's some things I'm going to change for myself on my own personal rule collection, because I don't agree with them on the Wiki, like:

A green herb heals 1d6 + 1 hit point per level.

??? I like the +1 hp per level, but 1d6? That's just far too low for a green herb. I'm doing 1d8.

As a result, herbs should be rare. The party should not have access to more than one green herb per PC at any one time.

Doesn't sit well with me. In the games, we had access to herbs enough to make 3 herb mixtures, and other such combinations. But players only get access to ONE herb at a time per character? Don't think so.... If you want rare herbs and dying players in your game fine, but I'm going for a more RE feel.

The herbs are so rare they would only be stockpiled in hospitals

But yet in RE, we see them in flower pots, flower beds, and other random places that AREN'T hospitals. Won't be using that in my game either.
#1235

psiseveredhead

Feb 11, 2007 12:39:47
I posted that here: http://scratchpad.wikia.com/wiki/Knife_Fighting

well, i just made an account over there, but can't figure out how to do much yet. i'm not sure if something i'm doing will wind up creating a new subject all together or if i'm posting in the resident evil one or what...

If only there was an easy tutorial.

On the "main page" for d20 Resident Evil, you type in the name in that space for the new article. That'll open up the new article.

Type in your article, making sure to use spaces appropriately. You can use ''italics'' and '''bold''' as well.

Put at the bottom. You can to other articles if you really want to.
#1236

stranger_among_us

Feb 11, 2007 12:42:21
thanks! that's exactly where i was trying to post it.

and thanks for the help. i may be able to figure it out now. i just couldn't find where i was supposed to make a new article.
#1237

zombiegleemax

Feb 11, 2007 12:50:08
Well, this is what I ended up with, it may seem a tad overpowered to some of you but it had more of a RE feel to me:

Green Herb: Restores 1d8+1 HP per level.

Blue Herb: Grants a second saving throw to resist the effects of poison or counteracting poisons.

Red Herb: Has no effect on its own. Can be mixed with other Herbs for various effects.

Yellow Herb: Has no effect on its own. Must be mixed with other Herbs.

2 Mixed Green Herbs: Restores 2d8 +1 HP per level. Craft (Pharmaceutical) DC10

3 Mixed Green Herbs: Restores 4d8 +1 HP per level. Craft (Pharmaceutical) DC15

Green & Blue mixed Herbs: Restores 1d8 +1 HP per level and grants a second saving throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Two Green & one Blue mixed Herb: Restores 2d8 +1 HP per level and grants a second saving throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Green & Red mixed Herb: Restores 4d8 +1 HP per level. Craft (Pharmaceutical) DC15

Green & Yellow mixed Herb: Restores 1d8 +1 HP per level and permanently increases HP by 1d8 points. Craft (Pharmaceutical) DC15

Green, Red & Yellow mixed Herb: Restores 4d8 +1 HP per level and permanently increases HP by 1d8 points. Craft (Pharmaceutical) DC20

*Note: If the craft DC is failed the herbs become useless.

Other items

First Aid Spray: Restores 4d8 +1 HP per level.

Antidote: Grants a second saving throw to resist the effects of poison or counteracting poisons, with a +5 on the save. (+5 may seem a bit high, but it's an ANTIDOTE, it's supposed to "fix" things)

Serum: Grants a second saving throw to resist the effects of poison or counteracting poisons, with a +5 on the save, and lowers the Save DC by 5.
#1238

psiseveredhead

Feb 11, 2007 12:51:23
Lucifer, you can post that on the wiki, too. It's okay to disagree with the material on the site. (Alternatively, you can post on the talk pages.)
#1239

zombiegleemax

Feb 11, 2007 12:55:28
Eh, I mainly don't post on the Wiki because I'm using this for personal use, so a lot of people may not agree with my changes. So I post here instead, so if people want to use my "ideas", they can.
#1240

the_merciless_dm

Feb 11, 2007 14:12:51
Knife Mastery (name can be changed as you see fit)
You are truly adept with a knife in combat
Prerequisite: Base Attack Bonus +4, Weapon Focus (Knife), proficiency with knives
Benefit: You treat the damage you deal with a knife as if it were one size category larger (i.e., 1d4 to 1d6).

Hey I believe I had already made a feat that increases the damage you deal with a Knives. I called it Knife Fighting and its in the Feats section of the index. Sorry Stranger.
#1241

psiseveredhead

Feb 11, 2007 14:19:32
Hey I believe I had already made a feat that increases the damage you deal with a Knives. I called it Knife Fighting and its in the Feats section of the index. Sorry Stranger.

I put them both on the same wiki page, actually, so people can pick and choose which ones they want.
#1242

the_merciless_dm

Feb 11, 2007 14:21:31
I'm gonna have to sit down with the Index to this thread and the Wiki, to put everything in order. I see a lot of things missing there.
#1243

stranger_among_us

Feb 11, 2007 15:28:41
Hey I believe I had already made a feat that increases the damage you deal with a Knives. I called it Knife Fighting and its in the Feats section of the index. Sorry Stranger.

actually, i had thought of making mine require yours as a prerequisite, that way you could go through and make one guy with some really good knife moves. what do you think?
#1244

the_merciless_dm

Feb 11, 2007 15:53:51
They do complement themselves, and I had thought of a "Mastery" tree of feats for people who specialize in one particular Archaic Weapon. But that was a thought I had a long time ago for Modern d20 in general. If its to come after Knife Fighting then the BAB requirement is too close, I could either lower mine from BAB+3 to BAB+2 or up yours. I don't know really. As I always say:
"Let the people of the forums decide!"

Guys discuss this.
#1245

zombiegleemax

Feb 12, 2007 9:35:40
I like Stranger's herb rules. More balanced. I'll give them a playtest but I am in favor of them.
#1246

the_merciless_dm

Feb 12, 2007 13:31:02
Please let us know how your Herb testing results.
#1247

psiseveredhead

Feb 12, 2007 16:59:35
I would put Stranger's feat first (at BAB +2); it's weaker than Streetfighting at that level (except vs creatures immune to crits) but it applies to all attacks.

Then I would put the other feat (at say BAB +4). The BAB difference would still be small, but note that most heroes won't be Strong Heroes.

At least that is what you would expect. I was in a zombie one-shot (as a PC) and the party was loaded with Strong Heroes. Not one person even carried a gun!
#1248

stranger_among_us

Feb 13, 2007 8:42:36
that makes sense to me. anyone that does decide to go commando and use a knife would probably need all they could get with it as early as possible, and it does make more sense to reverse the order. we could also note in dm's knife fighting feat that you retain the benefit from mine, just so there's no confusion. in a game like this, guns should be your first priority anyway (well, for most people), lest you get ripped in twain by a tyrant.

and i think anyone brave enough to try and take on a tyrant using a knife ought to get a few hero points just for trying.

or a huge penalty on intelligence.

anyway, shall we go with that then?
#1249

psiseveredhead

Feb 13, 2007 17:16:55
I agree with Stranger on the new feat arrangement.

I don't know if a penalty to Int or Wis is required, actually; a Strong 5/Soldier 8 (I sure hope no 1st-level characters are taking on a Tyrant) could do 1d6 + 9 damage +1d4 Streetfighting with a knife before taking Strength into account with the two feats and the general knifiness boosting. You could get something similar with a Strong/Street Warrior, too. That's more than a gun, although not more than a rocket launcher.

(Why are ordinary people finding and firing rocket launchers? Sometimes you just have to go with what you have.)
#1250

the_merciless_dm

Feb 13, 2007 17:39:00
Okay, so I'll change the requirements to BAB +4 and the Knife Mastery feat adn keep it all in progression.

Hehehe, I'd like to see you take on my lil version of the Nemesis with a Knife... :p For now its not recomendable.
#1251

stranger_among_us

Feb 14, 2007 8:09:05
heh. well, the intelligence bit was just a joke. that is pretty good damage, but i'd like to see what a tryrant could do.
#1252

myusernameis

Feb 15, 2007 1:17:14
Hm, I statted up the zombies and the tyrant using variations of the zombie templates changed to aberrations and a houseruled variant of the boogeyman template, the zombie came out cr 2 when I was done and the tyrant cr 5.

Here:
Human T-Virus Zombie: CR 2; Medium size Aberration; HD 2d8+4 plus 3 (toughness feat); Hp 16; Init -1; Spd 30ft.; Defense 11, Touch 9, Flat-Footed 11 (-1 Dex, +2 Natural); BAB +1; Grap +2, Atk +2 Melee (1d6+1/19-20 bite); Full Atk +2 Melee (1d6+1/19-20 Bite); FS 5ft by 5ft; Reach 5ft; SA: Consumption, Disease; SQ: Aberration, Create Spawn, Damage Reduction 5/-, Feign Death, Immunities, Rapid Healing, Scent, Single Actions Only, Stabilize; AL none; SV Fort +2, Ref -1, Will +4; Rep +0; Str 13, Dex 8, Con 14, Int-,Wis 12, Cha 1.
Skills: Listen +5, Spot +5
Feats: Toughness
Possessions: Whatever the hell I feel like giving my unfortunate victim, err player.

Special:
Consumption (ex): If a T-Virus Zombie scores a critical hit with it's bite attack against a living creature that creature takes 1 point of constitution damage.
Create Spawn: Any character killed either by a T-Virus Zombie's bite attack or after contracting the T-virus rises as a T-Virus Zombie 1d3 hours later. This can be halted either by destroying the body completely (burning, immersion in Acid, etc.) or destroying the brain (treat as a coup de grace).
Disease (ex): T-Virus, when a living creature takes damage from a T-Virus Zombie's bite attack they must make a dc 13 fortitude save or contract the T-Virus (Incubation Period 1d3 hours, Damage 1d3 Temporary Dex, 1d3 Temporary Con) unlike normal diseases the T-Virus deals it's damage each hour instead of each day and can't be removed until the vaccine is used on the infected.
Feign Death: A T-Virus Zombie reduced to negative hit points falls to the ground and appears dead, with no way todiscern that it isn't dead.
Immunities: A T-Virus Zombie is immune to Disease, Mind Affecting Effects, Necromantic Effects, Paralysis, Poison, and Sleep. It is not subject to nonlethal damage.
Rapid Healing: A T-Virus Zombie heals 2 hit points per hour.
Stabilize: A T-Virus Zombie reduced to negative hit points automatically stabilizes.

Tyrant: CR 5; Large size Aberration; HD 8d8+32 plus 3 (toughness feat); Hp 71; Init -2; Spd 20ft.; Defense 16, Touch 7, Flat-Footed 16 (+1 Equipment, -2 Dex, +8 Natural, -1 Size); BAB +6; Grap +17, Atk +11 Melee (1d8+7 Slam); Full Atk +11 Melee (1d8+7/20 Slam); FS 10ft by 10ft; Reach 10ft; SA: ; SQ: Aberration, Damage Reduction 5/-, Fast Healing 5, Feign Death, Immunities, Single Actions Only, Stabilize; AL none; SV Fort +8, Ref +0, Will +5; Rep +0; Str 25, Dex 6, Con 19, Int-,Wis 10, Cha 1.
Skills:
Feats: Exotic Weapon Proficiency: Heavy Machine Gun, Exotic Weapon Proficiency: Rocket Launcher, Great Fortitude, Improved Damage Threshold, Toughness
Possessions: Leather Jacket

Special:
Death's Door: Unless Reduced to -19 hitpoints a tyrant only appears dead, springing back to life once it's fast healing brings it up to 1 hitpoint or more.
Feign Death: A Tyrant reduced to negative hit points falls to the ground and appears dead, with no way to discern that it isn't dead.
Immunities: A tyrant is immune to Disease, Mind Affecting Effects, Necromantic Effects, Paralysis, Poison, and Sleep. It is not subject to nonlethal damage.

Notes: In keep with the flavor of the resident evil zombie it may be a good idea to have it attack through the medium of grapples, it's damage reduction should allow it to do regardless of attacks of opportunity and a few of them on the same player have a decent chance of getting at least a single grapple in. It's also in my oppinion best to use the tyrant before the players are ready to fight it but give them the chance of escaping it. In my personal experience few things get a better reaction from players than when their S&W M29 doesn't even cause the tyrant to twitch. On the note of the low challenge rating these creatures were designed for a low power campaign with the players as realistic ordinaries.
#1253

zombiegleemax

Feb 15, 2007 1:30:27
How bout the Crimson Head variant? :D
#1254

myusernameis

Feb 15, 2007 11:48:36
I notice alot of people are bringing up the melee combat thing in survival horror, if I may put forth a suggestion, try having your characters play ordinaries, it's what I've been doing and melee combat hasn't come up once as something the players want to do.
#1255

psiseveredhead

Feb 15, 2007 16:58:18
I notice alot of people are bringing up the melee combat thing in survival horror, if I may put forth a suggestion, try having your characters play ordinaries, it's what I've been doing and melee combat hasn't come up once as something the players want to do.

A 1st-level Strong Ordinary with a Strength of 15 can still match a zombie while wielding a club. They can't run out of ammo, and if someone breaks their club, they can find another one.

Streetfighting is available to Ordinaries as well. But IMO, you need AP for a horror game. It's fun watching PCs trying to decide if they should spend the AP or not, because maybe they'll need them when facing the tyrant or Umbrella commandos or other sickness the GM is waiting to spring on thtem.

Furthermore, there's a reason the heroes are getting things done, whether that be escaping, organizing resistance, kicking behind, or so forth, whereas most ordinary people are just getting killed/eaten/zombified.
#1256

myusernameis

Feb 15, 2007 17:41:58
The strong ordinary is the equal of one zombie, not two, not three, not 10, not 100, just one. And at 5+con modifier hitpoints on average, not really that equal. So what if street fighting is available, so is double tap and it grants a higher damage bonus without requiring brawl.

If you like watching players fret over consumable resources give them a single heavy weapon and one box of ammunition for it and watch them squirm trying to determine whether this monster is worth one of the valuable slugs.

If I'm not mistaken the horror genre in general demands a certain sense of vulnerability, this vulnerability is easiest to produce when the players aren't heroes but instead bit players. And for what it's worth, I only use heroes in high action campaigns, as I never did buy into the idea that someone without action points and the ability the to do 3 extra melee damage couldn't do something truely incredible.
#1257

zombiegleemax

Feb 15, 2007 21:04:23
And for what it's worth, I only use heroes in high action campaigns

I feel sorry for your players
#1258

zombiegleemax

Feb 17, 2007 23:58:28
I playtested, those herb rules run more smoothly than the others.
#1259

joshy676

Feb 18, 2007 0:27:03
The new herb rules? Sweetness! Anything work well/not very well?
#1260

joshy676

Feb 24, 2007 11:00:09


Also, I put a CV Claire on the Wiki, but I made her using an online character generator so I'm sure there's faults with it.
#1261

Urban_Sniper_02

Mar 04, 2007 12:18:57
Has anyone heard any word on when/if the netbook is going to be released? The Wiki is looking pretty good so far, but a compiled source would certainly be sweet.

#1262

myusernameis

Mar 04, 2007 12:25:01
How do I access the wiki?
#1263

psiseveredhead

Mar 04, 2007 12:44:24
Click here: http://scratchpad.wikia.com/wiki/D20_Resident_Evil
#1264

joshy676

Mar 04, 2007 14:41:15
Has anyone heard any word on when/if the netbook is going to be released? The Wiki is looking pretty good so far, but a compiled source would certainly be sweet.


We're certainly all looking forward to the completion of the E-Book. Give the Merciless DM some time. I'm sure he'll be done soon enough.

In the meantime, there is never a better time to pile stuff onto the Wiki. That way, if Merc hasn't started on the E-Book yet, he has but one organized source to look over for all the info that he, I, and you, will ever need.
#1265

myusernameis

Mar 04, 2007 14:45:21
Click here: http://scratchpad.wikia.com/wiki/D20_Resident_Evil

thanks
#1266

joshy676

Mar 05, 2007 16:53:38
Seeing as no one has done them yet, I think I'll start work on the RE:Outbreak PCs. You'd think someone would want to run a d20RE campaign using RE:O as some sort of base.

Let's see... Mark, Kevin, David, George, Yoko, Alyssa, Cindy, and Jim...

They're all pretty easy to make, so I'll be done by the end of the week. See you guys Friday.
#1267

xrp3_robot

Mar 06, 2007 12:34:37
The PCs should be easy to make. I already stated out the personal and starting items for them, though good luck finding them in this thread.
#1268

zombiegleemax

Mar 06, 2007 19:11:34
Better Outbreak than Re4
#1269

octavian_5

Mar 06, 2007 19:33:41
I tried to run an RE Campaign using this based off Outbreak...they burnt down J's Bar in a suicide attack...
#1270

xrp3_robot

Mar 06, 2007 21:33:42
I tried to run an RE Campaign using this based off Outbreak...they burnt down J's Bar in a suicide attack...

WTF, the cocktails should only flash burn, not set things on fire. That is other than zombies and other PCs.
#1271

zombiegleemax

Mar 06, 2007 22:20:08
Has anyone here used Crimson Heads in an urban environment to good effect?
#1272

the_merciless_dm

Mar 09, 2007 17:08:18
Woot, sorry for my absence. Now to address a few things, I have updated the Healing items to the newer improved system. I'm still not satisfied with the Nemesis (need more playtesting and I'm working on that). I'm rewriting (going over and giving newer abilities) the typical T-Zombie, Acid Spitter and Cromson Head so they reflect the video game and also inspire more fear on the players, so I think the newer zombies (when finished) should have a CR of 2 or 3...

Joshy Please feel free to stat out the guys from RE: Outbreak and any monsters (I heard there were newer ones) from those games that may be missing.

Azar, I've used the Crimson Heads outside of REd20 they work as lowbie encounters (especially if played in a more magic heavy type game). From said scenario I got some ideas to improve on the preexisting stat blocks.

People please remember that the G-Virus Template is not for players, its made for NPC's (mainly villians).

Anyways I'll be watching the thread more closely and working on what's going in the ebook.

Also thanks for making the effort and compiling everything in the Wiki. Please remember the Fear, Horror, Madness rules; include those. They work wonders...
#1273

psiseveredhead

Mar 09, 2007 18:34:45
TMDM, I don't know where the Fear and Horror rules are. Could you put them up, or at least give me a direct page link?
#1274

joshy676

Mar 09, 2007 20:52:41
I decided to start each character out at level 1 since the "heroes" in Outbreak are all ordinary except for the fact that they can actually kill the monsters, unlike the regular ordinaries*. Let's start this off on the right foot with...

Mark
Mark Wilkins (Strong 1): Medium-Sized Human; HD 1d8+1 (HP 9); Mas 13; Init +2; Spd: 30'; Def: 13 Touch: 13 FF: 11 (10 +1 class +2 dexterity); BAB +1; Grap +1; Atk +3 ranged (2d6 92F); Full Atk +3 ranged (2d6 92F); FS 5'x5'; Reach 5'; AL any; SV Fort +2, Ref +2, Will +1; AP 5; Rep +1; Str 15, Dex 15, Con 13, Int 13, Wis 12, Cha 10.
Skills: Balance +2, Bluff +0, Climb +2, Computer Use +1, Concentration +1, Craft (Pharmaceutical) +1, Drive +2, Escape Artist +2, Forgery +1, Gamble +1, Gather Information +0, Hide +2, Intimidate +1, Investigate +2, Jump +2, Knowledge (history) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Knowledge (tactics) +3, Listen +1, Move Silently +2, Navigate +1, Profession +3, Research +1, Ride +2, Search +1, Sense Motive +2, Spot +1, Survival +2, Swim+4, Treat Injury +1.
Feats: Advanced Firearms Proficiency, Quick Draw, Personal Firearms Proficiency, Simple Weapon Proficiency
Talents (Strong): Melee Smash
Possessions: Beretta 92F, flashlight (standard), uniform (security)
Starting Occupation: Military (Knowledge (Tactics), Survival)
Background:
Mark is a security officer who also served in Vietnam. Over 50 years old, his robust strength has still not dimmed. He has tasted the emptiness of war, and there is a side to him that is mentally fragile. He has experience with weapons, and has some size advantages over the other characters.
#1275

psiseveredhead

Mar 09, 2007 21:49:29
I was under the assumption that Wilkins was an ex-soldier, who became a security guard since it was a heck of a lot more peaceful than Vietnam, and oh yeah, somewhat similar to what he used to do.

By the way, I'm glad you gave him sane stats. Why spend space on skills he doesn't have ranks in, though? I don't need to know he has Disguise +0; that's obvious already.
#1276

zombiegleemax

Mar 09, 2007 21:50:30
Is your character also one that would fit in the Code Veronica setting?
#1277

the_merciless_dm

Mar 09, 2007 21:52:24
Joshy, you are off to a nice start.

Psi the links are as follows:
The Fear:
http://boards1.wizards.com/showpost.php?p=5923110&postcount=279

The Horror:
http://boards1.wizards.com/showpost.php?p=5926054&postcount=280

The Madness:
http://boards1.wizards.com/showpost.php?p=6622167&postcount=492

Anyways, I'm gonna put up the Nemesis withing this up coming week, you wont want to miss this; this way you guys can help me out with my writter's block. Cuz I still think its not quite complete!
#1278

joshy676

Mar 09, 2007 21:55:09
I was under the assumption that Wilkins was an ex-soldier, who became a security guard since it was a heck of a lot more peaceful than Vietnam, and oh yeah, somewhat similar to what he used to do.

By the way, I'm glad you gave him sane stats. Why spend space on skills he doesn't have ranks in, though? I don't need to know he has Disguise +0; that's obvious already.

You are right, Psi. I just wanted to give my backspace key a break. That key just might be used more than my space bar.

I will edit the +0s out and change the occupation. It's a small fix.
#1279

kitsuneyasha

Mar 09, 2007 22:29:02
Hey... is there a map of all of Racoon City, instead of just downtown like in http://scratchpad.wikia.com/wiki/Raccoon_City ?

P.S. you guys rock ^~^ i would contribute but i aint good...I havnt even GMed a single game.
#1280

joshy676

Mar 09, 2007 22:33:11
Is your character also one that would fit in the Code Veronica setting?

Mark's from Outbreak. But I digress...

Here's
Kevin
Kevin Ryman (Fast 1): Medium-sized Human; HD 1d8+2 (10 HP); Mas 14; Init +2; Spd 30'; Def 16, Touch 16, FF 13 (10 +3 class +3 Dex); BAB +0; Grap +1; Atk +1 melee (1d4, pistol whip) or +3 ranged (2d6, 1911); Full Atk +1 melee (1d4, pistol whip) or +3 ranged (2d6, 1911); FS 5'x5'; Reach 5'; AL Good, Law; SV Fort +2, Ref +4, Will +1; AP 5; Rep +1; Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 11.
Skills: Balance +3, Climb +1, Computer Use +1, Concentration +2, Craft (pharmaceutical) +1, Diplomacy +1, Drive +3, Gather Information +1, Hide +3, Investigate +1, Jump +1, Knowledge (current events) +1, Knowledge (streetwise) +3, Knowledge (tactics) +3, Listen +2, Move Silently +3, Profession +3, Ride +3, Sense Motive +2, Spot +2, Survival +1, Swim +1, Treat Injury +1, Tumble +4.
Feats: Armor Proficiency (light), Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency.
Talents (Fast): Evasion
Possessions: Colt M1911, flashlight (standard), uniform (R.P.D.)
Starting Occupation: Raccoon Police Department (as Law Enforcement; Knowledge (streetwise), Knowledge (tactics))
Background: Kevin is a member of the Raccoon City Police. Rumor has it, he interviewed for a position with S.T.A.R.S. but was turned down, mainly because of his happy-go-lucky attitude. He has superior athletic abilities and is an outstanding marksman. A good fellow all-around, he's also a dyed-in-the-wool optimist who doesn't dwell on small things.
#1281

joshy676

Mar 09, 2007 22:35:54
Hey... is there a map of all of Racoon City, instead of just downtown like in http://scratchpad.wikia.com/wiki/Raccoon_City ?

P.S. you guys rock ^~^ i would contribute but i aint good...I havnt even GMed a single game.

All that can be given are the actual game maps from RE's 1-3 and Outbreak, and even then they aren't showy. That "Downtown" map on the Wiki (posted by me, BTW) actually shows the sections of Uptown from RE3. I checked it out myself.

Google will help you find the in-game maps, if you want 'em.

P.S.: I'm not very good, either. But the best way to get experience is to try.
#1282

the_merciless_dm

Mar 09, 2007 22:38:50
...But the best way to get experience is to try.

That is so very true...
*back to work* (I'm my own task master)
#1283

zombiegleemax

Mar 10, 2007 0:05:10
Oh yeah, you're statting the guys from Outbreak, the actual characters you can play as! Silly me :P

How would you do Jim's ability to play dead? :D
#1284

Urban_Sniper_02

Mar 10, 2007 2:04:34
How would you do Jim's ability to play dead?

If it wasn't for the fact that Bluff wouldn't work on zombies, I'd say he was an excellent liar...Otherwise, that's a really good question.
#1285

zombiegleemax

Mar 10, 2007 2:34:59
1. I loath the movie, but in Resident Evil Apocalypse, there is a S.T.A.R.S member on the roof of a theater sniping zombies. Does anyone know what make and model rifle he was using?

2. Is anyone here interested in working on statting the Aqua Ring/Pool from Resident Evil (2002) with me?

3. How useful would you wager the Aircraft Operation feats be in your typical RE d20 game?
#1286

Urban_Sniper_02

Mar 10, 2007 8:44:29
1. I loath the movie, but in Resident Evil Apocalypse, there is a S.T.A.R.S member on the roof of a theater sniping zombies. Does anyone know what make and model rifle he was using?

2. Is anyone here interested in working on statting the Aqua Ring/Pool from Resident Evil (2002) with me?

3. How useful would you wager the Aircraft Operation feats be in your typical RE d20 game?

1. Though it's difficult to tell, with the bolt assembly and the grip/trigger area pretty much always hidden by that wooden strut in the movie, the rifle the sniper is using looks to me like the AW (WL, p 87), based mostly on the stock, the foreend of the grip near the bipod, and a brief glimpse at the stock near the trigger as the camera panned up. Could also be the AWM Super Magnum (WL p 88), since you can see a magazine extending out of the gun.

3. In the typical game, I'd wager that feat isn't very useful. Either the pilot's going to freak out and leave you behind (not unlike Brad) and only fly in for a rescue, or get shot down/destroyed while they're doing the fly-in (like the chopper in RE3 at the church courtyard). IMO, I'd say that aircraft operations would be only useful for the ending of the campaign when a dramatic escape is in order, but imagine the possibilities of only one PC or NPC knowning how to fly and making it imperitive that they survive :D
#1287

psiseveredhead

Mar 10, 2007 9:41:18
I had no idea those rules were so long! Anyway, here's the link for Fear, Horror and Madness: http://scratchpad.wikia.com/wiki/Fear%2C_Horror_and_Madness
#1288

the_merciless_dm

Mar 10, 2007 11:19:40
I had no idea those rules were so long! Anyway, here's the link for Fear, Horror and Madness: http://scratchpad.wikia.com/wiki/Fear%2C_Horror_and_Madness

They are not long; they are just thurough... Yeah I know they are rather intimidating but I feel these rules are what make REd20 different from other source books and supplements. Thank you very much for uploading them.

Azar I'd gladly help you stat out Neptune's "fish tank".

And the first REd20 playtest I did, I recall one of the players having the feat Aircraft Operation due to back story (he was a military transport helicopter pilot off duty involved in an outbreak) him and the smart hero managed to fix a helicopter to fly everyone out... The fun part was all the challenges I placed for the party while they searched around for the parts to fix the helicopter and then find the remaining party memebers who had insisted in trying to find a different means of escape(the helicopter was the only means of escape).

Sheesh. I'd run a play by post if I weren't so busy.
#1289

joshy676

Mar 10, 2007 13:02:10
I had no idea those rules were so long! Anyway, here's the link for Fear, Horror and Madness: http://scratchpad.wikia.com/wiki/Fear%2C_Horror_and_Madness

They are not long; they are just thurough... Yeah I know they are rather intimidating but I feel these rules are what make REd20 different from other source books and supplements. Thank you very much for uploading them.

Azar I'd gladly help you stat out Neptune's "fish tank".

And the first REd20 playtest I did, I recall one of the players having the feat Aircraft Operation due to back story (he was a military transport helicopter pilot off duty involved in an outbreak) him and the smart hero managed to fix a helicopter to fly everyone out... The fun part was all the challenges I placed for the party while they searched around for the parts to fix the helicopter and then find the remaining party memebers who had insisted in trying to find a different means of escape(the helicopter was the only means of escape).

Sheesh. I'd run a play by post if I weren't so busy.

That reminds me... I put the G-Virus stuff on the Wiki just before I went to bed. G-VIRUS!

I suppose I'd have to invent a special ability for Jim; either that, or just pump ranks into Hide.

In any case, here's...
David

David King (Smart 1): Medium-sized Human; HD 1d6+2 (HP 8); Mas 15; Init +1; Spd 30'; Def: 11 Touch 11 FF 10 (10 +1 Dex); BAB +0; Grap +2; Atk +2 melee (1d4, knife); Full Atk +2 melee (1d4, knife); FS 5'x5'; Reach 5'; AL any/none; SV Fort +2 Ref +1 Will +1; AP 5; Rep +1; Str 14, Dex 13, Con 15, Int 15, Wis 11, Cha 10.
Skills: Balance +2, Bluff +1, Climb +3, Computer Use +3, Concentration +4, Craft (Improvisational) +8, Craft (Mechanical) +8, Craft (Pharmaceutical) +3, Drive +1, Escape Artist +1, Forgery +2, Hide +1, Intimidate +3, Jump +3, Knowledge (streetwise) +4, Knowledge (technology) +5, Listen +2, Move Silently +1, Navigate +2, Profession +3, Repair +7, Research +3, Ride +1, Search +4, Sense Motive +1, Swim +2.
Talents: Savant (Craft (Improvisational)).
Feats: Builder (mechanical, improvisational), Housewares, Simple Weapon Proficiency.
Starting Occupation: Blue Collar (Craft (mechanical), Intimidate, Repair).
Possessions:Folding knife, mechanical tool kit (basic), duct tape, tool belt, uniform (plumbing).
Background: David, a plumber, is rumored to have a violent past. This also means he has a short temper, but the bright side is he can definitely prove his worth in a scene of bloodshed. A quiet man, he doesn't speak very often, but it's not because he is unfriendly.
#1290

joshy676

Mar 10, 2007 15:38:36
Also, my brother (one of my players he is, also) decided to get a Wiki account and contribute. I suppose this is his first step into learning how to GM so that I can trade off with him on occasions. I'll finally get to be a player and not just a GM! Yay!
#1291

Cyber-Dave

Mar 10, 2007 16:48:58
Can someone explain the logic used to create the numbers for the called shots you guys use? They seem a little opaque and overpowered as written at the current moment in time, and I have been trying to figure out how you guys came up with them (so I can decide if my initial reaction is correct or not)...

(I have been trying to figure out what rules I want to use for called shots in my games).
#1292

joshy676

Mar 10, 2007 17:02:14
George

George Hamilton (Dedicated 1): Medium-sized Human; HD 1d6+2 (HP 8); Mas 15; Init +0; Spd 30'; Def 11, Touch 11, FF 11 (10 +1 class); BAB +0; Grap +1; Atk +1 (1d3 nonlethal, unarmed strike); Full Atk +1 (1d3 nonlethal, unarmed strike); FS 5'x5'; Reach 5'; AL any, Good; SV Fort +3, Ref +0, Will +3; AP 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12.
Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9.
Feats: Medical Expert, Simple Weapon Proficiency, Surgery.
Talents: Healing Knack
Starting Occupation: Doctor (Craft (pharmaceutical), Treat Injury)
Possessions: Clothing outfit (business), pharmacist kit*, pill launcher**, surgical kit, medical kit.
Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.
#1293

kitsuneyasha

Mar 10, 2007 22:20:13
George

George Hamilton (Dedicated 1): Medium-sized Human; HD 1d6+2 (HP 8); Mas 15; Init +0; Spd 30'; Def 11, Touch 11, FF 11 (10 +1 class); BAB +0; Grap +1; Atk +1 (1d3 nonlethal, unarmed strike); Full Atk +1 (1d3 nonlethal, unarmed strike); FS 5'x5'; Reach 5'; AL any, Good; SV Fort +3, Ref +0, Will +3; AP 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12.
Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9.
Feats: Medical Expert, Simple Weapon Proficiency, Surgery.
Talents: Healing Knack
Starting Occupation: Doctor (Craft (pharmaceutical), Treat Injury)
Possessions: Clothing outfit (business), pharmacist kit, surgical kit, medical kit, herb conversion kit*.
Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.
#1294

psiseveredhead

Mar 10, 2007 22:26:28
I think they're sizes.

I don't know why Hamilton needs an herb conversion kit. Maybe he has one in game, but if not, you could cover that with a pharmaceutical kit instead.
#1295

joshy676

Mar 10, 2007 22:31:49
I think they're sizes.

I don't know why Hamilton needs an herb conversion kit. Maybe he has one in game, but if not, you could cover that with a pharmaceutical kit instead.

I'm stupid -- It's a pharmacist kit he's got in-game. This is why I need to think twice, post once. Still, the conversion table is useful, right?

And yeah, those are sizes.
#1296

joshy676

Mar 11, 2007 12:26:49
So, yeah...

Who here plays as Jim?

Jim might be the least extraordinary RE:O character, but since he's not at this point a half-eaten corpse, I suppose he's good for something.

So, here's
Jim

Jim Chapman (Fast 1): HD 1d8+2 (HP 10); Mas 14; Init +2; Spd 30'; Def 15, Touch 15, FF 13 (10+class 3+Dex 2); BAB +0; Grap +2; Atk +2 melee (1d3+2 nonlethal unarmed strike); Full Atk +2 melee (1d3+2 nonlethal unarmed strike) FS 5'x5'; Reach 5'; SQ Play Dead, Lucky Coin; SV Fort 2, Ref 3, Will 0; AP 5; Rep +0; Str 14, Dex 15, Con 14, Int 15, Wis 10, Cha 10.
Skills: Balance +3, Craft (Mechanical) +6, Craft (Pharmaceutical) +3, Drive +3, Escape Artist +3, Hide +5, Intimidate +2, Knowledge (Art) +4, Move Silently +3, Navigate +4, Tumble +5.
Feats: Simple Weapons Proficiency.
Talents: Evasion.
Starting Occupation: Blue Collar (Craft (Mechanical), Drive, Intimidate)
Play Dead (Ex): This ability allows Jim to make a Hide check vs. a B.O.W.'s Spot check at a +5 circumstance bonus by playing "playing dead" on the floor. However, doing so provokes a Fortitude save (DC 20) or be infected by the T-Virus immediately after hiding.
Lucky Coin: (Su): Jim's coin can alter his luck with a few tosses. Roll 1d2 and assign "1" as "Heads" and "2" as "Tails". Each "Heads" results in a cumulative +1 bonus (up to +10) on attack rolls, damage, and skill checks. However, each result of "Tails" erases the bonuses you've accumulated.
Possessions: Uniform (Raccoon Subway), lucky coin.
Background: Jim is a subway employee who has great powers of intuition and enjoys solving puzzles. While he is a friendly and cheerful fellow, he will eventually expose his cowardice and narrow-mindedness. Even though he means no harm, he talks a lot which can invite frowns of disgust from those around him. Jim carries a coin around with him which he will toss and use the ensuing result to make certain decisions in his life.
#1297

joshy676

Mar 11, 2007 15:08:38
And here we have...
Cindy
Cindy Lennox (Dedicated 1): HD 1d6+2 (HP 8); Mas 15; Init +0; Spd 30'; Def 11, Touch 11, FF 11 (10 +1 class); BAB +0; Grap +1; Atks +1 melee (1d3+1 nonlethal, unarmed strike); Full Atk +1 melee (1d3+1 nonlethal, unarmed strike); FS 5'x5'; Reach 5'; AL any; SV Fort +3, Ref +0, Will +3; AP 5; Rep +0; Str 12, Dex 11, Con 15, Int 12, Wis 15, Cha 13.
Occupation: Blue Collar (Climb, Drive, Repair).
Skills: Bluff +1, Climb +2, Computer Use +1, Concentration +2, Craft (Pharmaceutical) +10, Diplomacy +5, Disguise +1, Drive +2, Forgery +1, Gamble +2, Gather Information +4, Intimidate +1, Jump +1, Knowledge (current events) +3, Knowledge (earth & life sciences) +3, Knowledge (physical sciences) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Listen +3, Navigate +1, Profession +3, Repair +2, Research +1, Search +1, Sense Motive +2, Spot +3, Survival +3, Swim +1, Treat Injury +8.
Feats: Medical Expert, Simple Weapons Proficiency, Trustworthy.
Talents: Skill Emphasis 1 (Craft (Pharmaceutical).
Possessions: Uniform (Waitress), herb case, lighter.
Background: Cindy is a waitress at J's Bar. A very popular person because of her cheerful attitude and bright smile, she will always try to put other people's interests before her own. Even in the most extreme bad situation she strives to keep that "can-do" attitude. She carries an herb case and is able to treat the wounds of others in the game.
#1298

the_merciless_dm

Mar 11, 2007 16:36:30
Also, my brother (one of my players he is, also) decided to get a Wiki account and contribute. I suppose this is his first step into learning how to GM so that I can trade off with him on occasions. I'll finally get to be a player and not just a GM! Yay!

I know the feeling. He is more than welcome and he'll learn fast; we got great minds working here on this thread. Joshy you have my comendations on your stats blocks, they are very well done.
#1299

the_merciless_dm

Mar 11, 2007 16:44:12
Cyber-Dave, as for the arguement used on the called shots rule, i cant remember for the life of me, but its somewere here on this thread if you dare to venture into its vastness. All I know is this: These "Called Shot" rules have worked wonders for me in various occasions. During playtests of REd20 and out of REd20 enviroments. The number provided by the table you add to the targets AC (or subtract from the attacker's roll) then the attacker rolls, if he succeeds in achieving the new AC then you roll damage as usual, altered by the rules provided mainly the attack deals crit. damage or if a limb was targeted apply the appropriate penalty.
Honestly it works. Simple and it works.
#1300

Cyber-Dave

Mar 11, 2007 17:50:49
Lots of rules work. That does not mean that lots of rules work well. I'm just comparing it to what I came up off the original idea posted in the called shot rules over on the "Called Shot" rules thread and trying to decide which I would rather use for my games. At first glance, I'll be honest, I really don't like the rules for called shots created here that much (please, don't take this as negative criticism. For the most part I love what you guys have come up with in this thread, and I know I will be using much of it in my games in the future).

With a single AC number for all effects, it seems that there is little reason to ever choose any effect but that which is the most powerful (IE: the critical hit, with which you can often cause massive damage saves). The ability to score a critical hit with any attack is a HUGE ability. In fact, it requires a feat which you must be AT LEAST 10th level to take, and for most combat characters 14th level. A non combat character (a character who uses classes with 1/2 level BAB advancement) would have to be 20th level to meet the requirements for the feat. AND, the ability still costs an action point to use. With these rules, against a medium or large sized character, anybody can do it for a measly -4 to attack. If doing it to a gargantuan or colossal target, you don't even need to take the -4. Which also begs the question, why would anybody ever NOT called shot a colossal or gargantuan target in the head?

While an automatic penalty of a -2 to hit or -20% speed does not seem quite as overpowered (and thus I don't see a reason why they would ever be used over headshots) its still pretty hefty considering the target cannot make a save to avoid effects. A -20% speed penalty also seems a bit annoying to calculate in a grid scale movement system. I would think that a flat number of feet would work better in the d20 system if such a mechanic was desired.

Again, I don't mean to be negatively critical, but I'm just wondering if these issues were considered or addressed when these rules were created?
#1301

joshy676

Mar 11, 2007 17:59:49
I know the feeling. He is more than welcome and he'll learn fast; we got great minds working here on this thread. Joshy you have my comendations on your stats blocks, they are very well done.

Thank you, Merc, thank you. We're on the home stretch as far as Outbreak heroes goes. Double-whammy post!

Next up is...
Alyssa

Alyssa Ashcroft (Smart 1): HD 1d6+2 (HP 8); Mas 14; Init +2, Spd. 30'; Def 12, Touch 12, FF 10 (10+2 Dex); BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal, unarmed strike) or +2 ranged (2d6 92F); Full Atk +0 melee (1d3 nonlethal, unarmed strike) or +2 ranged (2d6 92F); FS 5'x5'; Reach 5'; AL any; SV Fort +2, Ref +2, Will +2; AP 5; Rep +1; Str 10, Dex 14, Con 14, Int 15, Wis 12, Cha 14.
Occupation: Investigative (Gather Information, Investigate).
Talents: Savant (Disable Device)
Skills: Balance +2, Bluff +6, Climb +1, Computer Use +4, Concentration +2, Craft (Pharmaceutical) +3, Craft (Writing) +2, Diplomacy +2, Disable Device +7, Disguise +4, Drive +2, Escape Artist +2, Forgery +8, Gather Information +2, Hide +3, Intimidate +3, Investigate +7, Knowledge (current events) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +3, Listen +3, Move Silently +3, Navigate +2, Profession +5, Research +6, Ride +2, Search +4, Sense Motive +1, Spot +1, Survival +1, Treat Injury +1.
Feats: Deceptive, Meticulous, Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Clothing Outfit (Business), Beretta 92F, lockpick set.
Background: Alyssa is a newspaper journalist that works for one of the local newspapers. She has an appetitie for collecting every bit of information. She is also known to be very pushy, argumentative, and can be quite the sore loser when she doesn't get her way. But even with this tough exterior, deep down she still cares for others and will help in a time of need. Alyssa carries a lockpick, which can be quite useful for opening certain doors.
#1302

the_merciless_dm

Mar 11, 2007 18:06:21
I dont worry about "negative critizism" because all critizism is constructive; and I dont take any offense to it. Now that said since you are researching this thuroughly, I'd like to hear your proposal or find as "best rule variant on a "Called Shot" rule" that is both simplistic and concrete to satisfy any & all situations. Post it up here and it might find itself replacing the old one I have here.
#1303

Cyber-Dave

Mar 11, 2007 18:34:35
Well, this is what I am using so far.

When making a called shot against a target, one applies a bonus AC to the target based on the targets limb sizes. For a humanoid shaped character, an arm or leg is two sizes smaller than the character (and uses the appropriate size modifier), and the head, hands, and feat are three sizes smaller than the character (and uses the appropriate size modifier). For example, a medium sized humanoid character has tiny arms and legs (which grants them an AC bonus of +2) and diminutive hands, feet, and head (which grants them an AC bonus of +4). For creatures with odd shapes, the GM may make changes to this size-shift as deemed appropriate (though a GM should always keep balance in mind).

The effects of a called shot depend on the limb targeted. To see the effects caused by a called shot along with the save type and save DC to avoid said effect see the table bellow.

[b]Appendage Save Type Save DC Effect On Failed Save[/b]<br /> Arm Will 10 + 1 per 2hp dealt over 10 drop item held<br /> Leg Will 10 + 1 per 2hp dealt over 10 drop prone<br /> Head Fort Damage Dealt drop to -1 HP<br /> Hand Refl 20 + 1 per 2hp dealt over 20 drop item held<br /> Foot Refl 20 + 1 per 2hp dealt over 20 fall prone
#1304

the_merciless_dm

Mar 11, 2007 18:59:02
Well, this is what I am using so far.

When making a called shot against a target, one applies a bonus AC to the target based on the targets limb sizes. For a humanoid shaped character, an arm or leg is two sizes smaller than the character (and uses the appropriate size modifier), and the head, hands, and feat are three sizes smaller than the character (and uses the appropriate size modifier). For example, a medium sized humanoid character has tiny arms and legs (which grants them an AC bonus of +2) and diminutive hands, feet, and head (which grants them an AC bonus of +4). For creatures with odd shapes, the GM may make changes to this size-shift as deemed appropriate (though a GM should always keep balance in mind).

The effects of a called shot depend on the limb targeted. To see the effects caused by a called shot along with the save type and save DC to avoid said effect see the table bellow.

[b]Appendage Save Type Save DC Effect On Failed Save[/b]<br /> Arm Will 10 + 1 per 2hp dealt over 10 drop item held<br /> Leg Will 10 + 1 per 2hp dealt over 10 drop prone<br /> Head Fort Damage Dealt drop to -1 HP<br /> Hand Refl 20 + 1 per 2hp dealt over 20 drop item held<br /> Foot Refl 20 + 1 per 2hp dealt over 20 fall prone
#1305

Cyber-Dave

Mar 11, 2007 19:39:36
Fair enough. I just thought precise strike seemed to fit due to its name. That, and I could not find enough feat requirements for the melee version, and precise strike seemed to fit nicely while at the same time limiting the ability to make called shots without the -4 penalty to characters with a BAB of +5 or higher. I suppose one could simply add that as a prerequisit to the feat instead of precise strike however...
#1306

the_merciless_dm

Mar 11, 2007 20:13:27
Cyber-Dave, these rules are they your own make? If so, what would you suggest as appropriate requirements for the feats, with out making them so extremely difficult to attain?
#1307

Cyber-Dave

Mar 11, 2007 21:03:19
The base effects are not my own make. The base effects, DC's, and save types are from the star-wars game (I believe, someone posted them on the Called Shot's thread which is where I got them from). The effect of a head shot, as well as all the other rules (including the AC bonuses they grant, or rather why they grant them) are my own.

Now, I don't think these feats should be easy to gain. For balance reasons, I think the feats should in fact be (sort of) higher level feats which are fairly requirement intensive. After all, forcing a massive damage save with each hit (even if the DC is equal to damage dealt instead of 15) should not be an easy thing. Neither should dropping a target to the prone position, or making him loose his weapon.

That being said, maybe I went overboard with my first version... but I would not say by much. I think Point blank shot (d20 Modern), Precise shot (d20 Modern), Far shot (d20 Modern), Dead aim (d20 Modern) should all still be requirements for the ranged version. Mainly because I think dead aim and precise shot should be the requirements, and far shot and point black shot are the requirements for those two feats. Those four should be enough. I don't really think the feat requires anything more than that for the ranged version. As it is, the Improved Ranged Called Shot feat would have to be a fifth feat taken.

As for the melee version... I don't know. Not too many feats seemed pertinent to the ability. A character obviously has to have simple weapons proficiency. Other than that, I'll be honest, I could not find anything else that made sense. I mean, a character has to be proficient with the weapon they are using, which means that they would require archaic or exotic weapon proficiency to make a called shot with one of those two types of weapons... but I see no reason to force a character to have those proficiencies if they are just making improved melee called shots with simple weapons. I ended up choosing Weapon Focus and saying a character had to have both proficiency and weapon focus in a weapon to use improved melee called shot due to the fact that it seemed the feat was destined to have less requirements (and thus had to grant a more controlled benefit). It was this problem that originally led me to look in other books and find Precise strike. The requirement seemed to work, but if it is required for the melee version I did not see any reason why it would not be required for the ranged version. Perhaps we should leave it as a requirement for the melee version only (thus leaving three feats, one with a +5 BAB requirement) for the melee version of the power? Another option would be to give the melee version a requirement of simple, focus, and specialization... but that would mean only soldiers could take it. I suppose a final solution would be to leave it as simple and focus, but tack on a +7 BAB requirement or some such? I don't know. What do you think?
#1308

joshy676

Mar 12, 2007 17:52:14
I think it sounds good. I suppose getting rid of the penalty should be a higher-level thing to do.

In any case, I noticed a distinct lack of major bosses, RE4 in particular. And I've been in a statting mood ever since I made the RE:O characters. So, here's my (grossly overpowered) take on...
Osmund Saddler's Plaga Form

Osmund Saddler (transformed): CR 15; Huge Plagas Host Aberration; HD 15d8+150; HP 225; Mas 21; Init +0; Spd 75'; Def 12, Touch 8, FF 12 (+0 Dex, +4 natural, -2 size); DR 5/--; BAB +11/+6/+1; Grap +21; Atk +18 melee (1d8+8, Blade Claw), or +18 melee (2d8+8, Bite), or +18 melee (1d6+8, Slam); Full Atk +18 melee (1d8+8, Blade Claw) and +13 melee (2d8+8, Bite) and +8 melee (1d6+8, Slam), or +18/13/8 melee (3d8+24, 3 Blade Claws); SQ Collective Awareness, Darkvision, Improved Grab, Low-light Vision, Mature Plagas, Plagas Immunities, Plagas Hostility, Regeneration; AL Plagas Collective, Evil, Chaos; SV Fort +12, Ref +5, Will +13; AP 10; Rep +10; Str 27, Dex 11, Con 24, Int 12, Wis 16, Cha 15.
Feats: Enhanced Strength, Enhanced Dexterity, Enhanced Constitution, Enhanced Speed, Frightful Presence, Power Attack, Simple Weapons Proficiency, Toughness x15, Weapon Focus (Bite), Weapon Focus (Blade Claw), Weapon Focus (Slam).
Skills: Intimidate +11.
Mutations: Multiple legs, multiple eyes, blade claws, tougher skin.
Talents: Damage reduction 3/--, Stamina.
Collective Awareness (Ex): All Plagas Hosts in a select area become aware of presences and events as soon as at least one of the group becomes aware.
Plagas Immunities (Ex): All Plagas Hosts are immune to damage based effects of both massive damage and critical damage (such as being reduced to -1HP, and taking multiple damage), and instead the creature becomes stunned for 1d4 rounds.
Plagas Hostility (Ex): All Plagas Hosts have Hostile relationships toward any creature outside the Plagas Collective, which may not be improved.
Background: Saddler is the leader of the "Los Illuminados" cult Hellbent on taking over the world. He was able to trick Ramon Salazar into releasing the Las Plagas virus upon a nearby village, and thus turning all of the inhabitants into slaves for his cause.

Saddler is a very intelligent, patient, and devious madman. With Umbrella having gone under, Saddler realizes the opportunity to pick up where they left off with the Las Plagas virus. His goal is to infect everyone in the United States, and turn them into his "cattle".
#1309

Cyber-Dave

Mar 12, 2007 18:45:37
So, which of the three variants for the melee version of the feat is going to get used?
#1310

joshy676

Mar 12, 2007 19:34:07
I'd say Simple Weapons Proficiency + Weapon Focus + BAB+7, though you could toy around with the BAB requirement if needed.
#1311

Cyber-Dave

Mar 12, 2007 20:17:36
I don't know, personally I am partial to the simple weapon proficiency, weapon focus, AND precise strike requirements. I think having to take only 1 feat for this ability is a way too low (a character will have the simple weapons proficiency and a +7 BAB anyway, he won't have to spend anything but a weapon focus feat to meet the requirement basically). But that is just me...
#1312

zombiegleemax

Mar 12, 2007 20:57:29
IMAGE(http://content.answers.com/main/content/wp/en/thumb/f/f5/175px-Carlos_Oliveira.jpg)


Carlos Oliviera


Male Human Fast Hero 3/ Tough Hero 2/ Soldier 1 CR 6; Medium humanoid (human); HD 3d8 + 3d10 + 12; hp 48; MAS 14; Init +3; Spd 35 ft; Defense 23 (+3 Dex, +7 class, +3 Undercover Vest); BAB +3; Grp +5; M4A1 +7 (2d8, 20/x2) SIG Pro SP 2340 +6 (2d6, 20/x2) Knife +5 (1d4+2, 19-20/x2) AL; Jill Valentine, Good, Self SV Fort +6 Ref +6 Will +2; AP: 4; Rep +1; Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 10

Occupation: Mercenary* (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency

Skills: Climb +7, Drive +5, Knowledge (tactics) +9, Listen +7, Spot +9, Survival +10, Swim +5, Tumble +7

Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Weapon Focus (M4 Carbine)

Talents:

Fast - Increased Speed, Evasion

Tough - Second Wind

Soldier - Weapon Focus (M4 Carbine)



Possessions: Undercover Vest, Mesh Vest, M4A1, 4 magazines 5.56mm, SIG Pro SP 2340, 4 magazines 9mm, knife

----------

* Dark Matter (note, I added Knowledge: Tactics to the Mercenary skill list as I feel it justifiably belongs on there - Carlos being a mercenary and all, but if you don't, I can't blame you for that, and just switch the occupation to Military
#1313

the_merciless_dm

Mar 12, 2007 21:55:09
So, which of the three variants for the melee version of the feat is going to get used?

You are assuming I'm gonna include these rules... Dont get ahead of yourself though they are good; I play test everything. And on that note this would mean going back and reediting things I've already had fixed into format. So please lets not get haste-y. (I dont mean to sound like a prick) but I have my reservations bout these rules; great work, and credits due but something is off.
#1314

Cyber-Dave

Mar 13, 2007 0:36:05
Thats cool. I meant which of the three versions of the feat seem to work best from a game mechanics perspective, not necessarily which will get used with your rules for Resident Evil d20. And what seems off?
#1315

zombiegleemax

Mar 13, 2007 1:11:52
A pistol that cuts people? What sort of ammunition does it use, darts?

No need to be cruel
#1316

the_merciless_dm

Mar 13, 2007 8:59:56
George

George Hamilton (Dedicated 1): Medium-sized Human; HD 1d6+2 (HP 8); Mas 15; Init +0; Spd 30'; Def 11, Touch 11, FF 11 (10 +1 class); BAB +0; Grap +1; Atk +1 (1d3 nonlethal, unarmed strike); Full Atk +1 (1d3 nonlethal, unarmed strike); FS 5'x5'; Reach 5'; AL any, Good; SV Fort +3, Ref +0, Will +3; AP 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12.
Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9.
Feats: Medical Expert, Simple Weapon Proficiency, Surgery.
Talents: Healing Knack
Starting Occupation: Doctor (Craft (pharmaceutical), Treat Injury)
Possessions: Clothing outfit (business), pharmacist kit*, pill launcher**, surgical kit, medical kit.
Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.
#1317

joshy676

Mar 13, 2007 13:10:27
Thank you Merc; that has to be about my third edit to that post. I was gonna leave it alone until I started diggin' around through old posts to see if someone else had done this. Then I found that xrp3_robot had, in fact, made special items and such for Outbreak characters.

What do you think of my Saddler?
#1318

psiseveredhead

Mar 13, 2007 17:35:17
About Saddler, could I see the non-infected form first? Usually I like to see the original person, then how you mutated them.
#1319

joshy676

Mar 13, 2007 17:53:32
I built the mutie from scratch. I probably shouldn't have, but if you have a better Saddler, Psi, by all means, post it. I think I made him too overpowered.
#1320

the_merciless_dm

Mar 14, 2007 10:54:50
Yay! The university got new computers all around! WOOT!
Anyways, the reason I have not done any BOSS monsters aside of the Tyrrants is because they are a little difficult, due to their complexity(hence why the Nemesis is taking so long), but I am getting to those. The Nosferatu is another enemy that will take some time, along with the T-veronica mutant thing...
#1321

joshy676

Mar 14, 2007 10:57:51
Huzzah for new computers!
#1322

the_merciless_dm

Mar 14, 2007 11:56:34
Okay a dear friend, fellow GM and Player asked me the other day how I deal with the equipment placement in an REd20 setting. She asked either if I "set a Box of Shotgun shells on a trash can..." and things as such. The answer is no, I dont set them up like that. Some of my players say: "Ok while he's accessing the computer I'll search through the desk drawers for anything important" he then rolls his search and I either tell him what he found and where or I tell him there is nothing of importance here, though you find files, stationary and pencils. Once just for fun in what was a highschool locker they found (basically what was my highschool locker) all 3 core rule books to D&D 3E. Normally if I place ammo in a out of the way place I do so with subtle hints like say used shells on the floor, a "dead" police officer or security guard might do it and for fun the body may or may not animate with a 60% probability of animating as soon as they get near or search the body. If it animates its a suprise round and the players are all flat footed. Garbage cans can be filled with say old military equipment that some family thew out and a Camo jacket sleeve could be sticking out... serving as a subtle hint. Usually my players pick up on this stuff. The roll spots to see if anything draws their attention, if the spot is high enough and there is something of interes I give them a hint...

It be good to hear how you guys deal with item placement in these scenarios so that other GMs and players get ideas. Share people SHARE! Dont allow this thread to be taken up by the plague of "This is how you should play the game" fanatics that have poisened the threads as of late. The Modern d20 Core Rule book is a book of general guidelines to use, they are in no way set in stone so play as YOU see fit and dont let anyone else tell YOU that the way YOU like to play is wrong only because it is different to his.

I am tired of seeing so many people tell others their way of playing is wrong simply because they dont like one aspect or house rule. But thats a rant for another day...
#1323

zombiegleemax

Mar 14, 2007 20:23:27
I'd say it boils down to necessity. Side quests in PnP RPGs are of a different nature than side quests in console RPGs. They are mostly frivolous "icing on the cake" affairs in Final Fantasy/Chrono Cross/Xenogears, etc, but in d20 Modern, they command more importance because the players are quite mortal.

My reasoning is that while the players come across sorely needed ammunition in a security guard station (9mm, 12 gauge), the meatier stuff (.45, .44, .50 AE, 40mm grenades) would be kept tightly locked and out of the place. In that, you can build mini quests or challenges out of them.

Oh, the key is on the holder, or the code is in that cupboard, but you'll have to get through those dead SWAT zombies that are milling around the entrance of the weapons room.

As improvisation is a much more apparent option in d20 Modern, the players are virtually never unarmed, and as such, makes the sharing of resources (weapons, ammo, demolition materials) an option that's actually viable while keeping them precious to those that wield them.

Finally, one "advantage" you have in this setting is the bodies of the unfortunate that didn't make it - policemen, hunters, soldiers and the like. So you always have leeway when putting the odd magazine or two out of the way for PCs down to melee weapons.
#1324

the_merciless_dm

Mar 14, 2007 20:46:04
I'd say it boils down to necessity. Side quests in PnP RPGs are of a different nature than side quests in console RPGs. They are mostly frivolous "icing on the cake" affairs in Final Fantasy/Chrono Cross/Xenogears, etc, but in d20 Modern, they command more importance because the players are quite mortal.

My reasoning is that while the players come across sorely needed ammunition in a security guard station (9mm, 12 gauge), the meatier stuff (.45, .44, .50 AE, 40mm grenades) would be kept tightly locked and out of the place. In that, you can build mini quests or challenges out of them.

Oh, the key is on the holder, or the code is in that cupboard, but you'll have to get through those dead SWAT zombies that are milling around the entrance of the weapons room.

As improvisation is a much more apparent option in d20 Modern, the players are virtually never unarmed, and as such, makes the sharing of resources (weapons, ammo, demolition materials) an option that's actually viable while keeping them precious to those that wield them.

Finally, one "advantage" you have in this setting is the bodies of the unfortunate that didn't make it - policemen, hunters, soldiers and the like. So you always have leeway when putting the odd magazine or two out of the way for PCs down to melee weapons.

I think we can all agree with you on this. Ammo should be scarce and the higher/ rarer calibers should be more difficult to attain.
#1325

kitsuneyasha

Mar 14, 2007 20:47:57
You know those players that always metagame the hell out of a game? You know, "We go over the catwalk very VERY carefullly, checking everywhere for traps, with our guns out and readied for a surprise attack and blah blah blah" even though there was not evena single hint that would lead such actions needed? (Id underrstand if it was because the catwalk was creaky and unstable in a setting much like the Saw movies with traps and whatnot, with some crazy guy running around, but not when it no reason). Well, you know what you can always do ina zombie thing; "There is a trashcan that smells like food, very good cheer food. When you open it, you see tons and tons of cheer food. However, when you take one piece out... ZOMBIE!" e.e Sorry if that evil

I myself would say that it is okay to occasssionally place something right out there if it is to reward an enouncter that originally wouldnt have had much amnmo (such as d20 apocs example of having a defeated maurder, who originally wouldve had 22 TU, but because of the encounter level you give a bit more objects worth of TU either on the maruader or just happened to be nearby
#1326

zombiegleemax

Mar 14, 2007 20:58:36
I have a fairly good idea for the next section of material to work on - take rooms from each RE game and stat them here - from items, to monsters, to scenery and other tidbits. That way, we have examples to show players how to convert material from the games into a viable environment to explore, and examples for new adventures GMs are cooking up

Examples -

First car in RE0's train (how combat could differ with the seats as cover)

The zombie closet room from REmake (surprise round)

The Licker hallway from RE2 (no charging around corners)
#1327

kitsuneyasha

Mar 14, 2007 21:57:21
I have a fairly good idea for the next section of material to work on - take rooms from each RE game and stat them here - from items, to monsters, to scenery and other tidbits. That way, we have examples to show players how to convert material from the games into a viable environment to explore, and examples for new adventures GMs are cooking up

Examples -

First car in RE0's train (how combat could differ with the seats as cover)

The zombie closet room from REmake (surprise round)

The Licker hallway from RE2 (no charging around corners)

You know we could even do is not lmit this to just R.E. and zombie games. we could make a whole new thread for all sorts of different d20 modern/apoc settings, doing it like your idea, Azar. Of course it could be redundent with the whole Critical Locations book, but it did leave out quite a few settings
#1328

zombiegleemax

Mar 14, 2007 22:08:13
That even ties in nicely with my initial plan - we start out by doing a few rooms here based on Resident Evil, AND THEN, when they're successful and detailed as we set out to create, pitch it as the basis for the Critical Locations #2 thread
#1329

kitsuneyasha

Mar 14, 2007 22:16:17
Nice idea ^~^ I would so help you out with mapping and all that but I dont got good stuff to map eagfle-eyed (closest I got is the sims 2. Id prefer something tlike Paintshop Pro, but unfortunatly all the good stuff costs money, so closest i got to what I want is just normal Paint)
#1330

the_merciless_dm

Mar 14, 2007 22:32:04
Azar, Kitsune, I like were you guys are going with this. The RE related rooms could be included in the book in its own chapter.

Now I've had a few people ask me previously on the thread, msn and basically everywere about going hand to hand in unarmed combat with zombies... I want everyone's opinion and a thurough discussion on the following question:

"How effective is Combat Martial Arts against Zombies (any and all zombies you know off) and RE monsters?"
#1331

zombiegleemax

Mar 14, 2007 22:48:20
Nice idea ^~^ I would so help you out with mapping and all that but I dont got good stuff to map eagfle-eyed (closest I got is the sims 2. Id prefer something tlike Paintshop Pro, but unfortunatly all the good stuff costs money, so closest i got to what I want is just normal Paint)

Alright, let's start off with a simple room. I want to work our way up to the Aqua Ring (multi-leveled, flooded, Neptune inhabited, malfunctioning pressure gauges, computers, oh my!)

Any particulars you have in mind?
#1332

joshy676

Mar 14, 2007 23:10:17
That's the issue with Resident Evil the game -- each place you find is different and has elements that you could take advantage of in D20M.

Wait. The elevator/tram (RE2) where you fight Birkin. It's pretty close to a normal fighting space. The one environmental hazard is the bars that separate life and death. There's a decent enough amount of space to maneuver, and no explosives or such. The only two threats there are Birkin/your imported foe and falling off.

On the other hand, the majority of encounter areas in the RE games are enclosed spaces, which often leave little room to run or hide. Boss fights are usually an exception, but the giant gator/croc (RE2) is fought in another enclosed space (except in this case the player is given the advantage of the explosive, pressurized tank).

As for Combat Martial Arts, I don't think it would be too useful -- unless the attacks consisted mostly of kicks or -- unless your name is Albert Wesker and the game is Resident Evil 4.

(For anyone who wants 'em -- I love youse, Google! -- I've found a fansite that has in-game maps of RE3. It's not for each game, but it's definitely something, eh? LINKAGE!)
#1333

zombiegleemax

Mar 14, 2007 23:17:53
Good call joshy676 with the Resident Evil 3 maps. I'd like to work on either the Power Station or Hospital when we get to RE3

Do you think Attack of Opportunities are all the more threatening in RE d20 due to the enclosed spaces? In game, the monsters might not always be so quick and adept at hitting you as you run by, but here?
#1334

joshy676

Mar 14, 2007 23:22:46
Now if only I could find the maps for the other games... Or better yet, find a good camera to take pictures of the maps while playing.

In any case, I'll look for other maps.
#1335

joshy676

Mar 14, 2007 23:51:43
My only regret is that these maps were drawn with MSPaint or something similar and lack a scale, but I've found some more.
RE2 Maps!
RECV:X Maps Here!
[url=http://faqs.ign.com/articles/395/395138p1.html]RE
#1336

zombiegleemax

Mar 15, 2007 0:02:37
Hm, I wouldn't suppose you have the REmake link, would you? (or is that the RE1 link?)
#1337

joshy676

Mar 15, 2007 0:19:38
Hm, I wouldn't suppose you have the REmake link, would you? (or is that the RE1 link?)

The search continues...
Here we have a REmake walkthrough-wiki with pictures of each map. Sweetness!
#1338

zombiegleemax

Mar 15, 2007 0:25:02
Perfect! That link is going to help us greatly!

Also, I haven't played much of it, but would Outbreak 1/2 have any memorable or good combat locations to stat up?
#1339

joshy676

Mar 15, 2007 0:27:09
Hm... A couple are repeats from other games (The hospital and the RPD), but perhaps... How's fighting on the roof of a bar for ya'?
#1340

zombiegleemax

Mar 15, 2007 0:31:12
Yeah, that could work. See if you can rustle up some Outbreak maps
#1341

joshy676

Mar 15, 2007 0:53:13
. . . Crap... Nothing.
THIS ISN'T IT.

Strategy guide + scanner looks like the way to go for the other maps.

EDIT: That link goes to a 3rd-party version of the 1st Outbreak scenario -- the Bar. I suppose you can take screenshots...
#1342

zombiegleemax

Mar 15, 2007 1:05:23
Okie dokie then, i'm going to sleep. We'll start working on a room from RE1 tomorrow :D
#1343

joshy676

Mar 15, 2007 1:30:10
Okie dokie then, i'm going to sleep. We'll start working on a room from RE1 tomorrow :D

Kick-ass.
#1344

the_merciless_dm

Mar 15, 2007 9:16:20
You guys are of on a very enthusiastic start. I cant wait to see these maps.
#1345

stranger_among_us

Mar 15, 2007 10:58:45
Do you think Attack of Opportunities are all the more threatening in RE d20 due to the enclosed spaces? In game, the monsters might not always be so quick and adept at hitting you as you run by, but here?

there's always the chance your controller will stick and make you run right into that waiting zombie's arms.

i think the added risk of attacks of opportunities in all of those enclosed spaces would add to the tension and fear of the game, because even though you could easily kill the zombie shambling towards you with your handgun, you've only got a little ammo left, and you don't know what's behind that zombie down the hall through that door. running around him would be the only option, and it should have some risk involved or else everyone would just opt to run around the enemies all the time to conserve ammo (okay, so i do that in the games, but still, there's always a chance you'll get hit regardless, like said controller mishap).

avoiding attacks of opportunity could be handled with tumble checks (that doesn't mean that the character has to literally roll around the zombie, just dodge it effectively).

however, i think the dc for that is 20. that means that a 1st level character with max ranks in tumble (4 for class skill) would still have to roll at least a 16 or higher (minus any modifiers for their dexterity) to tumble past opponents. these are zombies, though... but, of course, most level 1 characters might not be dodging zombies as easily yet, so this could work fine.

if you wanted to make it easier on the players, maybe you could instead make the tumble check opposed by the zombie's dexterity check, so the zombie rolls 1d20+dex modifier vs. your tumble check (or dex if you don't have any ranks in tumble, since it can't be used untrained. since you can't normally use tumble, i would rule that the only time you could use this dex check to avoid attacks of opportunity would be against these zombies because they are so slow).

or, since most zombies have the "move or attack action only" extraordinary ability, you can rule that they cannot make attacks of opportunity if they've already moved or attacked this round. i'm not sure if it works that way or not, but you could rule it if you saw fit.

to further simulate RE, you could say that if the zombie somehow beats your tumble check, you could still make opposed reflex saves or opposed attack rolls to see if you can use a DEFENSE ITEM like in the RE1 remake. if a player doesn't have a defense item, you could choose to allow them to make a stun attack with whatever weapon they might have on them, like smacking the zombie in the head with the butt of their handgun, but it might be closer to the game if you didn't allow them to do this without a defense item.

i'd probably use the ruling about the move or attack action only ability and stick with the normal tumble rules, maybe throwing in that opposed roll of some kind to use defense items if i decided to allow defense items. whatever you like, use that. it'll make your game better if you are playing by rules you enjoy using.
#1346

xrp3_robot

Mar 15, 2007 12:44:36
Thank you Merc; that has to be about my third edit to that post. I was gonna leave it alone until I started diggin' around through old posts to see if someone else had done this. Then I found that xrp3_robot had, in fact, made special items and such for Outbreak characters.

Well I'm glad that it got to see some use. I was stating out all of the personal items in the RE games. Well after some looking around, I saw that Outbreak had all of the personal items and then some. One thing, I would update the healing items, they are a little outdated.
#1347

psiseveredhead

Mar 15, 2007 16:36:53
The Tumble rules in the d20 Modern handbook are in error, and have been errata'd.

It's 15 to tumble past, 25 to tumble through something's space. Note that when things are crowded, you may have little choice but to try to tumble between a zombie's legs. (Ew.)
#1348

kitsuneyasha

Mar 15, 2007 20:05:30
Good luck Azar and co. on the map making ^~^ Youll need it. Id join in but im dead weight since I havnt really played the games much annnd i got no good maping techno.
#1349

stranger_among_us

Mar 15, 2007 20:21:47
The Tumble rules in the d20 Modern handbook are in error, and have been errata'd.

It's 15 to tumble past, 25 to tumble through something's space. Note that when things are crowded, you may have little choice but to try to tumble between a zombie's legs. (Ew.)

yeah, that would be pretty... ew.

i've probably seen the errata at one time, but i didn't think of it, and i just got the dc from the book real quick. i've actually been away from d20 modern and 3.5 for a while because i haven't had the opportunity to game much at all, so i've become a bit forgetful on a few things.
#1350

joshy676

Mar 15, 2007 20:35:27
Good luck Azar and co. on the map making ^~^ Youll need it. Id join in but im dead weight since I havnt really played the games much annnd i got no good maping techno.

I've actually done a pretty good map from scratch on MSPaint (except, of course, it was a CTF map for another topic I started. xD) so trust your paint skillz! Although if you really want to be uber with the map making, I suggest downloading Google SketchUp (takes a little bit of time to work, but it's a 3D Map Maker. How could you turn it down?). SketchUp works almost the same way as the Sims except that you can change the view and the orbit and loads of other crazy things.
#1351

zombiegleemax

Mar 15, 2007 21:04:35
Alright, i'm flipping through my Resident Evil Archives tonight and picking a room to start on description wise. Someone else would have to compose the room though - be it in Google Paint, MS Paint, 3d Studio Max or whatnot
#1352

joshy676

Mar 15, 2007 21:46:50
Alright, i'm flipping through my Resident Evil Archives tonight and picking a room to start on description wise. Someone else would have to compose the room though - be it in Google Paint, MS Paint, 3d Studio Max or whatnot

Oh my god, I just remembered!

I have a PS1 Emulator (that actually uses the discs, so it's all legal) that I could've just taken screen shots of the map with. Man, I'm a moron!

But I could screen shot each scene (camera change, more like) and it'd be far easier to describe the room if you have a pictorial idea of what's in the room.

Sound good so far, Azar?
#1353

zombiegleemax

Mar 15, 2007 22:01:34
What games do you have for the emulator that you could take pics of?
#1354

joshy676

Mar 15, 2007 22:17:53
It uses the actual game disc in your computer, so effectively RE's 1(Original), RE2 (Claire; I never had the Leon disc because I stole this one from Blockbuster. xD), RE3, and RE Survivor. I need a DVD Drive to use my PS2 Emulator, and then I'd need a new RE4. Otherwise I could do all the REs for the PS2, had I the tech and the games. I still need Leon's game for the other half of RE2, but I can probably borrow it from somebody or buy it for cheap at Game Crazy.
#1355

zombiegleemax

Mar 15, 2007 22:24:28
And finally, can you do much in term of Gamecube screenshots of rooms?
#1356

joshy676

Mar 15, 2007 22:30:36
I could if they have a free Gamecube emulator... that doesn't require game discs ('cause that would suck: having to have a custom CD drive for your computer JUST for GC games.)

And on that note, I have just finished screen shots for the Dining Room in RE1(Original).

IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_DiningRoom5.jpg)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_DiningRoom4.jpg)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_DiningRoom3.jpg)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_DiningRoom2.jpg)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_DiningRoom1.jpg)

And there you have it! The Dining Room for the Original RE1. Unfortunately, doing it this way means I'll actually have to BEAT the game to get all the rooms/scenes. x_x;
#1357

zombiegleemax

Mar 15, 2007 22:51:11
That's a good start. Can you get the "Itchy. Tasty" room? :D
#1358

kitsuneyasha

Mar 15, 2007 22:56:35
I've actually done a pretty good map from scratch on MSPaint (except, of course, it was a CTF map for another topic I started. xD) so trust your paint skillz! Although if you really want to be uber with the map making, I suggest downloading Google SketchUp (takes a little bit of time to work, but it's a 3D Map Maker. How could you turn it down?). SketchUp works almost the same way as the Sims except that you can change the view and the orbit and loads of other crazy things.

Sketchup is too complicated for me, but the sims 2 has good stuff. I guess I just have to get used to the way MS aitn is.
#1359

joshy676

Mar 15, 2007 23:03:52
That's a good start. Can you get the "Itchy. Tasty" room? :D

We shall see. I'm tryin' to get codes to work so that getting through the game will be simpler and more efficient.

"'Ey Zombeh! Say 'hello' to my little friend!" -Chris with Infinite Launcher
#1360

zombiegleemax

Mar 15, 2007 23:07:37
Imma gonna write it, you're a gonna paint it
#1361

zombiegleemax

Mar 15, 2007 23:23:17
Room of a Decaying Mind

Dimensions: 4 x 5 squares

CR 2

----

A single bed is the centerpiece of this room, a chestnut colored armoire directly to the right of the door you enter, a desk on the opposite wall, and a closet to the right of it.

The bed's blanket is slightly rumpled, but otherwise appears untouched. A Search check DC 15 reveals a Beretta 92FS magazine on or beneath the bed.

The armoire is locked shut, and with a Disable Device DC 15, it opens up to reveal assorted men's shirts and sweaters.

The desk has a lamp turned on, a dated newspaper (August 1998), pens/pencils and a Search check DC 10 highlights an open journal on it's final days...a character that "reads" the entries is immediately attacked by the zombie (see below)

The closet has slanted openings for ventilation, though shining a flashlight doesn't reveal much inside until you draw upon it for a closer look...

A character that gets within 15 feet of the closet sets off the dormant zombie within. Roll for initiative, giving the zombie a +4 bonus for having remained hidden, and if the player wins, they may act normally. Otherwise, the zombie still bursts out 1 round later and attacks the character.

----

(I think I got it down right, but if not, let me know what changes to make. I'm going off the REmake version, as that is the freshest in my mind and i'm nowhere near enough in Resident Evil DS)
#1362

the_merciless_dm

Mar 15, 2007 23:31:10
Room of a Decaying Mind

CR 2

----

A single cot is the centerpiece of this room, an armoire directly to the right of the door you enter, a desk on the opposite wall, and a closet to the right of it.

Search DC 15 reveals a Beretta 92FS magazine on or beneath the bed.

Search DC 10 nets the last journal pages on top of the dresser.

A character that gets within 15 feet of the closet sets off the dormant zombie within. Roll for initiative, giving the zombie a +4 bonus for having remained hidden, and if the player wins, they may act normally. Otherwise, the zombie still burst out 1 round later and attacks the character.

----

(I think I got it down right, but if not, let me know what changes to make. I'm going off the REmake version, as that is the freshest in my mind and i'm nowhere near enough in Resident Evil DS)

This is very nice! Well done. I can't wait to see the images Joshy cooks up for your rooms.
#1363

joshy676

Mar 15, 2007 23:37:19
I'll have the actual photos for that room from RE1(Original). And I'll probably use SketchUp to do the room look. I'm not too god with it, but I think I could make it pretty bad-ass. I'll have it up tomorrow most likely.
#1364

zombiegleemax

Mar 15, 2007 23:50:24
Hm, okay. I'm going to work on a few rooms tomorrow (RE 2/3, maybe 0's chess-gas puzzle room:D )

Can you get the interrogation/magic-mirror/Licker-surprise attack room screenshot?

How about the Hospital from RE3?
#1365

joshy676

Mar 15, 2007 23:56:43
The only thing difference that I can see in game is that you have to READ the journal before the zombeh pops out. So, perhaps, with a search DC of 10 on the Journal, once the [GM] is finished reading-- POP! Out comes the zombie!

Everything in textual description is perfect. I have a couple sceenshots to go along to prove that it's right.

IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_PSDX6D3D015.jpg)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_PSDX6D3D014.jpg)

See? Everything checks out. ^_^
(Cheats had been located; Infinite Ammo LAUNCHER! xD)
(I already took the 92F ammo clip. Sorry!)
(I made ol' 4 Itchy Tasty eat rocket.)
#1366

joshy676

Mar 15, 2007 23:57:57
Hm, okay. I'm going to work on a few rooms tomorrow (RE 2/3, maybe 0's chess-gas puzzle room:D )

Can you get the interrogation/magic-mirror/Licker-surprise attack room screenshot?

How about the Hospital from RE3?

I will get those in a moment. I was busy with the 4-Itchy-Tasty room. xD
#1367

zombiegleemax

Mar 16, 2007 0:10:09
*scratches head*

Yeah, also, can you crank the brightness up? (whether in game or on the monitor)

Edit -> added the 'reading the entry gets you attacked' bit
#1368

joshy676

Mar 16, 2007 0:28:34
I don't think it'll get any brighter than that (just from the screenshots). I could, however, brighten them up with Picture Manager before posting them. The only thing is that these get saved as .bmps, and .bmps suck at compression.
#1369

joshy676

Mar 16, 2007 3:14:56
Here's the "4. Itchy. Tasty." room (Or, in game as the West office) in both [GM] format (with the Legend for, y'know, makin' fluff about) and PC format (just the map).

IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_4ItchyTastyRoomWestOffice.png)
IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE1/th_4ItchyTastyRoomWestOfficeGMVersion.png)
#1370

zombiegleemax

Mar 16, 2007 3:57:08
The door is directly opposite of the bookshelf, closer to the bed?
#1371

joshy676

Mar 16, 2007 3:59:59
Yeah. I would've put the door in, but doing maps on Paint reminds me of why I dread making sprites: too many pixels scrambles teh brain.
#1372

Urban_Sniper_02

Mar 16, 2007 12:46:37
Hope you don't mind, but I thought I'd give that Google SketchUp a try by redoing your Itchy Tasty room. Had to Use Paintshop Pro for the lettering and such afterwords, and to make the grid as a drawing guide. There are a few things I need to try and work out (most notably the guildelines from Sketchup that showed up when I cropped the image in Paintshop). Any feedback is welcome, (even a cease and desist order :D ). I'm willing to try and do other rooms if someone can help with the scaling. That's my biggest issue, and hence the reason I started with the itchy tasty room since it was already scaled so nicely (thanks Joshy).

Anyway, here are the maps:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Itchy_Tasty_Normal.jpg)

DM Version
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Itchy_Tasty_DM.jpg)
#1373

xrp3_robot

Mar 16, 2007 13:07:50
Nice map, I like it. I have been drawing the outbreak maps, but only the first one. If I had the Outbreak file# 2 strategy guide with scaled maps, then I could draw those maps. I found one on Amazon.com, but I don't have a Credit card to buy a used copy (and its only 6 bucks ).
#1374

Urban_Sniper_02

Mar 16, 2007 13:16:57
Just figured out how to remove those guide lines (duh, just unclick the Axes button), so I'll try to repost those two a little later. For now, I'm going to attempt to do the dining room. Anyone have an idea on scale (Length x width in 5ft. squares)? I'm guessing approximately 18 x 6 squares, going on what I can see in the REmake strat guide I have in front of me.
#1375

joshy676

Mar 16, 2007 16:07:24
Hope you don't mind, but I thought I'd give that Google SketchUp a try by redoing your Itchy Tasty room. Had to Use Paintshop Pro for the lettering and such afterwords, and to make the grid as a drawing guide. There are a few things I need to try and work out (most notably the guildelines from Sketchup that showed up when I cropped the image in Paintshop). Any feedback is welcome, (even a cease and desist order :D ). I'm willing to try and do other rooms if someone can help with the scaling. That's my biggest issue, and hence the reason I started with the itchy tasty room since it was already scaled so nicely (thanks Joshy).

Anyway, here are the maps:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Itchy_Tasty_Normal.jpg)

DM Version
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Itchy_Tasty_DM.jpg)

Yours looks hella better than mine by far. Paint is ineffective compared to SketchUp. I got the Hospital from RE3 pics, by the way. I'll post 'em up next post so's Azar can fluff it up. xD

Alright, because there's EIGHT friggin' images of just the Street leading to the Hospital, I'm going to post the link to the PhotoBucket page where EVERY REPhoto of mine can be found (I'll even throw in a few humorous ones just for the Wiki and E-Book. =D)

Resident Evil Screen Shots
#1376

Urban_Sniper_02

Mar 16, 2007 16:16:55
Well, I got a little bored and couldn't stop using that SketchUp prog, so I went ahead and did the Dining Room 1F at the scale I figured on earlier. It still needs some work, namely the seats around the table. I wasn't sure exactly how many there were. Also, not sure if the clock is in the right position, and those are actually supposed to be candles on the table (pulled from a scanned image of the candles in REmake), lol. I think the scale near the upper part of the room near the fireplace is a little off, too. Maybe the pillars are too big?

Oh yeah, I updated the images on the maps I did earlier, too. No more dotted and green lines!

Normal:
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/DiningHall1F_Normal.jpg)

DM Version:
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/DiningHall1F_DM.jpg)

EDIT: Nevermind, that smaller look was photobucket's fault, not the board. Guess the images were a little too wide for them, or I might just be seeing things.
#1377

joshy676

Mar 16, 2007 18:13:20
Well, there are FAR less photos for the Interrogation Room in RE2. Azar, I've included BOTH sides of the glass here so you can do both rooms.

Oh, and if you guys feel you NEED to give credit, the photos were taken by both me (Joshy676) and my brother (SpyrosBaldur). He did the playing; I took most of the photos.

(All the humorous ones on the PhotoBucket page are done by me. :D )

RE2 Interrogation Room Photos
#1378

zombiegleemax

Mar 16, 2007 18:18:33
Hi all! Joshy676's brother here.

If you want something great, check out fatty getting his face blown in by the Beretta M92F (Enhanced). xD

I dubbed it, "HEADSHOT!" on the Humorous section.

IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE3/Humorous%20Shots%20-RE3-/th_PSDX6D3D018.jpg)

:D
#1379

Urban_Sniper_02

Mar 16, 2007 18:39:19
Saw those new pics joshy posted, and decided to make a quick Interrogation Room.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/InterrogationRoom_Normal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/InterrogationRoom_DM.jpg)
#1380

joshy676

Mar 16, 2007 18:43:17
Saw those new pics joshy posted, and decided to make a quick Interrogation Room.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/InterrogationRoom_Normal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/InterrogationRoom_DM.jpg)

Love the map! That was pretty damn quick, too!

On the table on the non-Licker side is handgun ammo, Search DC of most likely 10.

On the table on the Licker side is a cord for the shutters, Search DC of 10. On the metal shelves is the Eagle Medal (assuming you ARE doing an RE2 Police Station campaign) with a Search DC of 10. After grabbing the medal and walking past the mirror, the Licker bursts out at you. Roll initiative. If the Licker beats the PCs initiatives, treat it as you would the Zombie bursting out of the closet from RE1.
#1381

Urban_Sniper_02

Mar 16, 2007 19:04:34
Thanks! I actually started working on it before you had even posted about the new pics on here. Just opened up your photobucket site and saw them there and said, hey, that looks easy, lol.

I'm looking over the hospital right now, and after I find my RE3 strat guide, I might be getting a start on it. What are some of the other big locations that need to be mapped out? Might have some trouble with any besides RE0, REmake, and RE3, since I don't have the guides for any but those, but with enough pics and maybe some pics of the in-game maps, I could probably manage something.
#1382

joshy676

Mar 16, 2007 19:15:57
Thanks! I actually started working on it before you had even posted about the new pics on here. Just opened up your photobucket site and saw them there and said, hey, that looks easy, lol.

I'm looking over the hospital right now, and after I find my RE3 strat guide, I might be getting a start on it. What are some of the other big locations that need to be mapped out? Might have some trouble with any besides RE0, REmake, and RE3, since I don't have the guides for any but those, but with enough pics and maybe some pics of the in-game maps, I could probably manage something.

Somewhere a couple pages back I posted links to pages with maps (one in particular is a speed-guide through REMake. xD)

I have a bunch of random images in my folder, but none of whole rooms. Mostly they're me or Spyros annihilating monsters in hilarious positions with the Mine Thrower. I could get the shots of everywhere up to the Police Station from RE3 and from RE2 so that you could have the non-Outbreak street lay-out covered. That'll take some time, though.
#1383

joshy676

Mar 16, 2007 20:29:49
I have just completed the "Path to the RPD (RE3)" and there's 100+ photos. If you look at the map from the Wiki, Jill's path is from Uptown. Claire's path is from Downtown (I'll show you when I get to there).

There are 113 thumbnails in the album.

Need to know how to do thumbnails? When you do the IMG BBCode, make a URL code to the same URL. For instance (and I'll use HTML so you'll get the idea), the first IMG file is:

http://i173.photobucket.com/albums/w65/rephotos/RE3/Path%20to%20Police%20Station%20-RE3-/th_PSDX6D3D020.jpg

That alone just gives you the big photo, which takes up a LOAD of space.

If you surround that with its URL in a URL code, however...


http://i173.photobucket.com/albums/w65/rephotos/RE3/Path%20to%20Police%20Station%20-RE3-/th_PSDX6D3D020.jpg


Now you have a thumbnail! (That's not REAL HTML. I just used < and > to show where you insert the brackets.)
#1384

joshy676

Mar 16, 2007 20:33:26
My god, it takes so long for PhotoBucket to load 20 files...
#1385

Urban_Sniper_02

Mar 16, 2007 20:49:10
Wow, that's a lot of pics, lol.

Here's the Hospital, 1st Floor. I was using the maps in my guide, so some of the things don't match completely with the screencaps. Plus I never could get the color right for the receptionist's office tile, and the door to the locker room is kind of too big (starting to get into the quirks of that program now). And yes, I just realized I forgot to add the main door onto the Normal version, lol. Gonna be working on the other floors soon. Anyone have any screens for the Basement area there?

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Hospital1F_Normal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Hospital1F_DM.jpg)
#1386

joshy676

Mar 16, 2007 20:56:39
I do have them, but I have a LOT of images to put into the Photobucket. If you want your images to take up less space, use my instructions on the post above.
When you do the IMG BBCode, make a URL code to the same URL.

#1387

zombiegleemax

Mar 16, 2007 21:52:09
I'm online now, and as i'm on dialup, i'm waiting for all the images to load

And joshy676, I tried your Photobucket link to the RE2 pics, but it said " Sorry, the page you requested was not found"

Do you have an alternate link for me to try?
#1388

Urban_Sniper_02

Mar 16, 2007 22:14:32
Just finished the 4th Floor of the Hospital. Did a lot better on this one than the first floor. I may redo the first one now that I've figured out what was causing my troubles before.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Hospital4F_Normal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Hospital4F_DM.jpg)
#1389

joshy676

Mar 16, 2007 22:45:07
I'm online now, and as i'm on dialup, i'm waiting for all the images to load

And joshy676, I tried your Photobucket link to the RE2 pics, but it said " Sorry, the page you requested was not found"

Do you have an alternate link for me to try?

Damn it, I knew I forgot something.

I reorganized the albums and tried to update all the links; looks like I missed one. I'll get right on it.
#1390

Urban_Sniper_02

Mar 16, 2007 23:02:12
Well, I went ahead and did the 3rd Floor Basement of the Hospital from the maps in the strat guide, and did my best based on the images in there. Some things may be off, but it's rather close.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/HospitalB3FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/HospitalB3FDM.jpg)
#1391

kitsuneyasha

Mar 16, 2007 23:24:56
Nice job!
#1392

joshy676

Mar 16, 2007 23:27:08
Well, I went ahead and did the 3rd Floor Basement of the Hospital from the maps in the strat guide, and did my best based on the images in there. Some things may be off, but it's rather close.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/HospitalB3FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20EvitalB3FDil%20Maps/HospM.jpg)

Looks good to me.

I've got all the RE3 photos up for the path to the Police Station.

Rather than post the rest (and make the thread take FOREVER to load), I think I'll just link to the sub-album. Unfortunately, PhotoBucket erred and put the pictures in the album in a somewhat random order.

IMAGE(http://i173.photobucket.com/albums/w65/rephotos/RE3/Path%20to%20Police%20Station%20-RE3-/DowntownRaccoonCityJilltoPS.jpg)
Click here!
#1393

Urban_Sniper_02

Mar 16, 2007 23:43:38
Think this'll be my last one for the day. Another simple one, and a location I liked in the REmake. The Old Cabin, where we first met Lisa Trevor.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/TrevorCabinNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/TrevorCabinDM.jpg)
#1394

joshy676

Mar 17, 2007 1:12:05
Well, because you guys seem like nice folk [read: really freakin' awesomesauce], I'm going to go ahead and give you the log in and password for the PhotoBucket account. That way, we can keep everything on one account for storage and reference purposes.

Log in: rephotos

Pass: resievilpics

If you find something that you think that should be a part of the Resident Evil d20 Modern experience in picture form, put it on there! Most of it will either be put on the Wiki or the E-book (I hope. I'm lookin' at you, Merc!) so keep making those maps. And Azar! I think you're up for making the text forms of the maps. You make it sound like I'm actually there (mostly 'cause when I check it I am actually playing the game at the time. xD). If you other guys feel useless--AND YOU SHOULDN'T!--help us out with screen shots, weapon pictures, textual support, weapons stats, character stats, feats, et cetera! You know, the usual!
#1395

zombiegleemax

Mar 17, 2007 2:08:26
Interrogation Rooms

CR 4

8 x 5 squares

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/InterrogationRoom_DM.jpg)

----

Viewing Room

As the door opens up, you notice a metal desk parallel to the right wall with two folding chairs accompanying, there is also the viewing side of an interrogation mirror looking into the next room. A stack of cardboard boxes directly opposite, in the left corner, and a metal shelf to the right of those. Coming into the room and scanning around, you see a bookshelf and smaller metal shelf along the door's wall.

The metal desk has stacks of binders with old criminal reports and mugshots in them, a coffee machine filled with stale coffee and various stains, a mug and a notepad. A Search check DC 10 nets a Browning HP/HK VP70 magazine.

Cutting open the boxes reveals both reams of printer paper and photo quality paper, nothing more.

The metal shelf contains a variety of criminology volumes and historical texts dealing with famous criminals. Directly above the shelf, along the mirror wall is a small ventilation fan, and above that, a ventilation shaft(where the Licker enters later).

Atop the small metal desk is a typewriter (of the mundane variety) and the bookshelf contains much of the same content as the metal shelf does.

Interrogation Room

If the characters haven't already seen the contents of the interrogation room, they will now.

Entering in, there is a wooden table with two folding chairs slid underneath.
The reflective side of the interrogation mirror is on the left wall, with a radiator underneath. Above that is a camera aiming downwards at the table (turned off). Beyond the seating area is a metal shelf with a mop along the left side, and a cardboard box on top.

On top of the wooden table is fresh electrical cord tied up in a neat bundle (whether the GM uses the shutter controlled hallway is up to them, this could also substitute for or provide a bonus on a Repair check)

A Search check DC 10 nets the Eagle Medal (or suitable puzzle piece/key of your choice) alone on the shelf.

If the characters stay for more than 10 rounds, or retrieve the Eagle Medal and attempt to leave the room, they are attacked by the Licker watching on the other side of the mirror.

Roll for initiative, giving the Licker a +4 bonus for remaining hidden, and if the characters win, they act normally. Otherwise, the Licker breaks through and attacks the closest target
----
#1396

Urban_Sniper_02

Mar 17, 2007 11:02:30
I'm working on the train cars from REZero right now. Should have them posted up later today.
#1397

joshy676

Mar 17, 2007 14:47:29
Thank you Azar for another great textual version of an RE setting!

Sniper, I hope to see the train soon (I always wanted to do a train mission myself. :D)
#1398

Urban_Sniper_02

Mar 17, 2007 16:19:17
And then there were train cars, five of them, to be exact. Some of those colors are really getting to me; gotta get better colors and textures in there somehow. Anyway, here they are.

Normal 1F
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Train1FNormal.jpg)

Normal 2F
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Train2FNormal.jpg)


DM 1F
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Train1FDM.jpg)

DM 2F
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/Train2FDM.jpg)
#1399

joshy676

Mar 17, 2007 17:33:38
NICE! Sniper, I dunno what's bugging you about the colors because honestly, that looks fantastic!

I just got pictures of the Graveyard from RE3. If you guys want to do that, lemme know so I can put them on the PhotoBucket account. I also finished the Path to the RPD with Claire; they'll probably be up before the day is over.
#1400

Urban_Sniper_02

Mar 17, 2007 18:59:44
NICE! Sniper, I dunno what's bugging you about the colors because honestly, that looks fantastic!

I guess it's just the perfectionist coming out in me, lol. The orange and lighter blue colors just didn't seem to want to come out dark enough without looking really bad, as I was trying to match them to the game as best as possible. Maybe I should read up about how to import new textures and such into SketchUp, huh? LOL.

Anyway, glad you liked them. :D
#1401

joshy676

Mar 17, 2007 19:03:26
I don't think importing textures is that hard (although I wouldn't know a whole lot about SketchUp: I'm a noob at using. :embarrass )

Anyone at all need any area screens? I can get any of them from the PS1 REs.
#1402

Urban_Sniper_02

Mar 17, 2007 19:20:11
It's probably not, but I'm notorious for not bothering to look at the manuals/help funtctions ;)

So, anyone have any requests for any maps they want me to take a shot at? I'm thinking about the main (statue and central hub) room of the police station next since it's one of the most memorable areas in the whole game. I just have to look back thru these posts to find those map links joshy posted first, thanks to a supposed friend failing to return my RE2 ps1 original (gave me back CVX but NO! they kept the good one...grrrr).

EDIT: I've actually had this site on my favorites for a while now, but if anyone is looking for images of the weapons and just a whole bunch of info, this site is amazing for the games:

http://residentevilfan.com/
#1403

joshy676

Mar 17, 2007 19:53:25
It's probably not, but I'm notorious for not bothering to look at the manuals/help funtctions ;)

So, anyone have any requests for any maps they want me to take a shot at? I'm thinking about the main (statue and central hub) room of the police station next since it's one of the most memorable areas in the whole game. I just have to look back thru these posts to find those map links joshy posted first, thanks to a supposed friend failing to return my RE2 ps1 original (gave me back CVX but NO! they kept the good one...grrrr).

EDIT: I've actually had this site on my favorites for a while now, but if anyone is looking for images of the weapons and just a whole bunch of info, this site is amazing for the games:

http://residentevilfan.com/

And while they have amazing images, I can't use them for the Wiki--mostly because they're not straight photos of the weapons. Google is just as effective in finding gun images. xD

The Central hall of the RPD, eh? RE2 version, right?

I'll have some screens of that up on the PhotoBucket account in about an hour. =D
#1404

Urban_Sniper_02

Mar 17, 2007 19:57:55
The Central hall of the RPD, eh? RE2 version, right?

I'll have some screens of that up on the PhotoBucket account in about an hour. =D

An hour or so? Excellent :D
#1405

joshy676

Mar 17, 2007 20:02:47
An hour or so? Excellent :D

Actually, I was wrong. It won't take an hour; more like half at most. There's only 11 screens. I'll make a second Sub-folder for it so it's nice and cozy. =D
#1406

zombiegleemax

Mar 17, 2007 20:15:32
IMAGE(http://evilresident.skyblog.com/pics/558673454_small.jpg)


Billy Coen

Male Human Strong Hero 2 / Tough Hero 2 / Soldier 2: CR 6; Medium humanoid (human); HD 2d8 + 4d10 + 21; hp 77; Mas 18; Init +2; Spd 30 ft.; Defense 17 (+2 Dex, +5 class); BAB +4; Grap +7; Custom Colt 1911 +8 (2d6+2, 20/x2) Knife +7 (1d4+4, 19-20/x2) Unarmed Strike (lethal) +7 (1d4+4, 20/x2) AL Good, Self; SV Fort +10, Ref +4, Will +1; AP 7; Rep +0; Str 16, Dex 15, Con 18, Int 13, Wis 12, Cha 14.

Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency

Skills: Climb +8, Jump +7, Knowledge (tactics) +9, Listen +9, Spot +8, Survival +10

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Endurance, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Colt M1911)

Talents:

Strong: Melee Smash
Tough: Remain Conscious
Soldier: Weapon Focus and Specialization (Colt M1911)

Possessions: Custom Colt 1911 (Mastercraft +1 to hit), 3 magazines .45, knife, steel handcuffs (partially attached), lighter
#1407

joshy676

Mar 17, 2007 20:37:48
They're up! You may have at the RPD Main Hall when ready.
#1408

psiseveredhead

Mar 17, 2007 21:20:39
Is Billy Coen one of the two main characters from RE0? I think he is. He used to be ranked 2nd-Lt. Personally I think he deserves a little dash of "mental levels" as he's a tactician/leader in training.
#1409

zombiegleemax

Mar 17, 2007 21:50:20
Not essential to his character.

Besides which, levels are 4-7 for the first few Resident Evils
#1410

Urban_Sniper_02

Mar 17, 2007 21:51:49
Ready, set, and...finished. Here's the RPD Main Hall, 1F.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RPDMainHallNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RPDMainHallDM.jpg)
#1411

joshy676

Mar 17, 2007 22:51:25
It's good, but isn't the computer sitting on top of the metal desks?
#1412

zombiegleemax

Mar 17, 2007 23:11:05
Yeah, isn't that where you log in with the blue card?
#1413

zombiegleemax

Mar 17, 2007 23:25:11
Okay, so I decided to make a little vote-system for the d20 conversions of the RE rooms.

You guys decide what room you'd like written up, and i'll start with the ones with the most votes, and work my way down. I'll eventually get them all, but this way i'll know which ones to assign priority.
#1414

Urban_Sniper_02

Mar 17, 2007 23:27:01
It's good, but isn't the computer sitting on top of the metal desks?

By looking at the screen shot you posted, which is what I used, the comp has it's own little desk, which is how I made it look on the map:

The Computer Area

On a side note, I went ahead and did another map, the upper area of the Clocktower from RE3. I just attached the mechanical room to the balcony area since they're basically connected anyway.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/ClockTower2F_3FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/ClockTower2F_3FDM.jpg)
#1415

the_merciless_dm

Mar 17, 2007 23:30:49
Guys, everyone, I have to say this...... SIMPLY AMAZING! I am in awe of what you are doing here. These are great Maps and Azar, love them stats! Keep it up.

Also note on residentevilfan.com I had mentioned that site here on the thread a LONG time ago; its were I got the gist of all the monsters and one of my main sources while stating.

Coming soon:
T-Zombie (Revisited) complete with flavor text and CR!
#1416

joshy676

Mar 17, 2007 23:35:41
Okay, so I decided to make a little vote-system for the d20 conversions of the RE rooms.

You guys decide what room you'd like written up, and i'll start with the ones with the most votes, and work my way down. I'll eventually get them all, but this way i'll know which ones to assign priority.

So far, your options (it looks like; I'll make edits if I forget any) are:

[INDENT]
  • Raccoon Police Department Main Hall
  • Raccoon City Hospital
  • Uptown Path to RPD Station
  • Downtown Path to RPD Station
  • RE0 Train
  • RE1 Mansion Dining Room
[/INDENT]

If I forgot any (or any new ones show up), I'll edit this post. =D
#1417

the_merciless_dm

Mar 18, 2007 11:41:56
QUESTION:
The squares in darker black lines are 20ft. divided into 5ft. squares by the gray-ish ones, am I correct?
#1418

Urban_Sniper_02

Mar 18, 2007 15:22:09
If you're talking about the grid I used, I never really noticed if that was the case or not. It's more than likely just how the image came out after I made the grid. All those squares are done to 1" scale, so each should be 1 inch square = 5 feet square, just as standard maps go.
#1419

the_merciless_dm

Mar 18, 2007 15:26:35
1 inch 5ft. Got it thanks. I was going over the maps carefully last night and I got that inquiry. I'm currently revising the beastieary. And guess what; the Nemesis is coming. :D I PROMISE!
#1420

joshy676

Mar 18, 2007 15:44:45
1 inch 5ft. Got it thanks. I was going over the maps carefully last night and I got that inquiry. I'm currently revising the beastieary. And guess what; the Nemesis is coming. :D I PROMISE!

Yay! Now I can headshoot him just like in the Humorous photos section! :evillaugh
#1421

Cyber-Dave

Mar 18, 2007 18:36:41
I like the d20 RE critical locations work done so far. I can't really comment otherwise as I am not as intimate with RE as you people obviously are, but I still think its cool stuff!
#1422

joshy676

Mar 18, 2007 18:56:18
I like the d20 RE critical locations work done so far. I can't really comment otherwise as I am not as intimate with RE as you people obviously are, but I still think its cool stuff!

Trust me, if you keep coming back, you will very intimate with RE with all the stuff this thread is, has been, and will be stuffed with.
#1423

Urban_Sniper_02

Mar 18, 2007 19:50:14
I managed to lay hands on REOUtbreak File 1 today, and better, they had a strat guide for cheap. So once I play around with it a bit, I might be getting a few locations from there mapped out.
#1424

joshy676

Mar 18, 2007 20:09:30
I managed to lay hands on REOUtbreak File 1 today, and better, they had a strat guide for cheap. So once I play around with it a bit, I might be getting a few locations from there mapped out.

Alright! Good job, U.S.
#1425

psiseveredhead

Mar 18, 2007 21:46:59
No direct connection, but I stole the hospital map for an adventure I ran today. Cool stuff
#1426

joshy676

Mar 18, 2007 21:57:09
No direct connection, but I stole the hospital map for an adventure I ran today. Cool stuff

How'd it turn out? Great?
#1427

the_merciless_dm

Mar 18, 2007 22:57:35
I like the d20 RE critical locations work done so far. I can't really comment otherwise as I am not as intimate with RE as you people obviously are, but I still think its cool stuff!

Thanks for your support. ;) Keep watching I'm sure you'll find something useful here. I know a lot of people have; see like a good friend and fellow player/gm told me: "Your thread is like a mini-encyclopedia of d20 House Rules."

People Next post: T-ZOMBIE (Revised)
#1428

the_merciless_dm

Mar 18, 2007 23:10:24
IMAGE(http://www.gameshout.com/images/screenshots/residentevildeadlysilence/Zombie_2_PSD_jpgcopy_medium.jpg)

T-zombie
Medium size B.O.W. (Undead)
HD: 2d12+5 (21Hp)
Initiative: +0
Speed: 20ft.
AC: 14 (+4 natural armor, +0 Dex)
DR: 3/--
BAB/Grapple: +2/ +8
Attacks: Slam +4(1d6+2), Bite +4(1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness
Special Qualities: Infectious B.O.W. traits
Saves: Fort: +2, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: Climb+2, Intimidate +6, Listen+8, Spot+8
Feats: Alertness, Toughness, Improved Toughness
CR: 3

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. A T-Zmobie may also make Attacks of Opportunity to opponents it threatens.

Infectious (T-Virus):
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated from the system as waste; upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker.

Special Notes:
-Any T-zombie that is reduced to 0 or less hit points “dies” but unless its nervous system is destroyed or they will rise in 1 hour as an Acid Spitter.

-A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.

-Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie.

-The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.

-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire

-Any personnel that would have logically been armored in life is also Armored in Undeath.

Zombie Variants:
1- Legless Zombie: “ankle biter” zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more fragile. Otherwise it’s a normal zombie.

3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no clothes are worn they don’t catch on fire as easily; only catching on fire on a 20% chance when exposed to open flames.

4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie (reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once dead it burns completely into ash leaving no body left to turn into an Acid Spitter or a Crimson Head. These zombies move double their base speed since they run instead of walk.

5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's no nproficiency bonus is applied to its AC.

6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.
#1429

joshy676

Mar 18, 2007 23:42:01
IMAGE(http://www.gameshout.com/images/screenshots/residentevildeadlysilence/Zombie_2_PSD_jpgcopy_medium.jpg)

T-zombie
Medium size Undead B.O.W.
HD: 2d12+5 (21Hp)
Initiative: +0
Speed: 15ft.
AC: 14 (+4 natural armor, +0 Dex)
DR: 3/--
BAB/Grapple: +1/ +7
Attacks: Slam +4(1d6+2), Bite +3(1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness
Special Qualities: Infectious, Undead
Saves: Fort: +1, Ref +1, Will +3
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: Climb+8, Intimidate +6, Listen+8, Spot+8
Feats: Alertness, Toughness, Improved Toughness, Improved Grapple
CR: 3

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. A T-Zmobie may also make Attacks of Opportunity to opponents it threatens.

Infectious (T-Virus):
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated from the system as waste; upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker.

Special Notes:
-Any T-zombie that is reduced to 0 or less hit points “dies” but unless its nervous system is destroyed or they will rise in 1 hour as an Acid Spitter.

-A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.

-Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie.

-The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.

-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire

-Any personnel that would have logically been armored in life is also Armored in Undeath.

Zombie Variants:
1- Legless Zombie: “ankle biter” zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more fragile. Otherwise it’s a normal zombie.

3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no clothes are worn they don’t catch on fire as easily; only catching on fire on a 20% chance when exposed to open flames.

4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie (reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once dead it burns completely into ash leaving no body left to turn into an Acid Spitter or a Crimson Head. These zombies move double their base speed since they run instead of walk.

5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's no nproficiency bonus is applied to its AC.

6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.

Very awesome, Merc. If you haven't already, I'll update the Wiki entry with this new information.
#1430

the_merciless_dm

Mar 18, 2007 23:45:27
Go ahead and update the wiki. Thanks for doing so aswell.
Back to the drawing board. Trust me you will not be disappointed with the new line of REVISED monsters. They are more true to the game, more horror, more terror, more "The End Is Near! Repent Now Sinners Before The Eyes Of Our Lord And Savior... The Remington 1100!"
#1431

zombiegleemax

Mar 18, 2007 23:46:44
I'm also going to revise the four mansion survivors (Chris, Jill, Barry and Rebecca) shortly
#1432

zombiegleemax

Mar 18, 2007 23:59:52
This is good stuff. I like the zombie and the variants, however i think that putting the fat zombie under the effects of carrying a medium or heavy load would better represent the strain of the overweight on the body. With a medium or heavy load you cant react as quickly and you suffer from a reduced run speed among other things. The T-Virus infection rules are masterful.
#1433

zombiegleemax

Mar 19, 2007 0:36:05
S.T.A.R.S Beretta - Treat the standard issue S.T.A.R.S Beretta as a Beretta 92FS (Mastercraft +1 to hit)



IMAGE(http://ne-t-virus.tripod.com/sitebuildercontent/sitebuilderpictures/users-tracy-origel-desktop-rebecca.jpg)

Rebecca Chambers

Female Human Smart Hero 1/ Dedicated Hero 3/ Field Medic 1 Medium humanoid (human); HD 4d6 + 1d8 + 5; hp 26; Mas 12; Init +1; Spd 30 ft.; Defense 17 (+1 Dex, +3 class, +3 undercover vest); BAB +2; Grap +2; Beretta 92FS +4 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +2, Will +5; AP 5; Rep +3; Str 11, Dex 13, Con 12, Int 18, Wis 13, Cha 14.

Occupation: Student (Computer Use, Knowledge: Earth and Life Sciences, Knowledge: Technology)

Skills: Computer Use +11, Craft (chemical) +10, Craft (pharmaceutical) +12, Investigate +9, Knowledge (current events) +6, Knowledge (earth and life sciences) +16, Knowledge (tactics) +7, Knowledge (technology) +14, Research +12, Search +9, Spot +5, Treat Injury +11

Feats: Armor Proficiency (light), Educated (Knowledge: Earth and Life Sciences, Knowledge: Technology), Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery

Talents:

Smart: Savant (Knowledge: Earth and Life Sciences)

Dedicated: Healing Knack, Healing Touch

Field Medic: Medical Specialist

Possessions: Undercover Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, first aid kit, medical kit, pharmacist kit
#1434

the_merciless_dm

Mar 19, 2007 0:42:45
Joshy on the wiki could you put up all the Herb Combinations please.
#1435

joshy676

Mar 19, 2007 0:53:11
Sure, since I've got a few minutes.

EDIT: All done, good night everybody!
#1436

the_merciless_dm

Mar 19, 2007 1:05:30
Sure, since I've got a few minutes.

EDIT: All done, good night everybody!

Thanks.
#1437

zombiegleemax

Mar 19, 2007 1:05:34
IMAGE(http://upload.wikimedia.org/wikipedia/en/thumb/0/01/Barry_Burton.jpg/250px-Barry_Burton.jpg)

Barry Burton

Male Human Tough Hero 3/ Dedicated Hero 3 Medium humanoid (human); HD 3d10 + 3d6 + 24; hp 59; Mas 16; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +4 class, +3 undercover vest); BAB +4; Grap +6; Colt Python +8 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +7, Ref +4, Will +5; AP 4; Rep +2; Str 14, Dex 15, Con 16, Int 13, Wis 14, Cha 12.

Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency

Skills: Craft (mechanical) +9, Investigate +8, Knowledge (streetwise) +4, Knowledge (tactics) +8, Listen +10, Spot +10, Survival +7

Feats: Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Toughness, Weapon Focus (Colt Python)

Talents:

Tough: Robust, Damage Reduction 1/-

Dedicated: Skill Emphasis (Listen), Aware

Possessions: Undercover Vest, Mesh Vest, Colt Python, 4 speed loaders .357, 18 rounds .357, steel handcuffs, flashlight
#1438

the_merciless_dm

Mar 19, 2007 1:17:19
Azar very nice revisions. Keep up the good work guys. You keep me motivated to make better monsters. ;)
Catch ya'll on the flipside.
#1439

zombiegleemax

Mar 19, 2007 1:31:43
IMAGE(http://krauserjack.blog.jeuxvideo.com/images/mn/1130405696.jpg)

Chris Redfield

Male Human Strong Hero 3/ Soldier 2 Medium humanoid (human); HD 3d8 + 2d10 + 10; hp 46; Mas 14; Init +3; Spd 30 ft.; Defense 19 (+3 Dex, +3 class, +3 undercover vest); BAB +4; Grap +6; Beretta 92FS +9 (2d6+2, 20/x2) Knife +6 (1d4+3, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +6, Ref +6, Will +2; AP 5; Rep +0; Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 11.

Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency

Skills: Climb +5*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +10, Listen +5, Pilot +8, Spot +5

Feats: Aircraft Operation (Jet Fighters), Armor Proficiency (light), Athletic, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92)

Talents:

Strong: Melee Smash, Extreme Effort

Soldier: Weapon Focus and Specialization (Beretta 92)

Possessions: Undercover Vest, Mesh Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, steel handcuffs, flashlight

*with Armor Check Penalty
#1440

aab

Mar 19, 2007 1:32:37
maybe i'm doing my math wrong, but shouldn't it only be +7 to his attack with the pistol? (for barry)

and don't forget the +2 on chris's beretta damage!

EDIT: nevermind on the colt python. forgot it was mastercraft.
#1441

zombiegleemax

Mar 19, 2007 1:39:07
Yep, that's correct. 4 from BAB, 2 from Dex, 1 from Weapon Focus, 1 from Mastercraft, that makes 8

Thanks for the Chris reminder!
#1442

zombiegleemax

Mar 19, 2007 2:01:47
IMAGE(http://krauserjack.blog.jeuxvideo.com/images/mn/1130402206.jpg)
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/ResidentEvil-DeadlySilence-JillVale.png)

Jill Valentine

Female Human Fast Hero 3/ Infiltrator 2 Medium humanoid (human); HD 5d8 + 5; hp 36; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +6 class, +2 light undercover shirt); BAB +3; Grap +4; Beretta 92FS +8 (2d6, 20/x2) Knife +4 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +11, Will +2; AP 6; Rep +2; Str 12, Dex 18, Con 13, Int 14, Wis 13, Cha 14.

Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency

Skills: Balance +10, Disable Device +10, Hide +12, Investigate +6, Knowledge (streetwise) +7, Knowledge (tactics) +8, Listen +7, Move Silently +12, Search +7, Tumble +11

Feats: Acrobatic, Armor Proficiency (light), Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy

Talents:

Fast: Increased Speed, Evasion

Infiltrator: Sweep, Improvised Implements

Possessions: Light undercover shirt, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks)
#1443

the_merciless_dm

Mar 19, 2007 9:38:40
IMAGE(http://residentevil.planets.gamespy.com/images/pages/sketchbooks/re2/beta/zombie3.jpg)
Acid Spitter
Medium size Undead B.O.W.
HD: 3d12+6 (26Hp)
Initiative: +2
Speed: 20ft.
AC: 16 (+4 natural armor, +2 Dex)
DR: 3/--
BAB/Grapple: +3/+10
Attacks: Slam +6(1d6+3), Bite +6(1d6+3)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Improved grab, Viciousness, Vomit
Special Qualities: Infectious, Undead
Saves: Fort: +3, Ref +2, Will +2
Abilities: Str 16, Dex 14, Con--, Int--, Wis 10, Cha 1
Skills: Climb+6, Intimidate +6, Listen+10, Spot+10
Feats: Alertness, Toughness, Improved Toughness
CR: 4

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone.

Vomit (ex): An acid spitter can project a 5ft. wide, 15ft. stream (Line) of gastric acid every 1d4 rounds. Anyone caught in the vomits path must make a Reflex save (DC15) for half the damage. The acid is considered Strong and deals 2d6 damage per round administered.


T-Virus:
Infection:
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated from the system as waste; upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker.


Special Notes:
-Any T-zombie that is reduced to 0 or less hit points “dies” but unless its nervous system is destroyed or they will rise in 1 hour as an Acid Spitter.

-A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.

-Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie.

-The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.

-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire

-Any personnel that would have logically been armored in life is also Armored in Undeath.

Zombie Variants:
1- Legless Zombie: “ankle biter” zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more fragile. Otherwise it’s a normal zombie.

3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no clothes are worn they don’t catch on fire as easily; only catching on fire on a 20% chance when exposed to open flames.

4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie (reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once dead it burns completely into ash leaving no body left to turn into a Crimson Head. These zombies move double their base speed.

5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's non-proficiency bonus is applied to its AC.

6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.
#1444

the_merciless_dm

Mar 19, 2007 16:27:16
IMAGE(http://upload.wikimedia.org/wikipedia/en/thumb/6/63/Crimsonh.jpg/250px-Crimsonh.jpg)
Crimson Head
Medium size B.O.W. (Undead)
HD: 4d12+7 (33Hp)
Initiative: +3
Speed: 35ft.
AC: 17 (+4 natural armor, +3 Dex)
DR: 4/--
BAB/Grapple: +4/+12
Attacks: 2Claws +9(1d6+4), Bite +7(1d6+4)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness, Ravenous Frenzy
Special Qualities: Infectious, Undead
Saves: Fort: +6, Ref +4, Will +4
Abilities: Str 18, Dex 16, Con--, Int--, Wis 11, Cha 2
Skills: Climb+6, Intimidate +8, Listen+10, Spot+10
Feats: Alertness, Toughness, Improved Toughness, Multiattack, Weapon Focus (Claws)
CR: 5

Improved Grab (ex): To use this ability the Crimson Head must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The Crimson Head can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone.

Ravenous Frenzy (ex): Whenever a Crimson Head is reduced to half its Hp (in this case: 16Hp) it enters an adrenaline fueled frenzy gaining a +4 bonus to Strength and Dexterity; and its base speed is increased by 10ft. until destroyed.

T-Virus:
Infection:
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated from the system as waste; upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker.


Special Notes:
-Any Crimson Head that is reduced to 0 or less hit points “dies” but unless its nervous system is destroyed or they will rise in 1 hour as an Licker.

-A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.

-Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie.

-The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.

-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails!

-Any personnel that would have logically been armored in life is also Armored in Undeath.

Zombie Variants:
1- Legless Zombie: “ankle biter” zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more fragile. Otherwise it’s a normal zombie.

3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no clothes are worn they don’t catch on fire as easily; only catching on fire on a 20% chance when exposed to open flames.

4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie (reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once dead it burns completely into ash leaving no body left to turn into a Crimson Head. These zombies move double their base speed.

5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's non-proficiency bonus is applied to its AC.

6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.
#1445

psiseveredhead

Mar 19, 2007 16:35:35
How'd it turn out? Great?

Yes. Now, I put in acid, which was thrown at the PCs...
#1446

joshy676

Mar 19, 2007 16:39:36
Yes. Now, I put in acid, which was thrown at the PCs...

Nice. I bet that put them on their toes! :evillaugh
#1447

psiseveredhead

Mar 19, 2007 17:45:19
Nice. I bet that put them on their toes! :evillaugh

It was revenge for them using poison gas and sorority girls as "weapons". The drugged-up dog was to keep them on their toes :D
#1448

joshy676

Mar 19, 2007 17:47:15
It was revenge for them using poison gas and sorority girls as "weapons". The drugged-up dog was to keep them on their toes :D

Wow! Seriously? Sorority girls as weapons? That's clever.
#1449

psiseveredhead

Mar 19, 2007 18:22:58
Wow! Seriously? Sorority girls as weapons? That's clever.

Not as clever as the bathtub bomb. They went bonkers.
#1450

joshy676

Mar 19, 2007 18:49:34
Not as clever as the bathtub bomb. They went bonkers.

Dude, you're horrible. In a good way.
#1451

joshy676

Mar 19, 2007 19:02:48
Azar, I vote you do the RPD Main Hall first (because everyone who plays RE2 remembers [and despises] the RPD). :D
#1452

zombiegleemax

Mar 19, 2007 19:09:10
Okay, i'll start working on the main hall tonight
#1453

Urban_Sniper_02

Mar 19, 2007 20:28:11
Just got another map finished up. This is J's Bar from RE Outbreak File #1, 1st Floor. Probably get the rest of the bar finished later tonight or tomorrow. Enjoy!

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar1FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar1FDM.jpg)
#1454

zombiegleemax

Mar 19, 2007 20:35:00
Anyone up for running these monsters through some acid tests to measure their balance of power and representing their game selves?
#1455

the_merciless_dm

Mar 19, 2007 20:46:13
Yo guys quick note, I edited in on the 3 new stat blocks some minor changes. There were mistakes in the BAB Calculations. Sorry 'bout that; I am human...
#1456

Urban_Sniper_02

Mar 19, 2007 21:29:08
Here's J's Bar, 2nd Floor.

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar2FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar2FDM.jpg)
#1457

Urban_Sniper_02

Mar 19, 2007 22:10:16
And here's J's Bar, 3rd Floor. Only got the roof left now!

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar3FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBar3FDM.jpg)
#1458

Urban_Sniper_02

Mar 19, 2007 22:48:08
And here's the last one, J's Bar, Roof (plus bonus apartment roof! lol)

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBarRoofNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/JsBarRoofDM.jpg)
#1459

zombiegleemax

Mar 20, 2007 0:22:52
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/MansionEntrance.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/STARSLogo.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Hunter.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Weskerfull.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Re0.jpg)
#1460

zombiegleemax

Mar 20, 2007 0:32:59
There HAS to be a way to get REmake maps!
#1461

Urban_Sniper_02

Mar 20, 2007 0:45:02
If it wasn't for all the clutter showing items and such in the strat guide, those are almost perfect in terms of scale (it's pretty easy to mark them off in 5' squares.) But, if it's making them out, do you have any specifically that you're wanting me to take a shot at?
#1462

zombiegleemax

Mar 20, 2007 1:06:03
The mansion entrance hall (all three floors -> main, third (gates), and the top level)

and

The graveyard area before the arrowhead/steps puzzle
#1463

Urban_Sniper_02

Mar 20, 2007 1:18:46
The mansion entrance hall (all three floors -> main, third (gates), and the top level)

and

The graveyard area before the arrowhead/steps puzzle

Looks like I've got my project for tomorrow, :D . Time to snatch the GC out of my sister's room, lol. With any luck, should have them sometime tomorrow evening.
#1464

zombiegleemax

Mar 20, 2007 1:53:32
Thanks! It will be my pleasure to stat the area based off of your work
#1465

xrp3_robot

Mar 20, 2007 10:39:01
Has any one tried expanding on the maps? I mean I'm drawing the Apple Inn from the Hellfire scenario in Outbreak, but I'm going beyond whats on the maps. I'm drawing that the inn looked like before the fire, the ally way behind the inn and other areas that were blocked by fire.
#1466

Urban_Sniper_02

Mar 20, 2007 13:19:17
I've not really tried expanding on them. I think the reason for that could be that I really don't think I'd like doing streets, lol, and that I'm just sticking with what's in the games.

Speaking of which, here are some more maps, hot off the presses:

REmake Mansion Main Hall 1F and Gates area:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMainHaill1FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMainHaill1FDM.jpg)


REmake Mansion Main Hall 2F area:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMainHaill2FNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMainHaill2FDM.jpg)


REmake Mansion Graveyard area:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMansionGraveyardNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMansionGraveyardDM.jpg)
#1467

the_merciless_dm

Mar 20, 2007 13:26:20
Has any one tried expanding on the maps? I mean I'm drawing the Apple Inn from the Hellfire scenario in Outbreak, but I'm going beyond whats on the maps. I'm drawing that the inn looked like before the fire, the ally way behind the inn and other areas that were blocked by fire.

Thats not a bad idea... The whole before and after fire thing.
#1468

xrp3_robot

Mar 20, 2007 17:40:31
Thats not a bad idea... The whole before and after fire thing.

Thanks. I have the DMG2 and I was going to use the fire rules in there.

One of the things I found to be a problem when expanding on the maps, is that you want to draw one way and the game points to another.
#1469

joshy676

Mar 21, 2007 0:35:34
Thanks. I have the DMG2 and I was going to use the fire rules in there.

One of the things I found to be a problem when expanding on the maps, is that you want to draw one way and the game points to another.

A good point. Which is why it's great to have strategy guides handy.
#1470

xrp3_robot

Mar 21, 2007 17:39:00
A good point. Which is why it's great to have strategy guides handy.

I know what you mean. I was trying to add the ally way thats in the opening cut scene and maybe a bit more, but the game shows two different ways the buildings are.
#1471

zombiegleemax

Mar 22, 2007 22:11:40
bump
#1472

zombiegleemax

Mar 23, 2007 1:29:44
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/REmakeJillCostume1.jpg)


Jill Valentine

Female Human Fast Hero 7/ Infiltrator 2 Medium humanoid (human); HD 9d8 + 9; hp 67; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +8 class); BAB +6; Grap +7; Benelli M3 +10/+5 (2d8, 3d8 with HE shells 20/x2) Beretta 92FS +11/+6 (2d6, 3d6 with HE rounds 20/x2) Knife +7/+2 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +3, Ref +13, Will +3; AP 10; Rep +3; Str 12, Dex 19, Con 13, Int 14, Wis 13, Cha 14.

Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency

Skills: Balance +12, Disable Device +12, Hide +15, Investigate +8, Knowledge (streetwise) +7, Knowledge (tactics) +9, Listen +10, Move Silently +15, Search +9, Tumble +15

Feats: Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Defensive Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy

Talents:

Fast: Increased Speed, Evasion, Uncanny Dodge I, Uncanny Dodge II

Infiltrator: Sweep, Improvised Implements

Possessions: Benelli M3, 28 shells 12 gauge, 14 shells HE 12 gauge, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, 2 magazines HE 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks)

----

Note: Another suitable feat replacement would be to swap out Burst Fire for Exotic Firearms Proficiency (grenade launcher) as it's a versatile and all around great weapon used from the beginning to end of the events in Resident Evil 3

HK-P Grenade Launcher - treat as Mastercraft +1 to attack and damage Colt M79
#1473

zombiegleemax

Mar 24, 2007 2:29:49
IMAGE(http://content.answers.com/main/content/wp/en/d/d2/Chris_Redfield_CV.jpg)

Chris Redfield

Male Human Strong Hero 7/ Soldier 3 Medium humanoid (human); HD 3d8 + 2d10 + 2d8 + 1d10 + 1d8 + 20; hp 85 ; Mas 14; Init +2; Spd 30 ft.; Defense 22 (+3 Dex, +6 class, +3 undercover vest); BAB +9; Grap +12; Glock 17 +14/+9 (2d6, 19-20x2) SPAS-12 +12/+7 (2d8, 20x2) Colt Python +14/+9 (2d6, 20x2) Knife +12/+7 (1d4+5, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +8, Ref +7, Will +4; AP 19; Rep +1; Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 11.

Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency

Skills: Climb +11*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +14, Listen +8, Pilot +13, Spot +8

Feats: Advanced Firearms Proficiency, Aircraft Operation (jet fighters), Armor Proficiency (light), Athletic, Exotic Firearms Proficiency (grenade launchers), Far Shot, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency, Weapon Focus (Beretta 92FS), Weapon Focus (Colt Python), Weapon Focus (Glock 17)

Talents:

Strong: Melee Smash, Improved Melee Smash, Extreme Effort, Improved Extreme Effort

Soldier: Weapon Focus and Specialization (Beretta 92FS)

Possessions: Undercover Vest, Mesh Vest, Glock 17, 4 magazines 9mm, SPAS-12, 28 shells 12 gauge, Colt Python, 4 speed loaders .357, knife

*with Armor Check Penalty
#1474

joshy676

Mar 24, 2007 13:04:44
Those two look very good to me. Of course, playtests need to be done if they haven't already...

Where's my gaming group?
#1475

zombiegleemax

Mar 24, 2007 18:48:21
Your gaming group?
#1476

Urban_Sniper_02

Mar 24, 2007 19:06:27
Were I not already in the middle of running a Gundam campaign, you can bet I'd be doing some play-testing with my group. But whenever that campaign ends I've already got it planned to run some RE.

If I manage to go visit my bro up north in the next couple weeks we've already talked about an RE game, so I'll have some playtesting data from that. I'm anxious to see how someone with survival instinct (my bro) will manage compared to some of the local friends (some of whom have no survival instinct, lol). I can already foresee at least one PC death caused by the 'Don't run, we can kill them; hey this is like D&D with guns!' mentality...:evillaugh
#1477

zombiegleemax

Mar 24, 2007 19:17:26
Give a man a gun, he thinks he's Superman

Give a man two guns, he thinks he's God
#1478

Urban_Sniper_02

Mar 24, 2007 19:57:03
Give a man a gun, he thinks he's Superman

Give a man two guns, he thinks he's God

Funny that you mentioned that, actually. The one I'm thinking about has the mentaility i mentioned, but in real life he strives to be more like Superman by being goody-goody and thinking guns are a bad thing. He needs a dose of reality, honestly, lol. And I think the only reason he likes guns in modern is that there aren't as many uber-melee damage classes as there are in D&D.

On a side note, anyone have any other map requests from RE0, REmake, RE3, Outbreak 1 (the easier ones since I have guides)? I have CVX and Outbreak 2, but to do those would require either pics or me doing a play through, lol. RE2 requires pics, since that somebody hasn't given me my discs back yet...
#1479

zombiegleemax

Mar 24, 2007 20:06:14
Yeah I agree, while guns are primarily made to kill people, you don't have to use them that way. There's target shooting, hunting and self defense. Heck, Barry Burton is an example of a sane gun nut!

As for maps...

Re0 - There is a place in the treatment facility that contains bunks, and I recall an herb and first spray in there. It's a 1 - 2 picture room, if you could write that up, that'd be super

REmake - The drug/save room down the stairs of the main mansion

Re3 - The warehouse near the beginning where you meet Dario Rosso
#1480

Urban_Sniper_02

Mar 24, 2007 20:17:12
I'm a sane gun nut too! At least...I'm assuming I'm sane, lol. Haven't got any complaints yet...

Alright, I think I should be able to do those. Check back later tonight or tomorrow!
#1481

Urban_Sniper_02

Mar 24, 2007 21:36:18
Ah, the things I do when I'm bored...anyway, here's some more mapped out goodness!

RE0 Crew's Quarters:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE0CrewsQuartersNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE0CrewsQuartersDM.jpg)


REmake Medical Supply Room:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMedicalStorageRoomNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakeMedicalStorageRoomDM.jpg)


RE3 Warehouse:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3WarehouseNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3WarehouseDM.jpg)

Honestly, are these any good? It feels like I'm making them too fast for them to be any good.
#1482

psiseveredhead

Mar 24, 2007 22:11:02
I think they're very good, but I wonder if you could somehow make them less colorful.
#1483

zombiegleemax

Mar 24, 2007 22:16:50
The bunk room and medicine room are dead on.

I will have to start up Nemesis to get the exact details of the warehouse down, but you have the basic structure intact. Perhaps the room is a square wider?
#1484

Urban_Sniper_02

Mar 24, 2007 22:18:30
I think they're very good, but I wonder if you could somehow make them less colorful.

Less colorful...how so? Just basic colors instead of using textures or black and white / gray scale?
#1485

Urban_Sniper_02

Mar 24, 2007 22:20:08
The bunk room and medicine room are dead on.

I will have to start up Nemesis to get the exact details of the warehouse down, but you have the basic structure intact. Perhaps the room is a square wider?

I wasn't too sure on that one myself. It's pretty cluttered, and the maps in the guide are a bit hard to work from. I tried to space things as I saw them in screenshots.
#1486

psiseveredhead

Mar 24, 2007 22:25:33
Less colorful...how so? Just basic colors instead of using textures or black and white / gray scale?

In the case of the warehouse, the floor is black ... not great when it comes to printing things. It could be pale grey. I think floors don't really need to be colorful, nor does furniture need to be bright blue.

You could make it black and white, but that's more of an ink concern than a useability concern.
#1487

Urban_Sniper_02

Mar 24, 2007 22:35:11
In the case of the warehouse, the floor is black ... not great when it comes to printing things. It could be pale grey. I think floors don't really need to be colorful, nor does furniture need to be bright blue.

You could make it black and white, but that's more of an ink concern than a useability concern.

Hmmm...I see what you're saying. I've just been following how the games/guides have them colored for the sake of authenticity. I guess where I use a laptop when I DM, printing them out just slipped my mind completely. Could try gray-scaling them in a paintshop program and adjusting the brightness to soften ink consumption.

EDIT: Just got this idea about how to edit the maps. There is a translucent texture that lets the background show through, so I tested it with the warehouse:

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE3WarehouseTesting.jpg)

So, what's the grand consensus? Does this look better/function better, and should future maps be done this way? I can probably work the colors a bit to see if I can make it completely transparent.
#1488

joshy676

Mar 24, 2007 23:14:12
Sniper, did you check the Path to the RPD (RE3) on the Photobucket for the screenshots? I remember taking some of the Warehouse...

Anyway, I'm still not done with the Hospital (I've been away from the computer for a couple days), but, if anyone is interested, my brother has screenshots of the Graveyard (both before and after the Gravedigger fight) from RE3. I'll put those up when I can.

Any other games from the PS1 (1, 2, 3, Survivor) that you want/need, guys?
#1489

psiseveredhead

Mar 24, 2007 23:17:07
Urban Sniper, those are a lot better!

Also, the semi-transparency lets you see the grid, which is pretty neat, too

(I figure you don't need to see the grid on areas you're not likely to walk or fight on, but you would need the grid in clearer areas.)
#1490

zombiegleemax

Mar 24, 2007 23:20:01
Yeah, let's see here...

The path to Lisa's cabin (I will commend you on this job, as it's a winding path)

Resident Evil 2 - The center "tower" in the labs with the four catwalks to other areas.

Edit -> On zombies breaking open barriers in the REverse, would you say they're attacking the object directly, or trying to make Break checks?
#1491

Urban_Sniper_02

Mar 24, 2007 23:35:27
Edit -> On zombies breaking open barriers in the REverse, would you say they're attacking the object directly, or trying to make Break checks?

I'd say they're attacking it. Usually when you see it they're just bashing randomly, not really trying to apply direct force to, say, the weak points of a door to break it down.

EDIT: On the maps, I'll see what I can do about putting up some revised images of the ones I've done before, at least for the unlabeled versions. Future maps, I'll try to use the transparent floors.
#1492

zombiegleemax

Mar 24, 2007 23:46:36
Average zombie slam is 5 damage, a door has Hardness 5, which means the zombie provided earlier has to roll 4 or higher to damage a wooden door. That's about 20 slams for a simple wooden door, and 40 for a strong wooden door.

For steel doors...forget it. Unless it's poorly locked/braced to begin with
#1493

the_merciless_dm

Mar 25, 2007 0:08:08
Average zombie slam is 5 damage, a door has Hardness 5, which means the zombie provided earlier has to roll 4 or higher to damage a wooden door. That's about 20 slams for a simple wooden door, and 40 for a strong wooden door.

For steel doors...forget it. Unless it's poorly locked/braced to begin with

Please remember to take into account that there are more than one zombie usually trying to break down the door/boarded up windows and etc. If you use more than one zombie you should be ok.
#1494

zombiegleemax

Mar 25, 2007 0:13:06
If they can even fit into the same square :P
#1495

Urban_Sniper_02

Mar 25, 2007 0:26:40
That's where an RE zombie mob could come in. Don't know exactly where the rules for mobs are, but I know the damage goes up for every member of it. Think it takes more than 6 to count as a mob, but that can be changed to fit the setting.

On the map front, I went ahead and revised all the maps I've done thus far with the transparent floors. Didn't label them, mainly because me being bored does nothing to help fix me being lazy :D I put them all in this album on photobucket:

http://s51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/
#1496

zombiegleemax

Mar 25, 2007 0:31:49
The mob writeup is in Critical Locations

Should I stat up a zombie mob?
#1497

Urban_Sniper_02

Mar 25, 2007 0:57:18
I'd vote for yes on that mob. We've seen them in the cutscenes on several occasions. Could be a handy challenge to throw out.
#1498

zombiegleemax

Mar 25, 2007 1:10:27
IMAGE(http://static.flickr.com/36/122496934_0eba497a00_m.jpg)


T-Zombie Mob: CR 8; Gargantuan zombie (mob of Medium-size T-Zombies); HD 30d12: hp 220; Mas-; Init+0; Spd 5 ft; Defense 10, Touch 10, Flat-Footed 10 (-4 size, +4 natural armor) DR 3/- BAB +22; Grap +40; Atk +33 melee (5d6 half bludgeoning/half piercing, special); Full Atk +33 melee (5d6 half bludgeoning/half piercing, special); SQ Infectious, undead, expert grappler, improved overrun, mob anatomy, trample; FS 20 ft. by 20 ft.; Reach 0 ft; Al:hunger Sv Fort +9, Ref +9, Will +17; AP -; Rep +0; Str 14, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills: Climb +8, Intimidate +6, Listen +8, Spot +8

Feats: Alertness, Toughness, Improved Tougness, Improved Grapple, Improved Bullrush

Special Qualities:

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks) A mob is never considered flat-footed while grappling

Improved Overrun (Ex): When a mob attempts to overrun an opponent, the target may not choose to avoid it. The mob also gains a +4 bonus on it's Strength check to knock down the opponent

Mob Anatomy (Ex): A mob is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull rushed

Trample (Ex): A mob that simply moves over a creature and doesn't end it's movement with that creature in it's fighting space can trample the creature. A trampled creature takes damage equal to 2d6 + 1 1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.


Spells or psionic powers that target specific numbers of creatures can affect a mob. Each specific creature that is slain, disabled or otherwise incapacitate by effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to it's Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy and never result in permanent level loss. A mob takes half again as much damage (+50%) from effects that target an area, such as fireball spells and splash weapons.

Although a mob is treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of it's number are slain and 30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d% 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a 61-100 indicates the victim escapes relatively unscathed


-----

If someone has a better zombie mob picture, please point me towards it.
#1499

psiseveredhead

Mar 25, 2007 9:56:22
I put the mob on the wiki. By the way, if you space things out like Azar of Phaerun did (for instance, put a white space between the skills and feats lines) then posting it on the wiki takes a lot less time.
#1500

joshy676

Mar 25, 2007 12:41:23
Sniper, if you want, I just put up the Graveyard from RE3 onto the Photobucket so that you could map it out. (I know I always wanted to put my brother and friends up against a messload of zombehs for no given reason other than being in a graveyard. :D )
#1501

Urban_Sniper_02

Mar 25, 2007 13:48:32
I'll take a shot at it.
#1502

the_merciless_dm

Mar 25, 2007 15:37:30
IMAGE(http://static.flickr.com/36/122496934_0eba497a00_m.jpg)


T-Zombie Mob: CR 8; Gargantuan zombie (mob of Medium-size T-Zombies); HD 30d12: hp 220; Mas-; Init+0; Spd 5 ft; Defense 10, Touch 10, Flat-Footed 10 (-4 size, +4 natural armor) DR 3/- BAB +22; Grap +40; Atk +33 melee (5d6 half bludgeoning/half piercing, special); Full Atk +33 melee (5d6 half bludgeoning/half piercing, special); SQ Infectious, undead, expert grappler, improved overrun, mob anatomy, trample; FS 20 ft. by 20 ft.; Reach 0 ft; Al:hunger Sv Fort +9, Ref +9, Will +17; AP -; Rep +0; Str 14, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills: Climb +8, Intimidate +6, Listen +8, Spot +8

Feats: Alertness, Toughness, Improved Tougness, Improved Grapple, Improved Bullrush

Special Qualities:

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks) A mob is never considered flat-footed while grappling

Improved Overrun (Ex): When a mob attempts to overrun an opponent, the target may not choose to avoid it. The mob also gains a +4 bonus on it's Strength check to knock down the opponent

Mob Anatomy (Ex): A mob is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull rushed

Trample (Ex): A mob that simply moves over a creature and doesn't end it's movement with that creature in it's fighting space can trample the creature. A trampled creature takes damage equal to 2d6 + 1 1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.


Spells or psionic powers that target specific numbers of creatures can affect a mob. Each specific creature that is slain, disabled or otherwise incapacitate by effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to it's Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy and never result in permanent level loss. A mob takes half again as much damage (+50%) from effects that target an area, such as fireball spells and splash weapons.

Although a mob is treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of it's number are slain and 30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d% 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a 61-100 indicates the victim escapes relatively unscathed


-----

If someone has a better zombie mob picture, please point me towards it.

WOOT! Thank you Azar.
#1503

zombiegleemax

Mar 25, 2007 19:04:42
Oh and (Psi)SeveredHead, the next time you update the Wikipedia, be sure to add the Heroic NPCs of Barry, Chris (both versions), Rebecca, Jill (both versions) and Carlos. I'll be re-writing Leon Kennedy and Claire Redfield soon
#1504

Urban_Sniper_02

Mar 25, 2007 22:15:37
Well, I did my best on the RE3 graveyard. I'm still partial to the colorful floors, so I made all versions of it. I tried placing the tombstones/etc as they were, but those camera angles shifting just screwed with my head too much, lol. So, I got them as close as I could. Scale on the cabin may be a bit off too, but...

Anyway, here're all three versions:

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3GraveyardandCabinNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3GraveyardandCabinDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE3GraveyardandCabinRevised.jpg)

I'm going to try to attempt the path to Lisa's cabin, but all those curves look scary, lol. And for the central tower in RE2, if joshy can get some pics of it, I'll get it done too.

EDIT: Also added direct links for the Map folders on photobucket to my sig, so everyone won't have to head back thru the last half dozen or so pages.
#1505

joshy676

Mar 26, 2007 0:44:54
I'm going to try to attempt the path to Lisa's cabin, but all those curves look scary, lol. And for the central tower in RE2, if joshy can get some pics of it, I'll get it done too.

Central Tower from RE2? Of the RPD or the Waste Disposal Plant?
#1506

zombiegleemax

Mar 26, 2007 0:51:00
No, it's the middle tower/area where you go to "turn on the power" in the labs, and it has four walkways connecting to the rest of the facility

Circular in shape
#1507

Urban_Sniper_02

Mar 26, 2007 0:51:52
Central Tower from RE2? Of the RPD or the Waste Disposal Plant?

The central tower of the umbrella lab, where the 3 walkways split off. Plus any of the surrounding lab rooms you think would be good
#1508

joshy676

Mar 26, 2007 0:59:24
...middle tower/area where you go to "turn on the power" in the labs, and it has four walkways connecting to the rest of the facility

Circular in shape

OH! That place!

Crap. That means I'll have to spend the next day or so chea-- I mean PLAYING LEGITIMATELY [read: those zombie motha****uhs gonna eat rocket] all the way to the Umbrella Lab.

I think I can get the screens of that. Just, uh... be patient?
#1509

Urban_Sniper_02

Mar 26, 2007 8:05:34
It's not cheating, it's power gaming! :D
#1510

the_merciless_dm

Mar 26, 2007 15:54:27
Joshy + Rocket launcher = Munchkin! :p

Using a Rocket Launcher... Fear the power of Mikami grade Zombies. hehehehe Dudes keep it up these maps are loved by all!
#1511

joshy676

Mar 26, 2007 17:01:59
Joshy + Rocket launcher Grenade Launcher with Acid Rounds = Munchkin!

There. NOW it's power gaming and not "munchkinism". :D
#1512

joshy676

Mar 26, 2007 21:23:24
So the photos are uppeth, Sniper. You may (hahahahaha!) fire when ready.
#1513

zombiegleemax

Mar 26, 2007 21:26:28
Request - the interior of the bus from Resident Evil 2 near the start of the game :D
#1514

joshy676

Mar 26, 2007 21:30:22
Request - the interior of the bus from Resident Evil 2 near the start of the game :D

Got it. Check the Path to the RPD for RE2.
#1515

Urban_Sniper_02

Mar 27, 2007 11:40:56
I ran my Gundam game last night, so I'll see about having some more maps up tonight.
#1516

Urban_Sniper_02

Mar 27, 2007 20:03:55
Here's the bus. The seats are a bit off, and I'm probably going to redo it later (the fact that I forgot to save the Sketchup file might help with that decision). Anyway, here's what I've got for the RE2 Bus:

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2BusNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2BusDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE2BusRevised.jpg)
#1517

the_merciless_dm

Mar 27, 2007 21:11:43
You know that bus map, it got me thinking... I haven't seen maps for a bus out there before. :p Now we can have shoot outs inside a moving bus!!! Woot. Anyways thanks. :p
#1518

Urban_Sniper_02

Mar 27, 2007 22:08:08
Well, here's the Umbrella Lab Tower. I really need to make myself a larger grid for a background, because things get a bit annoying whenever I have to stick two together. There's a seem and a gap in the lines, but I think I got it rather well. At any rate, this version gave me some practice on making different shapes besides circles and squares, lol. And by powered door on the map legend, that just means the two doors with the lights (red and blue) over them. As for which is which, well, lights can be replaced with different colors :P

RE2 Umbrella Lab Central Tower:

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2UmbrellaLabTowerNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2UmbrellaLabTowerDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE2UmbrellaLabTowerRevised.jpg)

Gonna take my shot on the path to the cabin here in a bit. Ooooh...so curvy...
#1519

zombiegleemax

Mar 27, 2007 22:17:36
IMAGE(http://www.bajateloya.com/shots/s309-3.jpg)

Leon Kennedy

Male Human Fast Hero 4 Medium humanoid (human); HD 4d8 + 8; hp 32 ; Mas 14; Init +8; Spd 40 ft.; Defense 21 (+4 Dex, +5 class, +2 light undercover shirt); BAB +3; Grap +5; H&K VP70 +7 (2d6, 20x2) Desert Eagle +7 (2d8, 20x2) MAC Ingram +7 (2d6, 20x2) Knife +5 (1d4+2, 19-20/x2) AL Good, RPD; SV Fort +3, Ref +6, Will +2; AP 8; Rep +1; Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 15.

Occupation: Law Enforcement (Diplomacy, Knowledge: Tactics) Bonus Feat: Armor Proficiency (light)

Skills: Diplomacy +7, Drive +7, Investigate +3, Knowledge (civics) +4, Knowledge (streetwise) +5, Knowledge (tactics) +7, Listen +4, Spot +3, Tumble +7

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency

Talents:

Fast: Increased Speed, Improved Increased Speed

Possessions: Light Undercover Shirt, H&K VP70, 4 magazines 9mm, Desert Eagle, 3 magazines .50 AE, MAC Ingram, 1 magazine 9mm, knife
#1520

Urban_Sniper_02

Mar 28, 2007 0:03:05
Okay! Biggest bunch of maps yet, and I do mean the biggest. Here's the Path to Lisa's Cabin, in all of it's huge glory. Even had to break it in half for any kind of detail. My guess is that each square should be about 10' for this one for proper scale. I got it as close as I could, but dang if those paths weren't EVIL!

Path to Lisa's Cabin:

Full Version
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakePathtoCabinBIG.jpg)

Normal Upper
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakePathtoCabinUpperNormal.jpg)

DM Upper
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakePathtoCabinUpperDM.jpg)

Normal Lower
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakePathtoCabinLowerNormal.jpg)

DM Lower
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/REmakePathtoCabinLowerDM.jpg)

Full Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/REmakePathtoCabinBIGRevised.jpg)

Upper Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/REmakePathtoCabinUpperRevised.jpg)

Lower Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/REmakePathtoCabinLowerRevised.jpg)
#1521

joshy676

Mar 28, 2007 0:16:43
Very nice, Sniper. Lotsa maps!

Azar, you've got lots to type now, correct?
#1522

zombiegleemax

Mar 28, 2007 0:19:55
*gawks at monitor*

That's right, I still have the RPD Main Hall and REmake dining hall on the backburner

But rest assured, they will all come out together
#1523

joshy676

Mar 28, 2007 0:23:52
Cool. I wanna see how the RPD Main Hall will turn out (mostly because that seems to be a popular location for an RE setting: lots of stuff for barricading, weapons caches and ammo and supplies, oh my!)
#1524

zombiegleemax

Mar 28, 2007 0:41:21
Speaking of which, does anyone here want to GM or co-Gm a Resident Evil based game on the d20 Modern Games board when we've collected and organized enough rules?
#1525

joshy676

Mar 28, 2007 7:55:09
Speaking of which, does anyone here want to GM or co-Gm a Resident Evil based game on the d20 Modern Games board when we've collected and organized enough rules?

I can do it. I think I'd have to co-GM though, but running a game would still rock nonetheless.
#1526

octavian_5

Mar 28, 2007 19:02:09
I'll play. Maybe it'll work out better if I don't GM this time...*shudders*
#1527

zombiegleemax

Mar 28, 2007 20:29:14
Well joshy676, when we decide to go with it, you'll definitely be in charge of architecture and layout :D

What year/game do you want to set it during?
#1528

joshy676

Mar 28, 2007 20:55:45
Well, I liked RE4, but I like meh retarded zombehs more than my semi-intelligent Ganados.

And this part's where me and my brother start to disagree: I wanna do it maybe outside Raccoon City, maybe in some other place. He wants to do it like a side-story INSIDE Raccoon City at the time of REs 2 and 3 (sort of like if you took out the main characters of both and instead replaced them with the PCs.)

So probably the 1998 incidents or somewhere around there in a different town or state or city.
#1529

zombiegleemax

Mar 28, 2007 21:06:03
Somewhat like Rockfort Island from Code Veronica?
#1530

joshy676

Mar 28, 2007 21:11:40
Yeah, or in my own backyard (Phoenix, Arizona; mostly because it's not quite the last place you'd expect for a zombie breakout {what with all the meth labs and all}, but we have some nice places that would make good forts and bases.)

Either way, I want to see what my friends will do if they are put up to the cheapest yet most efficient low-level Resident Evil test: 3 zombie mobs in a single 60' x 30' space. :evillaugh
#1531

zombiegleemax

Mar 28, 2007 21:19:51
That sounds like a plan then! 1998, somewhere in the Southwestern United States

Okay, i'll keep that in my head until we're ready to get it started
#1532

joshy676

Mar 28, 2007 21:27:35
Cool. I'll keep adding stuff to the wiki for references (where am I gonna find the time to add all this stuff?!).

Anywhere in REs 1, 2, 3, or Survivor that you guys want screens of?
#1533

ariath_ska-vhor

Mar 28, 2007 21:35:23
The police office room on the east side of the station in RE2, where the safe that has the shotgun shells and map is.
#1534

joshy676

Mar 28, 2007 21:37:05
The police office room on the east side of the station in RE2, where the safe that has the shotgun shells and map is.

Cool. I can get to there pretty quick and get some screens, and then, if Sniper wants to, he can make the map. But don't expect much until tomorrow. I'm kind of tired of playing (since getting the screens of the Umbrella Lab Center Y-Room) so maybe I'll hit it tonight... :D
#1535

taureus_drakken

Mar 28, 2007 21:47:09
How about the dining area of the restaurant in Resident Evil 3?
#1536

Crimson_Concerto

Mar 28, 2007 21:48:24
In Resident Evil 3, the cable car.
#1537

the_merciless_dm

Mar 28, 2007 22:36:57
Yeah, or in my own backyard (Phoenix, Arizona; mostly because it's not quite the last place you'd expect for a zombie breakout {what with all the meth labs and all}, but we have some nice places that would make good forts and bases.)

Either way, I want to see what my friends will do if they are put up to the cheapest yet most efficient low-level Resident Evil test: 3 zombie mobs in a single 60' x 30' space. :evillaugh

Ack! *shudders* Even I wouldn't throw that at my players, even to that guy whom I really dont like and all he does is annoy the hell out of everyone at the table... Although...


Urban Sniper I love those maps.

Azar I'll have the Cerberus ready in time for the game, also tell me what creatures you plan on using first so I can put out those Revised versions faster. :p
#1538

joshy676

Mar 28, 2007 23:16:12
Ack! *shudders* Even I wouldn't throw that at my players, even to that guy whom I really dont like and all he does is annoy the hell out of everyone at the table... Although...


Urban Sniper I love those maps.

Azar I'll have the Cerberus ready in time for the game, also tell me what creatures you plan on using first so I can put out those Revised versions faster. :p

Well, I didn't say it was a deserted area. Who knows? It could be a section of a roadway in front of a strip mall of pawn shops and gunsmiths... I think I've seen such a place before...

Anyway, something tells me Drain Deimos/Brain Suckers could not live out here. Too many stupid people. I think it might be the heat.
#1539

zombiegleemax

Mar 28, 2007 23:18:54
Well, there is the Viper/Yawn variations and Stingers from Re0 to use

Perhaps some kind of desert Hunter, or the red deformed ones from Re3

But most importantly, enforce the idea of isolation. For example, how prevalent (if at all) would roadblocks be?
#1540

joshy676

Mar 28, 2007 23:30:31
Well, seeing as how the roadblocks didn't work very well in ANY of the Resident Evils, there will be a bunch, just so my group will feel safe. But what they DON'T know is that the roadblocks just aren't practical, as evidenced by the RPD being annihilated as a whole (Opening CG to RE3, anyone? :P ).

My brother (being the weirdo that he is) wants to set something up like this:

I, as the [GM], do my usual [GM] duties (unsafe denizens, zombie hordes, control [GM] ordinaries or heroes, etc.). Our gaming friend plays as one a hero, as does one more of our group. My brother wants to control the last squad of police alive (basically, one heroic character and a handful of ordinaries as the group is just rookie cops not unlike our friend Leon S. Kennedy).

This sounds a bit strange to me as I've never seen that done effectively before. Have you guys ever had a member of your party want to control more than one type of character at a time?

I'll get to work on those screens now.
#1541

Urban_Sniper_02

Mar 28, 2007 23:42:26
Looks like I'll be having plenty to keep me busy tomorrow, lol.
#1542

joshy676

Mar 28, 2007 23:46:21
Looks like I'll be having plenty to keep me busy tomorrow, lol.

I'm plenty busy at the moment. I almost have the office form RE2. I'll have the screens up before I head to bed, and I'll have the screens for RE3 before tomorrow as well.
#1543

zombiegleemax

Mar 29, 2007 0:34:40
I really want the party to be 3-4 players, heroic NPCs but having one of the players direct a small squad of NPCs doesn't sound too bad.

Though you'd have to check abuse of these conditions, or make the campaign set up so that the ordinaries aren't NECESSARY for survival, but a nice "buffer-zone"
#1544

the_merciless_dm

Mar 29, 2007 0:40:37
Well, seeing as how the roadblocks didn't work very well in ANY of the Resident Evils, there will be a bunch, just so my group will feel safe. But what they DON'T know is that the roadblocks just aren't practical, as evidenced by the RPD being annihilated as a whole (Opening CG to RE3, anyone? :P ).

My brother (being the weirdo that he is) wants to set something up like this:

I, as the [GM], do my usual [GM] duties (unsafe denizens, zombie hordes, control [GM] ordinaries or heroes, etc.). Our gaming friend plays as one a hero, as does one more of our group. My brother wants to control the last squad of police alive (basically, one heroic character and a handful of ordinaries as the group is just rookie cops not unlike our friend Leon S. Kennedy).

This sounds a bit strange to me as I've never seen that done effectively before. Have you guys ever had a member of your party want to control more than one type of character at a time?

I'll get to work on those screens now.

I've had a something similar happen, but I (as GM) controled his people, I would not allow (for game mechanics sake) that to happen. In the end they were all expendible (he thought) and so he booked it out leaving them behind... Like you said its not done effectively, I would let him do it but manage the ordinaries myself, he would play out his character within the situation... Now his subordiantes would be total incompetent fools.
#1545

joshy676

Mar 29, 2007 1:28:20
I've had a something similar happen, but I (as GM) controled his people, I would not allow (for game mechanics sake) that to happen. In the end they were all expendible (he thought) and so he booked it out leaving them behind... Like you said its not done effectively, I would let him do it but manage the ordinaries myself, he would play out his character within the situation... Now his subordiantes would be total incompetent fools.

I don't think he'd have a problem with that. Mostly because he'd find it a hassle to do combat (every round rolling 4 or 5 initiatives, plus rolling for attacks and damage...). And, as you said, everyone in RE is expendable. Because if they weren't, what's the point of playing? That's what gives RE it's element: at any point, you have the possibility of DYING and coming back just to annihilate your friends.
#1546

the_merciless_dm

Mar 29, 2007 11:25:32
And, as you said, everyone in RE is expendable. Because if they weren't, what's the point of playing? That's what gives RE it's element: at any point, you have the possibility of DYING and coming back just to annihilate your friends.

On that note, as GM's do you guys allow Criticals to be scored aganst the players by Monsters and Opponents?
I do.
#1547

Urban_Sniper_02

Mar 29, 2007 11:33:20
On that note, as GM's do you guys allow Criticals to be scored aganst the players by Monsters and Opponents?
I do.

Absolutely. Makes things more interesting that way, and more challenging. Plus I've always got this one player that seems to have placed a spell on all of my dice that causes any action against him to have a result of less than 10 on the roll, so those rare criticals are really the only time he gets hurt, unless I start using grenades and other AOEs :evillaugh
#1548

Urban_Sniper_02

Mar 29, 2007 13:06:05
Here's a quick one. The RE3 Trolley:

Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3TrolleyNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3TrolleyDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE3TrolleyRevised.jpg)
#1549

Urban_Sniper_02

Mar 29, 2007 15:42:07
And here are the East Office and the RE3 Restaurant, hot off the line.

RE2/RE3 East Office:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2_RE3EastOfficeNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE2_RE3EastOfficeDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE2_RE3EastOfficeRevised.jpg)


RE3 Restaurant:
Normal
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3RestaurantNormal.jpg)

DM
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/RE3RestaurantDM.jpg)

Revised
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/RE3RestaurantRevised.jpg)
#1550

the_merciless_dm

Mar 29, 2007 17:09:31
Cerberus
IMAGE(http://www.gameshout.com/images/screenshots/residentevildeadlysilence/Cerberus_PSD_jpgcopy_medium.jpg)
Small size B.O.W. (undead)
HD: 2d12+3 (16 Hp)
Initiative: +3
Speed: 40ft.
AC: 17 (+4 Natural +3 Dex)
DR: 2/--
BAB/Grapple: +2/+10 (use for trip attampts aswell)
Attacks: Bite +4 (1d6+2)
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Rabid Charge
Special Qualities: Ferocity, Infectious, Scent, Trip, Undead
Saves: Fort+6 Ref+7 Will+1
Abilities: Str 16 Dex 17 Con -- Int 2 Wis 12 Cha 2
Skills: Jump +5, Listen +5, Spot +5, Survival +5
Feats: Toughness, Weapon Focus (bite)
CR: 2

Rabid Charge (Ex): A Cerberus suffers no penalties to AC for charging.

Ferocity (Ex): Cerberus are so fiercely aggressive in combat they continue fighting even when disabled or dying.

Improved Grab: When the Cerberus makes a successful bite attack it can automatically begin a grapple check.

Trip (Ex): A Cerberus that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Cerberus.
#1551

the_merciless_dm

Mar 29, 2007 17:39:47
Type-Y139 (Stinger)
IMAGE(http://residentevilfan.com/encyclopedia/full/re0_stinger_lg.jpg)
Large B.O.W. (T-Virus Mutation)
HD: 4d10 +13 (35Hp)
Initiative: +1 (Dex)
Speed: 50ft.
AC: 17 (-1 size +1 Dex +7 Nat)
DR: 8/ Head
BAB/Grapple: +4/+16
Attack: 2 Claws +8 (1d6+4), Sting +6 (2d4+4+Poison)
Face/Reach: 5ft. by 10ft./5ft.
Special Attack: Poison (DC18), Improved Grab, Constrict 1d6+4
Special Qualities: Infectious
Saves: Fort +6 Ref +2 Will +1
Abilities: Str 19 Dex 12 Con 14 Int 2 Wis 10 Cha 2
Skills: Climb + 15, Hide +8, Spot +10
Feats: Toughness, Multiattack
CR: 4

Constrict (Ex): A Stinger deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a Stinger must hit with a claw attack.

Poison (Ex): A Stinger has a poisonous sting, DC 18, 1d4 Con damage.
#1552

zombiegleemax

Mar 29, 2007 17:57:33
Those look good. I think you got the CRs just right. What creature type are you going to place Zombies, Cerberus and the like in? Undead seems blatantly obvious, but they way these creatures are "created" seems to go against the flavor of the description of the Undead creature type in Modern. Of course, flavor can always be changed. I just want to know what you guys think on the subject?
#1553

the_merciless_dm

Mar 29, 2007 18:09:21
Those look good. I think you got the CRs just right. What creature type are you going to place Zombies, Cerberus and the like in? Undead seems blatantly obvious, but they way these creatures are "created" seems to go against the flavor of the description of the Undead creature type in Modern. Of course, flavor can always be changed. I just want to know what you guys think on the subject?

Wow! Well welcome Angelflesh, obviously your new to our thread. These creatures all fall under "B.O.W." Bio Organic Weapons. They behave as Undead if its a warmblooded vertebrae (redundant I know); and as Monstrous Mutations in the case of Invertebrae or other Coldblooded creatures. Hope this helps. Also you'll find that we have done lots on this subject already and you should follow the link to the index n my signature.
#1554

zombiegleemax

Mar 29, 2007 18:44:24
Yeah, i've read through the thread to a degree, and have already checked out your index. But for the life of me i can't seem locate specifics on B.O.W.'s. Are they different mechanically from undead? Also, a lot of creatures are simply labeled "Medium-size T-virus Mutation". This is a bit confusing if you don't specify a creature type. If B.O.W. is a new creature type of yours, do you have the specifics for it i can go over? Some other creatures are monstrous humanoids or aberrations, which leads me to believe B.O.W. is a subtype. Please help me out here and clarify this for me.
#1555

zombiegleemax

Mar 29, 2007 19:04:02
Not entirely, the "undead" like effect is mostly in humans the virus leaks out into and not specifically created specimens (Tyrant, Nemesis, etc)

For animals, in most cases you get a size increase and no real lethargy or "undead" like behaviour

So in that regard, a new creature type (B.O.W) works, and perhaps adapting SOME of the "Undead" types qualities for zombies would be a compromise
#1556

the_merciless_dm

Mar 29, 2007 20:06:33
B.O.W. (Bio Organic Weapon) Creature Type:
A Bio Organic Weapon (B.O.W.) has bizarre or highly mutated anatomy, strange abilities and a primal mindset. Uniquely this Type of creature may be divided into two subcategories: Undead and Mutation. Both categories share the following traits, unless noted otherwise:
- Undead B.O.W.s use 12-sided Hit Dice and lack a Constitution Score.
- Mutant B.O.W.s use 10-sided Hit Dice.
- Base Attack Bonus equal to its total Hit Dice.
- Good Fort Saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die.
- Racial +4 to Grapple.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects.
- Can be subject to critical hits (including undead).
- Cannot heal damage on its own, although it can be healed.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
- Unless otherwise noted B.O.W.s do not need to breathe, eat, or sleep.




Now that this is up I have to go over the previous creatures I revised. I'll inform you guys when I edit them.
#1557

zombiegleemax

Mar 29, 2007 20:47:18
Good writeup of the Cerberus, but I would change Swim to Jump (they are decent leapers)

As for the Stinger, do you have an idea on how to implement it's vulnerability?
#1558

the_merciless_dm

Mar 29, 2007 22:00:28
Back by popular demand:

T-Virus Infection:

Whenever an infectious creature deals damage (which penetrates any Damage Reduction) to a noninfected creature or character, the victim to the attack must make a Fort Save (DC 20) or contract the T-Virus. Success means the body's immune system process the virus as waste and it’s eliminated from the system as such; where as upon failure the virus incurs its full effect on the body within an hour.

Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.

When ever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.

Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker (Proof of this are the Green Zombies and Crimson Heads from RE1 remake and a file in one of the games, cannot remember which right now).
#1559

the_merciless_dm

Mar 29, 2007 22:12:20
Just to quench a few requests:

G-Virus:
The G-virus must be injected into a subject, it cannot be transmited in any other way. A Fortitude Save (DC 20) is required after the injection, upon success the body completly injests and adapts to the new genetic material within the G-Virus, thus gaining the G-virus template (See below). If the body is wounded or harmed in anyway when the G-virus is injected (ex: Birkin in RE2) the Fort Save is increassed by 2 for every successful wound (# of attacks that delt damage) upon faliure of the Fort save the G-virus begins to mutate at an incredible rate, twisting the body's anatomy in wicked ways (Roll 3 times on the G-virus Random mutations table below).

G-Virus Random Mutation Table:
Roll a d12 to determine the mutation

01 - Multiple Legs
02 - Multiple Arms
03 - Multiple Eyes
04 - Tentacles
05 - Massive Growth
06 - Wings
07 - Blade Claws
08 - Tougher Skin
09 - Poisonous Spray
10 - Acid Spit
11 - Bone Spikes
12 - Roll twice on the random mutations table


Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creature’s base speed.

Multiple Arms: A second pair of arms grows from the creatures shoulders.

Multiple Eyes: 1d4 number of eyes sprout on random locations, the creature cannot be flanked.

Tentacle: The creatures gains ranged touch attack+5 up to 15ft. and a +2 to grapple checks.

Massive Growth: The creature grows one size category larger all stats. Change accordingly.

Wings: The creature sprouts bat like leathery wings a Fly speed of 40ft. with average maneuverability

Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 ta attack.

Tougher Skin: The creature's hide thickens granting it a Damage Redcution of 2/--

Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con

Acid Spit: Ranged Touch attack+5 deals 2d6 damage

Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.

Roll twice on the random mutations table: Self explanatory.
#1560

the_merciless_dm

Mar 29, 2007 22:15:50
G-Virus Template
Type changes to B.O.W.
HD: Increase to d12
Spd: +20ft.
AC: as base
Attacks: As base
Special Attacks: Controlled Mutation
Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round
Face/Reach: As base
Saves: As Base
Abilities: +4 to Str & Con, +6 to Dex
Skills: As Base
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex

Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the number of mutations grown) as a Full round action that provokes an attack of opportunity, to gain a mutation from the G-virus random mutation table.


NOTE: This is designed for NPC's Villians such as Wesker and Krauser (only two examples of these cases). In Birkin's case he failed his save and became the ONLY G-Type known.
#1561

the_merciless_dm

Mar 29, 2007 22:18:30
Someone please kindly put these up on the wiki and please update the entries on the creatures that I have updated. Thank you very much.
#1562

zombiegleemax

Mar 29, 2007 22:29:16
I'm pretty sure Wesker and Krauser were not infected with the G-virus, and the G-type was not Birkin, a seperate creature all together.
#1563

the_merciless_dm

Mar 29, 2007 22:31:33
I'm pretty sure Wesker and Krauser were not infected with the G-virus, and the G-type was not Birkin, a seperate creature all together.

Actually A Second Wesker's Report was released in Japan were he mentions taking into himself the sample Birkin Sent him. And the G-Type in RE2 was clearly slowly the poor doctor himself slowly mutating.

Any doubts please use this as reference:
http://www.residentevilfan.com/

;)
#1564

zombiegleemax

Mar 29, 2007 22:47:41
The G-Type is not Birkin. Period. There is nothing to support that idea.

That site also separates the creature from Birkin. Also, the G-Type looks nothing like Birkin in any of his mutations. It's just not him.

And, just because some Japanese file says Wesker took in the G-virus doesn't mean that's the cause of his extraordinary abilities, and also please present a link to this "report".
#1565

zombiegleemax

Mar 29, 2007 22:57:23
Do not kill this thread. You haven't even contributed anything but criticism and negativity.
#1566

zombiegleemax

Mar 29, 2007 23:09:58
That's not true, i inquired about the traits of B.O.W.'s. Plus, i'm just trying to clear up what kind of traits certain creatures and character will and wont have, and what creatures are separate or the same. I'm not killing anything, just trying to clear a few misconceptions up. Where's the harm in that?
#1567

joshy676

Mar 29, 2007 23:21:54
Yes, but Birkin failed his save for a good reason: he was dying. Birkin's only an Ordinary, and he was dying. I doubt he COULD have made the save.

Let's not forget that the Wiki has all this information on it, sans the newly added/revised entries on this page. We should probably add a Maps section, as well.

And no, Birkin is in fact, the only G-Type. That monster that pops out of Ben/Chief Irons is a G-Phage, a clearly different monster. "Wesker's Report II" was translated into English and put on the Resident Evil website, I believe; it was written by Capcom, after all. Krauser's mutation could be Las Plagas, but I doubt it due to the fact that Krauser died and was reborn before Resident Evil 4's events.
#1568

Urban_Sniper_02

Mar 29, 2007 23:28:02
Loving the T/G Virus writeups.

EDIT: And on the subject of a maps section on the wiki, should we place them in the Raccoon City Locations sub-sections and combine them with the write-ups when they come, or should we start a seperate maps section?
#1569

zombiegleemax

Mar 29, 2007 23:53:39
IMAGE(http://content.answers.com/main/content/wp/en/thumb/1/14/200px-Claire-Redfield-re2_render.jpg)

Claire Redfield

Female Human Dedicated Hero 4 Medium humanoid (human); HD 4d6 + 11; hp 27 ; Mas 15; Init +2; Spd 30 ft.; Defense 16 (+2 Dex, +3 class, +1 leather jacket); BAB +3; Grap +4; Browning HP +5 (2d6, 20x2) Knife +4 (1d4+1, 19-20/x2) AL Good, Chris; SV Fort +4, Ref +3, Will +7; AP 7; Rep +2; Str 12, Dex 15, Con 15, Int 13, Wis 16, Cha 15.

Occupation: Adventurer (Disable Device, Spot) Bonus Feat: Personal Firearms Proficiency

Skills: Diplomacy +4, Disable Device +8, Drive +3, Knowledge (art) +3, Knowledge (popular culture) +5, Knowledge (streetwise) +4, Listen +10, Search +3, Sense Motive +9, Spot +10

Feats: Alertness, Confident, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Toughness

Talents:

Dedicated: Empathy, Aware

Possessions: Leather jacket, Browning HP, 4 magazines 9mm, knife, lockpick set (Mastercraft +1 to checks against mechanical locks)
#1570

psiseveredhead

Mar 30, 2007 0:01:30
It'll take me a bit to post the creatures, but I found the image upload page, which is http://scratchpad.wikia.com/wiki/Special:Upload

You could attach the maps to the site, then link them to the page in question.

Information on how to link images are at http://scratchpad.wikia.com/wiki/NYWiki:Help:Image but if that isn't good enough I'll try to show you how it's done.
#1571

joshy676

Mar 30, 2007 0:37:11
Loving the T/G Virus writeups.

EDIT: And on the subject of a maps section on the wiki, should we place them in the Raccoon City Locations sub-sections and combine them with the write-ups when they come, or should we start a seperate maps section?

I'd say the Locations subsection with write-up combinations, simply because the subsection is otherwise useless.

And in the Raccoon City section, you could also link to individual articles.
#1572

zombiegleemax

Mar 30, 2007 0:43:08
Did you guys put up the Interrogation room writeup I made with the maps on the Wiki?
#1573

Urban_Sniper_02

Mar 30, 2007 0:54:05
Did you guys put up the Interrogation room writeup I made with the maps on the Wiki?

I just took my shot at it. It'll probably look better with thumbnails, just as soon as I learn how to do those...

http://scratchpad.wikia.com/wiki/Raccoon_Police_Department

EDIT: Aha...so it was that simple to do thumbs...Well then, how's it look?
#1574

zombiegleemax

Mar 30, 2007 1:02:01
Well you should bold the "Viewing Room" and "Interrogation Room" parts in the description to seperate the two rooms, but other than that? Good adaptation!
#1575

Urban_Sniper_02

Mar 30, 2007 1:09:35
Well you should bold the "Viewing Room" and "Interrogation Room" parts in the description to seperate the two rooms, but other than that? Good adaptation!

Bolded! Is that a word? lol
#1576

joshy676

Mar 30, 2007 1:18:45
Bolded! Is that a word? lol

The word is actually "emboldened", but what the Hell. Who am I to ruin your word creation fun?

My English teacher actually makes up words.
#1577

Urban_Sniper_02

Mar 30, 2007 1:24:56
Making up words = much fun :D

EDIT: I just uploaded a bunch of my maps and the Itchy Tasty room description to the Wiki. Feel free to edit the entries to help with the formatting and such, because a quick look will tell you that I have a long way to go, lol. I'll get the rest of my maps up later.
#1578

Urban_Sniper_02

Mar 30, 2007 13:04:03
I'll have some more maps on the Wiki tomorrow (D&D game night, lol), and I also added a few more handguns to the entry on there. How can there be a handguns entry without the big bad magnums? :D
#1579

joshy676

Mar 30, 2007 16:44:29
I'll have some more maps on the Wiki tomorrow (D&D game night, lol), and I also added a few more handguns to the entry on there. How can there be a handguns entry without the big bad magnums? :D

My brother and I were going to add Magnums to a section all their own, but we needed more magnums. :P
#1580

Cyber-Dave

Mar 30, 2007 16:48:57
So, I don't know if you guys are still considering a changed called shot system, but after some of my own changes I made some revisions to my original system. I put up the called shot system I currently use inside my "semi-realistic gun and armor" rules thread. Its under the heading "Called Shots" in that thread.
#1581

the_merciless_dm

Mar 30, 2007 21:38:59
Please go over the creature entries that have been placed in the Wiki, for I have gone over the Stat Blocks and corrected a few minor issues (I am human). Also I updated the BOW Creature Type because one very important Resident Evil detail was missing. It would be good for that to be updated as well.

Well back to the drawing board for now.
#1582

zombiegleemax

Apr 01, 2007 0:06:27
#1583

psiseveredhead

Apr 01, 2007 0:10:26
Please go over the creature entries that have been placed in the Wiki, for I have gone over the Stat Blocks and corrected a few minor issues (I am human). Also I updated the BOW Creature Type because one very important Resident Evil detail was missing. It would be good for that to be updated as well.

Well back to the drawing board for now.

What part of the BOW Creature Type was missing? (I won't know what to edit unless you tell me.)

By the way, we need more people putting up articles. I'm working full time now, so I don't have as much time as I used to (said at 1:12 AM, but you know what I mean...)
#1584

Urban_Sniper_02

Apr 01, 2007 0:14:52
Other than the rest of the maps I need to throw up there, and the descriptions for them, what other kind of stuff needs to go up? Most I can think of right now that I'm actually capbable of doing is some more weapon pics/stats. I guess a good thing to have would be a to-do list.
#1585

zombiegleemax

Apr 01, 2007 0:16:13
Uh oh, looks like someone's living up to their signature
#1586

Urban_Sniper_02

Apr 01, 2007 2:03:05
Got the images added to the extra weapons section on the wiki. I'll attempt to get the rest of the maps updated on there tomorrow...uh, later today :D
#1587

zombiegleemax

Apr 01, 2007 2:42:28
What would be a good "build" for a UBCS sniper/long range marksman?
#1588

Urban_Sniper_02

Apr 01, 2007 5:51:18
What would be a good "build" for a UBCS sniper/long range marksman?

Hmmm...I'm sometimes notorious for overpowering things in situations like this, but given the skills needed to be a real-world sniper, the average infantry/merc wouldn't cut it. Going by that, my snipers usually follow builds along the lines of:

Fast 3 / Dedicated 1 / Gunslinger 4 / Sniper 5

This would probably be the best of the best, though the Sniper PrC isn't neccessary. Gunslinger has plenty of ranged abilities as well, and level 4 meets the requirements for the Sniper PrC. Dedicated fits for the Survival class-skills as well as for the Insightful Talent tree. 3 in Fast covers the skill requirements for Gunslinger without cross-classing and gets access to Evasion or quicker movement. Keep in mind that sniper requires 4 ranks of concentration as well, so those'll have to be cross-classed.

Tough could also be an option, as it too has survival and could represent the snipers who spend days or weeks in the wilds reaching an objective. Strong wouldn't seem to fit well given their melee specialties. Having levels as Soldier would also fit the class, and weapon focus/specialization are certainly beneficial.

Weaponry of choice is up to the armed force supplying the gear or the sniper's own preference, though most rifles meeting the requirements would probably be of the 2d10 sort, most specifically the M24 or the Remington 700 (for a US-centered mentality) with scopes/laser range-finders and would probably be mastercrafted (the US militiary hand-builds rifles for its snipers). The big 50 rifles are most likely not an option, though given Umbrella's...less than reputable history, and the outbreak, a .50 caliber rifle could certainly be an option (despite the laws that make it illegal to use such rounds against personnel targets, leaving these as anti-material weapons only...honestly, Umbrella? Obeying international law? HA!).

Well, that's my take on the question. Hope it helps :D
#1589

Urban_Sniper_02

Apr 02, 2007 20:51:01
I created a couple new albums on photobucket, one for character pics, another for monster pics. I pulled every pic I could find that looked decent and stuck them in there if anyone was looking for them for, say stat blocks :D Yeah, most came from some known RE sites, but I figured it'd be easier to have them all in one single source. Here they are, and they're not really in any sort of order:

RE Character Pics

RE Monster Pics
#1590

Urban_Sniper_02

Apr 03, 2007 18:37:39
Just uploaded the RE0, RE1/Remake, RE2, RE3, and RE:CV characters that have been made out so far to the Wiki. Will be uploading the Outbreak characters whenever I fix the formatting on them.

Why do I have 3 posts in a row??? Hello? Anyone there? LOL
#1591

the_merciless_dm

Apr 03, 2007 19:14:44
Yeah, next up I'll be putting up the Yawn (Huge Snake) and various "Hunter" entries. The Alphas, Betas, Gamas, the Elites and other variants of theirs. My 121Omega-Hunter entry will not be included for its not Cannon (but I will revise it and place it up in another entry along with NPCs from my games).

An excerpt from news about RE5:
"...The next generation of Survival Horror. Taking place in a daylight and heated setting, plans are afoot to combine the style of the original Resident Evil with that of Resident Evil 4."
#1592

joshy676

Apr 03, 2007 19:35:36
Hehe. Sorry, Sniper! I have company to take care of (and research: I've been watching the old and new zombie classics {Dawn, Day, and Land of the Deads plus 28 Days Later...}) which will be gone Thursday, so I should have some stuff to share and edit and the like.

Oh, and how'd your D&D game go?
#1593

Urban_Sniper_02

Apr 03, 2007 19:54:43
Hehe, just thought something had happened that I hadn't been made aware of. :D

Anywho, I got the Outbreak NPCs uploaded to the Wiki in the 'Ordinary NPCs' section. Be sure to check the 'Heroic NPCs' section to see the newly uploaded characters, all of whom have pics attached. (all of these were from Azar and joshy) Might wanna check my editing on them just to be sure of correctness, and if anyone can spruce up the pill table on George, by all means, have at it.

EDIT: Oh yeah. That game was...so-so, I suppose. The DM's quirks are showing up pretty heavy (NPCs that just have to flaunt their Mass Harm/Mass Heal abilities on a party of 8th level characters, NPCs that we rightfully shouldn't be fighting (CR 18 at lvl 8) and even more wrongly shouldn't be beating (yeah, we won against that CR 18 vampire, in his lair, and in about 2-3 rounds). I'm just waiting for the fight with the psion who supposedly can't be harmed (some shield power), and no doubt we'll be facing him in a magic dead zone...bloody 'psionics are different' option...
#1594

joshy676

Apr 04, 2007 1:13:30
Jeez. As a [DM] myself, I never put things in over CR. I will, however, overload the rooms of maps with equal or lesser CR opponents so that instead of facing one super hard opponent (and gaining a load of experience), my players have to tactically stomp their way through 10 little bastards (and gain a little less experience, but take more damage per round. Muhahahaha!)
#1595

zombiegleemax

Apr 04, 2007 1:17:29
Do you use flanking often?
#1596

Urban_Sniper_02

Apr 04, 2007 8:02:27
Jeez. As a [DM] myself, I never put things in over CR. I will, however, overload the rooms of maps with equal or lesser CR opponents so that instead of facing one super hard opponent (and gaining a load of experience), my players have to tactically stomp their way through 10 little bastards (and gain a little less experience, but take more damage per round. Muhahahaha!)

That's what I love doing too! If I've got a "boss" fight so to speak, it'll usually only be, at most, about 4 levels/cr above the party, and that's usually only if they've not done something vital beforehand. No, this is par for the course for this DM. Here's a guy who has his pet NPCs who have CRs of like 140 and he expects us to enjoy seeing them show up...Yeah, literally, he's got at least 3 that I know of that can smack gods around for fun, even though he never offers up reasoning for why they're so bad. My baddest character during one of the DM's epic games would wind up being CR 60, with 3 templates (dhampir, ermordenung, paragon) with a Fighter/Weapon Master/Legendary Dreadnaught build using a mercurial greatsword. Took her 1 round with 5 attacks to take down a Hechatonchires (probably misspelled, but it's the 100 arm epic creature) while one of his special little NPCs took down 5 in one attack by throwing his double sword, and being pure rogue...

Do you use flanking often?

Flanking doesn't really come in extrememly often, usually because we either can't get around them before they move or they've got something to negate it. We never flanked the CR 18 vampire, but we did trip him each round with Bigby's Tripping Hand from our duskblade. The DM-controlled paladin (who used to be a player's character, until said player had to quit, and *surprise surprise* got a lot badder once the DM tweaked him and kept him around) hit with near 80 damage in two attacks using a 1-hander, the party warlock maximized blasts twice for like 54 damage each, and then the undead hunter, who was mostly useless due to horrible rolling, may have got a single hit in. Either way, it was probably dumb luck that won that one. I know I didn't do anything worth-while during the fight. Couldn't hope to hit without a 20, and even then I wasn't privy to magic weapons.

I think I should stop here otherwise this will become another rant, lol. Let's just say that if there was anyone else around here who would actually run a game, I'd be there in a heartbeat. And if you haven't guessed already, this DM is the player with the Superman-complex and no survival skills ("modern is like d&d, but with guns!") I mentioned in an earlier post. I can't wait till next week when I can head up to visit my brother in Indiana. Not only does he run some good games, but I'll be giving RE a try.
#1597

Dracomortis

Apr 04, 2007 11:23:01
Mmm I had a DM like that once. Kept throwing things 10 CRs higher than us. So I went to the Char-Op boards, had them brew up the half-elf hippie build, and began busting out my +36 Diplomacy modifier at 3rd level. Needless to say, when his CR 13 creatures became my loyal fanatics, he quickly regretted placing them there. Maybe you should try something similar?

Anyway, everything is looking good guys. Sorry I don't have much to contribute other than ideas, but despite the fact that I own four Resident Evil games I've only ever played RE4 all the way through. If there's anything I can do like checking monster stats or spellchecking or something, let me know.
#1598

psiseveredhead

Apr 04, 2007 18:45:33
Mass Heal? Was that DnD?
#1599

Urban_Sniper_02

Apr 04, 2007 19:08:05
Mass Heal? Was that DnD?

Yep, that was D&D. I'd hate to see a modern game with 9th level spells, lol.
#1600

zombiegleemax

Apr 04, 2007 19:18:27
I'd hate to see a modern game with 9th level spells, lol.

Incantations
#1601

Dracomortis

Apr 05, 2007 10:10:57
Psh, what's 9th level spells when we have hellfire rockets and black hawk helicopters? :D
#1602

Urban_Sniper_02

Apr 05, 2007 10:48:37
Psh, what's 9th level spells when we have hellfire rockets and black hawk helicopters? :D

Hehehe, now those I can get behind!
#1603

Cyber-Dave

Apr 05, 2007 12:21:59
That sounds like the WORST D&D game ever... Yuck.
#1604

Urban_Sniper_02

Apr 05, 2007 12:40:43
That sounds like the WORST D&D game ever... Yuck.

Nah, I think the worst one was when, on the second game of the campaign, the DM decided to kill off my 3rd level character because she wouldn't listen to what the 'warmaster,' at first thought to be just a really bad-ass, tough verteran guy, told her to do. So, even while she was incoporeal (a succubus using ethereal jaunt), he grabbed her and snapped her neck. Turns out he was an over-god. Huh, who would have thought that? Surely not me. And I surely wouldn't have thought that an over-god would have really cared or needed to show superiority over a lowly succubus.

But then again, first game of the campaign should have been an indication of terrible stuff to come. Here's the skinny on that one: http://boards1.wizards.com/wotc_archive/index.php/t-708298

Well, I think I'm gonna use this time to make some RE npcs and start some game notes for that test game that's coming next week :D
#1605

Dracomortis

Apr 05, 2007 12:43:49
Add a metaplot, and that's set for worst game ever.
#1606

Cyber-Dave

Apr 05, 2007 17:15:58
Oh wow... that SUCKS. Uber the suck. I just read that post, and gagged.
#1607

the_merciless_dm

Apr 06, 2007 11:19:34
Well since you guys deem it necessary to steer the thread off topic then I must post something of uber significant value to draw your attention back to the original topic. Hence:


IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Hunter.jpg)
Hunter 121 Alpha
Medium size Mutant B.O.W.
HD: 8d10+24 (72Hp)
Initiative: +5
Speed: 40ft.
AC: 19 (+4Nat. +5 Dex)
DR: 4/--
BAB/Grapple: +8/+16
Attacks: Claw +12 (1d6+4)
Full Attack: 2Claws +12 (2d6+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorapal Claws
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +14, Listen +8, Spot +8, Swim +14, Survival +11
Feats: Power Attack, Leap Attack, Multiattack
CR: 8

Leap Attack(ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have a specific aversion to strong corrosive materials, such as acids or liquid nitrogen and thus take double damage from these or similar sources.
#1608

Urban_Sniper_02

Apr 06, 2007 11:47:55
Yeah, sorry about that, but things just kinda dried up on the RE front there for a bit. But I like the hunter. Nice and deadly :D
#1609

the_merciless_dm

Apr 06, 2007 12:00:09
Hunter 121 Alpha “Sweeper”
Medium size Mutant B.O.W.
HD: 7d10+21 (64Hp)
Initiative: +5
Speed: 40ft.
AC: 19 (+4Nat. +5 Dex)
DR: 4/--
BAB/Grapple: +7/+15
Attacks: Claw +11 (1d6+4+Poison), Bite +11 (1d4+4+Poison)
Full Attack: 2Claws +11 (2d6+4+Poison) Bite +9 (1d4+4+Poison)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorapal Claws
Special Qualities: Poisonous, Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +10, Listen +8, Spot +8, Swim +10, Survival +10
Feats: Power Attack, Leap Attack, Lightning Reflexes, Multiattack,
CR: 8

Poison (ex): The bite of the Sweeper variant Hunter carries a strong neurotoxin: injury, fortitude DC 20, initial 1d6 and the secondary damage 1d6 Con damage.

Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have a specific aversion to strong corrosive materials, such as strong acids or liquid nitrogen.

Appearance:
A Hunter 121-Alpha Sweeper appears exactly like that of a typical 121-Alpha series, with the exception that its scales are a deep shade of blood red and it is more likely to use its bite.
IMAGE(http://content.answers.com/main/content/wp/en/f/f8/Hunterplus.jpg)
#1610

the_merciless_dm

Apr 06, 2007 12:10:01
Could someone find me a good picture of the Hunter 121-Beta from Resident Evil 3? The ones I find on the web sorta suck...
#1611

Urban_Sniper_02

Apr 06, 2007 12:52:08
Could someone find me a good picture of the Hunter 121-Beta from Resident Evil 3? The ones I find on the web sorta suck...

You've probably already seen both of these, but they're the only ones I've ever been able to find on the net. The strat guide I have only has screen shots of things that aren't Nemesis, saddly.

http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/hunter121beta.gif

http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/re3_hunterbeta.jpg
#1612

the_merciless_dm

Apr 06, 2007 13:24:25
Yeah, sorry about that, but things just kinda dried up on the RE front there for a bit. But I like the hunter. Nice and deadly :D

Hey and when I said that the thread was steered off tiopic I wasn't mad or anything, just pointing out the fact that it had detoured. Anyways if that little discussion had not broken out I probably would have waited to have all Hunter variants stated before posting (and you know me picky and OCD-ish with perfection). So the deviation served a purpose.

Anyways I'm gonna set up a test, an idea; sick one at that. I'm gonna set loose on my D&D group a pair of RE style run of the mill 121-Alphas. I'll let you know how that goes.

As for the 121-Betas I was thinking lowering their DR and their Nat AC down due to the mutated fleshy parts they have. The way I see it the scales on their backs, shoulders and hunchback/head union are badly damaged or none existant so I'd say that would support my claim on lower Nat AC and DR.
As usual what do you guys think?

Next up the Hunter Gamma, Beta, and Elite Hunters.
#1613

joshy676

Apr 06, 2007 13:50:32
Hey and when I said that the thread was steered off tiopic I wasn't mad or anything, just pointing out the fact that it had detoured. Anyways if that little discussion had not broken out I probably would have waited to have all Hunter variants stated before posting (and you know me picky and OCD-ish with perfection). So the deviation served a purpose.

Anyways I'm gonna set up a test, an idea; sick one at that. I'm gonna set loose on my D&D group a pair of RE style run of the mill 121-Alphas. I'll let you know how that goes.

As for the 121-Betas I was thinking lowering their DR and their Nat AC down due to the mutated fleshy parts they have. The way I see it the scales on their backs, shoulders and hunchback/head union are badly damaged or none existant so I'd say that would support my claim on lower Nat AC and DR.
As usual what do you guys think?

Next up the Hunter Gamma, Beta, and Elite Hunters.

Your gamers are going to be in for a surprise. :D

And I agree with the Beta's lowered DR and Nat. AC. The beastly things aren't NEARLY as tough as the Hunters from RE1. I mean, if you wanted to, you could drop the little bastards with the handgun. If you tried that on RE1, you'd be dead in seconds.
Maybe a drop in CL might be good, too, as they don't take as many shots to kill as the Alphas do.

For Gamma (when you get to Gamma), I suggest also reducing the DR, Nat. AC, and CL too, because while they are Hunters, they have a more fleshy substance than scales on their hides. They look more frog-like than any other Hunter in-game (I forget: are they genetically spliced human/lizards or human/frogs? I don't recall immediately... ).

I might just make a new variant of Hunter for the game that Azar and I are going to start. Probably Hunters 121 Delta and 121 Epsilon. Both for the dry desert-like climate of the Southwestern U.S.
#1614

the_merciless_dm

Apr 06, 2007 16:55:45
Your gamers are going to be in for a surprise. :D

And I agree with the Beta's lowered DR and Nat. AC. The beastly things aren't NEARLY as tough as the Hunters from RE1. I mean, if you wanted to, you could drop the little bastards with the handgun. If you tried that on RE1, you'd be dead in seconds.
Maybe a drop in CL might be good, too, as they don't take as many shots to kill as the Alphas do.

For Gamma (when you get to Gamma), I suggest also reducing the DR, Nat. AC, and CL too, because while they are Hunters, they have a more fleshy substance than scales on their hides. They look more frog-like than any other Hunter in-game (I forget: are they genetically spliced human/lizards or human/frogs? I don't recall immediately... ).

I might just make a new variant of Hunter for the game that Azar and I are going to start. Probably Hunters 121 Delta and 121 Epsilon. Both for the dry desert-like climate of the Southwestern U.S.

I was thinking that very thing. The Beta and Gamma are CR 6-7, less Nat AC and less DR, also the lesser armor explains why the Gamma can expand to swallow whole a person.

For the game you run, use the Sweepers as they are poisonous and fit the arrid terrain. Also recall my Omega strain of Hunter its under revision. My Omega-Hunter variant is ment to be the BOSS of the my game. Feel free to use it (Its somewere on the index) as you see fit, tweek it to your hearts content.

The Hunter's were genetically engeneered to be perfect predators, thus" weapons". They proved to be too difficult to control, hence the project was scrapped. They used frog and reptilian dna to create a humanoid (maybe once human host dunno here it enters the realm of sci-fi science) creature. The Beta's probably started as an attempt to create a more controllable version (hence the name Beta, second); Gamma prolly the use of another type of DNA, more frog less humanoid (easier to control? my guess, less intellect, its up to speculation) hence another strain. But have fun with it, whatever you choose to do, if you make another type up let me see it, I'm interested in what you come up with.

Today I walkd to my car and across my feet a small snake slithered by as I was lost in thought over the REd20 and I sat down to think for another creature type similar to the Hunter for my campaign (Bad Mad Scientist is Dr. Agnesi). Anyways I'll be back later tonight.
#1615

Urban_Sniper_02

Apr 07, 2007 1:47:18
I'm sorry about this, but I've just got to make a slight detour one more time. This is just too anger-inducing not to share. That DM is going over the edge now. He talked about another campaign he's planning tonight, an epic campaign, but he's already told us about 62 CRs, 100 CRs, and what seems to be his favorite, something with a 1000 CR! We never have to fight it, but...why's it there? I don't know, I don't care.

But no, the thing that really got me tonight was regarding that half-elf hippie build. I never even mentioned the build, but mentioned to another player who was thinking of a bard character for that epic game to max diplomacy and get that 150 DC to create fanatical followers. The DM's response to a non-broken rule in an official rulebook? Basically: "Well, I don't know about that. I know that's what the rules say, but I don't agree with it. The rules say I can fix them, anyway, so I'd have to fix that one. It's too powerful." :headexplo :headexplo

Yeah...too powerful...and CRs of 1000 aren't? Whatever. I can't wait to run this guy through Raccoon City and watch him die over and over again.

Anyway, back to what I was going to say...I've taken a shot at trying to stat out a creature, though I'm probably not the best in the world at that. Here's my attempt, however:

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criatura_elefante-1.jpg)

Titan
Huge size Undead B.O.W.
HD: 11d12+22* (94 Hp)
Initiative: +0
Speed: 40ft.
AC: 13 (-2 size, +7 natural, -2 rage)
DR: 6/-
BAB/Grapple: +11/+35
Attacks: Gore +21 melee (2d8+17)
Full Attack: Slam +21 melee (2d6+12) and 2 stamps +16 melee (2d6+7); or Gore +21 melee (2d8+17)
Face/Reach: 15ft / 10ft
Special Attacks: Trample 2d8+17
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits, Rage, Destructive Rage
Saves: Fort: +5, Ref +7, Will +6
Abilities: Str 34*, Dex 10, Con -, Int 2, Wis 13, Cha 7
Skills: Listen +13, Spot +10
Feats: Alertness, Iron Will, Power Attack, Skill Focus (listen)
CR: 9
*With rage

Rage (ex): Due to the extensive damage done by the T-virus, primal instinct has overtaken any kind of docile nature the beast may have once had, leaving it in a state of complete recklessness and unbridled rage. Titan gains +4 to its Strength and Constitution scores, but the focus on shear destruction has left it heedless of defense, giving it a -2 penalty to AC.

Destructive Rage (ex): Due to its incredible size, mass, and primal rage, Titan is an engine of pure destructive power. When attempting to break through a barrier of any sort, be it an iron gate or a concrete wall, Titan gains a +8 bonus to its strength checks to break the object.

Feel free to critique!
#1616

zombiegleemax

Apr 07, 2007 1:54:43
Can't wait for Hunter Gamma's, the poster-child(mutant) for Swallow Whole :D
#1617

the_merciless_dm

Apr 07, 2007 2:06:27
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criatura_elefante-1.jpg)

Titan
Huge size Mutant B.O.W.
HD: 11d10+77 (137 Hp)
Initiative: +0
Speed: 40ft.
AC: 13 (-2 size, +7 natural, -2 rage)
DR: 6/-
BAB/Grapple: +11/+35
Attacks: Gore +21 melee (2d8+17)
Full Attack: Slam +21 melee (2d6+12) and 2 stamps +16 melee (2d6+7); or Gore +21 melee (2d8+17)
Face/Reach: 15ft / 10ft
Special Attacks: Trample 2d8+17
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits, Rage, Destructive Rage
Saves: Fort: +14, Ref +7, Will +6
Abilities: Str 34*, Dex 10, Con 25*, Int 2, Wis 13, Cha 7
Skills: Listen +13, Spot +10
Feats: Alertness, Iron Will, Power Attack, Skill Focus (listen)
CR: 9
*With rage

Rage (ex): Due to the extensive damage done by the T-virus, primal instinct has overtaken any kind of docile nature the beast may have once had, leaving it in a state of complete recklessness and unbridled rage. Titan gains +4 to its Strength and Constitution scores, but the focus on shear destruction has left it heedless of defense, giving it a -2 penalty to AC.

Destructive Rage (ex): Due to its incredible size, mass, and primal rage, Titan is an engine of pure destructive power. When attempting to break through a barrier of any sort, be it an iron gate or a concrete wall, Titan gains a +8 bonus to its strength checks to break the object.

Feel free to critique!

I like it! Very raw, very scary... Set that guy up against this at first lvl... :D
#1618

zombiegleemax

Apr 07, 2007 2:07:56
Why are you guys using AC? It's Defense, sounds so nice and modern
#1619

joshy676

Apr 07, 2007 2:32:24
I'm sorry about this, but I've just got to make a slight detour one more time. This is just too anger-inducing not to share. That DM is going over the edge now. He talked about another campaign he's planning tonight, an epic campaign, but he's already told us about 62 CRs, 100 CRs, and what seems to be his favorite, something with a 1000 CR! We never have to fight it, but...why's it there? I don't know, I don't care.

But no, the thing that really got me tonight was regarding that half-elf hippie build. I never even mentioned the build, but mentioned to another player who was thinking of a bard character for that epic game to max diplomacy and get that 150 DC to create fanatical followers. The DM's response to a non-broken rule in an official rulebook? Basically: "Well, I don't know about that. I know that's what the rules say, but I don't agree with it. The rules say I can fix them, anyway, so I'd have to fix that one. It's too powerful." :headexplo :headexplo

Yeah...too powerful...and CRs of 1000 aren't? Whatever. I can't wait to run this guy through Raccoon City and watch him die over and over again.

What a bastard. Just wait until I get MY Hunter variants on here and the Wiki. That'll show the naughty naughty [GM]!

I'm thinking Delta is going to be a more stealth-like version of Alpha--as all Hunters are variants of the original Alpha variant--except replace the word "stealth" with "damn-near hard to see"! I've decided to give it Chameleon Power. In exchange, this Hunter will be significantly less powerful but poisonous (I'm thinking it will have more of a Gila Monster quality than an amphibian). Epsilon I'm still deciding upon, but believe-you-me, it, too, will be a force to be reckoned with!

Oh, and I love the Titan! Give us more! GIVE US MORE! :P
#1620

zombiegleemax

Apr 07, 2007 2:34:10
I'm getting good vibes from this latest batch of monsters. Our players will be in for quite a surprise

On that note, should we tell them up front that it's a RE campaign, or leave it a surprise until the last moment?
#1621

joshy676

Apr 07, 2007 2:41:05
Surprising them sounds like a safe bet. They're gonna be going, "What the hell is with that zombie?! This is more like an RE campaign than a-- wait a minute! You didn't tell us it's an RE Campaign!"

And you'll be all like:

"SURPRISE!"

#1622

zombiegleemax

Apr 07, 2007 2:44:53
Are you thinking of giving them a Burrow speed in loose soil/sand, or just the venomous and camouflage properties?
#1623

joshy676

Apr 07, 2007 2:48:27
Are you thinking of giving them a Burrow speed in loose soil/sand, or just the venomous and camouflage properties?

Probably. I mean, these Hunters are better suited for a dry, arid region, and therefore are going to want to be out of the sun. I'm going to give Epsilon, however, club-like nails instead of claws. Most of the Hunters you fight in the RE series anyway are rejects that didn't quite get terminated. Epsilon will not be able to "cloak", but it will have a significantly better burrow and defense stats; not to mention if this thing tries to stab you, it's going to hurt hella worse. :D
#1624

zombiegleemax

Apr 07, 2007 2:56:30
How about Tremorsense? Or is that going a bit far...though I can't shake the image out of my head of characters leaping from rock to rock on a stretch of sand, trying to get to solid ground
#1625

joshy676

Apr 07, 2007 3:08:34
How about Tremorsense? Or is that going a bit far...though I can't shake the image out of my head of characters leaping from rock to rock on a stretch of sand, trying to get to solid ground

Maybe give it to one of them... Probably Epsilon (since we're giving Delta cloaking). Remember, Epsilon and Delta will have more of a desert feel, and I'd like to reflect that by showing the different kinds of creatures the American Southwest has in them. I wonder what kind of lizard or amphibian would be a suitable specimen for Epsilon..? I'm using the Gila Monster for Delta... Hm...
#1626

zombiegleemax

Apr 07, 2007 3:16:07
I'd say salamander, thematically, is pretty cool.

There are also some poisonous frogs.
#1627

joshy676

Apr 07, 2007 3:26:41
Aha! Inspiration has struck!

Because Epsilon is going to have blunt club-like claws, it should therefore not be a form of a lizard (such as the Gila Monster or frog design). Instead, I'll use a tortoise. :evillaugh

This thing sacrifices a bit of speed for a bit more punch and defense. Instead of having Chameleon Power, it will have Tremorsense. I'll write them up either later tonight or tomorrow. Whichever is good. :bounce:
#1628

zombiegleemax

Apr 07, 2007 3:32:04
IMAGE(http://animals.timduru.org/dirlist/alligator/AlligatorSnappingTurtle_01-Barking_on_sand.JPG)
#1629

Urban_Sniper_02

Apr 07, 2007 9:01:40
Those hunters sound like a lot of fun, lol. Anyone happen to have a good pic of Neptune from REmake? The one from outbreak looks a little...goofy, I guess you could say.
#1630

the_merciless_dm

Apr 07, 2007 10:44:23
What a bastard. Just wait until I get MY Hunter variants on here and the Wiki. That'll show the naughty naughty [GM]!

I'm thinking Delta is going to be a more stealth-like version of Alpha--as all Hunters are variants of the original Alpha variant--except replace the word "stealth" with "damn-near hard to see"! I've decided to give it Chameleon Power. In exchange, this Hunter will be significantly less powerful but poisonous (I'm thinking it will have more of a Gila Monster quality than an amphibian). Epsilon I'm still deciding upon, but believe-you-me, it, too, will be a force to be reckoned with!

Oh, and I love the Titan! Give us more! GIVE US MORE! :P

I recomend you look up my OMEGA strain... You know what here this is the unrevised version of my Omega strain Hunter:

Hunter 131 Omega
Medium size Monstrous Humanoid B.O.W.
Prototype produced with G-Virus instead of T-virus
HD: 8d10 +24 (Hp: 68)
Initiative: +5
Speed: 40ft., Swim 40ft.
AC: 15
DR: 4/--
BAB/Grapple: +8/+8 (+10 with tongue)
Attacks: 2Claws +13 (1d8+4), Bite +8 (1d6+4), Tongue Slap +8 (1d6+4 range 15ft.)
Face/Reach: 5ft. by5ft./15ft.
Special Attacks: Improved Grab, Vorpal Claws, Augmented Critical
Special Qualities: Infectious, B.O.W. traits, Regenerate 2Hp/round, Chameleon Skin (Hide in Plain Sight), Gills, Darkvision 60ft.
Saves: Fort: +9, Ref +11, Will +7
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 7
Skills: Hide +16, Jump +12, Listen +8, Move Silently +8, Spot +8
Feats: Multi-attack, Weapon Finesse, Weapon Focus (Claw, Bite & Tongue), Power Attack
Special: Extremely low temperatures (like those of liquid nitrogen) deals double damage to this Hunter variant.

Dr. Miguel Agnesi Gevarra, brilliant scientist and biotechnician was studying the phenomenom that was the G-virus from a sample that he purchased from some unknown organization in Europe, in order to create a medical use for it. Somewere along his work he went mad, he decided then to create a weapon with the sample, an ultimate predator. So he used the Virus as a vector to which he inserted various types of animal genes. All of the animal's selected were vicious predators like Pirahnas and Sharks along with Frogs, Lizards, he also inserted a gene that would in theory provoke the rapid growth of said creature to the size that of a humanoid being. He then injected his daughter's Chameleon with the Vector. Soon within days the Chameleon grew substantially but besides that nothing seemed to have happened so he discarded it as a "faliure" and disposed of it by incenerating it. His subordinates did their job to their fullest and later disposed of the failed subject, only to have the corpse recover rapidly before their eyes but it did not look like a big chameleon. Instead it was hideous, long, vicious claws extended forth form its "hands", fangs adorned its mouth and an extending tongue were what they first noticed. Then they saw that it looked like a hunch over human with scales, but before they new it, the creatue disappeared before their very eyes. Too frightened to even move the two assistants felt it in their bones, they had failed and were going to pay the price for helping create such an abomination...
#1631

the_merciless_dm

Apr 07, 2007 11:01:59
Why are you guys using AC? It's Defense, sounds so nice and modern

I use AC because I'm used to it =p all creatures I have made have always been for D&D and it sorta just sticks. Its not a bad habbit, just a reflex. Anyways I like AC and how it sounds over how "Defense" sounds... "Defense" sounds so mundane and uninspired... Meh thats my two cents on that. =p

I'm getting good vibes from this latest batch of monsters. Our players will be in for quite a surprise

On that note, should we tell them up front that it's a RE campaign, or leave it a surprise until the last moment?

I never tell them this is an RE Campaign though they already know it when I pull out my binder. But still its a surprise to them. My players are good sports they ask from time to time if ther is need to playtest new material.
#1632

joshy676

Apr 07, 2007 12:29:09
I recommend you look up my OMEGA strain... You know what here this is the unrevised version of my Omega strain Hunter:

Hunter 131 Omega
Medium size Monstrous Humanoid B.O.W.
Prototype produced with G-Virus instead of T-virus
HD: 8d10 +24 (Hp: 68)
Initiative: +5
Speed: 40ft., Swim 40ft.
AC: 15
DR: 4/--
BAB/Grapple: +8/+8 (+10 with tongue)
Attacks: 2Claws +13 (1d8+4), Bite +8 (1d6+4), Tongue Slap +8 (1d6+4 range 15ft.)
Face/Reach: 5ft. by5ft./15ft.
Special Attacks: Improved Grab, Vorpal Claws, Augmented Critical
Special Qualities: Infectious, B.O.W. traits, Regenerate 2Hp/round, Chameleon Skin (Hide in Plain Sight), Gills, Darkvision 60ft.
Saves: Fort: +9, Ref +11, Will +7
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 7
Skills: Hide +16, Jump +12, Listen +8, Move Silently +8, Spot +8
Feats: Multi-attack, Weapon Finesse, Weapon Focus (Claw, Bite & Tongue), Power Attack
Special: Extremely low temperatures (like those of liquid nitrogen) deals double damage to this Hunter variant.

Dr. Miguel Agnesi Gevarra, brilliant scientist and biotechnician, was studying the phenomenon that was the G-virus from a sample that he purchased from some unknown organization in Europe, in order to create a medical use for it. Somewhere along his work he went mad, he decided then to create a weapon with the sample, an ultimate predator. So he used the Virus as a vector to which he inserted various types of animal genes. All of the animal's selected were vicious predators like Piranhas and Sharks along with Frogs, Lizards, he also inserted a gene that would in theory provoke the rapid growth of said creature to the size that of a humanoid being. He then injected his daughter's Chameleon with the Vector. Soon within days the Chameleon grew substantially but besides that nothing seemed to have happened so he discarded it as a "failure" and disposed of it by incinerating it. His subordinates did their job to their fullest and later disposed of the failed subject, only to have the corpse recover rapidly before their eyes but it did not look like a big chameleon. Instead it was hideous, long, vicious claws extended forth form its "hands", fangs adorned its mouth and an extending tongue were what they first noticed. Then they saw that it looked like a hunch over human with scales, but before they new it, the creature disappeared before their very eyes. Too frightened to even move the two assistants felt it in their bones, they had failed and were going to pay the price for helping create such an abomination...

Dude! I would never wanna fight THAT in a dark alley!

I think I'll use Omega as the template for Delta, just to get the invisible feel for it. Epsilon, however, will use the Beta template. As soon as you get it done, I shall work on Epsilon. Now, though, I'll get to work on Delta! :D
#1633

the_merciless_dm

Apr 07, 2007 12:29:20
121-β Hunter
Medium size Mutant B.O.W.
HD: 6d10+18 (55Hp)
Initiative: +5
Speed: 40ft.
AC: 17 (+2 Nat. +5 Dex)
DR: 2/ --
BAB/Grapple: +6/+14
Attacks: Claw +10 (1d6+4)
Full Attack: 2Claws +10 (2d6+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorapal Claws
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +12, Listen +9, Spot +9, Swim +8, Survival +9
Feats: Power Attack, Leap Attack
CR: 6

Leap Attack(ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-β series of Hunter’s have a specific aversion to strong corrosive materials, such as strong acids hereby taking double damage from this source.

Appearance:
IMAGE(http://img.search.com/thumb/a/aa/MA121b.jpg/180px-MA121b.jpg)

121-Γ Hunter
Medium size Mutant B.O.W.
HD: 7d10+21 (64Hp)
Initiative: +5
Speed: 40ft. (30ft. Swim)
AC: 17 (+2Nat. +5 Dex)
DR: 2/ --
BAB/Grapple: +6/+14
Attacks: Claw +10 (1d6+4)
Full Attack: 2Claws +10 (2d6+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorapal Claws, Swallow Whole
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +12, Listen +9, Spot +9, Swim +18, Survival +9
Feats: Power Attack, Leap Attack
CR: 7

Leap Attack(ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Γ series of Hunter’s have a specific aversion to strong corrosive materials, such as strong acids hereby taking double damage from this source.

Swallow Whole (ex): A Gamma Hunter can attempt to swallow whole a grappled opponent of medium size or smaller on a successful grapple check. Once inside the opponent takes 1d4+4 points of bludgeoning damage plus 1d6 points of acid damage per round. A swallowed creature can attempt to cut its way out using a slashing or piercing weapon to deal 10 points of damage to the gizzard (AC15). If successful the gamma hunter must make a Fort save (DC15) or die, once out the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gamma Hunter’s interior can hold 1 medium, 2 small or 5 tiny size opponents.

Appearance:
IMAGE(http://img.search.com/thumb/0/00/MA124G.jpg/180px-MA124G.jpg)
#1634

the_merciless_dm

Apr 07, 2007 12:31:27
Dude! I would never wanna fight THAT in a dark alley!

I think I'll use Omega as the template for Delta, just to get the invisible feel for it. Epsilon, however, will use the Beta template. As soon as you get it done, I shall work on Epsilon. Now, though, I'll get to work on Delta! :D

Like I said the Omega Strain was created as a miss-hap and is the boss encounter (ala Nemesis in RE3) of the first scene of my campaign. Though I am actually revising the Omega as we speak I have just finished uploading the RE3 Hunters.
#1635

joshy676

Apr 07, 2007 13:00:05
Cool. I'm almost done with Delta. Too bad I don't have any cool photos of it. Looks like you guys are just going to have to go on the description. :D
#1636

the_merciless_dm

Apr 07, 2007 13:05:14
121-Α Hunter “Elite”
Medium size Mutant B.O.W.
HD: 9d10+27 (81Hp)
Initiative: +5
Speed: 40ft. (20ft. Swim, 20ft.Climb)
AC: 19 (+4Nat. +5 Dex)
DR: 4/--
BAB/Grapple: +9/+17
Attacks: Claw +14 (1d6+4)
Full Attack: 2Claws +14 (2d6+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Keen Claws, Leap Attack
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +10, Will +3
Abilities: Str 19, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +16, Listen +11, Spot +11, Swim +20, Survival +13
Feats: Power Attack, Leap Attack, Lighting Reflexes, Weapon Focus (Claws)
CR: 9

Keen Claws (ex): The Hunter 121-A Elite series has been designed to be a lethal weapon, hence it’s claws have a critical threat range of 18-20/x3.

Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have a specific aversion to strong corrosive materials, such as strong acids hereby taking double damage from the source.

Appearance:
IMAGE(http://www.the-last-escape.com/bh_zero/preview/03.10.02/art/hunter.jpeg)
#1637

joshy676

Apr 07, 2007 13:26:07
Hunter 126-Δ
Medium size Mutant B.O.W.
HD: 6d10+12 (45HP)
Initiative: +5
Speed: 40ft. / Burrow 20ft.
Def: 18 (+3 Nat. +5 Dex)
DR: 3/--
BAB/Grapple: +6/+13
Attacks: 2Claws +9 (1d8+3), Bite +9 (1d6+3+Poison)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Improved Grab, Vorpal Claws, Leap Attack
Special Qualities: Poison, Infectious, B.O.W. traits, Chameleon Power, Darkvision 60ft., Special Weakness
Saves: Fort: +7, Ref +7, Will +3
Abilities: Str 17, Dex 21, Con 15, Int 3, Wis 12, Cha 6
Skills: Hide +16, Jump +12, Listen +8, Move Silently +8, Spot +8
Feats: Multi-attack, Weapon Finesse, Weapon Focus (Claw, Bite), Power Attack
CR: 6

Poison (ex): The bite of the Delta variant Hunter carries a strong neurotoxin: injury, fortitude DC 20, initial 1d6 and the secondary damage 1d6 Con damage.

Improved Grab (ex): To use this ability Delta must first hit with its claw attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace.

Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers at least 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

BOW traits (ex): All BOW's get the benefits of the Endurance and Diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Chameleon Power (ex): As a move action, a Hunter Delta can change its coloration to match its surroundings, granting a +8 circumstance bonus on Hide checks.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Delta series of Hunter’s have a specific aversion to strong ultraviolet light, such as sunlight. A Hunter that is out and about in direct sunlight for longer than 2d6 rounds is subject to double damage unless it is using Chameleon Power.

Description: While most of Raccoon City was under attack, Umbrella scientists elsewhere, such as in the Southwestern United States, were still hard at work producing new B.O.W.s. In the labs beneath Arizona, Umbrella scientists produced a new form of Hunter: 121-Delta. Delta, however, is substantially different from the other 121 variants: Delta could camouflage itself like a chameleon.
Unlike its fellow 121 Hunters, which were bred from both frog and lizard DNA, Delta is bred with Gila Monster DNA, which the scientists thought would help it withstand the dry climate of the Southwest. Unfortunately (or fortunately, for us), Delta could not take direct sunlight for even short periods of time. It could, however, burrow underground with its claws, making it only need to go to the surface to find "food" at night.

(If you want to picture the Delta, look at Hunter Alpha. Then, instead of its ugly green, splotch in some yellow and black in random circle patterns. That's pretty much a Delta. :D )
#1638

Urban_Sniper_02

Apr 07, 2007 13:44:12
Oh yeah, so many hunters to choose from! Hehe, lookin' good, everyone.
#1639

Urban_Sniper_02

Apr 07, 2007 15:56:40
Here're some more beasties. Math-checks and critiques always welcome!

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/Crow.jpg)
Raven
Tiny size Undead B.O.W.
HD: ¼d12 (2 hp)
Initiative: +2
Speed: 10 ft / 40 ft fly (average)
Defense: 14 (+2 size, +2 dex)
BAB/Grapple: +0/-9
Attacks: +4 melee (1d2-5 claw)
Full Attack: +4 melee (1d2-5 claw)
Face/Reach: 2.5 ft / 2.5 ft
Special Qualities: Infectious, B.O.W. traits, Pester
Saves: Fort: +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con -, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +4
Feats: Weapon Finesse (claw)
CR: ½

Pester (ex): Though normally non-violent, if a raven or its flock is disturbed, they will attack relentlessly and ferociously. Whenever a raven attacks and successfully hits with its claws, typically by scratching and pulling at the target’s hair, the victim becomes dazed for one round due to the intensity of the assault.
#1640

Urban_Sniper_02

Apr 07, 2007 16:03:58
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criatura_leona.jpg)
Lion (Female, Normal Male)
Large size Undead B.O.W.
HD: 5d12 (36 hp)
Initiative: +3
Speed: 40 ft.
Defense: 15 (-1 size, +3 dex, +3 natural)
DR: 3/-
BAB/Grapple: +5/+18
Attacks: claw +9 melee (1d4+5)
Full Attack: 2 claws +9 melee (1d4+5) and bite +4 melee (1d8+2)
Face/Reach: 10 ft / 5 ft
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con -, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +10, Listen +4, Move Silently +9, Spot +4
Feats: Alertness, Run
CR: 4

Pounce (ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (ex): To use this ability, the lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (ex): Attack bonus +9 melee, damage 1d4+2.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

________________________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criatura_leon.jpg)
Stalker (Alpha Male)
Large size Mutant B.O.W.
HD: 8d12 (54 hp)
Initiative: +2
Speed: 40 ft.
Defense: 15 (-1 size, +2 dex, +4 natural)
DR: 4/-
BAB/Grapple: +8/+23
Attacks: claw +15 melee (1d6+7)
Full Attack: 2 claws +15 melee (1d6+7) and bite +9 melee (1d8+3)
Face/Reach: 10 ft / 5 ft
Special Attacks: Pounce, improved grab, rake 1d6+3
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits
Saves: Fort: +6, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con -, Int 2, Wis 12, Cha 10
Skills: Hide +9, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Run, Weapon Focus (claw)
CR: 6

Pounce (ex): If Stalker charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (ex): To use this ability, Stalker must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (ex): Attack bonus +14 melee, damage 1d6+3.

Skills: Stalker has a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
#1641

zombiegleemax

Apr 07, 2007 16:39:01
Hunter 131 Omega
Medium size Monstrous Humanoid B.O.W.

Large size Mutant B.O.W.

I'm confused, was the B.O.W. creature type for fun or were you going to be using it for these creatures.

Now i see a hunter with Monstrous Humanoid and B.O.W. creature types, and what is the "Mutant" part? Is the creature type Mutant B.O.W. instead.

Sorry about this, but i just don't follow.
#1642

Urban_Sniper_02

Apr 07, 2007 17:23:32
I'm confused, was the B.O.W. creature type for fun or were you going to be using it for these creatures.

Now i see a hunter with Monstrous Humanoid and B.O.W. creature types, and what is the "Mutant" part? Is the creature type Mutant B.O.W. instead.

Sorry about this, but i just don't follow.[/SIZE]

He did say that the Omega was an unrevised version, meaning that it hasn't been updated to the current B.O.W. creature type:

I recomend you look up my OMEGA strain... You know what here this is the unrevised version of my Omega strain Hunter:

#1643

joshy676

Apr 07, 2007 17:49:49
Hunter 127-Ε
Medium size Mutant B.O.W.
HD: 7d10+14 (49HP)
Initiative: +4
Speed: 30ft. / Burrow 30ft.
Def: 20 (+6 Nat. +4 Dex)
DR: 6/--
BAB/Grapple: +8/+12
Attacks: Slam +12 (1d4+4), Bite +12 (1d6+4)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Leap Attack, Charge
Special Qualities: Infectious, B.O.W. traits, Darkvision 60ft., Special Weakness
Saves: Fort: +8, Ref +7, Will +3
Abilities: Str 18, Dex 19, Con 16, Int 3, Wis 12, Cha 6
Skills: Hide +8, Jump +12, Listen +8, Move Silently +4, Spot +8
Feats: Improved Bull Rush Weapon Focus (Slam, Bite), Power Attack
CR: 7

Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers at least 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat.

Charge (ex): This Hunter will lower its head and charge into battle. In addition to normal benefits and hazards of a charge, Epsilon can make an addition slam attack that deals 3d4+6

BOW traits (ex): All BOW's get the benefits of the Endurance and Diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe countermeasure was developed given its dangerous nature. The 121-Epsilon series of Hunters have a specific aversion to extreme cold (such as liquid nitrogen) damage, hereby taking double damage from the source.

Description: While most of Raccoon City was under attack, Umbrella scientists elsewhere, such as in the Southwestern United States, were still hard at work producing new B.O.W.s. In the labs beneath Arizona, Umbrella scientists produced a new form of Hunter: 121-Epsilon. Epsilon, however, is substantially different from the other 121 variants: Epsilon's claws were more like blunt clubs than claws. The "clubs" look like swollen teeth, and getting hit with one would be the equivalent of getting hit with an aluminum bat.
Unlike its fellow 121 Hunters, which were bred from both frog and lizard DNA, Epsilon is bred with desert tortoise DNA, which the scientists thought would help it withstand the dry climate of the Southwest. Unfortunately (or fortunately, for us), Epsilon is significantly slower above ground compared to below the surface. It can, however, burrow underground with its nails.

(You guys remember Tokka and Rahzar from TMNT2, right? Think Tokka's shell on a Hunter Beta {change the red blots for bluish bulbs of pus} and the claws are more rounded off; like a mace instead of a sword).
#1644

joshy676

Apr 07, 2007 17:55:41
Are my Hunters too weak or too strong? I'd play-test them myself, but I have housework to do today, tomorrow, and Monday (not to mention band practice and homework). Also, how do they look? Pretty shweet?

I like the crow (they really are more of a nuisance than anything else). I never got far enough into Outbreaks 1 or 2 to know how the Lion and the Stalker work, but they look great, Sniper!
#1645

psiseveredhead

Apr 07, 2007 18:08:30
Pester (ex): Though normally non-violent, if a raven or its flock is disturbed, they will attack relentlessly and ferociously. Whenever a raven attacks and successfully hits with its claws, typically by scratching and pulling at the target’s hair, the victim becomes dazed for one round due to the intensity of the assault.

I don't remember the ravens being that dangerous. I think there should be a save (sort of like the Distraction attack of a Swarm).
#1646

the_merciless_dm

Apr 07, 2007 18:16:19
Urban Sniper, thanks there for the save. *thumbs up*
Now on your builds, mammal's dont mutate they turn "undead" (death by pnemonia like sysmptoms, then reactivation of CNS) everything is fine on your builds except for the creature type and HD (it should be a d12). So I recommend you change that and you are done.

Joshy I like your variants, nice tweaking; the only way to know for sure if they are appropriately tabulated is by playtesting. To me they look well balanced; you did good. They are similar to the original concept of 121-A "Hunter" but unlike the "Sweeper" (who does not deveiate enough) they devieate enough to be considered a different strain so change the number coding (As I did to my version) to something you feel fit.
#1647

Urban_Sniper_02

Apr 07, 2007 18:19:13
I like the way the hunters are looking. For the lions, basically they hop out of hiding and try to eat you, and the stalker is just a badder boss if you kill Titan early or lock him up, lol.

EDIT: DUH! I should've realized that those were mammals. Fixes on the way.
#1648

the_merciless_dm

Apr 07, 2007 18:22:19
I don't remember the ravens being that dangerous. I think there should be a save (sort of like the Distraction attack of a Swarm).

I disagree to a point, the Pester ability is fine; though daze is not the appropiate effect. If anything it would leave you flatfooted (inhibit Dex to Defense) but you can still funtion normally.


And believe me Crows (other airborne scavangers) can be a real pain...
#1649

joshy676

Apr 07, 2007 18:24:45
Coding changed. All Hunters are go! :D

I was just peeling through the Modern Core Rulebook, and I noticed an (ex) that would be great for both Tyrants and the Nemesis: Fling. I hope you guys remembered to give them Fling, as for Nemesis it would be quite useful [read: deadly].

EDIT: Should we make more Hunter variants or are we good to go on that front?
#1650

the_merciless_dm

Apr 07, 2007 18:34:33
Should we make more Hunter variants or are we good to go on that front?

On the subject of Hunters, I was doing the ones from all the games, the Omega was for personaly use, the variants you submit are for your personal use (and anyone else who wishes to use and not profit of it *glares*) like all homebrew material is. The best place to post your brew of Hunters is here so post away all you feel is necessary, if your done then you are done. Personally I like what you've done with them. And I am very please with Urban Sniper's Titan, Alpha Male and company.

I'll be revising the Omega so that you guys see it in its truely fearsome form and then move on to the Yawn, Licker, Regis Licker, Banersnatch and Gulp Worm (these might be useful to you Joshy and Azar). After those I'll be revising the Tyrant series.
#1651

the_merciless_dm

Apr 07, 2007 18:40:17
BOOOOYAH!
Nay sayers be gone:
http://en.wikipedia.org/wiki/List_of_Resident_Evil_creatures
(click click click click click)

Under G-Larvae:
"G-Larvae

William Birkin, in his G-Mutant stages, reproduces by implanting a parasitic organism into a human by regurgitating a larva that burrows into the body of a suitable host and grows. It will then try and transform the host into a G-type mutant. This will only be successful if the DNA of the host is similar to Birkin's or the G-Carrier. If it is not suitable, it will exit the body forcibly, and further mutate into a large, massively deformed creature similar to that of a human and a G-Carrier.

All the mutants can reproduce at an alarming rate and attack in a similar manner, such as spitting acid, ramming, swinging its claws, and biting. When they die they dissolve and break down.
Appears in: Resident Evil 2, Resident Evil Outbreak."


Under G
"G (William Birkin)

William's first form kept most of his human features. His upper torso increased in muscle mass and his right arm became disproportionately large, muscular and clawed. The shoulder had a giant eye.

William's second form strayed further away from human form. The eye on William's shoulder became larger and more prominent. His human face and part of his arm shifted to the creature's left side. The right arm became even larger and giant talons sprouted from his right hand.

William's third form had all but lost human features. William's original face was visibly fading away into the creature's abdomen. The creature's left hand now had talons like those of the right. William had sprouted two smaller fully functional arms that also possess talons. The creature had also begun to develop an eye on its thigh.

William's fourth form had him on all fours. The creature's head had elongated to accommodate a circular mouth surrounded by row upon row of spike-like teeth. This form is extremely agile.

William's fifth stage was a shapeless blob of flesh, tentacles, spikes, organs and appendages. This creature had a mouth surrounded by rows of spike-like teeth. William's fifth and final form had nearly liquid-like properties and the entire area of its face is razor-sharp teeth. In this stage William also had tentacles that can be used to grab and draw in prey.
Appears in: Resident Evil 2 and Resident Evil Outbreak."


What does it say? BIRKIN
Celebrates! *Dances Macarena* XD
#1652

Urban_Sniper_02

Apr 07, 2007 18:49:38
I disagree to a point, the Pester ability is fine; though daze is not the appropiate effect. If anything it would leave you flatfooted (inhibit Dex to Defense) but you can still funtion normally.


And believe me Crows (other airborne scavangers) can be a real pain...

Well, I was basing that ability on what happens in the games. It leaves you unable to move or attack until it's shaken off, which sounded like daze to me, though it doesn't hamper your defense.

Check back through the other monsters I posted earlier, I'm going to be editing the entries with the changes to Undead B.O.W. over the next few minutes.
#1653

the_merciless_dm

Apr 07, 2007 18:54:33
Well, I was basing that ability on what happens in the games. It leaves you unable to move or attack until it's shaken off, which sounded like daze to me, though it doesn't hamper your defense.

Check back through the other monsters I posted earlier, I'm going to be editing the entries with the changes to Undead B.O.W. over the next few minutes.

Take your time I only mention the corrections in Creature type for obvious reasons...

I understand you are trying to recreate the effect of the game, so from that point a Fortitude save (to ignore the damage and/or shake it off) might be called for. But for more realism I believe a "I'm too busy trying to pry bird off!" thing was more plausable. Its your call ok.
#1654

the_merciless_dm

Apr 07, 2007 18:56:16
My little gift to my players, and you people of the boards.


Dr. Miguel Agnesi Gevarra, brilliant scientist and biotechnician was studying the phenomenon that was the G-virus from a sample that he purchased from some unknown organization in Europe, in order to create a medical use for it. Somewhere along his work he went mad, he decided then to create a weapon with the sample, an ultimate predator. So he used the Virus as a vector to which he inserted various types of animal genes. All of the animal's selected were vicious predators like Piranhas and Sharks along with Frogs, Lizards and Snakes. He also inserted a gene that would in theory provoke the rapid growth of said creature to the size that of a humanoid being. He then injected his daughter's Chameleon with the Vector. Soon within days the Chameleon grew substantially but besides that nothing seemed to have happened so he discarded it as a "failure" and disposed of it by incineration. His subordinates did the job to their fullest and later disposed of the subject; only to have the husk recover rapidly before their eyes but it did not look like a big chameleon… Instead it was hideous. Long, deadly talon like claws extended forth form its "hands", vicious fangs adorned its mouth and an extending tongue were what they first things they noticed. They saw what appeared to be hunchbacked human covered in scales, but before they new it, the creature vanished before their very eyes… Too frightened to even move the two assistants felt it in their bones, they had failed and were going to pay the price for helping create such an abomination...

131-Ω Hunter
Medium size Mutant B.O.W.
(Prototype produced with G-Virus instead of T-virus)
HD: 10d10 +30 (89Hp)
Initiative: +6
Speed: 40ft. (Swim 30ft./Climb 30ft.)
AC: 20 (+4 Nat, +6 Dex)
DR: 4/--
BAB/Grapple: +10/+18
Attacks: Claw + 16(1d8+4), Bite +16 (1d6+4), Tongue Slap +16 (1d6+4 range 15ft.)
Full Attack: 2 Claws +16 (2d8+8), Bite +14 (1d6+4)
Face/Reach: 5ft. by 5ft./5ft. (Tongue Slap 15ft.)
Special Attacks: Improved Grab, Keen Claws, Swallow Whole
Special Qualities: Amphibious, B.O.W. traits, Chameleon Skin, Keen Senses, Molecular Acceleration, Scent*
Saves: Fort: +10, Ref +9, Will +4
Abilities: Str 18, Dex 22, Con 16, Int 2, Wis 12, Cha 7
Skills: Hide +21, Jump +17, Listen +12, Move Silently +19, Spot +12, Survival +12*
Feats: Multi-attack, Weapon Finesse, Power Attack, Leap Attack, Improved Natural Weapons
CR: 12

Chameleon Skin (ex): The Ω Hunter gains the Hide in Plain Sight ability and a +10 racial bonus to Hide.

Improved Grab (ex): If the Ω Hunter hits with its Tongue Slap, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Keen Claws (ex): The Ω Hunter has been designed to be a lethal weapon, hence it’s claws have a critical threat range of 18-20/x3.

Keen Senses (ex): The Ω Hunter’s senses have developed far over the average predator, it gains a +4 Racial to Listen, Spot and Survival (when tracking by scent) checks.

Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer)

Swallow Whole (ex): The Ω Hunter can unhinge it’s jaw in an attempt to swallow whole a grappled opponent of medium size or smaller on a successful grapple check. Once inside the opponent takes 1d4+4 points of bludgeoning damage plus 1d6 points of acid damage per round. A swallowed creature can attempt to cut its way out using a slashing or piercing weapon to deal 10 points of damage to the gizzard (AC15). If successful the hunter must make a Fort save (DC15) or die, once out the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Ω Hunter’s interior can hold 1 medium, 2 small or 5 tiny size opponents.

Molecular Acceleration (ex): Due to the Ω Hunter molecular composition it can heal at a quicker pace (2Hp/round); regrow lost portions of it's body and can reattach severed limbs or body parts (severed parts that are not reattached wither and die normally). Acid, Electric and Sonic damage can not be healed this way. Cold deals double damage. Fire provokes unwanted acceleration in the Ω Hunter’s mutation (recovers 4Hp/round for a duration of 1d6+ Con. Mod.), also there is a 75% chance of further mutation if it comes in contact with extreme high temperatures (roll % die to determine whether or not a new mutation will appear). For further mutations refer to the random mutations table bellow.

G-Virus Random Mutation Table:
Roll a d12 to determine the mutation

1 Multiple Legs
2 Multiple Arms
3 Multiple Eyes
4 Tentacle
5 Massive Growth
6 Wings
7 Blade Claws
8 Tougher Skin
9 Poisonous Spray
10 Acid Spray
11 Bone Spikes
12 Roll twice on the random mutation’s table

Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creature’s base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: 1d4 number of eyes sprouts on random locations, the creature cannot be flanked.
Tentacle: The creature’s gains ranged touch attack +5 up to 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one size category larger all stats change accordingly.
Wings: The creature sprouts batlike leathery wings a Fly speed of 40ft. with average maneuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+Str with a +4 to attack.
Tougher Skin: The creature's hide thickens granting it a Damage Reduction of 2/-- or increasing prevously existing Damage Reduction by 2.
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice on the random mutations table: Self explanatory
#1655

joshy676

Apr 07, 2007 19:01:40
I'd like to shoot it in the face with the Colt Python, personally. :evillaugh

I'll make more Hunters if it needs more Hunters (that way we can fill the gap in all the way to Omega. )
#1656

Urban_Sniper_02

Apr 07, 2007 19:10:38
Wow, that's a big picture...Anyway, got the changes made. I've not had anything better to do just now, so I'm anxious for something to keep me occupied, hence the rapid fix, lol.
#1657

zombiegleemax

Apr 07, 2007 19:19:51
Stretched page is streeeeeeeeetched
#1658

the_merciless_dm

Apr 07, 2007 19:40:03
I'd like to shoot it in the face with the Colt Python, personally. :evillaugh

I'll make more Hunters if it needs more Hunters (that way we can fill the gap in all the way to Omega. )

Hehehe the picture there is a Filler for the Omega... Its new improved badder, nastier and Much more frightening. Its a Boss encounter. almost finished, it'll be up as soon as this page is back to its original size.
#1659

the_merciless_dm

Apr 07, 2007 20:26:34
My precious pet is up!

Check:
http://boards1.wizards.com/showpost.php?p=12018253&postcount=1654
#1660

Urban_Sniper_02

Apr 07, 2007 20:45:23
My precious pet is up!

That...is one scary beastie.
#1661

Urban_Sniper_02

Apr 07, 2007 22:23:25
Here's Neptune. My questions: is it too bad (based it off a dire shark)? and; Should it have a weakness to electrical attacks based upon what a good amount of electricity did in REmake?

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/REmake20Neptune20Shark.jpg)
Neptune
Huge size Aquatic Undead B.O.W.
HD: 18d12 (126 hp)
Initiative: +2
Speed: Swim 60 ft.
Defense: 17 (-2 size, +2 dex, +7 natural)
DR: 4/-
BAB/Grapple: +18/+36
Attacks: Bite +23 melee (2d8+9)
Full Attack: Bite +23 melee (2d8+9)
Face/Reach: 15 ft / 10 ft
Special Attacks: Improved grab, Swallow whole
Special Qualities: Keen scent, Infectious, B.O.W. traits
Saves: Fort: +11, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con -, Int 2, Wis 12, Cha 10
Skills: Listen +5, Spot +5, Swim +16
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
CR: 10

Improved Grab (ex): To use this ability, Neptune must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow whole (ex): Neptune can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (Defense 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Keen Scent (ex): Neptune can notice creatures by scent in a 180 foot radius and can detect blood in the water at a range of up to 1 mile.

Skills: Neptune has a +8 racial bonus on any swim check to perform some special action to avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
#1662

joshy676

Apr 08, 2007 0:51:26
Okay, everyone, every Hunter save for Omega is now on the Wiki! I didn't put Omega on because I don't know if you're done with it or not, Merc. When you are, though, feel free to stick that bad mother onto the Wiki.
#1663

zombiegleemax

Apr 08, 2007 1:16:20
Urban Sniper, while I agree electricity should be far more lethal underwater, I do not think Neptune had a special weakness to it. I just chalk it up to the water making it that much easier to roast the bastard (increasing die damage/multiplying damage) Otherwise, it's a formidable CR 10 and nigh impossible at the levels the RE/REmake characters fought it at without that advantage you can discover


joshy676, I just checked out the Wiki. I like the work you've done towards organizing the entries

Good job!

Are you going to hide your signature when we start to run the game, or trust players to not metagame by looking up the stats?
#1664

the_merciless_dm

Apr 08, 2007 1:22:52
Here's Neptune. My questions: is it too bad (based it off a dire shark)? and; Should it have a weakness to electrical attacks based upon what a good amount of electricity did in REmake?

I was gonna do the Neptune
Nah, its all good. Yeah I would put in a weakness to Electrical damage. I was gonna do the same way, take a Dire Great White Shark and mutate it following the B.O.W. guidelines. So its all good. And refreshing to see all of us here stating creatures on the same page. Woot!

Joshy, I'm done with the Omega. If anything proof read it for errors of the gramatical kind because I checked the calculations 4 times, just to be sure. Remember its a boss type character like the Nemesis and the G-Type; each time it appears there is something new. On that note have Azar and you already desided on what you are gonna do with the game? If I manage to make a stable enough schedule I'll play (never played by post).

Anyways I am outs! Goodnight folks!
#1665

zombiegleemax

Apr 08, 2007 1:51:26
I see Neptune's creature as Undead and B.O.W. Honestly, it's awfully confusing. I'm not trying to be an ass, but is it Undead with a B.O.W. subtype, just B.O.W., or Undead with some sort of B.O.W. metatype?
#1666

zombiegleemax

Apr 08, 2007 1:56:16
Jeeze, give it a rest.
#1667

the_merciless_dm

Apr 08, 2007 2:04:06
I see Neptune's creature as Undead and B.O.W. Honestly, it's awfully confusing. I'm not trying to be an ass, but is it Undead with a B.O.W. subtype, just B.O.W., or Undead with some sort of B.O.W. metatype?

See my signature? Follow it, then read carefully the B.O.W. type.

In Resident Evil 1 of two things happens:
A) Mammals (or mammal like creatures) turn into a nonsupernatural "UNDEAD"-ish creature, which we shall call "Zombie" in human case. Other Mammals "Zombify" aswell. Hence why the entries will say Undead B.O.W.

B) Non-mammalian creatures (ex: Instects, Invertabrea, etc.) will usually grow in ludricous proportions, becoming deadlier, more hostil/aggressive versions of their once normal self. These entries are called Mutant B.O.W.

Why is this distinction important? Because Undead like creatures have a larger HD in order to reflect their hardiness and resilience; not to mention the lack of a Con Modifier. On the other hand the Mutants type creatures retain their Con Modfier and gain the B.O.W. traits mentioned along with whatever ability we deem necessary to reflect their in game behavior.

Capisce?
#1668

joshy676

Apr 08, 2007 2:35:30
I will put Omega on first thing tomorrow, then, Merc. :D

And, yes, Azar, I shall be hiding my signature. The less metagaming being done, the better.
#1669

joshy676

Apr 08, 2007 12:34:01
And we have Hunter Ω!
#1670

zombiegleemax

Apr 08, 2007 12:53:54
I understand it now, thanx for being a jerk about.

Jeeze, give it a rest.

You can just go shove that response right back up your ass. All i'm doing is asking questions and making inquiries. If that is a problem for you, i just don't care. I fail to see why what i'm doing is wrong.
#1671

the_merciless_dm

Apr 08, 2007 12:56:05
I was going over the wiki just now, and I dont think I had truly appreciated it before. Its looking great and well organized. By the way, th MA-121 Hunters I revised replace the old ones. I know we have different verions all over the thread of monsteres, hence the revision.
#1672

joshy676

Apr 08, 2007 13:44:35
I was going over the wiki just now, and I dont think I had truly appreciated it before. Its looking great and well organized. By the way, th MA-121 Hunters I revised replace the old ones. I know we have different verions all over the thread of monsteres, hence the revision.

I know. That's why I gave the Hunters their own separate category: there's just too many of them to NOT have their own category!

I remember from playing Survivor that each B.O.W. had its own letter and number code. Which is funny, because only non-accidental creatures in Resident Evil get a B.O.W. code and a name. Which means zombies, zombie dogs (not Cerberus, as Cerberus dogs were intentionally infected. Read the wiki link that Merc posted), Giant Spiders, and crows do not get a code and an actual Umbrella name.

I accidentally put Delta and Epsilon down as MA-121s instead of MA-126 and MA-127 respectively. I don't think that matters too much, though, as they are still Hunters.
#1673

zombiegleemax

Apr 08, 2007 14:10:16
i just don't care

Judging by your comment, i'd say it's the opposite
#1674

zombiegleemax

Apr 08, 2007 14:21:28
Judging by your comment, i'd say it's the opposite


There you go runnin' your mouth again. Next you're going to say i'm derailing the thread. How about when someone asks a question you politely answer and politely direct that someone to where they may find an answer instead of being a total prick about it. Or, if you don't have an answer, just keep your mouth shut.


Capisce?

#1675

joshy676

Apr 08, 2007 14:27:08

There you go runnin' your mouth again. Next you're going to say i'm derailing the thread. How about when someone asks a question you politely answer and politely direct that someone to where they may find an answer instead of being a total prick about it. Or, if you don't have an answer, just keep your mouth shut.

Listen, buddy. You've got two choices right here right now:

A) You can be the better man and not get so uptight about it, or

B) You can stop reading the thread and go away.

As lousy as this sounds, you are making a problem and, in fact, derailing this thread. You are bringing it off topic at this very moment in time by prompting one of us to tell you this.

Now, asking questions is fine. Being a flamer is not.

That goes for you as well, Azar.
#1676

Urban_Sniper_02

Apr 08, 2007 14:30:35
*agrees with Joshy*

Anyway, posted up the mutated animals we have so far to the wiki, under the new category "Non-Human T-Virus Mutations", which is for any kind of animal/insect/invertebrate mutation.

They're here: http://scratchpad.wikia.com/wiki/Category:Non-Human_T-Virus_Mutations
#1677

zombiegleemax

Apr 08, 2007 14:36:55
There you go runnin' your mouth again.

I was merely stating fact
#1678

the_merciless_dm

Apr 08, 2007 15:08:11
People, please cease it. This thread is too dear to me and I think to many of you aswell, to have it be locked for some miniscule reason. Chill and breathe. I want this here (my post) to be hte end of this little detour. Agreed?

Now on to more important things. I recall once having stumbled across a formula to calculate a creature's approximate Challenge Rating. Does anyone here have any clue if there still is one around, if so please post a link or the equation here.


Thank you.
#1679

joshy676

Apr 08, 2007 15:15:46
I'd say use the creature's HD, but in this case that's not very effective. I'm not sure of the equation myself.

But... I've done some organization to the Wiki again. The T-Zombies have their own category within the Undead.
#1680

Urban_Sniper_02

Apr 08, 2007 15:49:04
I don't remember ever seeing a calculation for CR, and all the books I've looked through say that CRs come from comparison and/or playtesting. Pretty useless if you ask me. But, if the B.O.W. creature type is used as a template on an existing creature, barring any special abilities gained, I'd imagine it would count as a +1 to +2 CR increase.
#1681

zombiegleemax

Apr 08, 2007 15:57:48
Savage Species can help
#1682

zombiegleemax

Apr 08, 2007 16:22:00
Oh, and Ivies would be a next good step in monster creation.

IMAGE(http://www.residenteviluncut.com/re2poisonivy.jpg)

From there, we can springboard into a saguaro variant
#1683

joshy676

Apr 08, 2007 16:27:45
Ooh! Man, a walking tentacle-filled cactus is JUST what we need!

I have no clue how to stat the Ivy. Merc, Sniper? One of you wanna try? :D
#1684

the_merciless_dm

Apr 08, 2007 16:30:28
I already have the "Plant Type-A" and "Plant Type-B" 1/2 done. I think I mentioned them being next along with Yawn and a few others. That'll be up before or by Wednessday. Gotta go work see ya.
#1685

the_merciless_dm

Apr 08, 2007 16:38:15
I don't remember ever seeing a calculation for CR, and all the books I've looked through say that CRs come from comparison and/or playtesting. Pretty useless if you ask me. But, if the B.O.W. creature type is used as a template on an existing creature, barring any special abilities gained, I'd imagine it would count as a +1 to +2 CR increase.

That works, but I recall the formula being in a Dungeon Magazine, the article was called: "How to create a monster" but I cant recall what issue...
#1686

zombiegleemax

Apr 08, 2007 16:38:31
I was thinking more along the lines of wicked looking spines protruding from the mutated cacti
#1687

Urban_Sniper_02

Apr 08, 2007 17:02:41
Oh boy, nasty plants...If I had RE2 I'd take a look at what they do, but it's been so long since I've had access to it I can't even remember the Ivies. Might still take a shot at it if I get a chance tonight or tomorrow.

On another note, does anyone have any unrevised or test builds for the Tyrants? I'm going to be heading out of town Wednesday and I'm going to be doing some play-testing, so it'd be a good opportunity to try one out.

Oh yeah, also, the Nemesis on the Wiki, was that based on the movie? I don't remember the mini-gun except from there.
#1688

the_merciless_dm

Apr 08, 2007 17:06:54
I had statted out unrevised Tyrants and they are on the index. All of them from every game are there. Trust me the revised version will look more Boss like.

As it stands the Prototype and inmature Tyrants are CR 10-12 I believe then each series above is one or two CR's higher, the G-type and its evolutions are say 16+ and the Nemesis as it currently stand here at my desk its CR22 but I need to recheck and retool the Nemesis hence why i am looking for that CR Equation/calcualtor.
#1689

zombiegleemax

Apr 08, 2007 17:07:25
Yikes! Who the heck is using Resident Evil movies for material?

The only weapons Nemesis had was a rocket launcher, his fists, tentacles, and an acid spray (final form)
#1690

Urban_Sniper_02

Apr 08, 2007 17:07:40
I had statted out unrevised Tyrants and they are on the index. All of them from every game are there. Trust me the revised version will look more Boss like.

As it stands the Prototype and inmature Tyrants are CR 10-12 I believe then each series above is one or two CR's higher, the G-type and its evolutions are say 16+ and the Nemesis as it currently stand here at my desk its CR22 but I need to recheck and retool the Nemesis hence why i am looking for that CR Equation/calcualtor.

This might be what you're looking for:
http://www.enworld.org/cc/downloads/files/monster_article.pdf

Yikes! Who the heck is using Resident Evil movies for material?

The only weapons Nemesis had was a rocket launcher, his fists, tentacles, and an acid spray (final form)

Just check nemesis on the wiki. he's got a mini gun.
#1691

the_merciless_dm

Apr 08, 2007 17:14:13
This might be what you're looking for:
http://www.enworld.org/cc/downloads/files/monster_article.pdf



Just check nemesis on the wiki. he's got a mini gun.

Woot! Thanks you found it, that is exactly what I was looking for. Now also that Nemesis there has not been revised, my version is much different, more like the game, less like the movies. That there was made by my friend Nuclear_Cheetos it reflects rather well the movie's Nemesis but in my opinion it does not do justice to the game...
#1692

Urban_Sniper_02

Apr 08, 2007 17:28:52
Woot! Thanks you found it, that is exactly what I was looking for. Now also that Nemesis there has not been revised, my version is much different, more like the game, less like the movies. That there was made by my friend Nuclear_Cheetos it reflects rather well the movie's Nemesis but in my opinion it does not do justice to the game...

You're welcome!

I don't think either of the movies come close to doing any kind of justice to the games. :D
#1693

zombiegleemax

Apr 08, 2007 17:33:20
The only character I found interesting (and I agree with NCLanceman here) is the sniper from Apocalypse

By the way, Urban Sniper in your Photobucket gallery with monster pictures, "Bad Ass Bug" is called Plague Crawler :D
#1694

Urban_Sniper_02

Apr 08, 2007 17:48:35
The only character I found interesting (and I agree with NCLanceman here) is the sniper from Apocalypse

By the way, UrbanSniper in your Photobucket gallery with monster pictures, "Bad Ass Bug" is called Plague Crawler :D

Oh yeah, speaking of snipers, never heard anymore about it, but was that big post about the sniper build helpful to you at all?

Ahhh, so that's what it was called, hehe.
#1695

zombiegleemax

Apr 08, 2007 17:51:52
The post is helpful. I plan to write up an Umbrella Sniper NPC to be encountered in our campaign eventually.
#1696

zombiegleemax

Apr 08, 2007 18:15:34
I was merely stating fact

I don't think you're in any position to state such things. You said it yourself too, judging my comment. It was simply your best guess as to what i thought, for which you have zero factual knowledge. I think you don't know the definition of what a "fact" is, or else you wouldn't have thought yourself a candidate to state such "facts" about people you don't know.

And Joshy, i appreciate your comment, and i tried to be constructive in this thread with questions and suggestions. It seem though, that whenever i try to does i have Azar coming down on me. I guess according to him i'm not allowed to comment unless i praise the work you guys have done, constructive criticism is unwanted, from me at least.

FYI, i've played and beat every RE game, including Gaiden. So when i make a suggestion, for the most part i know what i am talking about. Let me demonstrate.


When making Wesker, do not give him G-virus traits. He is not infected with it. I read the second report that one of you talked about, and it seems that person didn't read it himself. Birkin created a second virus specifically for Wesker, different from the G.

B.O.W. Creature Type Issues

- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects.

Several of the RE creatures clash with this trait. The "undead" ones i suppose i can entertain with this idea for now, but creatures such as Hunters are genetically engineered living...beings. This means that they are basically animals like any of us. I fail to see why they couldn't become paralyzed, stunned, or contract a disease. Why is it these creatures can contract a virus but not a disease?

- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

You're kidding right? Most RE monsters are living creatures that were genetically engineered. What on earth is preventing them from being affected

- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

I hardly think an RE Zombie has the motor skills to properly (proficiently) use almost any simply weapon. And some of "mutant" and "undead" B.O.W.s lack proper manipulating appendages, or appendages all together.
- Unless otherwise noted B.O.W.s don’t breathe, eat, or sleep.

With this, you need to stop thinking about the RE Zombies as Undead creatures. If you pay attention to how the T-Virus operates you will se what i am talking about. In other words, the body is barely functioning, but the fact still remains that oxygen is required to power the body. Also, with the "mutant" B.O.W.s, breathing is obvious, they do it. I mean, are you telling me Lickers and such don't have lungs, or don't use their lungs? What the hell is allowing them to operate without breathing in oxygen? This makes no sense. Now, i'm not saying this trait makes no sense, but the not breathing part should be taken out. Thisn't D&D where negative energy is powering these Zombies.

There is me constructive criticism. It is a bit blunt and to the point, but the point does get across i think. You asked me to make a contribution to the thread, here it is. I only covered a few inaccuracies in some of the work that has been done, but i can look for more if you wish. I hope no one takes offense to this, i do enjoy reading this thread i am working on an RE themed campaign myself for both D20 Modern and D&D. I'm not saying you guys did a bad job, quite the opposite actually.
#1697

zombiegleemax

Apr 08, 2007 18:17:38
I don't think you're in any position to state such things

I am, if you find a post that violates the CoC, then report it. Otherwise, I will continue to reply.
#1698

zombiegleemax

Apr 08, 2007 18:47:53
I am, if you find a post that violates the CoC, then report it. Otherwise, I will continue to reply.

please don't derail this thread Azar. I will humor you though. You know this, but i was saying you are in know position to say whether or not i care about something. All you know about me is what i tell you.
#1699

zombiegleemax

Apr 08, 2007 18:52:01
He can't be bargained with. He can't be reasoned with. He doesn't feel pity, or remorse, or fear. And he absolutely will not stop, ever, until I am bored to death.
#1700

the_merciless_dm

Apr 08, 2007 19:18:02
I will ask one more time. Both PLEASE STOP!
#1701

Urban_Sniper_02

Apr 08, 2007 19:19:14
Geeze, chill out, guys. There's no need for this back and forth on the board; PMs'll do just fine and keep things on track. I'm like Merceless in that I really don't want to see this board closed for a silly argument. Let logic and cool heads prevail.

I'll admit, Angelflesh does make a few good points.

In regards to the B.O.W. creature type, Undead specifically:

- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects.

As seen in RE outbreak, it is possible for the zombies to be stunned; Alyssa does it with her stun gun, for example.

As for mind-affecting effects, I'm thinking of skills like bluff, diplomacy, or class abilities like coordinate and other similar buff abilities. They're mindless, or at least running on pure instinct, so they couldn't benefit from them or be reasoned with, and would be immune. Since there aren't supposed to be any magic spells regarding mind-control/etc, immunity could be assumed. ( I'm certainly immune to something that doesn't exist :D )

The disease immunity could simply be that the T-virus is so viscious that any other infection is simply overwhelmed and destroyed immediately. It would be similar in regards to paralysis, in that the central nervous system is so messed up from the virus that any paralyzing effect could be negated. Certain death effects could also be negated, though I'm unable to think up a death effect at the moment. (I hate brain farts)

- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

This I'm guessing could be regarding the Massive Damage Threshold. If it's already 'dead', it's not going to feel the damage and wouldn't be required to make the save. All other effects of this nature that are coming to mind are spells and spell-like abilities, which don't exist in RE.

- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Based on primal instinct, these undead B.O.W. creatures should be only proficient with their natural weapons. Especially true for a human turned zombie, as you never see them using other weapons (simple or otherwise, to any effect). For the Ganados in RE4, this doesn't hold true, but those are something else entirely, not T-virus mutations.

- Unless otherwise noted B.O.W.s don’t breathe, eat, or sleep.

I think the word 'need' is all that's needed to fix this:
- Unless otherwise noted B.O.W.s don’t need to breathe, eat, or sleep.

It's not that these undead mutations don't use their lungs and vocal cords (them zombies sure do make a lot of noise, lol), it's simply that they don't have to use them to keep on existing. The instinct to feed drives them, not neccessarily the need to feed, as the bodies have already died and reanimated. I could be wrong, but I'm thinking there was an instance in one game where a flooded area drained and left bodies lying around that later started moving when the player came through. They were already zombies, and had they needed to breathe, they would have drown long before the player came around. The body itself doesn't get air solely from the lungs, either. Some is absorbed through the skin, and given the 'near-death' state, that could be more than enough to keep the corpses moving without the internals.
#1702

zombiegleemax

Apr 08, 2007 19:24:01
B.O.W works as is

The only other example of stunning is REMake, Jill's defensive stungun
#1703

Urban_Sniper_02

Apr 08, 2007 19:38:42
B.O.W works as is

The only other example of stunning is REMake, Jill's defensive stungun

Which means that they can be stunned, and aren't immune. Not trying to cause any further decension here, and I'm certainly not wanting to cause any more trouble. I'm just offering an opinion on a good point.

I wrote the following up really fast, and just as an example of a possible fix if it was decided that a fix could be needed. Just tossing this out there as a possiblity. Edits and comments are more then welcome, as always:

Undead B.O.W.
- D12 Hit Dice and no Constitution score.
- Base attack bonus equal to its total Hit Dice.
- Good Fort saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die.
- Racial +4 to Grapple checks.
- Darkvision out to 60 ft.
- Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target).
- Immunity to all mind-affecting effects, paralysis, disease, and death from Massive Damage.
- Can be subject to critical hits and called shots.
- Cannot heal damage on its own, although it can be healed.
- Proficient with all natural weapons it possesses.
- Unless otherwise noted, Undead B.O.W.s don’t need to breathe, eat, or sleep to continue existing.

Mutant B.O.W.
- D10 Hit Dice
- Base attack bonus equal to its total Hit Dice.
- Good Fort saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die.
- Racial +4 to Grapple checks.
- Darkvision out to 60 ft.
- Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target).
- Immunity to mind-affecting effects, disease and death from Massive Damage.
- Can be subject to critical hits and called shots.
- Cannot heal damage on its own, unless otherwise stated (Fast healing, for example), although it can be healed.
- Proficient with all natural weapons it possesses, and any additional weapons listed.

The mutant B.O.W.s immunities are due to the primal nature that drives them, as I said, charm spells and such don't exist, so I'm basing that on diplomacy and class abilities. Not being immune to paralysis and stunning makes sense to me from the viewpoint that they are still living creatures and haven't died first. Now, different strains of mutation may certainly grant immunity to those effects, so it's entirely plausible. And immunity to disease makes sense on what I said earlier. The T-Virus is simply too viscious for other infections to matter.
#1704

joshy676

Apr 08, 2007 19:43:21
Most RE monsters are living creatures that were genetically engineered.

I'm afraid I have to disagree with you there. Most of the monsters that you fight in Resident Evil are results of accidents. The only ones actually engineered as a B.O.W. were the Tyrants, Birkin, the Hunters, the Neptune, the Cerberi, the Ivy, and the Nemesis. They have B.O.W. codes, which means they count as listed B.O.W.s. Now, we can call everything created by the T-Virus B.O.W.s but they're not necessarily B.O.W.s without that code.

An example is the Zombie.

The Zombie does not have a B.O.W. code, but it is a B.O.W. because it has been deemed a failure to be a worthy Bio Organic Weapon whereas the Hunter has a B.O.W. code. The only Hunters that I can recall that are failures, per se, are Beta and Gamma because there are so few of them (compare the number of Betas and Gammas you fight in RE3 to the Alphas in every other game [excluding REs 2 and 4]).

I don't mean to keep this argument going at all, but I did find your criticism more blunt than you intended. Had I a shorter temper, I would've found it to be more irritating than blunt. I agree with Azar, but like Merc and Sniper, I love this thread to death and I don't want to see it be shut down because we can't stop flaming each other.
#1705

zombiegleemax

Apr 08, 2007 19:44:54
Yep, and the common misconception is also between Zombie Dogs and Cerberus

Also mutated spiders and the specifically created B.O.W
#1706

the_merciless_dm

Apr 08, 2007 19:46:25
Geeze, chill out, guys. There's no need for this back and forth on the board; PMs'll do just fine and keep things on track. I'm like Merceless in that I really don't want to see this board closed for a silly argument. Let logic and cool heads prevail.

I'll admit, Angelflesh does make a few good points.

In regards to the B.O.W. creature type, Undead specifically:

- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects.

As seen in RE outbreak, it is possible for the zombies to be stunned; Alyssa does it with her stun gun, for example.

As for mind-affecting effects, I'm thinking of skills like bluff, diplomacy, or class abilities like coordinate and other similar buff abilities. They're mindless, or at least running on pure instinct, so they couldn't benefit from them or be reasoned with, and would be immune. Since there aren't supposed to be any magic spells regarding mind-control/etc, immunity could be assumed. ( I'm certainly immune to something that doesn't exist :D )

The disease immunity could simply be that the T-virus is so viscious that any other infection is simply overwhelmed and destroyed immediately. It would be similar in regards to paralysis, in that the central nervous system is so messed up from the virus that any paralyzing effect could be negated. Certain death effects could also be negated, though I'm unable to think up a death effect at the moment. (I hate brain farts)

- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

This I'm guessing could be regarding the Massive Damage Threshold. If it's already 'dead', it's not going to feel the damage and wouldn't be required to make the save. All other effects of this nature that are coming to mind are spells and spell-like abilities, which don't exist in RE.

- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Based on primal instinct, these undead B.O.W. creatures should be only proficient with their natural weapons. Especially true for a human turned zombie, as you never see them using other weapons (simple or otherwise, to any effect). For the Ganados in RE4, this doesn't hold true, but those are something else entirely, not T-virus mutations.

- Unless otherwise noted B.O.W.s don’t breathe, eat, or sleep.

I think the word 'need' is all that's needed to fix this:
- Unless otherwise noted B.O.W.s don’t need to breathe, eat, or sleep.

It's not that these undead mutations don't use their lungs and vocal cords (them zombies sure do make a lot of noise, lol), it's simply that they don't have to use them to keep on existing. The instinct to feed drives them, not neccessarily the need to feed, as the bodies have already died and reanimated. I could be wrong, but I'm thinking there was an instance in one game where a flooded area drained and left bodies lying around that later started moving when the player came through. They were already zombies, and had they needed to breathe, they would have drown long before the player came around. The body itself doesn't get air solely from the lungs, either. Some is absorbed through the skin, and given the 'near-death' state, that could be more than enough to keep the corpses moving without the internals.

And the Sniper Saves! Hehehe again thanks.

"As for mind-affecting effects, I'm thinking of skills like bluff, diplomacy, or class abilities like coordinate and other similar buff abilities. They're mindless, or at least running on pure instinct, so they couldn't benefit from them or be reasoned with, and would be immune."

Yai! He understands!

"The disease immunity could simply be that the T-virus is so viscious that any other infection is simply overwhelmed and destroyed immediately."

This is what exaclty happens when two virii (different ones) infect one cel. The stronger more aggressive one supersceeds.

"This I'm guessing could be regarding the Massive Damage Threshold. If it's already 'dead', it's not going to feel the damage and wouldn't be required to make the save. All other effects of this nature that are coming to mind are spells and spell-like abilities, which don't exist in RE."

Precisely!

"It's not that these undead mutations don't use their lungs and vocal cords (them zombies sure do make a lot of noise, lol), it's simply that they don't have to use them to keep on existing. The instinct to feed drives them, not neccessarily the need to feed, as the bodies have already died and reanimated. I could be wrong, but I'm thinking there was an instance in one game where a flooded area drained and left bodies lying around that later started moving when the player came through. They were already zombies, and had they needed to breathe, they would have drown long before the player came around. The body itself doesn't get air solely from the lungs, either. Some is absorbed through the skin, and given the 'near-death' state, that could be more than enough to keep the corpses moving without the internals."

Thank you.

On this note I'll add "NEED TO" intot he type.
#1707

the_merciless_dm

Apr 08, 2007 19:50:41
I did not want to have to divide in to two parts:
Undead B.O.W. and Mutant B.O.W.
as Sniper did, I thought it was clear as is, apparently not...
#1708

Urban_Sniper_02

Apr 08, 2007 20:04:07
I did not want to have to divide in to two parts:
Undead B.O.W. and Mutant B.O.W.
as Sniper did, I thought it was clear as is, apparently not...

The devil's in the details, they say. I'd say that's the case here. Just enough small things to make a big issue. It's not really been divided, only clarified. On all the creature entries so far, the destinction has been made between undead and mutation, so it could simply be an obvious evolution.
#1709

zombiegleemax

Apr 08, 2007 20:05:28
The entire reason the creatures are so fascinating is because they defy logic, not adhere to it.
#1710

joshy676

Apr 08, 2007 20:07:05
The entire reason the creatures are so fascinating is because they defy logic, not adhere to it.

And anything that defies logic can be said, therefore, that it is supernatural; meaning Biology class won't be covering it any time soon. :evillaugh
#1711

zombiegleemax

Apr 08, 2007 20:12:51
Say, I had an idea for another unique creature

How about a T-Virus mutated locust?

We can either write em up as a swarm, OR Tiny sized creatures that gather in groups of 20-30 and toss in an ability to Ignore Hardness as they advanced in HD

I would picture them more as a means to inspire fear and get the players moving, than a direct threat.
#1712

Urban_Sniper_02

Apr 08, 2007 20:15:16
Hehe, I agree with both of you, but RE has always been based in real-world science. All that scientific content in the games has to mean something :D

EDIT: That sounds entertaining. Would help in getting them on the move if they decided to turtle up somewhere. BTW, you didn't happen to see 'The Reaping' did you? I remember the preview had a lot of nasty locusts, lol.
#1713

joshy676

Apr 08, 2007 20:43:53
Say, I had an idea for another unique creature

How about a T-Virus mutated locust?

We can either write em up as a swarm, OR Tiny sized creatures that gather in groups of 20-30 and toss in an ability to Ignore Hardness as they advanced in HD

I would picture them more as a means to inspire fear and get the players moving, than a direct threat.

IIRC, the Drain Deimos is an accidental mutation of several insects getting jumbled together and infected. Technically, we can make a T-Locust that's a variant of the Drain Deimos and make it Tiny. Or make the Chimera Tiny (because the Chimera is fly DNA mutated with the T-Virus). Either way, I like the idea of a group of locusts coming after you to get you moving. That'd be scary as hell! :evillaugh
#1714

zombiegleemax

Apr 08, 2007 20:54:56
The entire reason the creatures are so fascinating is because they defy logic, not adhere to it.

Actually, they only defy logic in the real world. The illogicality is replaced by the effects of the various viruses. Just because something is illogical in the real world doesn't mean we should through out the logistics displayed in the games in order to make the scenarios more realistic. Do we really want to take the easy way out?

People rising from the dead? Illogical.
People rising from the dead because a complex virus strain's effects cause it to? Logical.
#1715

Urban_Sniper_02

Apr 08, 2007 21:05:30
Well, here's a quick conversion of a locust swarm from diminutive to tiny, plus the B.O.W. type and the special ability Azar mentioned. Probably not what you're looking for, but it's a start:

Locust Swarm
Tiny size Undead B.O.W. (Swarm)
HD: 6d12 (42 hp)
Initiative: +4
Speed: 10 ft., 30 ft. fly (poor)
Defense: 16 (+2 size, +4 dex)
BAB/Grapple: +6/-
Attacks: Swarm (2d6)
Full Attack: Swarm (2d6)
Face/Reach: 10 ft / 0 ft
Special Attacks: Distraction, Devour
Special Qualities: Swarm traits, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +6, Will +2
Abilities: Str 3, Dex 19, Con -, Int -, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: none
CR: 4

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any effect that targets a specific number of creatures. A swarm takes half again as much damage (+50%) from effects that affect an area, such as splash weapons and explosions
Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Damage reduction sufficient to reduce a swarm attack’s damage to 0, or other special abilities, can give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect.
Devour (ex): With the ferocity of the T-virus mutation, the normal locust swarm has become even more deadly. Though typically numbering around only 100-200 locusts, the incredible size and power of each one combined has proved quite destructive. The swarm is able to ignore half the hardness of objects and structures, devouring steel and concrete as almost as easily as vegetable matter.
Skills: A locust swarm receives a +4 racial bonus on Listen and Spot checks.
#1716

joshy676

Apr 08, 2007 21:13:09
Well, here's a quick conversion of a locust swarm from diminutive to tiny, plus the B.O.W. type and the special ability Azar mentioned. Probably not what you're looking for, but it's a start:

Locust Swarm
Tiny size Undead B.O.W. (Swarm)
HD: 6d12 (42 hp)
Initiative: +4
Speed: 10 ft., 30 ft. fly (poor)
Defense: 16 (+2 size, +4 dex)
BAB/Grapple: +6/-
Attacks: Swarm (2d6)
Full Attack: Swarm (2d6)
Face/Reach: 10 ft / 0 ft
Special Attacks: Distraction, Devour
Special Qualities: Swarm traits, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +6, Will +2
Abilities: Str 3, Dex 19, Con -, Int -, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: none
CR: 4

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any effect that targets a specific number of creatures. A swarm takes half again as much damage (+50%) from effects that affect an area, such as splash weapons and explosions
Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Damage reduction sufficient to reduce a swarm attack’s damage to 0, or other special abilities, can give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect.
Devour (ex): With the ferocity of the T-virus mutation, the normal locust swarm has become even more deadly. Though typically numbering around only 100-200 locusts, the incredible size and power of each one combined has proved quite destructive. The swarm is able to completely ignore the hardness of objects and structures, devouring steel and concrete as easily as vegetable matter.
Skills: A locust swarm receives a +4 racial bonus on Listen and Spot checks.

Got some bug spray handy?
#1717

zombiegleemax

Apr 08, 2007 21:26:07
Hm, I like the theme of Devour, but the ability to completely ignore hardness might be a little much.

Time will tell.
#1718

Urban_Sniper_02

Apr 08, 2007 21:34:06
Hm, I like the theme of Devour, but the ability to completely ignore hardness might be a little much.

Time will tell.

If completely ignoring is a little much, then halving the hardness sounds about right, I'd wager

EDIT: Went ahead and changed the entry on the swarm to half hardness rather than none.
#1719

zombiegleemax

Apr 08, 2007 21:39:08
That was my thinking too

Damage of "Swarm" is 2d6 right? So Steel would be down to Hardness 5, average of 6 damage for Swarm and 12 damage max.

1 damage and 7 damage respectively

A steel door goes down in 30 rounds with average damage, 4 to 5 rounds with max damage

That works well!
#1720

the_merciless_dm

Apr 08, 2007 21:40:39
when I read about the Locust swarm I was envisioning 3 sizes, Tiny, Medium and Huge. Having the Devour work from ignoring 5, 10, 15 Points of Hardness... or All, Half and 25% of the Hardness. Dunno really. Though I like the build.
#1721

zombiegleemax

Apr 08, 2007 21:50:41
Ah! One more thing I forgot, where does "ballistic damage" come into play with Swarm traits?

Would you allow buckshot to deal half damage?
#1722

Urban_Sniper_02

Apr 08, 2007 21:54:56
That was my thinking too

Damage of "Swarm" is 2d6 right? So Steel would be down to Hardness 5, average of 6 damage for Swarm and 12 damage max.

1 damage and 7 damage respectively

A steel door goes down in 30 rounds with average damage, 4 to 5 rounds with max damage

That works well!

Well, swarm damage depends on the HD of the creatures making it up. It ranges from 1d6 to 5d6 based on the HD:

Swarm HD Swarm Base Damage
1–5-----------1d6
6–10----------2d6
11–15---------3d6
16–20---------4d6
21 or more-----5d6

But seeing the math, half hardness does sound pretty nice.

On ballistic damage, I'm not real sure. My envisioning of firing at a swarm tells me that buckshot is going to do a lot more than a single bullet. I'd say that it works like an AoE effect, getting +50% damage, or at least normal damage rather than half.
#1723

zombiegleemax

Apr 09, 2007 0:46:04
*sigh*

I'm saying I am enamored and find the zombies, hunters, chimeras fascinating because by real life standards of science, they are impossible. And hence, seeing them in action is a treat.
#1724

the_merciless_dm

Apr 09, 2007 8:26:49
*sigh*

I'm saying I am enamored and find the zombies, hunters, chimeras fascinating because by real life standards of science, they are impossible. And hence, seeing them in action is a treat.

I enjoy making these "creatures" for d20 beacuse of that very same reason! I try to get into said creatures mind or better yet their instincts.

I believe we could all admit to have been "enamored" by the monsters, in my case it was the Hunter. In RE2 it was the Licker and Mr.X, RE3 the Nemesis (though his constant appearances did not provoke the fear it probably was intended); RE4 I'd have to say Jack Krauser and all his encounters. I just can't wait for RE5 which will blend together RE4 with the traditional RE elements.
#1725

Dracomortis

Apr 09, 2007 10:29:38
Everything's looking great guys. The only thing I can think of that you might want to add is a brief description of each creature; although some of them are obvious, not everybody has played every game and may or may not know what some of the creatures are.
#1726

joshy676

Apr 09, 2007 13:49:07
Everything's looking great guys. The only thing I can think of that you might want to add is a brief description of each creature; although some of them are obvious, not everybody has played every game and may or may not know what some of the creatures are.

I like doing the descriptions, but even with a picture, I'm not good at a textual descriptions. I do try, though...

I gave my Hunters descriptions but they were mostly spurs-of-the-moment things. :D
#1727

Dracomortis

Apr 09, 2007 13:56:15
If I can get my zombie of a computer fixed and working properly, I'd be happy to write up descriptions for anything that doesn't have one already.
#1728

joshy676

Apr 09, 2007 16:54:47
I haven't been here since the beginning either, but that doesn't give me consent to be a jerk off about it.
#1729

Dracomortis

Apr 09, 2007 17:43:28
Guys, would you seriously just drop it already? It doesn't matter who started it. Everyone just end it now before this thread gets shut down for flaming. I do not want to see all this great work get cut down because a couple of posters cannot seem to get along for five minutes.
#1730

joshy676

Apr 09, 2007 17:58:24
Okay... Let's just ignore the last three posts... with THIS!!!

Made it last night and I'm not sure if anyone bothered to look.
#1731

Dracomortis

Apr 09, 2007 19:08:20
Is there an index page on the wiki somewhere that lists all of the pages for this project that it contains? It would make viewing these a lot easier.
#1732

psiseveredhead

Apr 09, 2007 19:25:01
Is there an index page on the wiki somewhere that lists all of the pages for this project that it contains? It would make viewing these a lot easier.

I'm not sure what you mean. The main page has category links to follow. Are you talking about actual links from the wiki to here?
#1733

Dracomortis

Apr 09, 2007 19:39:33
I'm not sure what you mean. The main page has category links to follow. Are you talking about actual links from the wiki to here?

I was looking for the main index on the wiki page, but the link's in your sig.

Hopefully, I'll go through the monsters today and tomorrow and right up some descriptions and background info for them for DM use.
#1734

joshy676

Apr 09, 2007 20:18:28
And as sad as that last statement makes me, Merc, I agree with you 100%.

And because I agree with you, what shall we be doing now?

Draco, let us know when your descriptions are done. I enjoy reading the descriptions of creatures more than I do their stats, and I'm sure yours I'll enjoy most. WotC does good descriptions, true, but I like home-made ones better. :D
#1735

zombiegleemax

Apr 09, 2007 20:22:22
We also need are rules for home-made, quickly cooked up Liquid Nitrogen. I imagine the only places you might find it are science supply stores and tankers.

So, with this variant we'll give Craft (chemical) users more of an advantage versus certain Hunters

IMAGE(http://education.jlab.org/glossary/ln2.jpg)
#1736

joshy676

Apr 09, 2007 20:27:33
We also need are rules for home-made, quickly cooked up Liquid Nitrogen. I imagine the only places you might find it are science supply stores and tankers.

So, with this variant we'll give Craft (chemical) users more of an advantage versus certain Hunters

IMAGE(http://education.jlab.org/glossary/ln2.jpg)

Azar, that intrigues me.

CAN you actually create Liquid Nitrogen from cheap chemicals?

If only Liquid Nitrogen were like Meth... :D
#1737

aab

Apr 09, 2007 20:35:03
"A machine compresses air from 15 to 3,000 pounds per square inch (psi). This is the same pressure used in SCUBA tanks. When you compress air, it heats up. We run that hot air through some coils of tubing. By blowing room temperature a ir over the coils, we cool the compressed air.

Then we let that compressed air expand. It gets cold when it expands. We let that cold air blow over the coils of tubing to cool some more compressed air even colder. Eventually, the compressed air is so cold that when it can expand it doesn’t. It has become a liquid!"

so you need a good air compressor and a lot of time, the way it looks.
#1738

zombiegleemax

Apr 09, 2007 20:36:13
We aren't aiming for 100% realism

If only Liquid Nitrogen were like Meth... :D

Yeah, that stuff is so terrible i'd house rule in a +5 DC and allow a Craft (chemical) check to make it :P
#1739

joshy676

Apr 09, 2007 20:44:15
"A machine compresses air from 15 to 3,000 pounds per square inch (psi). This is the same pressure used in SCUBA tanks. When you compress air, it heats up. We run that hot air through some coils of tubing. By blowing room temperature a ir over the coils, we cool the compressed air.

Then we let that compressed air expand. It gets cold when it expands. We let that cold air blow over the coils of tubing to cool some more compressed air even colder. Eventually, the compressed air is so cold that when it can expand it doesn’t. It has become a liquid!"

so you need a good air compressor and a lot of time, the way it looks.

What's the PDC on a good air compressor? What about the PDC on time?! :P
#1740

joshy676

Apr 09, 2007 20:47:11
We aren't aiming for 100% realism

Yeah, that stuff is so terrible i'd house rule in a +5 DC and allow a Craft (chemical) check to make it :P

Yes, but the more things that we can add to make it SEEM realistic, the better. I mean, nobody wants a TOTALLY REALISTIC GAME. Life's real enough for that. That's why we have real-life stuff mixed in with the unbelievable, the super-natural, and the down-right SCREWED UP!

Who the hell makes Meth in a d20 Modern game anyway? What, are you gonna shoot it at people like fairy dust and hope they just HAPPEN to breathe it in..?
That sounds like an improvised weapon to me!
#1741

zombiegleemax

Apr 09, 2007 20:49:52
Since you can do Craft (pharmaceuttical) checks to make HP restoring plants in under a minute (a rule earlier in the thread), I would say that we have enough leeway to make Quickly Producable Liquid Nitrogen (tm)
#1742

joshy676

Apr 09, 2007 20:51:44
You damn right we should have Quickly Producable Liquid Nitrogen(tm)!

Someone wanna write up a stat block for that? :D
#1743

zombiegleemax

Apr 09, 2007 21:57:11
Ok, let's keep the posts on the subject of the thread, not other guests. Thank you.
#1744

the_merciless_dm

Apr 09, 2007 22:45:53
Thank you WizO_Cat.
#1745

joshy676

Apr 10, 2007 1:29:27
My last post for the night... gotta hit the hay...

Quickly Producable Liquid Nitrogen!:

"This easy-to-make substance is quite useful for dispatching tougher B.O.W.s that are more harmed by the extreme cold than by extreme heat." --Umbrella developer

". . .Not as potent as laboratory-grade LN2 (liquid nitrogen), but useful in a pinch (or in a grenade round)." --U.B.C.S. weapons systems analyst Ryan Schist


This chemical can be made using an air compressor (PDC 4) to catch nitrogen gas within the atmosphere and then condense the gas quickly into a liquid substance. Make and use with extreme caution -- liquid nitrogen is dangerous and causes instantaneous frostbite if touched without gloves (10% chance of accidentally freezing self while condensing or loading into an empty grenade round, causing 1d6 cold damage).

Since this isn't laboratory-grade LN2, it isn't as deadly (mild, rather than potent), but is made more easily.

Craft (chemical) DC: 15 (as mild acid) to create 6 cups of LN2 (enough to fill 6 Freeze rounds).

40mm Grenade Freeze Round

This is a 40mm grenade round with ultra low temperature liquid nitrogen loaded into the shell.

(credit goes to Wolfgang Blaine for the stats)
Damage:..................3d6
Critical:....................N/A
Dmg Type:...............Cold
Burst Radius:............5ft
Reflex DC:................12
Size:.......................Tiny
Weight:...................1lb.
Craft (mech) DC:.......15
PDC:.......................N/a
Res:........................N/a

Of course, playtesting and tweaking are accepted, as is constructive criticism.

EDIT: Thanks Merc; I forgot to actually remove the PDC and the restriction because these are so rare you pretty much have to homemake them.

I imported the round stats from Wolfgang Blaine's stats, which is why they look a little funky.
#1746

the_merciless_dm

Apr 10, 2007 6:53:15
My last post for the night... gotta hit the hay...

Quickly Producable Liquid Nitrogen!:

"This easy-to-make substance is quite useful for dispatching tougher B.O.W.s that are more harmed by the extreme cold than by extreme heat." --Umbrella developer

". . .Not as potent as laboratory-grade LN2 (liquid nitrogen), but useful in a pinch (or in a grenade round)." --U.B.C.S. weapons systems analyst Ryan Schist


This chemical can be made using an air compressor (PDC 4) to catch nitrogen gas within the atmosphere and then condense the gas quickly into a liquid substance. Make and use with extreme caution -- liquid nitrogen is dangerous and causes instantaneous frostbite if touched without gloves (10% chance of accidentally freezing self while condensing or loading into an empty grenade round, causing 1d6 cold damage).

Since this isn't laboratory-grade LN2, it isn't as deadly (mild, rather than potent), but is made more easily.

Craft (chemical) DC: 15 (as mild acid) to create 6 cups of LN2 (enough to fill 6 Freeze rounds).

40mm Grenade Freeze Round

This is a 40mm grenade round with ultralow-temperature liquid nitrogen loaded into the shell.

(credit goes to Wolfgang Blaine for the stats)
Damage:..................3d6
Critical:....................N/A
Dmg Type:...............Cold
Burst Radius:............5ft
Reflex DC:................12
Size:.......................Tiny
Weight:...................1lb.
Purchase DC:............18
Craft (mech) DC:.......15
Restriction:..............Mil(+3)

Of course, playtesting and tweaking are accepted, as is constructive critcism.

I like it, very simple. My only inquiry is this: Mil(+3), shouldn't it be "rarer". I mean its a costum build. I imagine this to be found only in research facilities were the production of B.O.W. is to occur; and hence the need for special, "costum" made weaponry just incase.

Anyone want to stat out: "U.B.C.S. weapons systems analyst Ryan Schist"? Jejejeje?
#1747

the_merciless_dm

Apr 10, 2007 7:43:23
Yawn
Huge “Mutant B.O.W.”
HD: 12d10 +60 (130Hp)
Initiative: +1 (Dex)
Speed: 20ft., 20 Climb ft., 40 Swim ft.
AC: 16 (-2 size, +1 Dex +7 Nat)
BAB/Grapple: 12/35
Attack: Bite +32(2d6+11+Poison), Tail Slap +32(1d6+11)
Full Attack: Tail Slap +32 and Bite +27
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Constrict (1d6+16), Poison (DC20); Infectious
Special Qualities: Scent, Improved Grab, Swallow Whole, B.O.W. traits
Saves: Fort: +13, Ref: +5, Will +5
Abilities: Str 32 Dex 13 Con 21 Int 1 Wis 12 Cha 2
Skills: Balance +20, Climb +23, Hide+8, Listen +10, Spot +0, Swim +23
CR: 14

Poison (ex): The initial and secondary damage of the Yawn’s poison is 1d6 constitution damage (DC 20).

Improved Grab (ex): To use this ability the Yawn must first hit with its tail slap or bite attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage for each round that the Yawn maintains its hold.

Scent (ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Swallow Whole (ex): If a Yawn begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, dealing at least 30 points of damage to the stomach (AC 18) in this way creates an opening large enough for the swallowed creatue to escape, or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. A huge Yawn’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.
#1748

joshy676

Apr 10, 2007 8:11:30
I like it, very simple. My only inquiry is this: Mil(+3), shouldn't it be "rarer". I mean its a costum build. I imagine this to be found only in research facilities were the production of B.O.W. is to occur; and hence the need for special, "costum" made weaponry just incase.

Anyone want to stat out: "U.B.C.S. weapons systems analyst Ryan Schist"? Jejejeje?

Thanks Merc. I'd take a good look at the Yawn but I need a better time to do so.
#1749

Urban_Sniper_02

Apr 10, 2007 9:31:31
Just a quick fact-checking on Yawn and the Mutant B.O.W. type. Was Yawn engineered or mutated from a normal beast? I was under the impression that anything infected with the T-virus became an Undead-type B.O.W., while anything engineer, as the hunters, counted as a mutant-type. Or is it a different case with reptiles?

Reason I ask is because of the Yawn entry on the creature Wiki which states:
The Yawn is a snake-based B.O.W. that was originally a specimen that escaped from the laboratory and grew to huge proportions as a result of exposure to the T-Virus.

Would it be safe to assume that if a significant size increase comes from a T-virus infection, the creature takes on the mutant B.O.W. type?
#1750

Urban_Sniper_02

Apr 10, 2007 10:45:17
I did a write-up on Ryan Schist; see how ya like it. For some reason, I kept thinking of someone like R. Lee Ermey from Mail Call, only with some science degrees and an Umbrella job, lol.

Ryan Schist, U.B.C.S. weapons systems analyst

Male Human Tough Hero 2 / Strong Hero 2 / Smart Hero 2; Medium humanoid (human); HD 2d10 + 2d8 + 2d6 +18; hp 47; Mas 16; Init +2; Spd 30 ft.; Defense 20 (+2 Dex, +5 class, +3 undercover vest); BAB +4; Grap +5; Glock 21 +7 (2d6, 20x2) or Unarmed +7 (1d8+2 non-lethal, 20x2) or Knife +5 (1d4+2, 19-20/x2); SV Fort +7, Ref +2, Will +4; AP 7; Rep +1; Str 13, Dex 14, Con 16, Int 15, Wis 14, Cha 12.

Occupation: Military (demolitions, survival), Bonus feat: Light Armor Proficiency.

Skills: Climb +3*, Computer Use +4, Craft (chemical) +10, Craft (mechanical) +5, Demolitions +10, Disable Device +5, Investigate +3, Drive +4, Intimidate +6, Knowledge (earth and life sciences) +4, Knowledge (technology) +4, Navigate +4, Profession +11, Repair +5, Search +4, Spot +4, Survival +7.

*with armor penalty

Feats: Point Blank Shot, Personal Firearms Proficiency, Light Armor Proficiency, Simple Weapons Proficiency, Brawl, Precise Shot, Improved Brawl, Cautious, Advanced Firearm Proficiency.

Talents:

Tough: Remain Conscious.

Strong: Melee Smash.

Smart: Savant (Craft (chemical)).

Possessions: Umbrella Corp. ID Card, undercover vest, Glock 21 (.45 auto), 2 magazines .45 auto, knife.
#1751

joshy676

Apr 10, 2007 16:45:54
I did a write-up on Ryan Schist; see how ya like it. For some reason, I kept thinking of someone like R. Lee Ermey from Mail Call, only with some science degrees and an Umbrella job, lol.

Ryan Schist, U.B.C.S. weapons systems analyst

Male Human Tough Hero 2 / Strong Hero 2 / Smart Hero 2; Medium humanoid (human); HD 2d10 + 2d8 + 2d6 +18; hp 47; Mas 16; Init +2; Spd 30 ft.; Defense 20 (+2 Dex, +5 class, +3 undercover vest); BAB +4; Grap +5; Glock 21 +7 (2d6, 20x2) or Unarmed +7 (1d8+2 non-lethal, 20x2) or Knife +5 (1d4+2, 19-20/x2); SV Fort +7, Ref +2, Will +4; AP 7; Rep +1; Str 13, Dex 14, Con 16, Int 15, Wis 14, Cha 12.

Occupation: Military (demolitions, survival), Bonus feat: Light Armor Proficiency.

Skills: Climb +3*, Computer Use +4, Craft (chemical) +10, Craft (mechanical) +5, Demolitions +10, Disable Device +5, Investigate +3, Drive +4, Intimidate +6, Knowledge (earth and life sciences) +4, Knowledge (technology) +4, Navigate +4, Profession +11, Repair +5, Search +4, Spot +4, Survival +7.

*with armor penalty

Feats: Point Blank Shot, Personal Firearms Proficiency, Light Armor Proficiency, Simple Weapons Proficiency, Brawl, Precise Shot, Improved Brawl, Cautious, Advanced Firearm Proficiency.

Talents:

Tough: Remain Conscious.

Strong: Melee Smash.

Smart: Savant (Craft (chemical)).

Possessions: Umbrella Corp. ID Card, undercover vest, Glock 21 (.45 auto), 2 magazines .45 auto, knife.

Very nice. R. Lee is a bit what I was thinking as well.

Just a quick fact-checking on Yawn and the Mutant B.O.W. type. Was Yawn engineered or mutated from a normal beast? I was under the impression that anything infected with the T-virus became an Undead-type B.O.W., while anything engineer, as the hunters, counted as a mutant-type. Or is it a different case with reptiles?

Reason I ask is because of the Yawn entry on the creature Wiki which states:
The Yawn is a snake-based B.O.W. that was originally a specimen that escaped from the laboratory and grew to huge proportions as a result of exposure to the T-Virus.

Would it be safe to assume that if a significant size increase comes from a T-virus infection, the creature takes on the mutant B.O.W. type?

Actually, according to the T-Virus write-up somewhere in the index, it states that warm-blooded animals take on an "undead"-like state when infected (e.g. zombies, crows/ravens, cerberi/zombie dogs, etc.), while cold-blooded creatures and plants grow to monstrous sizes (e.g. the crocodile from RE 2, the Yawn, Adders [a bit larger than your average adder snake], Hunters, moths, hornets, Ivies, Plant 42 [RE1 and REmake; V-Jolt was used to kill it], the monstrous plant from Outbreak File #2 [Flashback scenario], the giant plant from the lab in RE2 [and Below Freezing Point, Outbreak], ants, etc.). Tyrants are exceptions, of course, since only one in a million humans can actually become one and as such have to be created through experimentation. What the person becomes is so much different from a human on the genetic level that he/she can no longer be called "human".

Yawn
Huge “Mutant B.O.W.”
HD: 12d10 +60 (130Hp)
Initiative: +1 (Dex)
Speed: 20ft., 20 Climb ft., 40 Swim ft.
AC: 16 (-2 size, +1 Dex +7 Nat)
BAB/Grapple: 12/35
Attack: Bite +32(2d6+11+Poison), Tail Slap +32(1d6+11)
Full Attack: Tail Slap +32 and Bite +27
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Constrict (1d6+16), Poison (DC20); Infectious
Special Qualities: Scent, Improved Grab, Swallow Whole, B.O.W. traits
Saves: Fort: +13, Ref: +5, Will +5
Abilities: Str 32 Dex 13 Con 21 Int 1 Wis 12 Cha 2
Skills: Balance +20, Climb +23, Hide+8, Listen +10, Spot +0, Swim +23
CR: 14

Poison (ex): The initial and secondary damage of the Yawn’s poison is 1d6 constitution damage (DC 20).

Improved Grab (ex): To use this ability the Yawn must first hit with its tail slap or bite attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage for each round that the Yawn maintains its hold.

Scent (ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Swallow Whole (ex): If a Yawn begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, dealing at least 30 points of damage to the stomach (AC 18) in this way creates an opening large enough for the swallowed creatue to escape, or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. A huge Yawn’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.

I think this is a great write-up for one of the more annoying bosses from the games.
#1752

the_merciless_dm

Apr 10, 2007 17:19:54
Just a quick fact-checking on Yawn and the Mutant B.O.W. type. Was Yawn engineered or mutated from a normal beast? I was under the impression that anything infected with the T-virus became an Undead-type B.O.W., while anything engineer, as the hunters, counted as a mutant-type. Or is it a different case with reptiles?

Reason I ask is because of the Yawn entry on the creature Wiki which states:
The Yawn is a snake-based B.O.W. that was originally a specimen that escaped from the laboratory and grew to huge proportions as a result of exposure to the T-Virus.

Would it be safe to assume that if a significant size increase comes from a T-virus infection, the creature takes on the mutant B.O.W. type?

Since the Snake grew to substantial proportions within the lab (it got its name from scientist who observed it and said it appeared to be "Yawning" as it attacked its prey). It is safe to say that the Snake is not ordinary, it was a peculiar breed, manupilated at some genetic level to somehow bond with the T-virus, etc.

On another note the term B.O.W. means weapon, but many projects in RE were "failed" experiments to create B.O.W.s; now would it be fair to call these "failed" experiments B.O.W.s? I think the answer is "Yes!" since they have been manipulated to some point rather than just be infected.

Snakes are cold blooded (the species trait, not slang term), usually as we see in RE history cold blooded creatures grow exponentially. So I creatively expand them, using some base creatures as templates.

Warm blooded creatures "Undie" and become more feral, tougher and instinctive.

On the Ivy's case I dont recall correctly how they came to being, but having the T-Virus give plants "Bipedal mobility" would seem as far fetched to me, so the Ivies I feel are B.O.W.'s as well; which kind well oviously Mutant... though they are plantlike, they still are mutations.

On another note, all B.O.W.s unless otherwise mentioned by Capcom are created by using the T-virus or any other strain (G-virus, T-Veronica, etc.) of the virus. The Plagas in the RE4 are parasitic not viral, though the two may behave in somewhat similar manner (infecting a host and highjacking its metabolic functions), they are different in the level of infection (one being molecular the other phisical).

Anyways I'm gonna stop rambling now.
#1753

the_merciless_dm

Apr 10, 2007 17:26:31
I did a write-up on Ryan Schist; see how ya like it. For some reason, I kept thinking of someone like R. Lee Ermey from Mail Call, only with some science degrees and an Umbrella job, lol.

Ryan Schist, U.B.C.S. weapons systems analyst

Male Human Tough Hero 2 / Strong Hero 2 / Smart Hero 2; Medium humanoid (human); HD 2d10 + 2d8 + 2d6 +18; hp 47; Mas 16; Init +2; Spd 30 ft.; Defense 20 (+2 Dex, +5 class, +3 undercover vest); BAB +4; Grap +5; Glock 21 +7 (2d6, 20x2) or Unarmed +7 (1d8+2 non-lethal, 20x2) or Knife +5 (1d4+2, 19-20/x2); SV Fort +7, Ref +2, Will +4; AP 7; Rep +1; Str 13, Dex 14, Con 16, Int 15, Wis 14, Cha 12.

Occupation: Military (demolitions, survival), Bonus feat: Light Armor Proficiency.

Skills: Climb +3*, Computer Use +4, Craft (chemical) +10, Craft (mechanical) +5, Demolitions +10, Disable Device +5, Investigate +3, Drive +4, Intimidate +6, Knowledge (earth and life sciences) +4, Knowledge (technology) +4, Navigate +4, Profession +11, Repair +5, Search +4, Spot +4, Survival +7.

*with armor penalty

Feats: Point Blank Shot, Personal Firearms Proficiency, Light Armor Proficiency, Simple Weapons Proficiency, Brawl, Precise Shot, Improved Brawl, Cautious, Advanced Firearm Proficiency.

Talents:

Tough: Remain Conscious.

Strong: Melee Smash.

Smart: Savant (Craft (chemical)).

Possessions: Umbrella Corp. ID Card, undercover vest, Glock 21 (.45 auto), 2 magazines .45 auto, knife.

I the build very much. Now we have someone to blame for not doing his job and keeping us armed against these baddies. Ofcourse we work for Umbrella Corporation. :p
IMAGE(http://ic1.deviantart.com/fs11/i/2006/179/6/7/Umbrella_Corp_by_kevfilth.jpg)
#1754

joshy676

Apr 10, 2007 17:31:05
I think in the RE game that I run (not the one with Azar but with my own gaming group) our good friend Ryan Schist is going to get into heeps o' trouble and my players will get extra experience for saving his life (and believe me, there's definitely going to be more than ONE occasion where they will have the opportunity to save his life. :evillaugh )
#1755

Urban_Sniper_02

Apr 10, 2007 17:55:52
I think in the RE game that I run (not the one with Azar but with my own gaming group) our good friend Ryan Schist is going to get into heeps o' trouble and my players will get extra experience for saving his life (and believe me, there's definitely going to be more than ONE occasion where they will have the opportunity to save his life. :evillaugh )

LOL, great!

And on the T-virus, I got what you're saying up there. With that out of the way, I can officially say that Yawn looks great! Whenever I do the playtesting this week, for simplicity I'm probably going to run a few outbreak-esque scenarios or possibly something akin to the Umbrella mansion, I know at least one person who has never played the RE games is going to be playing in this, so he'll be fun to toy around with, hehe.

Also, anyone got any partial tyrants done or any thoughts on what they should consist of? Basically I'm thinking very strong, very resistant to damage, and a nasty habit of regenerating themselves a while after they 'die'.
#1756

the_merciless_dm

Apr 10, 2007 18:14:09
Also, anyone got any partial tyrants done or any thoughts on what they should consist of? Basically I'm thinking very strong, very resistant to damage, and a nasty habit of regenerating themselves a while after they 'die'.

Here are the links to my previously stated out Tyrants:
RE0 Tyrant and RE1 (Prototye/Inmature)
http://boards1.wizards.com/showpost.php?p=6407491&postcount=364
RE2 Mr.X
http://boards1.wizards.com/showpost.php?p=6407504&postcount=365
RE:CV Reinforced Tyrant
http://boards1.wizards.com/showpost.php?p=6456734&postcount=392
RE: Gun Survivor (Hypnos 3 Stage Tyrant)
http://boards1.wizards.com/showpost.php?p=6481710&postcount=403
RE: Dead Aim G-Tyrant (Made from both strains)
http://boards1.wizards.com/showpost.php?p=6456944&postcount=393

Note: These are not revised, they have yet to enter my chopping board. Now if you wish to update them slightly for your use apply the newly formed Creature type and alter the entry accordingly.
#1757

Urban_Sniper_02

Apr 10, 2007 18:21:22
Here are the links to my previously stated out Tyrants:
RE0 Tyrant and RE1 (Prototye/Inmature)
http://boards1.wizards.com/showpost.php?p=6407491&postcount=364
RE2 Mr.X
http://boards1.wizards.com/showpost.php?p=6407504&postcount=365
RE:CV Reinforced Tyrant
http://boards1.wizards.com/showpost.php?p=6456734&postcount=392
RE: Gun Survivor (Hypnos 3 Stage Tyrant)
http://boards1.wizards.com/showpost.php?p=6481710&postcount=403
RE: Dead Aim G-Tyrant (Made from both strains)
http://boards1.wizards.com/showpost.php?p=6456944&postcount=393

Note: These are not revised, they have yet to enter my chopping board. Now if you wish to update them slightly for your use apply the newly formed Creature type and alter the entry accordingly.

Ah, thank you! I know I would've had trouble trying to come up with something like this, and probably would've come out way too powerful. I'll be sure to let you know how things go!
#1758

the_merciless_dm

Apr 10, 2007 18:29:52
Hehehe, these here are well difficult. I will provide later revisions of these, which will be substantially different and capture the Tyrant and each variant better. These Challenge Ratings range from approximately 10 to 18 closing to 20. When I revise them I'll provide properly calculated CR's for each. If you have any questions about anything feel free to ask, but remember I will be revising them later.
#1759

joshy676

Apr 10, 2007 19:10:59
I can help Dracos with the flavor text for them if you like, but not until either tomorrow or Thursday. I have AIMS testing to prepare for. (AIMS is Arizona's dumbed-down excuse for the SATs.)
#1760

Dracomortis

Apr 11, 2007 15:24:25
Hey guys. I'm having some serious problems with my computer, so I don't know when I can get to the descriptions - I can hardly run any programs and it takes about 10 minutes just for these pages to load. I'll see if I can get to a friends house and work on them, but don't count on it.
#1761

joshy676

Apr 11, 2007 23:07:12
I decided to exact vengeance upon my school for making us stay at school an hour and 45 minutes later than we needed to do standardized test... by writing a rough draft of REd20 in the American southwest. I decided I might make a cameo, young as I was in 1998. At the same time, I was thinking of lowering the "Young Adult" age bracket minimum to age 8, so that I would not be a "noncombatant". After all, who's going to turn down help when your best friend just got eaten by undead monsters (other than Dario after his daughter got munched!)?

Once I'm at least halfway done, I'll throw it in, but I'll have to hide it in a secure spot, lest metagamers find it.
#1762

aetheryn

Apr 12, 2007 15:24:40
Wow, lookin' good!

I have this sudden urge to play RE4 now, heheh..
#1763

the_merciless_dm

Apr 12, 2007 19:57:46
I'll be M.I.A. for a while guys. Thread won't die just reaching that stretch of the university semester...
#1764

joshy676

Apr 12, 2007 20:11:17
It's cool. Schools all over are on the final stretch, which means activity on ALL threads! Yay! :D
#1765

joshy676

Apr 13, 2007 0:02:39
Well, I have no scenario updates. Stupid slacker me. :P

What do you guys think of my lowering of the age bracket minimum? Children, I think, should be able to help, despite their ability score deficiencies and their inability to wear non-human armor. Being small has its advantages!
#1766

zombiegleemax

Apr 13, 2007 0:46:46
I'm not sure if children would react to this sort of situation in a manner that they could properly function and survive.
#1767

joshy676

Apr 13, 2007 0:58:54
Of course not. But certain redneck children know how to use firearms, and I think that would effectively give certain children CRs.

Maybe I'm just upset that Sherry Birkin was so useless in RE2.
#1768

zombiegleemax

Apr 13, 2007 12:07:36
Reminds me of the kid from the movie Breakdown, but he wasn't really a redneck.
#1769

joshy676

Apr 13, 2007 16:43:57
Reminds me of the kid from the movie Breakdown, but he wasn't really a redneck.

Meh. It's of little consequence anyhow. I edited my cameo out after hitting a dead end with it. I may appear as a Zombie instead of an NPC, though. I think child variants of the T-Zombie would be important, in any case.
#1770

zombiegleemax

Apr 13, 2007 20:06:23
Yeah, i don't like assuming there's just no kids in town. Sure, it's a touchy subject, but kids exist.
#1771

joshy676

Apr 13, 2007 20:48:03
Yeah! Seriously! That was one of the minor annoyances of RE3 for me: THERE WERE NO KIDS! You can't tell me there's no kids in a metropolitan area like Raccoon city.

How would you make a Child Zombie?
#1772

joshy676

Apr 14, 2007 15:43:05
Let's try this on for size:
Child T-Zombie
Small Undead B.O.W.
HD: 1d12+5 (12 HP)
Initiative: -1
Speed: 10ft.
Defense: 14 (10 +1 size +4 Natural Armor -1 Dex)
DR: 3/--
BAB/Grapple: +1/+1
Attacks: Slam +1 (1d6), Bite +1 (1d6)
Special Attacks: Improved Grab, Viciousness
Special Qualities: Infectious, Undead, Darkvision 60ft.
Saves:
Abilities: Str 11, Dex 9, Con --, Int --, Wis 9, Cha 1
Skills: Climb+7, Intimidate +6, Listen+7, Spot+7
Feats: Alertness, Improved Toughness, Improved Grapple, Toughness.
CR: 2
Description: A child transformed into a hungry undead monster via T-Virus infection.

_________________________________________________________________

I'd say it's a little unbalanced (since I basically took Merc's T-Zombie and added the children's ability score changes and speed to it. I couldn't lower Cha to 0 because even though children lose a point of Cha, any creature that can distinguish itself from others has at least 1 point of Cha.), but I'm sure it'll work after a couple playtests and/or some tweaking.
#1773

the_merciless_dm

Apr 15, 2007 1:19:16
I'm around. So I'll take a closer look at the child zombie.
If anything it should be less CR. I'd say 1 if anything. But I'll take a closer look later.
#1774

joshy676

Apr 15, 2007 3:04:59
Well, I was thinking a lowered CR, but then again, how many times are you going to be fighting a child zombie? I mean, they'd naturally be with their parents (unless they're orphans... and then you'd have a whole orphanage to fight... :evillaugh ). Playtesting will fix everything, so we'll see how it runs. :D
#1775

joshy676

Apr 15, 2007 12:24:36
Also, I'd found your (old) CR calculation chart. It stated HD+1 for CR. But 1 might be the way to go here.
#1776

the_merciless_dm

Apr 16, 2007 14:59:00
Were on earth did you find that!?
#1777

joshy676

Apr 16, 2007 17:12:05
Hypnos Tyrant listing in the Index. It's at the bottom of the page. Trust me, it felt like finding the Holy Grail when I read it.

Oops, it says in the listing it's HD+2. Which means that some of these entries are wrong or that the conversion table needs tweaking.

Your T-Zombies look like HD+1.
#1778

Urban_Sniper_02

Apr 18, 2007 19:27:52
Well, I'm finally back in town, but with little in terms of play testing data. I basically decided to start out the test like the original 'Outbreak' mission from RE Outbreak 1, inside the bar. I only had 2 players, but beleive me when I say they're a bit insane when it comes to 'survival.' Let's just say that all the booze meant a very large fire very early, plus a kamikaze bombing from one of the two after getting bitten by two zombies.

Next 'scenario' started out on the streets near a gun shop, somewhat close to the zoo. They get inside the shop, loot a few things, and head up to the roof. The ravens attack, pestering them for the most part, until one lands a hit and scratches player 1. Player 2 shoots player 1, player 1 retaliates just as a t-virus lion leaps onto the roof. Player 2 crumbles down the stairs from the rifle wound, Player 1 makes a called shot critical to the head of the lion, surviving at 1 HP and infected. Takes about 3 hours (game time), but then he fails another save and looses a point of con. He then decides to gather up the gunpowder and bullets from the shop that they couldn't take, and another kamikaze ensues.

Third 'scenario' of the night they actually survived. A trucker and a biker this time, they start at a truck stop on the edge of the city. Trucker goes to sleep, biker heads into town a few blocks, climbs a fire escape and sees the chaos. He turns around, wakes up the trucker with some gun shots at the zombies around his truck, and the two haul ass out of town. Yeah, cheap, but they survived, lol. Didn't get to try out any of the tyrants or the other beasties. Still, very much fun :D

And what's with that 'redneck children knowing how to use guns' line, anyway? I'm sure that any responsible gun owner regardless of where they're from are going to enstill proper firearms usage and handling proceedures to their children at an early age, especially if hunting is a favorite pasttime for the family.
#1779

joshy676

Apr 18, 2007 20:42:14
Well, I'm finally back in town, but with little in terms of play testing data. I basically decided to start out the test like the original 'Outbreak' mission from RE Outbreak 1, inside the bar. I only had 2 players, but beleive me when I say they're a bit insane when it comes to 'survival.' Let's just say that all the booze meant a very large fire very early, plus a kamikaze bombing from one of the two after getting bitten by two zombies.

Next 'scenario' started out on the streets near a gun shop, somewhat close to the zoo. They get inside the shop, loot a few things, and head up to the roof. The ravens attack, pestering them for the most part, until one lands a hit and scratches player 1. Player 2 shoots player 1, player 1 retaliates just as a t-virus lion leaps onto the roof. Player 2 crumbles down the stairs from the rifle wound, Player 1 makes a called shot critical to the head of the lion, surviving at 1 HP and infected. Takes about 3 hours (game time), but then he fails another save and looses a point of con. He then decides to gather up the gunpowder and bullets from the shop that they couldn't take, and another kamikaze ensues.

Third 'scenario' of the night they actually survived. A trucker and a biker this time, they start at a truck stop on the edge of the city. Trucker goes to sleep, biker heads into town a few blocks, climbs a fire escape and sees the chaos. He turns around, wakes up the trucker with some gun shots at the zombies around his truck, and the two haul ass out of town. Yeah, cheap, but they survived, lol. Didn't get to try out any of the tyrants or the other beasties. Still, very much fun :D

Haha! I don't care how cheap that is - that sounded innovative at least! :D

And what's with that 'redneck children knowing how to use guns' line, anyway? I'm sure that any responsible gun owner regardless of where they're from are going to enstill proper firearms usage and handling proceedures to their children at an early age, especially if hunting is a favorite pasttime for the family.

No one around me ensures proper gun control, so therefore I made the obviously ignorant remark of the redneck children and them knowin' how ta use them thar' shooters. :D
#1780

Urban_Sniper_02

Apr 18, 2007 20:49:59
No one around me ensures proper gun control, so therefore I made the obviously ignorant remark of the redneck children and them knowin' how ta use them thar' shooters. :D

LOL, well, being from Kentucky, I can probably say that that statement is actually only slightly in error. I'd wager that there's just a much higher percentage of younger-aged gun users in "redneck" areas. It's something of a survival trait, hehe.
#1781

joshy676

Apr 18, 2007 20:53:42
LOL, well, being from Kentucky, I can probably say that that statement is actually only slightly in error. I'd wager that there's just a much higher percentage of younger-aged gun users in "redneck" areas. It's something of a survival trait, hehe.

Well, here in Arizona, there's not really so much forests or nice treed-in places for deer and antelope and the like. So there's not so many hunters. Now, I would say that in the area spanning from around Oklahoma to Alabama, there are such places that are good for hunters, and therefore, they are slightly more prepared for a zombeh outbreak (and maybe the kids'll be able to help slightly more... :P )
#1782

Urban_Sniper_02

Apr 18, 2007 20:58:37
Yep, that sounds about right.
#1783

joshy676

Apr 18, 2007 21:00:37
Hahahahaha! I just imagined crossing the country during the Outbreak and ending up in a back-water hick-filled town filled with dead zombies and pill boxes and stuff.
#1784

Urban_Sniper_02

Apr 18, 2007 23:10:03
Hahahahaha! I just imagined crossing the country during the Outbreak and ending up in a back-water hick-filled town filled with dead zombies and pill boxes and stuff.

Sounds like that old PC game Redneck Rampage for some reason, only with zombies instead of aliens, LOL.
#1785

joshy676

Apr 18, 2007 23:14:19
Hehehehehe. See? I might have sounded a bit racist, but because of it, someone might have an idea for a new RE setting. :D
#1786

Urban_Sniper_02

Apr 18, 2007 23:21:32
Scarily enough, you're right. I've just been sitting here thinking about how to run an outbreak through my town here. And I've been thinking how i'd fair in the situation given my current arsenal :D
#1787

joshy676

Apr 18, 2007 23:37:15
Damn right! Though, as Azar had mentioned WAY back, you still got nothin' on the Swiss. :P
#1788

Urban_Sniper_02

Apr 18, 2007 23:43:37
Damn right! Though, as Azar had mentioned WAY back, you still got nothin' on the Swiss. :P

I dunno...My arsenal is pretty big, plus I've got that insane redneck inginuity, lol. That counts for a lot :P
#1789

joshy676

Apr 18, 2007 23:49:53
Yeah, but the Swiss have the Swiss Army. And the Swiss Army Knife. Plus they're German and won't admit it. :P
#1790

rastlin_of_the_tomes_dup

Apr 19, 2007 11:11:03
hey guys, i just wanted to tell you i started a thread for normal D&D 3.5 and since you guys have been working on this here i thought you guys should have at least some say.
heres the link:
http://boards1.wizards.com/showthread.php?t=830032

do as you wish and try to explore new possable creations now that you have this to work with.

P.S. nemsiss will need a new weapon. any ideas?
#1791

the_merciless_dm

Apr 19, 2007 20:16:30
hey guys, i just wanted to tell you i started a thread for normal D&D 3.5 and since you guys have been working on this here i thought you guys should have at least some say.
heres the link:
http://boards1.wizards.com/showthread.php?t=830032

do as you wish and try to explore new possable creations now that you have this to work with.

P.S. nemsiss will need a new weapon. any ideas?

:O WTF!? I'm a little lost here... I go on a hiatus and we are moving to D&D?
#1792

joshy676

Apr 19, 2007 21:21:41
Merc, we're not moving! :P

Rastlin is trying to do RED&D, and someone pointed him here (and said we had an awesome index that has a lot of stuff. :D )
#1793

Urban_Sniper_02

Apr 19, 2007 21:30:49
Yeah, deffinately sticking with modern for RE. Spells would just take the fun outta the setting.
#1794

joshy676

Apr 20, 2007 0:28:24
Well, if I were to GM an REd20 with spells, I'd limit the spells useful. I mean, being B.O.W.s and all, mind-control spells are automatically useless, and the only spells you would want to be doing are either weapon/armor augments or elemental damage, which doesn't sound too bad...
#1795

Urban_Sniper_02

Apr 20, 2007 0:30:29
Well, if I were to GM an REd20 with spells, I'd limit the spells useful. I mean, being B.O.W.s and all, mind-control spells are automatically useless, and the only spells you would want to be doing are either weapon/armor augments or elemental damage, which doesn't sound too bad...

Ahhh, you know you don't want the players to have that kind of advantage :D
#1796

joshy676

Apr 20, 2007 1:04:14
Well, if the players get spells, they don't get guns. AND the RE Monsters get misc. elemental resistances. It'll be like playing with guns except... y'know... less ammo, and once you're out of spells you're pretty screwed. :P
#1797

the_merciless_dm

Apr 20, 2007 9:52:34
Remember what the creature type says, immune to all "mind-effects" I put that there for a reason! If speels are to be used a B.O.W. the nature of the creature to be a weapon wont let you control it...

It just makes sense to me... My mind works in mysterious ways I guess. Anyways if you replace guns with spells you dont have to give the monsteres an energy resistance, spells run out faster than bullets...
#1798

Urban_Sniper_02

Apr 20, 2007 10:58:16
It just makes sense to me... My mind works in mysterious ways I guess. Anyways if you replace guns with spells you dont have to give the monsteres an energy resistance, spells run out faster than bullets...

Agreed. Give me a gun over a spellbook any day. Though if the gun is out of bullets and the caster is out of spells, both the gun and the spellbook would probably do equivalent improvised damage...
#1799

the_merciless_dm

Apr 20, 2007 11:38:29
Agreed. Give me a gun over a spellbook any day. Though if the gun is out of bullets and the caster is out of spells, both the gun and the spellbook would probably do equivalent improvised damage...

OMG ROFL!
1d3 or 1d4 + Str Mod.
PWNT!

Lol, I got an idea, a paranormal investigator visists the ruins of Arkalay Mansion because he suspects "supernatural" foul play... Would make good for a Magic based REd20 game...
#1800

joshy676

Apr 20, 2007 11:49:56
Or a traveling magic show rolls through Raccoon on the day Outbreak starts.

If I ran with magic, I'd let some of the tougher monsters use magic as well. :evillaugh
#1801

Urban_Sniper_02

Apr 20, 2007 12:31:33
Oh yeah, finally pulled this from my laptop. Worked it up during my trip but never got to give it a test. It's based off the RE0 and RE1 tyrants, and sorta leads up to the Mr. X tyrant (which as it was had the 'break' ability, whereas this one has 'crack'). Had the chaos not ensued, the players were eventually going to meet up with a couple other survivors, one of which was going to have the tyrant after her (parent is high-up in umbrella, wanted to get their daughter out, so pulled some executive privelige, though probably not the best choice for a search and recover operation...) Anyway, here's how I handled revisions and different abilities:

Tyrant-103-Retriever Variation
Large size Undead B.O.W.
HD: 10d12+23 (92 hp)
Initiative: +0
Speed: 20ft.
AC: 9 (-1 Size)
DR: 10/Exposed Heart
BAB/Grapple: +10/+21
Attacks: Slam +17 (2d6+7)
Full Attack: 2 Slams +17 (2d6+7)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Crack, Frightful Presence (DC 20)
Special Qualities: Acid Weakness, Greater Toughness, Infectious, B.O.W. traits
Saves: Fort: +7, Ref +3, Will +3
Abilities: Str 24, Dex 10, Con -, Int 4, Wis 10, Cha 1
Skills: Climb +9, Intimidate +16*, Jump +9
Feats: Power Attack, Cleave, Improved Bull Rush, Toughness
CR: 12
*Tyrants use their strength modifier instead of their charisma modifier on Intimidate checks.

Crack (ex): The Tyrant’s incredible strength and reinforced body has proven effective in bolstering its destructive ability. Whenever the Tyrant attacks an object or structure, the target’s hardness is reduced by half.

Frightful Presence (ex): The sight of a Tyrant marching relentlessly across the distance between it and its target is extremely unsettling. Those who face a Tyrant must succeed at a DC 20 Will save or suffer a -2 penalty to attacks, saves, and skill checks for 2d6 rounds.

Acid Weakness (ex): Acid wears away the Tyrant’s damage reduction at the rate of 1 point for every 4 rounds it is applied. Any acidic attack against the exposed heart will also deal double damage.

Greater Toughness (ex): Engineered to be robust, the Tyrant is able to take damage that would easily drop a normal being. The Tyrant receives an extra 2 hit points per hit dice.
#1802

joshy676

Apr 20, 2007 12:52:34
I like it! And, judging by it has only slam attacks, I'm guessing this Tyrant has no claws?
#1803

Urban_Sniper_02

Apr 20, 2007 12:59:56
Nope, no claws on this one. Would've been a bit too lethal for its 'seek and recover' directive.
#1804

joshy676

Apr 20, 2007 13:39:15
Ah. What, then, can I assume its arms look like? Like the CV Tyrant or more like Mr. X?
#1805

Urban_Sniper_02

Apr 20, 2007 14:09:43
Ah. What, then, can I assume its arms look like? Like the CV Tyrant or more like Mr. X?

I was picturing the Tyrantfrom Outbreak file 2, normal looking, just really big.

On a related note, how do ya think we should handle tyrant mutations? They usually tend to come back to life at least once, then after a second death they may mutate, as the one in outbreak did. Something like "if it's not completely destroyed, it regenerates itself completly after 1 hour (kind of like how a normal zombie comes back as a crimson head)", maybe? And for mutations, just use the G-virus mutation chart after the subsequent deaths?
#1806

joshy676

Apr 20, 2007 15:47:30
. . .how do ya think we should handle tyrant mutations? They usually tend to come back to life at least once, then after a second death they may mutate, as the one in outbreak did. Something like "if it's not completely destroyed, it regenerates itself completely after 1 hour (kind of like how a normal zombie comes back as a crimson head)", maybe? And for mutations, just use the G-virus mutation chart after the subsequent deaths?

Well, keep in mind that each Tyrant goes through some kind of transformation during round 2 of your fight with it. And when you drop it, usually it gets back up after a few minutes, though I suppose it could be as long as an hour (remember RE1? Guy was back up in like 5 minutes).

As for the transformations, it could be anything from increased rage to claw sharpening and growth to becoming a giant blob (Nemesis. Don't make me argue that Nemesis is a Tyrant).

I think the Tyrant in Outbreak File #2 was a Mr. X model, but I'm not sure. In the photo it sure looks like it.
#1807

the_merciless_dm

Apr 20, 2007 18:59:52
Leave the Tyrants to me. Now Mr.X is the tyrant you linked to. The one in RE2. Anyways I'll back eventually.
#1808

Urban_Sniper_02

Apr 20, 2007 20:15:30
The one I linked was the tyrant from outbreak, though the Mr. X Tyrant is certainly very similar, probably the same series.
#1809

zombiegleemax

Apr 20, 2007 22:58:33
The one in Outbreak File #2 is not the same as the one from RE2

A note on Tyrants. They don't "mutate". Their limiter is removed. Mr. X's limiter was in his coat. The mutation isn't random, so the G-mutation chart would not be a good idea i think.
#1810

Urban_Sniper_02

Apr 20, 2007 23:19:09
The one in Outbreak File #2 is not the same as the one from RE2

A note on Tyrants. They don't "mutate". Their limiter is removed. Mr. X's limiter was in his coat. The mutation isn't random, so the G-mutation chart would not be a good idea i think.

Yeah, you're right, those models aren't the same, the Outbreak one was just based off the Mr. X version, and the mutations aren't as random as I thought. The inhibitor device seems to be for the Outbreak versions, while the Mr. X versions mutate due to severe injury:

T-103 Tyrants, also known as Mr. X, the first mass produced Tyrant, was created on Umbrella’s Sheena Island facility. They were originally created by using kidnapped children's frontal lobe secretions on test subjects. They were first deployed during the events of Resident Evil 2, on a mission to recover the G-Virus from William Birkin, a rogue Umbrella scientist. Unlike their predecessors, these Tyrants are known for their near-human appearance and mysterious silence. Also, they exhibit no visible mutations like the huge talons prominently featured on earlier models. This changes, however, if the T-103 suffers serious injury, after which it will mutate and display the features seen in other Tyrant models. This mutation includes talons on both hands, and increased muscle mass. The T-103 model could also be programmed to achieve specific goals, such as the acquisition of the G-Virus sample contained within Sherry Birkin's locket.

T-0400TP, a variation of the T-103, was programmed to protect humans rather than harming them, through the use of neurological inhibitors. Due to the Tyrant’s natural biological and mental instabilities, it developed an infamous reputation for betraying its client. As seen in Resident Evil Outbreak, if a T-0400TP Tyrant manages to remove its inhibitors, it will undergo a mutation very similar to that of the T-103 model but will also manage to produce more mass and become resistant to rockets, unlike the T-103.

Had I had access to this before I made the one up above out, I would've made it a variation of the 103 model instead of a 003.
#1811

zombiegleemax

Apr 21, 2007 1:18:26
I think you got your information straight dude. I don't see why the Tyrants should be left to Merc. Why the hell can't anyone have a crack at it?
#1812

joshy676

Apr 21, 2007 1:22:10
I think you got your information straight dude. I don't see why the Tyrants should be left to Merc. Why the hell can't anyone have a crack at it?

I think it's because Merc has a big plan coming up for the Tyrant, and more Tyrant variants tamper with his plans. That, or because Merc called dibs. :P
#1813

Urban_Sniper_02

Apr 21, 2007 1:35:30
Yeah, big plans and dibs count for a lot. I just made that one out to test, but never got a chance to do so; never really intended to try and make them out or anything. Nah, right now I've been making out NPCs for the game I'll eventually run, and have been thinking about other monsters I might try making out.
#1814

joshy676

Apr 21, 2007 1:38:25
What kind of NPCs? Cops? Survivors? The like?
#1815

Urban_Sniper_02

Apr 21, 2007 1:54:53
So far I've got 3 survivors and a 'bad guy' that may or may not become some kind of nasty mutation. More are in the works, depending on what kind of branching I want to do with the story.
#1816

zombiegleemax

Apr 21, 2007 1:55:23
For some time now I've been dealing with a minor issue with d20 Modern's skills.
You can "PICK" a lock and "DISABLE" a trap! Not do both with the same skill. Since Jill used to pick locks, here is my little fix:
*Note:Some government agencies teach agents how to pick locks.

Lock Pick (Dex; Trained Only)
You can pick padlocks, combination locks, puzzle locks and others. The effort requires a simple tool of the appropriate sort. If attempted without a tool you take a –2 circumstance penalty to your check.
Check: Opening a lock requires 1 round of work and a successful check.
Special: Treat as Class skill for Fast Heroes and Infiltrators.

Another issue I had was with Sleight of hand, yes you can do nifty little tricks but its not exactly STEALING!And not just that, anyone can attempt to steal something from someone else. So here we go:

Steal (Dex; Untrained. Armor check penalty)
You can make other peoples property yours.
Check: Your steal check is opposed by the Spot check of anyone who might see you. If successful the object is yours.
Special: Treat as a Class skill for Fast Heroes.

Call me crazy since I'm new here and have only played 2 D20 modern games but.... couldn't you just swipe the Pick Pocket and Pick Locks skills from the d20 SRD instead of making "new" skills? Just seems simpler.
#1817

Urban_Sniper_02

Apr 21, 2007 1:58:17
Call me crazy since I'm new here and have only played 2 D20 modern games but.... couldn't you just swipe the Pick Pocket and Pick Locks skills from the d20 SRD instead of making "new" skills? Just seems simpler.

I don't think anyone's really used those skills on builds so far. As far as I can recall, all the RE survivors that've been made so far, Jill and Claire in particular, have the normal modern skills to use with their lockpicks. And I just checked that post number...wow, that was a LONG time ago, lol. A lot of things have changed since way back then.
#1818

psiseveredhead

Apr 21, 2007 13:17:19
Call me crazy since I'm new here and have only played 2 D20 modern games but.... couldn't you just swipe the Pick Pocket and Pick Locks skills from the d20 SRD instead of making "new" skills? Just seems simpler.

If you ask me a Steal/Pick Pocket skill is just pointless. It's sole purpose is for kleptomaniacs. At least Sleight of Hand is useful; I've had PCs "plant" small remote-detonated bombs on NPCs before, in addition to hiding guns and other weapons. The actual "pick pocket" usually just causes trouble, unless it's really plot relevant (you need to steal that guy's wallet so you can get his ID card). That doesn't come up often enough to be worth it's own skill.

Disable Device as it's own skill, in my opinion, makes sense. I don't see why Lock Pick needs to be its own skill. All you need to do is set the puzzle DCs different from the lock picking DCs.
#1819

the_merciless_dm

Apr 21, 2007 15:21:58
Sorentia, that there is ancient... Though I am guilty of it, I never planned on having it get anywere.
#1820

Urban_Sniper_02

Apr 22, 2007 13:51:48
I've been playing RE2 the last couple of days (yay for finding the gamecube version!) and after going through the 2nd scenario for Leon, I decided to try my hand at making out Ada Wong. This is her during the events of RE2, and seems a little better to me than the one we see on the Wiki. Biggest thing that made me want to do this was that she survived that hit from the Tyrant, and that seemed like a good application of Defensive Roll to me. And this build certainly could be well on the road to what we see in RE4.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Survivors/AdaWong.jpg)

Ada Wong (RE2)

Female Human Fast Hero 5 / Charismatic Hero 3 / Infiltrator 2; Medium humanoid (human); HD 5d8 + 3d6 + 2d8 + 20; hp 75; Mas 14; Init +4 (dex); Spd 30 ft.; Defense 22 (+4 Dex, +8 class); BAB +5; Grap +5; Browning HP +9 (2d6, 20x2); AL unknown; SV Fort +5, Ref +12, Will +3; AP 11; Rep +4; Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 17.

Occupation: Investigative (computer use, sense motive); Bonus feat: Personal Firearms Proficiency

Skills: Balance +10, Bluff +13, Climb +4, Computer Use +6, Diplomacy +10, Disable Device +7, Disguise +5, Drive +5 Escape Artist +9, Gather Information +10, Hide +12, Investigate +6, Jump +8, Knowledge (streetwise) +5 Listen +3, Move Silently +12, Profession +3 Search +9, Sense Motive +10, Sleight of Hand +7, Tumble +16.

Feats: Defensive Martial Arts, Trustworthy, Simple Weapons Proficiency, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Double Tap, Advanced Firearms Proficiency, Deceptive, Acrobatic.

Talents:

Fast: Evasion, Uncanny Dodge, Defensive Roll

Charismatic: Charm (male), Fast-talk

Infiltrator: Sweep, Improvised Implements

Possessions: Browning HP, 4 magazines 9mm, first-aid spray
#1821

Urban_Sniper_02

Apr 22, 2007 21:07:21
Got a couple more besties: Black Tiger and it's smaller cousins:

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/GiantSpider-1.jpg)

Black Tiger
Huge size Mutant B.O.W.
HD: 8d10+16 (66 hp)
Initiative: +3
Speed: 30 ft., climb 20ft.
Defense: 16 (-2 size, +3 dex, +5 natural)
DR: 3/-
BAB/Grapple: +8/+25
Attacks: Bite +12 melee (2d6+6+poison)
Full Attack: Bite +12 melee (2d6+6+poison)
Face/Reach: 15 ft / 10 ft
Special Attacks: Poison, Poisonous Spray, Web
Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +5, Will +2
Abilities: Str 20, Dex 16, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +13, Hide +5, Jump +15, Spot +4
Feats: -
CR: 6

Poison (ex): Fort DC 20, 2d6 Con/1d6 Con

Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target; maximum range 30 ft.

Web (ex): A single strand is strong enough to support the spider and one creature of the same size. Black Tiger can throw a web ten times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst it with a Strength check (DC 24). Both are standard actions. The check DCs are Consitution-based, and the Strength check DC includes a +4 racial bonus.

Black Tiger often creates sheets of sticky webbing from 5 to 60 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 16 hit points, and sheet webs have damage reduction 5/—.

Black Tiger can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Black Tiger has a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. It also receives an additional +4 racial bonus to Hide checks, and a +8 racial bonus to Move Silently checks when using its web.


Giant Spider
Large size Mutant B.O.W.
HD: 4d10+8 (36 hp)
Initiative: +3
Speed: 30 ft., climb 20ft.
Defense: 14 (-1 size, +3 dex, +2 natural)
DR: 1/-
BAB/Grapple: +4/+14
Attacks: Bite +5 melee (1d8+3+poison)
Full Attack: Bite +5 melee (1d8+3+poison)
Face/Reach: 10 ft / 5 ft
Special Attacks: Poison, Poisonous Spray
Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +4, Will +1
Abilities: Str 16, Dex 16, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +6, Jump +13, Spot +4
Feats: -
CR: 3

Poison (ex): Fort DC 16, 1d8 Con/1d4 Con

Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target; maximum range 30 ft.

Skills: Giant spiders have a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
#1822

joshy676

Apr 22, 2007 21:17:47
Yay! Thank you Sniper! I was wondering when someone was going to do the spider! :D

Your Ada looks fantastic, too. I hope she playtests well.
#1823

Urban_Sniper_02

Apr 22, 2007 21:41:59
Yay! Thank you Sniper! I was wondering when someone was going to do the spider! :D

Your Ada looks fantastic, too. I hope she playtests well.

Glad to be of service :D

And here's another big bad beastie:

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criaturas_01.jpg)
Giant Crocodile
Huge size Mutant B.O.W.
HD: 7d10+31 (77 hp)
Initiative: +1
Speed: 20 ft., swim 30ft.
Defense: 18 (-2 size, +1 dex, +9 natural)
DR: 4/-
BAB/Grapple: +7/+27
Attacks: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12)
Full Attack: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12)
Face/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab
Special Qualities: Hold breath, Low-light vision, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4, Swim +14
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
CR: 6

Improved Grab (ex): To use this ability, a giant crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it to deep water, attempting to pin it on the bottom.

Hold breath (ex): A giant crocodile can hold its breath for a number of rounds equal to 4x its Constitution score before it risks drowning.

Skills: A giant crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can also take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided is swims in a straight line.

Giant crocodiles gain a +4 racial bonus on Hide checks when in the water. Further, they can lie in the water with only eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Almost made this one an Undead, but I'm pretty sure reptiles mutated instead, so that's how I made it here.
#1824

joshy676

Apr 22, 2007 22:11:13
I'd like to see Captain Hook take on THAT thing in a fair fight. :D
#1825

Urban_Sniper_02

Apr 22, 2007 22:38:10
Here's the big one I'm not too sure about. Lisa Trevor was always one of my favorite additions to the REmake, and given her background and the information regarding her mutations, I went with what I thought would be best for her. Feel free to critique her, though.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/LisaTrevor.jpg)

Lisa Trevor
Medium size Undead B.O.W.
HD: 6d12+12 (53Hp)
Initiative: +2
Speed: 20ft.
Defense: 11 (-1 dex, +2 natural armor)
DR: 5/--
BAB/Grapple: +6/+17
Attacks: Slam +13 (2d6+10*) or tentacle +13 (1d8+7)
Full Attack: 2 Slams +13 (2d6+10*) or 2 tentacles +13 (1d8+7)
Face/Reach: 5ft. by5ft./5ft.
Special Qualities: G-Virus Mutations, Invulnerability, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +1, Will +0
Abilities: Str 24, Dex 8, Con--, Int 6, Wis 6, Cha 2
Skills: Climb +11, Jump +12
Feats: Power Attack, Toughness x2, Improved Toughness
CR: 9
*1.5x Strength modifier, as though wielding a two-handed weapon.

G-Virus Mutations (ex): Though exposed to an unknown number and type of different viruses, Lisa Trevor is known to have been the breeding ground for the G-Virus. Though known to have only shown a tentacle mutation, it is possible that further mutations from the G-Virus could occur. As such, treat this ability as a random mutation from the G-virus mutations list whenever she is reduced to -1 or fewer hit points.

Invulnerability (ex): When dealt enough damage to be dropped to -1 or fewer hit points, Lisa Trevor cannot be killed through normal means. Once thusly injured, Lisa becomes immobile and seemingly dead, though she gains an extremely rapid healing rate, restoring 4 hit points per round until she is fully recovered. At this point, she can once again rise and move about. A confirmed method of destroying her has yet to be discovered.
#1826

joshy676

Apr 22, 2007 22:55:49
Here's the big one I'm not too sure about. Lisa Trevor was always one of my favorite additions to the REmake, and given her background and the information regarding her mutations, I went with what I thought would be best for her. Feel free to critique her, though.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/LisaTrevor.jpg)

Lisa Trevor
Medium size Undead B.O.W.
HD: 6d12+12 (53Hp)
Initiative: +2
Speed: 20ft.
Defense: 11 (-1 dex, +2 natural armor)
DR: 5/--
BAB/Grapple: +6/+17
Attacks: Slam +13 (2d6+10*) or tentacle +13 (1d8+7)
Full Attack: 2 Slams +13 (2d6+10*) or 2 tentacles +13 (1d8+7)
Face/Reach: 5ft. by5ft./5ft.
Special Qualities: G-Virus Mutations, Invulnerability, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +1, Will +0
Abilities: Str 24, Dex 8, Con--, Int 6, Wis 6, Cha 2
Skills: Climb +11, Jump +12
Feats: Power Attack, Toughness x2, Improved Toughness
CR: 9
*1.5x Strength modifier, as though wielding a two-handed weapon.

G-Virus Mutations (ex): Though exposed to an unknown number and type of different viruses, Lisa Trevor is known to have been the breeding ground for the G-Virus. Though known to have only shown a tentacle mutation, it is possible that further mutations from the G-Virus could occur. As such, treat this ability as a random mutation from the G-virus mutations list whenever she is reduced to -1 or fewer hit points.

Invulnerability (ex): When dealt enough damage to be dropped to -1 or fewer hit points, Lisa Trevor cannot be killed through normal means. Once thusly injured, Lisa becomes immobile and seemingly dead, though she gains an extremely rapid healing rate, restoring 4 hit points per round until she is fully recovered. At this point, she can once again rise and move about. A confirmed method of destroying her has yet to be discovered.

Definitely not someone you'll want to dance with in the pale moonlight.

I'll bet some Quickly-Producable Liquid Nitrogen(tm)* might work, though maybe not.

*Patent pending
#1827

Urban_Sniper_02

Apr 22, 2007 23:01:06
Hehehe, if she can't move, then she can't mess with you. And if she happens to shatter, she might not grow back...perhaps our ol' buddy Ryan Schist should be called in for an equipment test, lol!
#1828

joshy676

Apr 22, 2007 23:47:00
But what if she pulls a T-1000 from Termina--wait, Trevor's not a cyborg...

What if she mutates win-- wait, she's frozen solid and then shattered...

Yeah, I'd say that's a weakness. Liquid nitrogen.

Gotta remember that if Umbrella decides to use her for something, though she probably perished in the nuclear sterilization of Raccoon City.

Speaking of Umbrella, I was thinking for the "Resident Evil in Phoenix" scenario... What if Umbrella couldn't control all of Arizona, but was a big contributor to Arizona's D.O.T. (Department of Transportation), in specifics, the Motor Vehicle Division (D.M.V.)? There's a D.M.V. office in each town and city within the Metropolitan Phoenix area, which means a small Umbrella lab under each one! And the viral outbreak isn't accidental, either.
#1829

Urban_Sniper_02

Apr 22, 2007 23:54:05
That's an interesting idea. Kind of validates that bad feeling I get when I have to go to the DMV, lol. I always knew something wasn't quite right there...

Don't know if you all have seen it or not, but the "RE: Phoenix" thing reminded me of the HORROR that is the RE: Extinction trailor. Oh god, oh god, they're putting Claire, Chris, Wesker, and Barry in there, and it looks like 'bad zombie movie meets road warrior'. Honestly, we need to send some real Tyrants after the people responsible for this crap, and other similar crap. What do you think? One Tyrant each for Paul W.S. Anderson and Uwe Boll?
#1830

joshy676

Apr 23, 2007 0:03:02
That's an interesting idea. Kind of validates that bad feeling I get when I have to go to the DMV, lol. I always knew something wasn't quite right there...

Don't know if you all have seen it or not, but the "RE: Phoenix" thing reminded me of the HORROR that is the RE: Extinction trailor. Oh god, oh god, they're putting Claire, Chris, Wesker, and Barry in there, and it looks like 'bad zombie movie meets road warrior'. Honestly, we need to send some real Tyrants after the people responsible for this crap, and other similar crap. What do you think? One Tyrant each for Paul W.S. Anderson and Uwe Boll?

I wholeheartedly agree, for one reason and one reason only: the movies aren't made well at all!

Sure, I can accept a video game-based plot for a movie that is more like a side-story [read: more like a "What if we took Resident Evil and we..." kinda thing]. I can accept the main characters not really existing in the RE universe. I can accept that Nemesis has a Gatling Gun. I can accept a Wesker-like heroine. I take these with a grain of salt. These are artist leeways, not unlike invented NPCs and die-fudging.

Poor acting, crappy plot devices, poor planning, poor marketing, and the snowball effect? Uh-uh. No. These make for bad movies, not unlike a sadistic GM who plays GM vs. Players. See where I'm coming from?
#1831

Urban_Sniper_02

Apr 23, 2007 0:10:41
Oh yes, I can see perfectly where you're coming from, hehehe. I think I've been there myself, and more than once by some horrid twist of fate.

Might actually get some good play-test data coming in soon. I'm thinking about putting my gundam game on hold for a bit, until my bro can get moved back down here so that he can join in with his character, and I've been in too much of an RE frenzy the last little bit. If the players are up for it, I'm gonna see how well they fare during the outbreak.
#1832

the_merciless_dm

Apr 23, 2007 7:19:58
Mikami should turn Uwe Boll and Paul Anderson into zombies... I mean they already think like them... Honestly good video game stories never seem to be done justice... My thoughts on Extinction are as follows: "I'll have to watch it because I'm a fanboy." nothing more. Nice work on the monsters there. Liza Trevor has all nasty kinds of things in her including a Nemesis parasite obtained from a European branch, but the parasite soon after being inserted was "lost".

Wesker's Report 2 Excerpts:
"What if a person that was infected with the Ebora virus could stand up and walk around? That infected person would have a disrupted chain of thought, and what if they could infect others that weren't infected? What if the DNA of the Ebora and the RNA had a direct impact on the DNA of a human? Due to those factors, would the person be harder to kill?

The person would be dead from a human's point of view, but would still act as a bio-weapon spreading the virus."

"The finding of the original virus which restructures the human DNA was the start of everything. Using the original virus as a base, an enhanced virus would be made to be a bio-weapon. This was the T-virus plan."

"The original virus was an RNA virus and would cause abnormalities that would enhance a person. Birkin planned on combining the two viruses to make an enhanced virus. The sample of the Ebora had already been brought to this reserach facility.

We had gone through many elevators and had finally reached the destination. Upon entering, even Birkin was impressed by the sight. This was our first encounter with that woman.

We were not told anything about that woman. Everything relating to her was kept top secret and the data was not to be leaked to the outside. Information obtained from records showed that she had been here since this lab was created.

She was 25 years old at that time. But what her name is and why she is here is a mystery. She was a test subject for the research on the T-virus. The research began on November 10, 1967.

For 11 years, she had gone through the tests with many viruses.

I heard Birkin whisper something. Whether those words were cursing/swearing or praising I do not know. We had come to a place we could never leave.

We didn't know whether we were to take the research to it's completion or if we would end up like her. For us we, only had one choice. The woman who lied on the pipebed had moved something within both of our minds. Is this also a part of Spencer's plan?"

"At this point of the T-virus development, the production of the "Human biological weapon" the so called "Zombie" was stable. There was not 100% virus infection to DNA. There are so many kinds of chemical differences among people.

If a group of people reveived the infection from a "Zombie", ten percent of them would not get infected. We can't change this result even though we continuously studied the DNA. If 90% of people got the infection, this would be enough to be a weapon. However, Spencer's opinion was different. Our boss wanted an independent weapon that killed 100% of the people. However, for what?"

"Apart from Spencer's real intention, what Birkin considered an ideal "Human biological weapon" was what he attached as a weapons importance to the battle field of that time. He tried to create that weapon by not only changing the T-virus DNA but also incorporating other creature's DNA information.

He devised a Human biological weapon for battle that destroys people who are armored or recieved a vaccination for the virus. This experiment was called the "Hunter" in later times. However, that experiment had to stop for a while to protect our main experiment."

"I tried to use other researchers to extract as many biological samples as possible before the experiment bodies died. However, I could not catch up with the speed of Birkin's experiments.

The facility head supplied new experiment bodies and acted like nothing was wrong. However, those bodies were dying continuously. That place was like hell.

However, the "woman experiment's" body was the only one who survived that hell.

She was already twenty-eight. That is, she has been in this facility for fourteen years. She might not have any thinking ability as a human since getting the "Starting virus". If she had her mind, her only hope would be death.

However, she survived. I wondered why she was the only one who survived for such a long time because the data of her experiment was not any different from the other bodies we experimented on. Until we solved this mystery, we needed more time..."
#1833

the_merciless_dm

Apr 23, 2007 7:31:46
Wesker's Report 2 Excerpt:

"I had continued to do research with Birkin so that no one would detect my intentions. During that time, that 'woman test subject' was forgotten. A "failure" that just lived on. Until that day, 5 years later.......

The 11th summer had come since we started working at this facility. I was 28 at the time. Birkin had become a father to a 2 year old girl. The wife was a also a researcher at the facility. It was natural that people who conducted research at the same facility fall in love and have children. But a normal person would not be able to continue research at this place. Everyone who is still here is crazy.

We had gone into phase three of our plan in the ten years. A programmed life, to be used a soldier, a bio-weapon for combat. This bio-weapon was to be called the "Tyrant". But this project had a huge problem from the start. Finding a test subject for this Tyrant was easier said than done. There were very few who were qualified enough to become the Tyrant.
This was due to the nature of the T-virus. Any human could be used to make a zombie or a hunter but their intelligence would be lost in the process. A certain amount of intelligence was needed to create a Tyrant. Birkin had created a different way of creating the Tyrant to compensate for this problem. But only a very small amount of people could be used for this different way. In the simulation, only 1 out of 100000000 mutated into a Tyrant, the rest became zombies.

If our research continued, we could create a different kind of T-virus that was compatible with far more people. But for this to happen we needed another test subject. But even if we searched through all of America, we would only find ten or so people that were compatible.

Other research facilities had encountered the same problem. We ran into a wall even before our research began.

But we had recieved word that the Europe facility had devised a plan to conquer this problem in phase 3. This was the Nemesis project. I had urged Birkin to get a sample of the project to further our own research. Although Birkin had strongly opposed, I convinced him otherwise. Until we found a compatible host our research would not proceed forward, and Birkin had to accept this.

We had received the package a few days later with a number of precautions written on it. The package brought to heliport was in a small box labeled "Nemesis Project". To gain this sample from the France facility required quite there effort, and credit for this accomplishment went to Spencer for backing us up. Birkin took no interest in the package till the end but had at least admitted to tests. The sample was new and was for test purposes.

A biological life form created by manipualting DNA. That was the what the Nemesis was. The intelligence was the only thing enhanced and this lifeform alone, could not do anything. But once it finds a host, it becomes a parasite and would take over that host and would cause it to have incredible combat ability.
The host for the weapon and the parasite would be made separately and later the intelligence of the parasite and the body of the host would be combined to create a bio-weapon. If this were to succeed it would overcome the problem of the intelligence and we could create a bio-weapon. But the problem was when the parasite takes over the host.

In the research files, the only information recorded was the death of each host once taken over by the parasite sample. Within 5 minutes of the parasite taking over, the host would die. But we were already aware of the danger that lied in the prototype.

If we could prolong the time the host would survive, we would gain the credit to the "Nemesis project". That was my plan. The host would be that women test subject.

Her incredible life rate could survive longer against the Nemesis prototype. And even if it failed, nothing would change on our side.

But the test had created a result I had not expected. The Nemesis prototype that tried to enter her brain had disappeared. At first, we could not tell what had happenned. We did not expect her to consume the Nemesis.

That was the beginning. Something was happenning inside that failed experiment. We had decided to start research on her from scratch.

In the past ten years, we had conducted every bit of research possible on her, but we had decided to throw all those files away. Within the 21 years that she lived, something was beginning to show.

Only Birkin had begun to notice the change. Indeed, something had begun to change inside her.

But that was something totally different from the T-virus project. Something new and would bring a new idea to us.

The project which changed our destiny, the "G-virus project"

it had been 17 years since I first came to this place. Every time I come here, I remember the smell of the wind from that day. The buildings and the surroundings all looked the same as before.

On the heliport, I could see Birkin. It has been a long time since I've seen him. Four years have passed since I left Arklay labs.

4 years ago, when Birkin's G-virus project was authorized, I requested to be transferred to the secret (intelligence) service. This was easily authorized. Most people saw it as a natural change, going from the research profession to another field.

In reality, the research conducted on the G-virus was far above my level. Even if I wasn't out to discover what Spencer was truly thinking, I could feel my limits as a researcher had reached their peak."
#1834

the_merciless_dm

Apr 23, 2007 7:43:28
Wesker's Report 2 Excerpt:
"We both ignored John and started the clean-up of that woman. We had to kill her. When she had consumed Nemesis she started to regain some intelligence and exhibited some preculiar behaviors. The behavior would worsen. She would ripped off another womans face and would wear it herself. According to the records she showed the same behaviors when she was first injected with the original virus.

Recently three researchers had been killed as a result of her behavior, and this is what prompted her immediate termination. Because the "G project" was progressing so well, we had no use for her.


Her death was confirmed over the course of 3 days, and her "dead body" was carried somewhere by the president. After all was said and done, no one knew who she was or why she was here. But this was also true of any of the other test subjects.

If she had not been here the G-project would not have existed. Both Birkin and I would had be in completely different situations. I had this on my mind as I left the Arklay labs.

How far was Spencer planning on taking this?

(the "incident" would happen 3 years later)"
#1835

Urban_Sniper_02

Apr 23, 2007 19:16:53
Got a new zombie, of the Green variety from Outbreak 2. Basically the same as a normal T-Zombie, but with a little more robustness due to the mixture with the plant mutation.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo2_criaturas_04.jpg)

Green Zombie
Medium size Undead B.O.W.
HD: 3d12+6 (28 Hp)
Initiative: +0
Speed: 20ft.
Defense: 14 (+4 natural armor, +0 Dex)
DR: 3/--
BAB/Grapple: +3/ +9
Attacks: Slam +5 (1d6+2), Bite +5 (1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness, Pollen Spray
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +2, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: Climb+2, Intimidate +6, Listen+8, Spot+8
Feats: Alertness, Toughness, Improved Toughness
CR: 4

Improved Grab (ex): To use this ability the Green Zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The Green Zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. A Green Zombie may also make Attacks of Opportunity to opponents it threatens.

Pollen Spray (ex): Whenever a Green Zombie becomes the victim of a successful attack, whether or not damage is dealt, a burst of poisonous pollen is released from the mutated plants running through its body. This burst forms a cloud with a 5-foot radius around the zombie, which dissipates after 1d4 rounds. Any creature caught within the cloud must make a Fortitude save DC 16 or suffer 1d4 points of Constitution damage. This is initial and secondary damage.
#1836

joshy676

Apr 23, 2007 19:52:47
Ooh! I hated those zombies when I played Outbreak #2 -- even more so than the Leechmen from Outbreak #1!

I hope they frighten players more than they frustrate me. :D
#1837

Urban_Sniper_02

Apr 23, 2007 20:03:23
Here's another one: Giant wasps! Bug spray to the ready!

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_reo_criatura_avispa.jpg)

Giant Wasp
Small size Mutant B.O.W.
HD: 3d10+3 (23 hp)
Initiative: +2
Speed: 20 ft., fly 80ft. (good)
Defense: 15 (+1 size, +2 dex, +2 natural)
BAB/Grapple: +3/+4
Attacks: Sting +4 melee (1d4+1+poison)
Full Attack: Sting +4 melee (1d4+1+poison)
Face/Reach: 5 ft / 5 ft
Special Attacks: Poison, Dive-bomb
Special Qualities: Darkvision 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +3, Will +2
Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 8
Skills: Spot +8, Survival +4.
Feats: -
CR: 2

Poison (ex): Injury, Fort DC 16, 1d4 Con/1d4 Con. Unlike normal wasps and bees, the T-Virus mutations do not loose their stingers after an attack, and thus do not die afterwards.

Dive-bomb (ex): This attack requires a full-round action. The giant wasp flies high above the target and drops, using its wings to add to its momentum. This is treated as a charge attack, though the wasp suffers no penalty to defense. Upon a successful hit, the target must make a successful Fort save, DC 16, or be knocked prone. This attack also dazes the wasp for 1d4 rounds.

Skills: Giant wasps have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
#1838

Urban_Sniper_02

Apr 23, 2007 21:50:49
Here's my take on Sherry Birkin from RE2. Though she's 12, I decided she'd be more true to the game with the Child aging modifiers, and the smaller size. This basically shows her as the 'run and hide' type she was in the game. Thoughts/critiques always welcome.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Survivors/sherry_sketch2_lg.jpg)

Sherry Birkin (RE2)

Female Human Fast Hero 1; Small humanoid (human); HD 1d8-1; hp 7; Mas 9; Init +2; Spd 25 ft.; Defense 16 (+1 size, +2 Dex, +3 class); BAB +0; Grap -5; AL Good, Claire; SV Fort +0 Ref +1, Will +0; AP 5; Rep +0 Str 9*, Dex 14*, Con 9*, Int 12*, Wis 13*, Cha 13*.

Occupation: Adventurer (Climb, Jump); Bonus feat: Personal Firearms Proficiency**

Skills: Balance +3, Climb +3, Escape Artist +4, Hide +6, Jump +3, Knowledge (streetwise) +3, Move Silently +6, Tumble +5.

Feats: Dodge, Run, Simple Weapons Proficiency, Personal Firearms Proficiency**.

Talents:

Fast: Increased Speed

Possessions: Locket, First-aid Spray, Family photo

*Stats include the Child age modifiers: -3 Str and Con, -1 Dex, Int, Wis, Cha.

**She does not have this feat as of RE2, though assuming her relationship with Claire and Leon, it is a good assumption that she will in a few years.
#1839

Urban_Sniper_02

Apr 24, 2007 1:16:09
Hey, everyone, I just wanted to let you all know that I've just created a new Yahoo group dedicated to REd20. I thought it might be cool to have a place to share our own, custom campaign ideas, like Joshy's idea for a "RE: Phoenix" or the "RE: Redneck Country" idea that somehow sprouted up, lol. I've got some info on there from the campaign I'm hoping to run, include the prologue to the back story that goes on while the PCs will be doing their thing, and some character stats for the heroes and villains of the campaign.

All the 'official' RE stuff, like the monsters and characters we've made so far, I'll leave to be placed on the Wiki. Any other content could potentially find a home at the group. So, stop by, take a look around, and see what you think. Just sign on and I'll get you all added in as soon as I can if it requires authorization (I'm new at the Yahoo groups thing, lol). So, head on over if ya want to: Yahoo REd20 Modern
#1840

grave_robbing_cleric

Apr 24, 2007 19:01:22
I don't know if anybody mentioned this, but Nemisis isn't immune to acid..... It is how you killed him, I think...
#1841

Urban_Sniper_02

Apr 24, 2007 19:22:06
I don't know if anybody mentioned this, but Nemisis isn't immune to acid..... It is how you killed him, I think...

If you're talking about that Nemesis on the Wiki, that's an unrevised build, and based off the movies, which we're not even considering using for our source material. In the game, it was some kind of toxic sludge that got sprayed on him in the trash disposal room that defeated him that time. It later took an experimental rail cannon to finally defeat him.
#1842

joshy676

Apr 25, 2007 0:05:05
If you're talking about that Nemesis on the Wiki, that's an unrevised build, and based off the movies, which we're not even considering using for our source material. In the game, it was some kind of toxic sludge that got sprayed on him in the trash disposal room that defeated him that time. It later took an experimental rail cannon to finally defeat him.

Well, actually you can alternatively use whatever weapons at your disposal should you run out of sludge valves. Acid rounds, magnum, or the rocket launcher (if you've got it by this time) are your best bets.

In any case: that Nemesis stat block is dated and based off of the the Nemesis from RE: Apocalypse (the God-awful sequel to the slightly less terrible first RE movie).

The in-game Nemesis has two weaknesses: fire and acid. Only fire could remove his limiter coat, and only something acidic could dissolve his physical body. The rail cannon's a nice coup-de-grace of sorts, though. I don't think the second blast from charge 1 (each charge from the battery shoots two) has ever missed when I play, but blast number 1 always misses.
#1843

Urban_Sniper_02

Apr 25, 2007 0:25:40
That's how it is with me. The first shot opens up the gap in the rows of circuitry, and the second tends to make a nice pile of dead Nemesis.
#1844

grave_robbing_cleric

Apr 26, 2007 18:39:05
welllll, toxic sludge is kinda like acid...





scary thought, a T-virus infected plagas paracite
#1845

joshy676

Apr 26, 2007 23:19:09
welllll, toxic sludge is kinda like acid...





scary thought, a T-virus infected plagas paracite

I've heard rumors that the enemies in RE5 will be people with that sort of thing going on. Only rumors, but still...
#1846

Urban_Sniper_02

Apr 26, 2007 23:35:03
Also heard a rumor that we get to see Wesker mutate/transform in RE5. Friend said there's a vid out there somewhere showing it, but I've not checked yet.

Also...they're coming...T-virus squirrels!
#1847

joshy676

Apr 27, 2007 0:23:09
Also heard a rumor that we get to see Wesker mutate/transform in RE5. Friend said there's a vid out there somewhere showing it, but I've not checked yet.

Also...they're coming...T-virus squirrels!

That'd be pretty sweet.

I'm going to add the Δ and ε Hunter variants to the Yahoo! Bestiary.

EDIT: Okay, they're in!
#1848

joshy676

Apr 27, 2007 23:34:05
Also heard a rumor that we get to see Wesker mutate/transform in RE5. Friend said there's a vid out there somewhere showing it, but I've not checked yet.

Also...they're coming...T-virus squirrels!

Oh, and I neglected to respond to this.

:D Mutant squirrelly wrath! Imagine the chaos!
#1849

Urban_Sniper_02

Apr 28, 2007 3:06:30
Normal squirrels who join together in a terrifying swarm, and then unite to form a gigantic T-virus mutated uber squirrel! :evillaugh
#1850

Urban_Sniper_02

Apr 28, 2007 12:41:52
Don't go into the woods...something terrible lurks there...so terrible...

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/T-VirusSquirrel.jpg)IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/T-VirusSquirrels.jpg)
T-Virus Squirrel
Diminutive size Undead B.O.W.
HD: 1/4d12+3 (6 hp)
Initiative: +3
Speed: 10 ft., 15ft. climb
Defense: 17 (+4 size, +3 dex)
BAB/Grapple: +1/-
Attacks: Bite +4 melee (1d3)
Full Attack: Bite +4 melee (1d3)
Face/Reach: 1 ft / 0 ft
Special Qualities: Darkvision 60ft., Scent, Lethal Bite, Infectious, B.O.W. traits
Saves: Fort: +2, Ref +3, Will +1
Abilities: Str 2, Dex 16, Con -, Int 2, Wis 12, Cha 4
Skills: Climb +9, Hide +10, Jump +10, Listen +3, Move Silently +9.
Feats: Toughness, Weapon Finesse (bite).
CR: ¼

“Gnawed to death…bad way to go.”

Lethal Bite (ex): Thanks to the T-Virus, the average squirrel has become much more fearsome. The already sharp teeth have become deadly fangs that easily pierce flesh, causing incredible damage. This ability removes the strength penalty to the squirrel’s bite damage.

Skills: T-Virus Squirrels use their Dexterity modifier for climb and jump checks instead of their Strength modifier. T-Virus Squirrels gain +4 racial bonus to Climb, Hide, Jump, and Move Silently checks.

___________________________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/SquirrelMob.jpg)
T-Virus Squirrel Mob
Diminutive size Undead B.O.W. (Swarm)
HD: 6d12+3 (50 hp)
Initiative: +3
Speed: 10 ft., 15ft. climb
Defense: 17 (+4 size, +3 dex)
BAB/Grapple: +1/-
Attacks: Swarm (2d6)
Full Attack: Swarm (2d6)
Face/Reach: 1 ft / 0 ft
Special Attacks: Swarm Attack, Distraction, Summon Shadow Tail
Special Qualities: Darkvision 60ft., Scent, Lethal Bite, Infectious, B.O.W. traits
Saves: Fort: +2, Ref +3, Will +1
Abilities: Str 2, Dex 16, Con -, Int 2, Wis 12, Cha 4
Skills: Climb +9, Hide +10, Jump +10, Listen +3, Move Silently +9.
Feats: Toughness, Weapon Finesse (bite).
CR: 5

“An army of squirrels is still an army…”

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any effect that targets a specific number of creatures. A swarm takes half again as much damage (+50%) from effects that affect an area, such as splash weapons and explosions

Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

Damage reduction sufficient to reduce a swarm attack’s damage to 0, or other special abilities, can give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect.

Summon Shadow Tail (ex): If any two T-Virus Squirrel Mobs join together, they can, as a full-round action, become something entirely more fearsome and deadly. Once the round has passed, the two mobs fuse together to form Shadow Tail.

Lethal Bite (ex): Thanks to the T-Virus, the average squirrel has become much more fearsome. The already sharp teeth have become deadly fangs that easily pierce flesh, causing incredible damage. This ability removes the strength penalty to the squirrel’s bite damage.

Skills: T-Virus Squirrels use their Dexterity modifier for climb and jump checks instead of their Strength modifier. T-Virus Squirrels gain +4 racial bonus to Climb, Hide, Jump, and Move Silently checks.

___________________________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/KrosanBeast.jpg)
Shadow Tail (T-Virus Squirrel Mutation)
Huge size Undead B.O.W.
HD: 12d12+27 (116 hp)
Initiative: +1
Speed: 20 ft., 25ft. climb
Defense: 18 (-2 size, +1 dex, +9 natural)
DR: 4/-
BAB/Grapple: +12/+34
Attacks: Bite +22 melee (2d8+10)
Full Attack: Bite +22 melee (3d8+10), 2 Claws +20 melee (3d6+5), Tail Slap +20 melee (2d6+15)
Face/Reach: 15 ft / 10 ft (15ft with bite)
Special Attacks: Crush, Improved Grab, Rend, Death Throes
Special Qualities: Darkvision 60ft., Scent, Great Toughness, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +5, Will +6
Abilities: Str 30, Dex 12, Con -, Int 6, Wis 14, Cha 4
Skills: Climb +18, Hide +11*, Jump +23, Listen +5, Move Silently +11*.
Feats: Toughness, Power Attack, Improved Natural Attack (bite, claw), Multiattack.
CR: 15

“Suffer the little creatures, for they may yet rise up and beat you senseless…”

Crush (ex): This special attack allows Shadow Tail to leap high, as a standard action, using its entire body to crush opponents. This ability only works on medium or smaller opponents. The crush attack affects as many creatures as can fit under Shadow Tail’s body. Creatures in the affected area must succeed on a Reflex save (DC 16), or be pinned, automatically taking bludgeoning damage during the next round unless Shadow Tail moves off them. If Shadow Tail chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from a crush attack each round if they don’t escape.

Shadow Tail’s crush deals 2d8+15 points of damage.

Improved Grab (ex): To use this ability, Shadow Tail must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (ex): If Shadow Tail wins a grapple check after a successful pair of claw attacks, it establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+5 points of damage.

Death Throes (ex): When Shadow Tail is defeated, its mutated body structure breaks down into the squirrels that formed it, releasing a T-Virus Squirrel Mob centered where it died.

Great Toughness (ex): Shadow Tail receives an additional 2 hit points per hit dice, due to the inexplicable mutative quality of the T-Virus.

Skills: Shadow Tail gains a +4 racial bonus to Climb, Hide, Jump, and Move Silently checks. Shadow Tail also receives and additional +4 bonus to Hide and Move Silently checks in forested areas.

Well, there you have it. Oh, the horror! (thanks go to Wizards for their lovely squirrel cards in Magic!)
#1851

joshy676

Apr 28, 2007 12:53:58
Don't go into the woods...something terrible lurks there...so terrible...

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/T-VirusSquirrel.jpg)IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/T-VirusSquirrels.jpg)
T-Virus Squirrel
Diminutive size Undead B.O.W.
HD: 1/4d12+3 (6 hp)
Initiative: +3
Speed: 10 ft., 15ft. climb
Defense: 17 (+4 size, +3 dex)
BAB/Grapple: +1/-
Attacks: Bite +4 melee (1d3)
Full Attack: Bite +4 melee (1d3)
Face/Reach: 1 ft / 0 ft
Special Qualities: Darkvision 60ft., Scent, Lethal Bite, Infectious, B.O.W. traits
Saves: Fort: +2, Ref +3, Will +1
Abilities: Str 2, Dex 16, Con -, Int 2, Wis 12, Cha 4
Skills: Climb +9, Hide +10, Jump +10, Listen +3, Move Silently +9.
Feats: Toughness, Weapon Finesse (bite).
CR: ¼

“Gnawed to death…bad way to go.”

Lethal Bite (ex): Thanks to the T-Virus, the average squirrel has become much more fearsome. The already sharp teeth have become deadly fangs that easily pierce flesh, causing incredible damage. This ability removes the strength penalty to the squirrel’s bite damage.

Skills: T-Virus Squirrels use their Dexterity modifier for climb and jump checks instead of their Strength modifier. T-Virus Squirrels gain +4 racial bonus to Climb, Hide, Jump, and Move Silently checks.

___________________________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/SquirrelMob.jpg)
T-Virus Squirrel Mob
Diminutive size Undead B.O.W. (Swarm)
HD: 6d12+3 (50 hp)
Initiative: +3
Speed: 10 ft., 15ft. climb
Defense: 17 (+4 size, +3 dex)
BAB/Grapple: +1/-
Attacks: Swarm (2d6)
Full Attack: Swarm (2d6)
Face/Reach: 1 ft / 0 ft
Special Attacks: Swarm Attack, Distraction, Summon Shadow Tail
Special Qualities: Darkvision 60ft., Scent, Lethal Bite, Infectious, B.O.W. traits
Saves: Fort: +2, Ref +3, Will +1
Abilities: Str 2, Dex 16, Con -, Int 2, Wis 12, Cha 4
Skills: Climb +9, Hide +10, Jump +10, Listen +3, Move Silently +9.
Feats: Toughness, Weapon Finesse (bite).
CR: 5

“An army of squirrels is still an army…”

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any effect that targets a specific number of creatures. A swarm takes half again as much damage (+50%) from effects that affect an area, such as splash weapons and explosions

Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

Damage reduction sufficient to reduce a swarm attack’s damage to 0, or other special abilities, can give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect.

Summon Shadow Tail (ex): If any two T-Virus Squirrel Mobs join together, they can, as a full-round action, become something entirely more fearsome and deadly. Once the round has passed, the two mobs fuse together to form Shadow Tail.

Lethal Bite (ex): Thanks to the T-Virus, the average squirrel has become much more fearsome. The already sharp teeth have become deadly fangs that easily pierce flesh, causing incredible damage. This ability removes the strength penalty to the squirrel’s bite damage.

Skills: T-Virus Squirrels use their Dexterity modifier for climb and jump checks instead of their Strength modifier. T-Virus Squirrels gain +4 racial bonus to Climb, Hide, Jump, and Move Silently checks.

___________________________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/KrosanBeast.jpg)
Shadow Tail (T-Virus Squirrel Mutation)
Huge size Undead B.O.W.
HD: 12d12+27 (116 hp)
Initiative: +1
Speed: 20 ft., 25ft. climb
Defense: 18 (-2 size, +1 dex, +9 natural)
DR: 4/-
BAB/Grapple: +12/+34
Attacks: Bite +22 melee (2d8+10)
Full Attack: Bite +22 melee (3d8+10), 2 Claws +20 melee (3d6+5), Tail Slap +20 melee (2d6+15)
Face/Reach: 15 ft / 10 ft (15ft with bite)
Special Attacks: Crush, Improved Grab, Rend, Death Throes
Special Qualities: Darkvision 60ft., Scent, Great Toughness, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +5, Will +6
Abilities: Str 30, Dex 12, Con -, Int 6, Wis 14, Cha 4
Skills: Climb +18, Hide +11*, Jump +23, Listen +5, Move Silently +11*.
Feats: Toughness, Power Attack, Improved Natural Attack (bite, claw), Multiattack.
CR: 15

“Suffer the little creatures, for they may yet rise up and beat you senseless…”

Crush (ex): This special attack allows Shadow Tail to leap high, as a standard action, using its entire body to crush opponents. This ability only works on medium or smaller opponents. The crush attack affects as many creatures as can fit under Shadow Tail’s body. Creatures in the affected area must succeed on a Reflex save (DC ), or be pinned, automatically taking bludgeoning damage during the next round unless Shadow Tail moves off them. If Shadow Tail chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from a crush attack each round if they don’t escape.

Shadow Tail’s crush deals 2d8+15 points of damage.

Improved Grab (ex): To use this ability, Shadow Tail must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (ex): If Shadow Tail wins a grapple check after a successful pair of claw attacks, it establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+5 points of damage.

Death Throes (ex): When Shadow Tail is defeated, its mutated body structure breaks down into the squirrels that formed it, releasing a T-Virus Squirrel Mob centered where it died.

Great Toughness (ex): Shadow Tail receives an additional 2 hit points per hit dice, due to the inexplicable mutative quality of the T-Virus.

Skills: Shadow Tail gains a +4 racial bonus to Climb, Hide, Jump, and Move Silently checks. Shadow Tail also receives and additional +4 bonus to Hide and Move Silently checks in forested areas.

Well, there you have it. Oh, the horror! (thanks go to Wizards for their lovely squirrel cards in Magic!)

. . .

I think I gotta make a Fort save just to avoid soiling myself. Those things are fearsome!
#1852

Urban_Sniper_02

Apr 28, 2007 14:15:59
Leave it to me to have my ultimate creation be a squirrel, lol.
#1853

bladerock

Apr 28, 2007 15:31:39
Those are friking awesome! I gotta get permission to use those squirrels, they can be the "Ultimate Bioweapon" with a small change on flavor.
#1854

zombiegleemax

Apr 28, 2007 16:26:02
Just imagine the carnage two dozen or so T-Virus squirrels could create...

...Not to mention how many zombies will trip over the little buggers! :D
#1855

zombiegleemax

Apr 28, 2007 18:31:15
Even though the Squirrels are little **** ants on the B.O.W. ladder, the amount of people and animals they could turn would be massive i'd guess.
#1856

joshy676

Apr 28, 2007 19:41:34
If you think about it, Resident Evil almost has an RTS thought process:

Zombies, while easy as hell to kill, can be a pain in the ass when in groups of more than 3.

Dogs, slightly easier than zombies, are a pain in the ass when there's more than one to focus on.

And so on and so forth. I'd stick the squirrels between Crows and Zombies.

Except that, y'know, you're going to find a helluva lot more squirrels in groups than you are squirrels alone.
#1857

grave_robbing_cleric

Apr 28, 2007 19:51:58
Also heard a rumor that we get to see Wesker mutate/transform in RE5. Friend said there's a vid out there somewhere showing it, but I've not checked yet.

Also...they're coming...T-virus squirrels!

Make some Plagas and G-phage if you can
#1858

Urban_Sniper_02

Apr 28, 2007 20:31:51
Make some Plagas and G-phage if you can

I'm not even going to touch the Plagas until the things from the previous games are finished. There's still a lot left to do before hitting RE4. And I think g-phage is still being worked out by someone else.

Anyway, more on the squirrel threat:

“There are tales of a man who lives and wonders in the forest, a man who time has forgotten. They call him Old Man Jasper, a frail, skeletal husk of a man whose skin is as dark and tough as shoe leather, and they say that he alone may lay claim to the forest. No one can remember when they first saw him, but I’ve heard the tails for at least thirty years, even my grandpa heard them. Most who venture into the woods never see or hear him, but there are the few who say they have found his cabin, a shoddy, broken-down hovel deep within the darkest reaches of the hills. These are where the strangest tales come from, the tales that say he talks to the squirrels, has dozens of them around the cabin, that they come to him and listen as he chitters away, seemingly mad, yet they understand. Utter nonsense, you say? You’ve heard about the hunting accidents in the woods, haven’t you? Each year, at least a half dozen are found dead from a rifle wound, each and every one said to have been hunting squirrel; more than that disappear without a trace, are never heard from again. The cops have tried to find the old man, but even those who have been to his cabin can never seem to find it again. I know it was him; who else would defend those rodents with a big bore rifle? No, sir, if you’re looking to hunt the critters, you’d do well to move along. We let them do as they please around these parts, and you should too.”

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Survivors/DerrangedHermit.jpg)
Old Man Jasper

Male Human Tough Hero 5 / Dedicated Hero 5; Medium humanoid (human); HD 5d10 + 5d6 + 38; hp 89; Mas 16; Init +1 (+1 dex); Spd 30 ft.; Defense 17 (+1 Dex, +6 class); BAB +6; Grap +6; Knife +6/+1 (1d4, 19-20/x2) or Hunting Rifle +7/+2 (2d10, 20/x2); SV Fort +11, Ref +3, Will +7; AP 13; Rep +3; Str 11, Dex 12, Con 16, Int 12, Wis 16, Cha 14.

Occupation: Rural (Handle Animal, Survival). Bonus Feat: Personal Firearms Proficiency.

Skills: Climb +6, Craft (mechanical) +4, Craft (structural) +4, Handle Animal +15, Intimidate +5, Knowledge (earth and life sciences) +4, Listen +10, Ride +2, Sense Motive +6, Spot +10, Survival +17, Treat Injury +7.

Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Great Fortitude, Toughness, Alertness, Point Blank Shot, Track, Run, Far Shot.

Talents:

Special: Wild Empathy*, Chatter of the Squirrel*.

Tough: Robust, Stamina, Damage Reduction 1/-.

Dedicated: Skill Emphasis (handle animal), Aware, Cool Under Pressure (Survival, Climb, Handle Animal).

Possessions:
Survival Knife, Hunting Rifle

*Old Man Jasper has gained these abilities instead of the 2 feats usually granted at 1st level.

Wild Empathy: As the Ranger/Druid Ability.

Chatter of the Squirrel (Su): Having spent years upon years living alone deep within the woods as a lone hermit, it is widely rumored that his only friends these long years were the squirrels, known to cluster about his shoddy cabin. Rumors spread by hunters wondering in on the old man say that he speaks to them, and they listen.

Old Man Jasper may communicate with any squirrel as easily as communicating with another human. He is seen as a member of the local population, and even through the T-Virus outbreak, has maintained this unique relationship. Perhaps due to the T-Virus, or perhaps due to the madness that comes with decades of isolation, he has become something of a leader of the squirrels, able to direct their actions, and even call them to his side by mimicking their vocalizations. As a move action, Old Man Jasper may call 1d4 T-Virus Squirrels to him, which arrive in 1d4 rounds. As a full-round action, Old Man Jasper may call a T-Virus Squirrel Mob to him, which arrives in 2d4 rounds.
#1859

the_merciless_dm

Apr 28, 2007 20:53:08
Make some Plagas and G-phage if you can

Check the index, I think Blaine had finished all the Plagas. Along the G types they will be made.
#1860

zombiegleemax

Apr 28, 2007 20:53:47
Old Man Jasper

Almost like a Dr. Marcus with nutty a twist. (pun intended)
#1861

Urban_Sniper_02

Apr 28, 2007 20:58:18
Indeed! I suppose it doesn't help that I've been playing Zero and just finished the novel before doing that, does it?
#1862

zombiegleemax

Apr 28, 2007 21:00:18
It's all cool. Old Man Jasper reminds a little of the psychopaths from Dead Rising or the Axeman from Outbreak. Very cool character you created there.
#1863

Urban_Sniper_02

Apr 28, 2007 21:04:27
Thanks. That's pretty much what I was going for. :D
#1864

joshy676

Apr 28, 2007 21:15:09
Oh how I would love to have him in my REd20 Campaign in Arizona!

...Except that no squirrel that I'VE ever seen lives out here.

And because there aren't any squirrels, why the hell would Old Man Jasper be out here?
#1865

Urban_Sniper_02

Apr 28, 2007 21:18:33
Hmmm...maybe he's on vacation too? LOL
#1866

zombiegleemax

Apr 28, 2007 21:27:04
There's plenty of squirrels in AZ...
#1867

joshy676

Apr 28, 2007 22:19:53
There's plenty of squirrels in AZ...

Damn my short memory... Yeah, there are squirrels here (and by my short memory, I mean the ignorance of my brother; he forgot to log me out).
#1868

zombiegleemax

Apr 28, 2007 22:31:14
Fair enough.
#1869

joshy676

Apr 29, 2007 13:55:29
I took the liberty of adding the Squirrels and Old Man Jasper to the Wiki. If anyone else wants to add the new heroic NPCs, be my guest.
#1870

joshy676

Apr 30, 2007 19:20:20
Also...

BLARGH!!
#1871

grave_robbing_cleric

May 01, 2007 19:38:19
O.K., my first class. I play a diffrent version of D20 modern, so i have no idea with dedicated hero or ordinary hero means. This class is done in classic D&D terms


The Experiment
" I may be a freak, but at least I'll walk away alive...."

Hit Dice: d12

Class skills: Balance, climb, disguise, craft(any one), intimidate, jump, listen, drive, survival, and swim

skill points at first level: (2+int mod)x4
skill points for 2-20: 2+int. mod

[HTML]Level BAB fort ref will special
1st 1 2 0 0 Rage 1/day, claws
2nd 2 3 0 0 Uncanny dodge
3rd 3 3 0 0 Additional mutation
4th 4 4 1 1 Rage 2/day
5th 5 4 1 1 spawn mutation
6th 6/1 5 1 1 Additional mutation
7th 7/2 5 2 2 damage reduction 1
8th 8/3 6 2 2 Rage 3/ day
9th 9/4 6 2 2 fast movement (40)
10th 10/5 7 3 3 damage reduction 2
11th 11/6/1 7 3 3 Greater rage
12th 12/7/2 8 3 3 Rage 4/day, Add M.
13th 13/8/3 8 4 4 damage reduction 3
14th 14/9/4 9 4 4 indomitable will
15th 15/10/5 9 4 4 additional mutation
16th 16/11/6/1 10 5 5 Rage 5/day, D.R. 4
17th 17/12/7/2 10 5 5 Tireless rage
18th 18/13/8/3 11 5 5 additional mutation
19th 19/14/9/4 11 6 6 damage reduction 5
20th 20/15/10/5 12 6 6 mighty rage, rage 6[/HTML]



class features:


Claws: an experiment gains natural claws that extend from their fingers and deal 1d4 damage with a normal critical

fast movement: an experiment gains the ability to run faster than a human.

Rage: An experiment can enter a rage as a barbarian exept the experiments claws deal 1d6and hit a critical on a 19-20

uncanny dodge:

additional mutation: whenever a experiment enters a rage he gains the ability to manifest a mutation from the G-virus/plagas list. At 3rd, 6th, 12th, 15th, 18th level they gain an additional mutation from the list

spawn mutation: At 5th level an experiment gains the ability to use the controlled mutation ability from the G-virus template

Indomitable Will: An experiment gains an additional +4 will bonus



Feats


Dangerous claws
Prerequisites: Claws, STR 14
benefit: your claws grow larger, raising damage from 1d4 to 1d6 or 2d4 in rage

Mighty claws
Prerequisites: Claws, Dangerous claws, STR 16
benefit: Your claws threaten criticals on a 19-20, or an 18-20 in rage

Agonizing claws
prereqisites: claws, STR 14
benefit: your claws deal 2 points of bleed damage on a sucsessful hit that deals damage

Plague claws
Prerequisites:Claws, dangerous claws
benefits: Opponents hit by your claws are considered nauseated and take 1d2 points of Con damage

Get up again
prerequsites: Con 20
benefit: When dropped to 0 to -9 HP, roll a percentile and on a 90-100 you are considered stabilized and can move at half your move speed

Still getting up
Prerequisites: Con 24, get up again
benefit: The percentile check to stabilize is now 80-100
#1872

joshy676

May 01, 2007 19:51:21
O.K., my first class. I play a diffrent version of D20 modern, so i have no idea with dedicated hero or ordinary hero means.

There's no such thing as an "Ordinary Hero". You have heroes (PCs and major villains) and Ordinaries (your supporting characters, minor enemies/grunts, innocent bystanders, contacts, etc.)

And as far as I know, there's only one version of D20 Modern out.

A Dedicated Hero is a basic class that uses Wisdom to its best advantage.


The Experiment
" I may be a freak, but at least I'll walk away alive...."

Hit Dice: d12

Class skills: Balance, climb, disguise, craft(any one), intimidate, jump, listen, drive, survival, and swim

skill points at first level: (2+int mod)x4
skill points for 2-20: 2+int. mod

[HTML]Level BAB fort ref will special
1st 1 2 0 0 Rage 1/day, claws
2nd 2 3 0 0 Uncanny dodge
3rd 3 3 0 0 Additional mutation
4th 4 4 1 1 Rage 2/day
5th 5 4 1 1 spawn mutation
6th 6/1 5 1 1 Additional mutation
7th 7/2 5 2 2 damage reduction 1
8th 8/3 6 2 2 Rage 3/ day
9th 9/4 6 2 2 fast movement (40)
10th 10/5 7 3 3 damage reduction 2
11th 11/6/1 7 3 3 Greater rage
12th 12/7/2 8 3 3 Rage 4/day, Add M.
13th 13/8/3 8 4 4 damage reduction 3
14th 14/9/4 9 4 4 indomitable will
15th 15/10/5 9 4 4 additional mutation
16th 16/11/6/1 10 5 5 Rage 5/day, D.R. 4
17th 17/12/7/2 10 5 5 Tireless rage
18th 18/13/8/3 11 5 5 additional mutation
19th 19/14/9/4 11 6 6 damage reduction 5
20th 20/15/10/5 12 6 6 mighty rage, rage 6[/HTML]



class features:


Claws: an experiment gains natural claws that extend from their fingers and deal 1d4 damage with a normal critical

fast movement: an experiment gains the ability to run faster than a human.

Rage: An experiment can enter a rage as a barbarian exept the experiments claws deal 1d6and hit a critical on a 19-20

uncanny dodge:

additional mutation: whenever a experiment enters a rage he gains the ability to manifest a mutation from the G-virus/plagas list. At 3rd, 6th, 12th, 15th, 18th level they gain an additional mutation from the list

spawn mutation: At 5th level an experiment gains the ability to use the controlled mutation ability from the G-virus template

Indomitable Will: An experiment gains an additional +4 will bonus



Feats


Dangerous claws
Prerequisites: Claws, STR 14
benefit: your claws grow larger, raising damage from 1d4 to 1d6 or 2d4 in rage

Mighty claws
Prerequisites: Claws, Dangerous claws, STR 16
benefit: Your claws threaten criticals on a 19-20, or an 18-20 in rage

Agonizing claws
prereqisites: claws, STR 14
benefit: your claws deal 2 points of bleed damage on a sucsessful hit that deals damage

Plague claws
Prerequisites:Claws, dangerous claws
benefits: Opponents hit by your claws are considered nauseated and take 1d2 points of Con damage

Get up again
prerequsites: Con 20
benefit: When dropped to 0 to -9 HP, roll a percentile and on a 90-100 you are considered stabilized and can move at half your move speed

Still getting up
Prerequisites: Con 24, get up again
benefit: The percentile check to stabilize is now 80-100

Not sure if this is too useful. I'd need to test it, which is something I just can't do right now.
#1873

Urban_Sniper_02

May 01, 2007 19:58:39
O.K., my first class. I play a diffrent version of D20 modern, so i have no idea with dedicated hero or ordinary hero means. This class is done in classic D&D terms

Normal d20 modern classes are only 10 levels in the case of base classes and advanced plasses. Prestige classes tend to be 5 levels, and usually require at least some advancement through an advanced class (which have much simpler requirements than D&D PrCs). Dedicated hero is one of the base classes devoted to the Wisdom ability; there is a class that revolves around each ability score. Ordinary refers to NPCs who do no receive action points and serve a supporting roll.

Though I can't truely judge a class until I see it in action, I can say that a 20 lvl class doesn't fit in the core modern that most of us are using for RE. Experimental mutations in RE also tend to be either completely unstable and dangerous (the G-type for example) or something that enhances an existing being to make it more dangerous (G-virus template applied to Wesker for example). I can't say that I see the concept of the class fitting in with 'true' RE, but if it fits the way you and your group plays, then rock on. But to me, being a straight barbarian and trying every which way to be infected with the G-virus seems a better route overall.

EDIT: Joshy! You ninja'd me! LOL, darn my long-windedness!
#1874

grave_robbing_cleric

May 01, 2007 20:32:55
here's my attempt at a "hero"...


Agent orange AKA Steve Owen Miller
Male human fighter/experiment 5/4; 80 hp, initiative +6: speed 40ft; Defense 21 (+6 dex, +5 armor);BAB+5;grapple +8; mastercraft HK mp5 +12 (2d6,20x2), mastercraft smith & wesson m29 +12 (2d8, 20x2), stun baton +7 (1d6 +1d6 electrical, 19-20x2); alignment NE; saves Fort +6, Ref +7, Will +2; Str 14, Dex 22, Con 16, Int12, Wis 13, Cha 10

Agent Orange (RAGE)

size becomes large, Str raises to 20, con to 20.

attacks become: Claws +14/+9 (2d4+5), acid spit +15/+10 (2d6, Touch attack); mutations: Claws, acid spit, poison spray, bone spikes
#1875

psiseveredhead

May 01, 2007 20:53:59
Grave robbing cleric, I don't think you're that familiar with d20 Modern. Fighter levels? No class bonus to Defense?
#1876

zombiegleemax

May 01, 2007 21:11:53
Umm... i'm looking to run a RE game in Arizona. in Northeast Phoenix.... anywhere near me? i've got a game well in the works, but was looking for another solid player or two....??

[email]jeremiah@cybersound.tv[/email]
#1877

joshy676

May 01, 2007 21:20:57
Umm... i'm looking to run a RE game in Arizona. in Northeast Phoenix.... anywhere near me? i've got a game well in the works, but was looking for another solid player or two....??

[email]jeremiah@cybersound.tv[/email]

WHERE in Northeast Phoenix? :D

I'm in Avondale, so that's Southwest of Phoenix. In any case, I'm more of a GM than a player. My brother, though. He's fairly sound at being a player. :D

Unfortunately, he has no means of transport.
#1878

grave_robbing_cleric

May 02, 2007 19:21:30
Grave robbing cleric, I don't think you're that familiar with d20 Modern. Fighter levels? No class bonus to Defense?

As I mentioned earlier, the game I play uses D&D class levels in a D20 modern setting. I'm gonna hafta pick up some D20 modern books.....
#1879

Urban_Sniper_02

May 03, 2007 2:40:53
As I mentioned earlier, the game I play uses D&D class levels in a D20 modern setting. I'm gonna hafta pick up some D20 modern books.....

If you don't want to have to get a book immediately, there is the Modern SRD, which has about everything you'd need. It's basically the core book, just laid out into different categories.
#1880

joshy676

May 05, 2007 1:17:33
BLARG! [insert 1984 moment here]

THIS POST NEVER HAPPENED!
#1881

Urban_Sniper_02

May 05, 2007 1:35:44
The new feats, advanced classes, and updates to some core stuff are more than worth the price of admission!
#1882

joshy676

May 05, 2007 14:05:59
Wait, what price of admission? I paid nothing and have done nothing but earn.:D
#1883

Urban_Sniper_02

May 05, 2007 17:29:28
Well, considering the price is free, and given the good stuff found there, I'd say it was quite worth it. :D

Oh yeah, and I revised that Tyrant I made a few weeks ago. Here's the changes:

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/Tyrant103.jpg)
Tyrant-103-4A – Live Capture Type
Large size Undead B.O.W.
HD: 10d12+23 (96 hp)
Initiative: +0
Speed: 20ft.
AC: 9 (-1 Size)
DR: 10/Exposed Heart
BAB/Grapple: +10/+21
Attacks: Slam +17 (2d6+7)
Full Attack: 2 Slams +17 (2d6+7)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Crack, Frightful Presence (DC 20), Non-Lethal Takedown
Special Qualities: Acid Weakness, Greater Toughness, Recovery, Mutate, Infectious, B.O.W. traits
Saves: Fort: +7, Ref +3, Will +3
Abilities: Str 24, Dex 10, Con -, Int 4, Wis 10, Cha 1
Skills: Climb +9, Intimidate +16*, Jump +9
Feats: Power Attack, Cleave, Improved Bull Rush, Toughness
CR: 12
*Tyrants use their strength modifier instead of their charisma modifier on Intimidate checks.

Crack (ex): The Tyrant’s incredible strength and reinforced body has proven effective in bolstering its destructive ability. Whenever the Tyrant attacks an object or structure, the target’s hardness is reduced by half.

Frightful Presence (ex): The sight of a Tyrant marching relentlessly across the distance between it and its target is extremely unsettling. Those who face a Tyrant must succeed at a DC 20 Will save or suffer a -2 penalty to attacks, saves, and skill checks for 2d6 rounds.

Non-Lethal Takedown (ex): Using a full attack action, which provokes an attack of opportunity, the Tyrant may make a single attack designed to incapacitate a resisting target in order to ensure bringing it back unharmed. If the attack lands successfully, it is considered to be a critical hit that deals triple damage.

Acid Weakness (ex): Acid wears away the Tyrant’s damage reduction at the rate of 1 point for every 4 rounds it is applied. Any acidic attack against the exposed heart will also deal double damage.

Greater Toughness (ex): Engineered to be robust, the Tyrant is able to take damage that would easily drop a normal being. The Tyrant receives an extra 2 hit points per hit dice.

Recover (ex): Whenever the Tyrant is reduced below 0 hit points, the T-Virus begins to regenerate its cells at an incredible rate. It gains a Regeneration of 1, but remains immobile until it once again reaches maximum hit points. At this point, it is able to rise and continue its mission. If an acid-based attack is used to drop the Tyrant, the Regeneration effect cannot start until the acid is removed, or becomes diluted (usually within 1d3 hours).

Mutate (ex): Any time the Tyrant is reduced to 0 or fewer hit points, it has a 20% chance to break free of its limiter and provoke a terrible mutation. If a fire attack is used as the ‘killing blow’ to the tyrant, the chance to mutate increases to 50%.

Once the virus breaks free within the Tyrant, it gains an additional +4 bonus to its Strength score, and its slam attacks are replaced by two claw attacks, which deal 2d6+9 damage, have an attack bonus of +19, and a critical range of 19-20. Once the virus breaks free in this manor, the Tyrant looses the Recover ability, and can finally suffer a final death once it is reduced to -10 or fewer hit points.
#1884

Urban_Sniper_02

May 08, 2007 0:33:50
Got a revised Licker up for viewing, and a trio of new plant monsters.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/resh_resurvivor_criatura_licker.jpg)
Licker
Medium size B.O.W. (Undead)
HD: 4d12+4 (34 Hp)
Initiative: +4
Speed: 30ft. / 20ft. climb
Defense: 18 (+4 natural armor, +4 Dex)
DR: 3/ exposed cranium
BAB/Grapple: +4/ +11
Attacks: Tongue +8 (1d6+3), 2 Claws +7 (1d6+2)
Full Attack: Tongue +8 (1d6+3) or 2 claws +7 (1d6+3)
Face/Reach: 5ft. by5ft./5ft. (10ft. with tongue)
Special Attacks: Piercing Tongue
Special Qualities: Improved Grab, Improved Toughness, Blindsense, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +7, Will +2
Abilities: Str 17, Dex 19, Con --, Int 4, Wis 12, Cha 3
Skills: Climb +8, Listen +2, Spot +2
Feats: Lightning Reflexes, Weapon Finesse (tongue), Dodge
CR: 6

Piercing Tongue (ex): Once per round, whenever an opponent within reach of a Licker is denied his Dexterity to AC, the Licker may attempt to impale the creature with its tongue. A successful attack is considered to be an automatic critical hit

Improved Grab (ex): To use this ability, a Licker must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Improved Toughness (ex): A Licker gains an additional 1 hit point per hit die due to the increased resilience granted by the T-Virus mutation.

___________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/remake_plant42_2_lg.jpg)
Plant 42
Huge size B.O.W. (Mutation)
HD: 10d10+36 (91 Hp)
Initiative: -4
Speed: 0ft.
Defense: 12 (-2 size, +8 natural, -4 dex)
DR: 6/--
BAB/Grapple: +10/ +27
Attacks: Tentacle +15 (2d6+5)
Full Attack: 4 tentacles +15 (2d6+5)
Face/Reach: 15ft. by 15ft./ 25ft.
Special Attacks: Bleeding Wounds
Special Qualities: Acidic Secretions, V-Jolt Vulnerability, Infectious, B.O.W. traits
Saves: Fort: +10, Ref -1, Will +3
Abilities: Str 20, Dex 2, Con 16, Int 1, Wis 10, Cha 4
Skills: Listen +7, Spot +6
Feats: Toughness x2, Improved Natural Attack (tentacles), Snatch.
CR: 12

Bleeding Wounds (ex): Whenever Plant 42 successfully grapples an opponent, the opponent must make a Fortitude save (DC 18) or suffer a bleeding wound that deals an additional 1 hit point of damage per round. The save must be made each round the creature remains in the grip of Plant 42, with each failed save adding another point of damage per round.

Acidic Secretions (ex): When threatened, the petals and tentacles of Plant 42 begin to secret a potent acid, which rains down on those below it. Each round, Plant 42 deals 1d6 points of acid damage to those below it; a Reflex save (DC 18) halves the damage. Whenever Plant 42 successfully strikes a creature with its tentacle attacks while it is secreting the acid, it deals 1d4 points of acid damage (no save).

V-Jolt Vulnerability (ex): Using this concoction against Plant 42 weakens it considerably, causing it a great deal of pain and causing it shrivel greatly. Once V-Jolt is applied, Plant 42 is immediately dropped to half of its current hit points, suffers a -4 penalty to its Strength score, suffers a -4 penalty to its grapple checks, and has its DR reduced by 4/-.

___________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/PlantA.jpg)
Ivy
Medium size B.O.W. (Mutation)
HD: 3d10+11 (31 Hp)
Initiative: +2
Speed: 15ft.
Defense: 16 (+4 natural, +2 Dex)
DR: 2/--
BAB/Grapple: +3/ +13
Attacks: Tentacle +5 (1d4+2)
Full Attack: 2 tentacles +5 (1d4+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Acid Spray, Acid Shower
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +1
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +3, Spot +3
Feats: Improved Grapple, Toughness
CR: 5

Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage.

Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent, and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a reflex save (DC 13) for half damage.

___________________________________
IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/PlantB.jpg)
Poison Ivy
Medium size B.O.W. (Mutation)
HD: 5d10+13 (43 Hp)
Initiative: +2
Speed: 15ft.
Defense: 17 (+4 natural, +3 Dex)
DR: 3/--
BAB/Grapple: +5/ +15
Attacks: Tentacle +7 (1d4+2)
Full Attack: 2 tentacles +7 (1d4+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Acid Spray, Acid Shower, Poisonous Acid
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +6, Ref +3, Will +1
Abilities: Str 14, Dex 16, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +4, Spot +4
Feats: Improved Grapple, Toughness
CR: 7

Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage.

Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent, and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a reflex save (DC 14) for half damage.

Poisonous Acid (ex): Each of the acid attacks of the Poison Ivies have the potential to not only cause severe acid burns, but also to poison those they hit. Any time a creature is dealt damage by an acid attack, they must make a Fortitude save (DC 14) or suffer 1d4 Constitution damage. This is initial and secondary damage.
#1885

fishfinger

May 08, 2007 11:00:58
has this been made into a PDF yet?
#1886

Urban_Sniper_02

May 08, 2007 12:06:03
has this been made into a PDF yet?

Not yet. All of the creatures haven't been made yet, though there's been a lot of progress.
#1887

the_merciless_dm

May 08, 2007 13:47:09
Urban Sniper, thanks for putting these up! I was not sure which way to go with the Licker, and I still dont have my computer back yet
#1888

Urban_Sniper_02

May 08, 2007 14:10:35
No problem! Props to Azar for his help in making those out. And here a couple more new creations (I really am watching too much Deadliest Catch...):

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/KingCrab.jpg)
Giant Crab
Medium size Aquatic B.O.W. (Mutation)
HD: 3d10+12 (32 Hp)
Initiative: +0
Speed: 20ft.
Defense: 18 (+8 natural)
DR: 3/--
BAB/Grapple: +3/ +10
Attacks: Claw +6 (1d6+3)
Full Attack: 2 claws +6 (1d6+3)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Constrict 2d6+3, Improved Grab
Special Qualities: Amphibious, low-light vision, scent, Infectious, B.O.W. traits
Saves: Fort: +3, Ref +1, Will +1
Abilities: Str 16, Dex 11, Con 14, Int -, Wis 10, Cha 1
Skills: Hide +4, Spot +4
Feats: Toughness x2
CR: 4

Constrict (ex): A giant crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Improved Grab (ex): To use this ability, a giant crab must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Giant crabs have a +4 racial bonus on grapple checks.

Skills: A giant crab has a +4 racial bonus on Hide and Spot checks.

___________________________________

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/GiantCrab.jpg)
King Crab
Huge size Aquatic B.O.W. (Mutation)
HD: 12d10+45 (110 Hp)
Initiative: +0
Speed: 30ft.
Defense: 24 (+16 natural, -2 size)
DR: 6/--
BAB/Grapple: +12/ +28
Attacks: Claw +20 (3d6+8)
Full Attack: 2 claws +20 (3d6+8)
Face/Reach: 15ft. by 15ft./ 15ft.
Special Attacks: Constrict 6d6+8, Improved Grab, Crush
Special Qualities: Amphibious, low-light vision, scent, Infectious, B.O.W. traits
Saves: Fort: +11, Ref +4, Will +4
Abilities: Str 26, Dex 11, Con 16, Int -, Wis 10, Cha 1
Skills: Hide -4, Spot +4
Feats: Toughness x3, Improved Natural Attack (claws), Snatch.
CR: 9

Constrict (ex): A King crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Improved Grab (ex): To use this ability, a King crab must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

King crabs have a +4 racial bonus on grapple checks.

Crush (ex): This special attack allows a King crab to trample over opponents, as a standard action, using its entire body to crush them. This ability only works on medium or smaller opponents. The crush attack affects as many creatures as can fit under a King crab’s body. Creatures in the affected area must succeed on a Reflex save (DC 19), or be pinned, automatically taking bludgeoning damage during the next round unless the King crab moves off them. If the King crab chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from a crush attack each round if they don’t escape.

A King crab’s crush deals 2d8+12 points of damage.

Skills: A King crab has a +4 racial bonus on Hide and Spot checks.
#1889

joshy676

May 08, 2007 16:56:48
I'm ALREADY afraid of crabs. That's just icing on the cake. :P

(No pun intended... :D)
#1890

psiseveredhead

May 14, 2007 20:46:25
Does Raccoon City have any access to large bodies of water? The crab would be pretty cool for dealing with PCs who try to escape by motor boat.

Same thing for Code Veronica (that was on an island, IIRC).
#1891

Urban_Sniper_02

May 14, 2007 22:07:40
Does Raccoon City have any access to large bodies of water? The crab would be pretty cool for dealing with PCs who try to escape by motor boat.

Same thing for Code Veronica (that was on an island, IIRC).

According to the Raccoon City entry on Wikipedia, there are two or three rivers nearby or that cut through the city. Plus in the abandoned hospital scenario in an Outbreak game, there is a river you have to cross that looks pretty sizable that would support the body of water, and that's located in the woods just outside of town.

On a somewhat related topic, what do you all think? What state would be a good home to Raccoon City based upon its "american midwestern town" description and from what little we know about the geography?
#1892

Dracomortis

May 15, 2007 14:40:04
According to the Raccoon City entry on Wikipedia, there are two or three rivers nearby or that cut through the city. Plus in the abandoned hospital scenario in an Outbreak game, there is a river you have to cross that looks pretty sizable that would support the body of water, and that's located in the woods just outside of town.

On a somewhat related topic, what do you all think? What state would be a good home to Raccoon City based upon its "american midwestern town" description and from what little we know about the geography?

The novels placed it in Pennsylvania, which fits quite well with its description. It seems to be a temperata climate zone, with nearby mountains, forests, and lakes - all prominent features Pennsylvania. The wikipedia article also seems to support this kind of a region.
#1893

Urban_Sniper_02

May 15, 2007 15:51:11
Yeah, I agree, the only other states I could possibly see it being in are Kentucky or West Virginia. Most of the other states in the region are too flat, too cold, or both.
#1894

zombiegleemax

May 16, 2007 22:39:10
I don't understand why they did place it in Pennsylvania. It's not even a mid-western state.
#1895

joshy676

May 16, 2007 22:51:22
Yeah, I agree, Angelflesh, but where else could you place it?
#1896

zombiegleemax

May 16, 2007 22:53:35
If they hadn't said it was a mind-western town, Pennsylvania would have been perfect. It's not too big of a state and not too small. It doesn't really bother me though, i'll either ignore the "mid-western town" bit or choose a different state if i have to.
#1897

grave_robbing_cleric

May 22, 2007 17:12:25
I don't know if anyone else has it, but i just picked up the BIOHAZARD/RE archives and i has just about everything but the city's location in america.
#1898

Urban_Sniper_02

May 22, 2007 18:19:31
I have it and Azar has it; those are the two I know who have the Archives. I'm pretty sure it was left ambiguous so that it would fit about anywhere in America (with proper geography of course). But the map heredoes confirm that there are potentially large bodies of water nearby.
#1899

Urban_Sniper_02

May 22, 2007 19:28:10
Not much of an update, but I've expanded upon Merc's original random item table.

Random Item Generator Table (from the Merciless DM)
01.....Green Herb
02.....Weapon (Licensed)
03.....Ammunition
04.....2 Mixed Green Herbs
05.....Antidote
06.....Weapon (Restricted)
07.....First Aid Kit
08.....Ammunition (x2)
09.....Armor
10.....Weapon (Military)
11.....Ink Ribbon
12.....Roll Twice
_______________________________

Licensed Weapon Table
01......22 Revolver
02......22 Automatic
03......38 Revolver
04......357 Magnum Revolver
05.....9mm Handgun
06......40 Handgun
07......45 Handgun
08.....12ga. Pump/Automatic Shotgun
09.....12ga. Double Barrel Shotgun
10.....Semi-automatic Rifle
11.....Hunting Rifle
12......50 Desert Eagle/GMs Choice

_______________________________________

Restricted Weapon Table
01......380 Submachine gun
02.....9mm Submachine gun
03.....9mm Automatic Handgun
04.....5.56mm Assault Rifle
05.....7.62mm Assault Rifle
06.....12ga. Automatic Shotgun/GMs Choice

_______________________________________

Military Weapon Table
01.....5.56mm Machine Gun
02.....7.62mm Machine Gun
03.....40mm Grenade Launcher (single shot)
04.....40mm Grenade Launcher (mutli shot)
05.....RPG (single shot)
06.....Rocket Launcher (4 shots)/GMs Choice

_______________________________________

Armor Table
01.....Leather Jacket
02.....Light Undercover Shirt
03.....Pull-up pouch Vest
04.....Undercover Vest
05.....Concealable Vest
06.....Light-utility Vest
07.....Tactical Vest
08.....Special Response Vest/GMs Choice

_______________________________________

Ammunition Table
01......22 (50 rounds)
02......38 special (50 rounds)
03......357 Magnum (50 rounds)
04.....9mm (50 rounds)
05......40 (50 rounds)
06......45 (50 rounds)
07.....12ga. (25 rounds)
08.....7.62x39mm (20 rounds)
09.....5.56mm (20 rounds)
10.....Rifle Rounds (20 rounds)
11......50 AE Rounds (50 rounds)/GMs Choice
12.....Reroll, any ammo is +P load (+1 damage)

_______________________________________

Healing Item Table
01.....Green Herb
02.....First-aid Kit
03.....2x Green Herb
04.....Blue Herb
05.....2x Blue Herb
06.....Red Herb
07.....Mixed Herb (2x Green)
08.....Mixed Herb (Green, Blue)
09.....Mixed Herb (Green, Blue, Red)
10.....First Aid Spray/GMs Choice

_______________________________________

Melee Weapon Table
01.....Butcher Knife
02.....Machete
03.....Combat Knife
04.....Club/Baseball Bat
05.....Tire Iron
06.....Wooden Pole
07.....Collapsible Baton
08.....Sledge Hammer /GMs choice

_______________________________________

Miscellaneous Items Table
01.....Kitchen Knife
02.....Mechanical Tool Kit, Basic
03.....Backpack
04.....Casual Clothes
05.....Business Clothes
06.....Camera
07.....Scanner
08.....Walkie-Talkie, Basic
09.....Electrical Tool Kit
10.....Multipurpose Tool
11.....Binoculars
12.....Compass
13.....Map, local
14.....Rope (50ft.)
15.....Ink Ribbon
16.....Holster, empty
17.....First-aid Kit
18.....Windbreaker
19.....Tool Belt
20.....Duct Tape

(Optional) Note on weapons: If a weapon is found randomly (such as lying in the street or clutched by a dead(?) body), roll 1d8 and subtract this number from the maximum clip/cylinder size of the weapon. This represents the ammunition spent already, and a result of 0 or lower means the weapon is empty. For weapons with maximum capacity at or above 20 rounds, subtract 2d8 from the maximum capacity to represent rounds used. For machine guns, with capacities above 50 rounds, subtract 3d10 from the maximum capacity.
#1900

joshy676

May 24, 2007 16:54:06
I have it and Azar has it; those are the two I know who have the Archives. I'm pretty sure it was left ambiguous so that it would fit about anywhere in America (with proper geography of course). But the map heredoes confirm that there are potentially large bodies of water nearby.

I like the updated table.

Do I just Google the "BIOHZARD/RE Achives" to find the archives?

EDIT: Oh, it's an actual book. Time to start saving up for it.
#1901

zombiegleemax

May 24, 2007 20:09:39
I own the Archives and although i definitely enjoyed it i found it to be a bit lack luster.
#1902

grave_robbing_cleric

May 29, 2007 23:03:50
It was pretty bare-bones, but it does mention nemisis can be injected into any creature as an embryo......
Nemisis+somegiantplagasmonster= KILLINGYOUGUY
#1903

joshy676

May 30, 2007 1:29:02
It was pretty bare-bones, but it does mention nemisis can be injected into any creature as an embryo......
Nemisis+somegiantplagasmonster= KILLINGYOUGUY

Nice. KILLINGYOUGUY...

Nemesis+Biscuit-Dough-Hands-Man=?
#1904

fishfinger

Jun 04, 2007 9:44:40
so what monsters are left to be made? alot has been done on this i would of thought everything has been done
#1905

Urban_Sniper_02

Jun 04, 2007 11:49:40
Off the top of my head: bandersnatches, sliding worms, gulp worms, grave digger, chimera (revised), drain deimos (revised), tyrants (revised, but Merc should have those once his comp gets repaired), eliminators, leeches, leech-men (from Zero and Outbreak). That's all I can think of at this point.
#1906

joshy676

Jun 04, 2007 13:07:48
In the same bin as Drain Deimos are the Brain Suckers.
#1907

zombiegleemax

Jun 11, 2007 15:09:11
Hello, let me first say that this thread has helped me out in running RE games. You guys are doing a great job.

With this said I would like to give my two cents on the herb debate. To me and my players...(all of us avid RE fans) it seemed just plain duh huh to start out at 12 hps. In the actual game a green herb heals one third of your character's health. Meaning that 1d4 would do just fine. Taking three green herbs to heal your character from 0-12. Also the yellow herb, should only be avalible rarely, as it is used to increase your health. Yellow and blue do not mix in the actual game. Thus I believe that it shouldn't in D20.

Now in game terms....

Green herb: 1d4 points of healing.
Blue herb: Cures most abnormal status. does not include viral or disese....*.
Red herb: Can not be used by itself. Must be combinded with green or blue. Adds an additional 1d4 to green herb healing and adds more potiency to blue herbs.
Yellow herbs: Like reds, these can't be used be themselves.
must be combinded with red and green. Adds 1d8 to hp the first time combinded, each time this combination is used it's effectiveness is reduced. 2nd time is 1d6 then the third is 1d4.
everytime after this is 1d2.

To combine herbs a sucessful heal roll is required. DC 10 ***

I would like to help out anyway possible and have maps of the rpd, the city, mansion, and various others. Let me know
#1908

zombiegleemax

Jun 11, 2007 15:09:11
Hello, let me first say that this thread has helped me out in running RE games. You guys are doing a great job.

With this said I would like to give my two cents on the herb debate. To me and my players...(all of us avid RE fans) it seemed just plain duh huh to start out at 12 hps. In the actual game a green herb heals one third of your character's health. Meaning that 1d4 would do just fine. Taking three green herbs to heal your character from 0-12. Also the yellow herb, should only be avalible rarely, as it is used to increase your health. Yellow and blue do not mix in the actual game. Thus I believe that it shouldn't in D20.

Now in game terms....

Green herb: 1d4 points of healing.
Blue herb: Cures most abnormal status. does not include viral or disese....*.
Red herb: Can not be used by itself. Must be combinded with green or blue. Adds an additional 1d4 to green herb healing and adds more potiency to blue herbs.
Yellow herbs: Like reds, these can't be used be themselves.
must be combinded with red and green. Adds 1d8 to hp the first time combinded, each time this combination is used it's effectiveness is reduced. 2nd time is 1d6 then the third is 1d4.
everytime after this is 1d2.

To combine herbs a sucessful heal roll is required. DC 10 ***

I would like to help out anyway possible and have maps of the rpd, the city, mansion, and various others. Let me know
#1909

zombiegleemax

Jun 13, 2007 13:08:34
is this board closed or abandoned either way it kinda sucks, all I tried to do was give you guys props and a different way of looking at a certain part of the system......geez people.
#1910

joshy676

Jun 13, 2007 13:47:26
It's not abandoned! Never think it!

We value your input! I haven't had my computer set up to use the internet in a couple days, that's all!

Did anything else on this thread work or not work in your gaming?
#1911

Urban_Sniper_02

Jun 13, 2007 15:25:13
Yeah, it's certainly not abandoned, it's just that summer has arrived and there's more to do without school and such interferring.
#1912

zombiegleemax

Jun 13, 2007 18:56:53
Sorry, that night things were all but normal here at the house.

Thank you for that gesture, means alot.

The only thing I couldn't run was nemesis, the rocket launcher, minigun combo was, one over powering, and two not in the game. My group called it out about a week ago, when I used nemesis, to break into a hideout that my players had been using. Anywho, aside from that everything else is in tip top shape.

I was thinking that the bandersnatch could just be modded after the hunter, just change the weaknesses and the fact tha *** has one arm, there speed is almost the same, maybe a 5 foot difference.
#1913

zombiegleemax

Jun 13, 2007 19:54:48
OK back to bussiness.

http://games.groups.yahoo.com/group/Raccoon_City/

this is the link to my RE group on Yahoo. There it has some maps that I forget who, (mainly cuz im lazy and dont want to search for it) provided.

To answer some questions about certain characters that everyone has had, I will do it like so....

!. Krauser- To my knowledge he has either the Las Plagas or the G-Virus, This can be noted through the fact that the G virus turns the body and it's parts into living weapons.....or something completly random......( last boss of RE2 B senerio)
Or Las Plagas, because of the fact of Saddler the main badguy getting angry about his assumption of being able to control Krauser, this would hint that either he had gotten it from saddler when he was "recruited" or had it prior to accepting the mission.

2. Wesker- This is kinda hard, this should help with some of your questions-----> http://www.freewebs.com/weskersshadow/report.htm
This will explain his death and "rebirth" into what he is now.

3. Alice- Although I do not like the movies, in the form of debate with how it relates to the story. Alice HAS the T-virus.
Unlike the Nemesis and it being the combination of t and g.
The 'parasite' is actually from Lisa Trevor, this name may mean something to some of you as the spencer tervors daughter.
something else noted in the reports wesker made.

Sorry did I just slip into geekdom right there?

Hope this helps
#1914

joshy676

Jun 13, 2007 20:10:40
I've read the Wesker Reports, and I STILL don't get what the hell is up with Wesker.

I hated both Resident Evil movies (because any movie that doesn't adhere strictly to the game it's based off of doesn't "wow" me), but I can see where you're going with, there.

You're not slipping into Geekdom. You've got about three more towns and about 200 miles of dirt road before you even hit Nerdish. xD
#1915

zombiegleemax

Jun 13, 2007 20:58:50
You know you're right. To be truthful, alice and anything from the movies should not be used in this adaptation for RE.

She would just confuse players. And DMs alike. My group actually said that if alice was ever to be introduced into my game they'd quit out right. (mainly for the fact that it's just iffy)

Second I'd say that Wesker would have to be a researcher, then soldier, Joshy you reading the report would agree. Yes?
He's just a backstabbing bastard. Out for his own personal wealth and well being. Nothing else should be said.

Now it comes to my attention (namely from my roommate) that Hunk desperately needs to be converted. I will personally take care of this. If anyone has played RE2 Hunks mission, or RE4 and the Mercs game, you'd know why. That and he's played a role in thwarting wesker's plans.....kinda like an anti-wesker.

Look forward to this very soon....
#1916

Urban_Sniper_02

Jun 13, 2007 21:12:53
A note on that Nemesis...that was based off the movie version, hence why it's not up to snuff compared with the revised creatures. It's on the list to get done.
#1917

zombiegleemax

Jun 13, 2007 21:50:43
Because very little info could be gathered on hunk I am mostly going on faith here.

Hunk aka Mr. Death
Medium Human
HD: 4d12+2 (50Hp)
Initiative: +4 (Dex)
Speed: 30ft., Climb 20ft., Swim 20ft.
Ac: ??
Attack: Punch 1d4, Kick 1d6,
Special Attack: Neck Break (DC 22) Instant Death
Saves: Fort: +5 Ref: +8 Will +2
Abilities: Str 19 Dex 18 Con ?? Int 20 Wis 18 Cha 0
Skills: Balance +12, Climb +12 Hide +3, Listen +9, Spot +9
Feats: Diehard, Ironwill, Improved Init, Track, Weapon Profiency (Shotgun, TMP, Hand Grenades) Weapon focus, same.
CR: 15

Custom Shotgun: Damage 5d6+2 crit 18-20 x3 short barrel, (three 5ft increments in front of the user) can push the user back, Str check DC 10 to withstand this.
TMP: just your normal Uzi, has the option for a stock, with the stock it gives a +2 to attack and damage.
Hand grenades: again.....

Most of Hunk's things that he uses are normal, he is just badass, I was thinking of making him epic....namely from is inability to die. your thoughts?
#1918

Urban_Sniper_02

Jun 13, 2007 22:17:57
I'm not sure what exactly you're going for with Hunk to be honest. As a human, he should have heroic classes, since we're using d20 Modern as a base. Something like strong / fast / soldier / spec op, more than likely, with a military or mercenary background. Simple weapon proficiency and personal firearm proficiency handle the weapon skills, while combat martial arts or the brawl feat trees would handle unarmed ability. His legendary toughness would represent being high level, above 10 or 12 more than likely, not neccessarily a special ability that prevents him from dying. According to the RE Archives book (officially based from CAPCOM's data), Hunk is a normal human, just unusually skilled and lucky. As far as I know, we're avoiding anything like epic levels, though CRs may increase to 22 or so, should, for instance, a level 20 character attain the G-Virus template.
#1919

zombiegleemax

Jun 13, 2007 22:33:30
I just made it as a general thing. I know you guys dont need general you need specifics, and after finding out I cant delete the post kinda makes me mad

Sorry.
#1920

Urban_Sniper_02

Jun 13, 2007 22:38:03
Well, you can't delete the post, but the edit button and 'backspace' should handle it just as well. And no worries. Trial and error will eventually reach a fruitful end :D
#1921

zombiegleemax

Jun 13, 2007 22:45:27
I think I should stick with research and Q&A about RE, seeing as that's my forte. Did anyone look at those screen shots on my group, that's hot huh?

Well Im open for something....
#1922

the_merciless_dm

Jul 01, 2007 13:56:30
65 pages... WOW.
Huh, "abandoned" maybe, but the only one going down with this ship is me! :D
Anyways, I make no promises of regular posts, my computer is still dead, though I managed to save the HDD and hooked it up to a PC here at work (YAI!!!! Celebrates) without anyone knowing, but (and its a big but) I dont have regular access to the internet as I don't have, so this my posts will be few and far apart. Gotta go, just wanted to let you all know I still live and have new material.

On that note, Urban Sniper I love the work you've put in on the table.

I need a BIG favor, could someone stat out the leech type monsters from RE0? the D&D Epic Handbook or the MMII (can't remember which), has some Human/leech thing, look into that for your guidelines. Other than that things are well on my end.

Gotta go. At work.
;)
#1923

psiseveredhead

Jul 01, 2007 17:36:28
Because very little info could be gathered on hunk I am mostly going on faith here.

Hunk aka Mr. Death
Medium Human
HD: 4d12+2 (50Hp)
Initiative: +4 (Dex)
Speed: 30ft., Climb 20ft., Swim 20ft.
Ac: ??
Attack: Punch 1d4, Kick 1d6,
Special Attack: Neck Break (DC 22) Instant Death
Saves: Fort: +5 Ref: +8 Will +2
Abilities: Str 19 Dex 18 Con ?? Int 20 Wis 18 Cha 0
Skills: Balance +12, Climb +12 Hide +3, Listen +9, Spot +9
Feats: Diehard, Ironwill, Improved Init, Track, Weapon Profiency (Shotgun, TMP, Hand Grenades) Weapon focus, same.
CR: 15

Custom Shotgun: Damage 5d6+2 crit 18-20 x3 short barrel, (three 5ft increments in front of the user) can push the user back, Str check DC 10 to withstand this.
TMP: just your normal Uzi, has the option for a stock, with the stock it gives a +2 to attack and damage.
Hand grenades: again.....

Most of Hunk's things that he uses are normal, he is just badass, I was thinking of making him epic....namely from is inability to die. your thoughts?

Here's my take: http://scratchpad.wikia.com/wiki/D20_Resident_Evil The wiki does make searching for info easier, even if updating it is time consuming.

HUNK (Tough Hero 5/Strong Hero 3/Soldier 3/SpecOp 5): CR 16

Medium Humanoid (human)

HD: 8d10+8d8+54 (hp 137) Mas 19

Init: +6

Spd: 35 ft.

Def: 25 (+2 Dex, +10 class, +3 undercover vest)

BAB: +13 Grapple +15

Attacks: Martial Arts +15/+10/+5 melee (1d4+4) or knife +15/+10/+5 melee (1d4+4/19-20) or TMP +16/+11/+6 ranged (2d6+2)

FS/R: 5 ft./5 ft.

Special Attacks: Silent Death (aka neck breaker, lets HUNK do triple damage with melee weapons and unarmed attacks in certain circumstances), Weapon Focus (TMP), Weapon Specialization (TMP)

Special Qualities: Hunt & Evade, Night Mover, Shock & Awe, Specialist (weapons)

Allegiances: Umbrella Corp (Europe), Pride

Saves: Fort +16, Ref +9, Will +5

Action Points: 8

Reputation: +2

Ability Scores: Str 14, Dex 14, Con 16, Int 12, Wis 13, Cha 8.

Occupation: Military (class skills: Hide, Move Silently; bonus feat: Personal Firearms Proficiency)

Skills: Climb +6*, Demolitions +4, Hide +15 (+19 with fatigues and night mover)*, Intimidate +3, Jump +9*, Knowledge (earth and life sciences) +2, Knowledge (tactics) +9, Listen +7, Move Silently +17*, Navigate +7, Spot +9, Survival +14, Swim +8, Treat Injury +6.

Languages: English and French (literate and spoken)

Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire, Combat Martial Arts, Exotic Firearms Proficiency (grenade launcher), Great Fortitude, Heroic Surge (4/day), Improved Autofire, Improved Damage Threshold, Personal Firearms Proficiency, Stealthy, Strafe.

Talents (Strong): Melee smash (improved)

Talents (Tough): Remain conscious, robust, stamina.

Possessions: Combat knife, Tactical Machine Pistol with one extended magazine (30 rounds, loaded) and one magazine (15 rounds), 3 fragmentation grenades, medical kit (first aid spray).

The TMP exists in real life, by the way. Yes it has fewer bullets than in-game, but its autofire only uses up 10 bullets rather than the ridiculous number it used up in Resident Evil 4.

Sorry I've hardly contributed to the thread, but my online time is more than taken up editing the StarCraft wiki.
#1924

zombiegleemax

Jul 01, 2007 18:28:11
Assault on the Bellagio

The players are visiting Las Vegas and become holed up in the famous casino while continuously assaulted by T-Virus mutations. Can they survive the consuming hunger of both the monsters, and the city?
#1925

joshy676

Jul 02, 2007 13:35:12
I haven't abandoned REd20. I'm working on something just this minute.
#1926

joshy676

Jul 02, 2007 13:37:48
Assault on the Bellagio

The players are visiting Las Vegas and become holed up in the famous casino while continuously assaulted by T-Virus mutations. Can they survive the consuming hunger of both the monsters, and the city?

...and THIS sounds like a great campaign idea.
#1927

the_merciless_dm

Jul 02, 2007 13:42:21
...and THIS sounds like a great campaign idea.

Hehehehe, I agree!
#1928

zombiegleemax

Jul 05, 2007 9:30:59
So it's me again margerete...lol

I ran yet another game for my group last weekend...this system actually works. we haven't truely gotten to the part where anyone has been infected yet (due to the fact that they aren't that stupid). One of my fellows had an interesting
question/mod for one of your rulings. (Merciless DM)

He said and I can vouch cuz Im playing MGS3 right now. That CQC also incorporated pistols and other small arms fire. He was wandering if it would either be gunfu, CQC, or just sleight of hand checks. I actually stopped the game on this one because I really didn't know the answer.
Also in that game, snake carves a groove into the grip of his pistol, to make holding the knife and pistol in the same hand easier.
(I know penny annie bs) This is what he was asking about.
So my question to you guys and Merciless DM especially is.....

instead of making a new ruling...couldn't we just use the same rules as we have, I mean the pistol grip knife thing, sounds more like jury rigging to me. and I just answered it myself
#1929

the_merciless_dm

Jul 05, 2007 13:58:09
So it's me again margerete...lol

I ran yet another game for my group last weekend...this system actually works. we haven't truely gotten to the part where anyone has been infected yet (due to the fact that they aren't that stupid). One of my fellows had an interesting
question/mod for one of your rulings. (Merciless DM)

He said and I can vouch cuz Im playing MGS3 right now. That CQC also incorporated pistols and other small arms fire. He was wandering if it would either be gunfu, CQC, or just sleight of hand checks. I actually stopped the game on this one because I really didn't know the answer.
Also in that game, snake carves a groove into the grip of his pistol, to make holding the knife and pistol in the same hand easier.
(I know penny annie bs) This is what he was asking about.
So my question to you guys and Merciless DM especially is.....

instead of making a new ruling...couldn't we just use the same rules as we have, I mean the pistol grip knife thing, sounds more like jury rigging to me. and I just answered it myself

AWESOME to hear this system works. I've been writing a lot of fluff trying to give the future .pdf a sort off magazine/supplement feel.

The way I have Close Qaurters Combat described is as follows:

Close Quarter Combat (CQC) [General]
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Requirements: Base attack bonus +3, Combat Throw, Wis 13+
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts. Further more you are always entitled to an attack of opportunity even when attacking an enemy that has improved grab.

Answer:
A core element of CQC is the knife, its training revolves around effectively using melee combat while armed with or without a firearm. There is no real need to change the feat, the rest is up to the GM and his interpretation of the rules. I side with you on this, a simple mod doesn't require a new rule; why well IMO holding a small firearm in one hand and a combat knife in the other has never seemed enough to provoke the penalties for fighting with two weapons. Then again that's me.
#1930

the_merciless_dm

Jul 05, 2007 14:33:39
Nemesis
IMAGE(http://i184.photobucket.com/albums/x81/lord_ashram/d20%20Modern/Nemesis_re3big_lg.jpg)
Large Size B.O.W. Mutation
HD: 18d10 +108 (HP: 210)
Initiative: +4
Speed: 40ft.
AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size)
BAB/Grapple: +18 / +32
Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), FIM92A Stinger +18 (8d10)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact
Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/--
Saves: Fort +17, Ref +6, Will +6
Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8
Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17
Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative
CR: 18
Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds.
Equipment:
-Nemesis Reinforced Trench Coat
-FIM92A Stinger

Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious.

Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running.

Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage.

Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an object’s Hardness Rating.

Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage.


Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.

FIM92A Stinger
Damage: 8d10
Critical: 20
Damage Type: -
Range Increment: 500 ft.
Rate of Fire: 1
Magazine: 1 int.
Size: Large
Weight: 22 lb.
Purchase DC: 35
Restriction: Mil (+3)The FIM92A Stinger weapons system consists of a surface-to-air missile (SAM) and a shoulder-mounted launcher. The Stinger provides short-range defense against low-altitude, airborne targets. Its missile has a passive infrared sensor that makes it a "fire and forget" weapon. The Stinger missile is supersonic in flight and can be fused to detonate either upon impact or after penetrating its target. This weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.
#1931

the_merciless_dm

Jul 05, 2007 14:34:16
IMAGE(http://i184.photobucket.com/albums/x81/lord_ashram/GOTIME.jpg)
This just seemed appropriate...
#1932

joshy676

Jul 06, 2007 0:24:51
Nemesis
IMAGE(http://i184.photobucket.com/albums/x81/lord_ashram/Nemesis_re3big_lg.jpg)
Large Size B.O.W. Mutation
HD: 18d10 +108 (HP: 210)
Initiative: +4
Speed: 40ft.
AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size)
BAB/Grapple: +18 / +32
Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), RPG-7 +18 (10d6)
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact
Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/--
Saves: Fort +17, Ref +6, Will +6
Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8
Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17
Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative
CR: 18
Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds.
Equipment:
-Nemesis Reinforced Trench Coat
-RPG-7

Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious.

Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running.

Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage.

Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an object’s Hardness Rating.

Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage.


Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.

Now THIS is more like it for our favorite, er... nemesis. :P

You sure it's an RPG-7, though? Whatever. It's some form of rocket launcher.
#1933

zombiegleemax

Jul 06, 2007 0:46:08
We should test it.
#1934

Urban_Sniper_02

Jul 06, 2007 9:37:03
Now THIS is more like it for our favorite, er... nemesis. :P

You sure it's an RPG-7, though? Whatever. It's some form of rocket launcher.

RPG-7 stats will probably work, though his rocket launcher is a custom job. The design looks something like a modified Stinger unit.

Here's the Stinger surface to air missile system.

And you wouldn't beleive how hard it is to find an image that actually shows Nemesis' entire missile launcher. At the 1 minute and 2 minute marks on this vid you can catch a pretty good view of the launcher, which sort of resembles a simplified stinger, or another type of launcher where the missile is contained completely inside until launched. Either way, i'd say the RPG-7's damage is certainly equivalent.
#1935

the_merciless_dm

Jul 06, 2007 12:37:48
I approximated it to the RPG-7, as its a good all around missle launcher. But honestly I did not expect that small detail to attract this much attention. What are the stinger stats?
Over all I take it you all like, then?

Sniper I uploaded it to your group yesterday. :D
#1936

Urban_Sniper_02

Jul 06, 2007 13:23:13
Sweet for the upload!

Guess the focus on the launcher is just the weapons freak coming out, lol. Found these stats for a Stinger a while back on one of the archived boards:

FIM92A Stinger
Damage: 8d10
Critical: 20
Damage Type: -
Range Increment: 500 ft.
Rate of Fire: 1
Magazine: 1 int.
Size: Large
Weight: 22 lb.
Purchase DC: 35
Restriction: Mil (+3)The FIM92A Stinger weapons system consists of a surface-to-air missile (SAM) and a shoulder-mounted launcher. The Stinger provides short-range defense against low-altitude, airborne targets. Its missile has a passive infrared sensor that makes it a "fire and forget" weapon. The Stinger missile is supersonic in flight and can be fused to detonate either upon impact or after penetrating its target. This weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.
#1937

the_merciless_dm

Jul 06, 2007 13:39:10
Well I'm gonna edit that right in there. ;)
The miracle of COPY/PASTE Technologies.
:D
#1938

joshy676

Jul 06, 2007 19:23:07
RPG-7 stats will probably work, though his rocket launcher is a custom job. The design looks something like a modified Stinger unit.

Here's the Stinger surface to air missile system.

And you wouldn't beleive how hard it is to find an image that actually shows Nemesis' entire missile launcher. At the 1 minute and 2 minute marks on this vid you can catch a pretty good view of the launcher, which sort of resembles a simplified stinger, or another type of launcher where the missile is contained completely inside until launched. Either way, i'd say the RPG-7's damage is certainly equivalent.

As a MGS veteran, I'm well aware of the Stinger system. I just wasn't sure if the Stinger was a good equivalent.

I approximated it to the RPG-7, as its a good all around missle launcher. But honestly I did not expect that small detail to attract this much attention. What are the stinger stats?
Over all I take it you all like, then?

Sniper I uploaded it to your group yesterday. :D

I think Sniper and I are both detail lovers. :P

Sweet for the upload!

Guess the focus on the launcher is just the weapons freak coming out, lol. Found these stats for a Stinger a while back on one of the archived boards:

FIM92A Stinger
Damage: 8d10
Critical: 20
Damage Type: -
Range Increment: 500 ft.
Rate of Fire: 1
Magazine: 1 int.
Size: Large
Weight: 22 lb.
Purchase DC: 35
Restriction: Mil (+3)The FIM92A Stinger weapons system consists of a surface-to-air missile (SAM) and a shoulder-mounted launcher. The Stinger provides short-range defense against low-altitude, airborne targets. Its missile has a passive infrared sensor that makes it a "fire and forget" weapon. The Stinger missile is supersonic in flight and can be fused to detonate either upon impact or after penetrating its target. This weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.

I'm going to, er... archive that stat block, if you don't mind.
#1939

the_merciless_dm

Jul 06, 2007 21:03:09
Hey! What's up!? The old posters appear and the new ones vanish. I demand the critisism of the noobs to this thread! :D No offense. :D
#1940

joshy676

Jul 06, 2007 21:06:31
I think I'll update the Wiki with the new Nemesis entry. This will be the first Wiki update since May. :P

That is, if it's confirmed to be a good build. Aw, what the hey? We can edit it again later.

Also, the Stinger will be on there as well. I'm not sure who gets credit for statting it out.
#1941

the_merciless_dm

Jul 06, 2007 21:09:31
I think the Nemesis scared all the new posters away...
#1942

Urban_Sniper_02

Jul 06, 2007 21:17:06
I think the Nemesis scared all the new posters away...

Those were my thoughts exactly, lol.
#1943

zombiegleemax

Jul 07, 2007 1:25:33
nope still here and even still, he shall be used later today.......hehehehehehe:D
#1944

the_merciless_dm

Jul 07, 2007 13:12:01
nope still here and even still, he shall be used later today.......hehehehehehe:D

Good let us know how that field test goes. :D

Joshy, Somebody set us up the bomb! :D
What I ment to say is remember to upload on to the wiki the edited version of the Nemesis, the one with the Stinger. ;)
#1945

joshy676

Jul 07, 2007 19:54:21
Good let us know how that field test goes. :D

Joshy, Somebody set us up the bomb! :D
What I ment to say is remember to upload on to the wiki the edited version of the Nemesis, the one with the Stinger. ;)

Oh, I did. Just, I put the Stinger in the Extra Weapons section, so that the actual Stinger stats could be in block-form and easier to read. Also because weapons belong in the weapons section. :P
#1946

zombiegleemax

Jul 08, 2007 17:29:29
Okay

okay

okay

okay

okay


Anyone up for running characters, be they the original RE characters, or newly made ones in the Spencer Mansion to see how it goes with the d20 Modern rules for extra inventiveness? Think of it like an "infinite universe" type scenario game
#1947

the_merciless_dm

Jul 08, 2007 18:21:18
Okay

okay

okay

okay

okay


Anyone up for running characters, be they the original RE characters, or newly made ones in the Spencer Mansion to see how it goes with the d20 Modern rules for extra inventiveness? Think of it like an "infinite universe" type scenario game

Lol! "Return to Spencer Mansion"
I ran a "Retrun to Raccoon City" Game I said the nuke strike of Raccoon city was all a cover up. Good times Good Times.
:D
#1948

zombiegleemax

Jul 08, 2007 18:29:16
Let's round up players. The best test is the exact scenario with the rules were have developed.
#1949

zombiegleemax

Jul 08, 2007 21:14:43
First off let me say that Nemisis is a BadAss,
The group held their ground, and fended him off for at least 3 turns before he wrecked havoc. It was a S.T.A.R.S. game, just to test a couple of the rules, some of the baddies, and things that we might need to change or add.

Out of the 6 players in that game, 2 have survived and one of them is infected. (kinda like the first RE movie lmao)
I'd see this badboy used in some kind of "epic" mission, or to harrass the players, or a rerun of RE3.

Yes I would love to be apart of that count me in.
I'd like to make Barry Burton, but we'll see whoelse joins before all that is put into motion.
#1950

zombiegleemax

Jul 09, 2007 3:08:42
I would KILL to be in that scenario!

KILL I tells ya!

Oh, and...

Is it just me, or does the Nemesis seem like the kind of person that would charge head on into a group of 6 armed police men shouting, "LEEROY JENKINS!" at the top of lungs?
#1951

the_merciless_dm

Jul 09, 2007 17:09:54
I would KILL to be in that scenario!

KILL I tells ya!

Oh, and...

Is it just me, or does the Nemesis seem like the kind of person that would charge head on into a group of 6 armed police men shouting, "LEEROY JENKINS!" at the top of lungs?

LOL!
I'ma stat out a "Leeroy Jenkins" version of the Nemesis just for laughs. And I'm working on the revised Tyrants (all of them at the same time, this way the have unifomality) and our friend "Chainsaw Charlie" from the RE4: Mercenaries minigame.
I promise "Chainsaw Charlie" going to inspire the same anxiety on paper as when he first appeared on the Minigame.

Warning: Beware the Double bladed Chainsaw!

In regards to the game, I will be CO-GMing it I assume. Doing all the rule verifications and etc. I expect to see the Fear Horror Madness rules come into effect. That and we have to sit down and see what feats that have been designed will be allowed for this. :D
#1952

the_merciless_dm

Jul 09, 2007 17:21:44
First off let me say that Nemisis is a BadAss,
The group held their ground, and fended him off for at least 3 turns before he wrecked havoc. It was a S.T.A.R.S. game, just to test a couple of the rules, some of the baddies, and things that we might need to change or add.

Out of the 6 players in that game, 2 have survived and one of them is infected. (kinda like the first RE movie lmao)
I'd see this badboy used in some kind of "epic" mission, or to harrass the players, or a rerun of RE3.

Yes I would love to be apart of that count me in.
I'd like to make Barry Burton, but we'll see whoelse joins before all that is put into motion.

Question: What level were your players and how many of them were there? Also what rules did you test out other than the Healing item ones. Two out of six is good, inspires the deceased players to play smarter next time around.


In regards to the game, is it wise to play the same exact characters from the video game? I think/suggest that we do somehting else, "Spencer Mansion Revisited" is fine but this time around revisited by our characters. You know some reporter is looking for assistance and in his investigation of the ruins of Raccoon City and Arkalay Mountain range. Huh? What do you say?
#1953

zombiegleemax

Jul 10, 2007 7:38:54
w00t! I'm alive again!
I'm surprised this thread is still alive.
I've got all the maps from RE1 if you need them, and I could make a .pdf of all of this and upload it somewhere for download so it's all organized.
#1954

joshy676

Jul 10, 2007 12:56:35
w00t! I'm alive again!
I'm surprised this thread is still alive.
I've got all the maps from RE1 if you need them, and I could make a .pdf of all of this and upload it somewhere for download so it's all organized.

That'd be nice, thanks.
#1955

the_merciless_dm

Jul 10, 2007 15:53:54
w00t! I'm alive again!
I'm surprised this thread is still alive.
I've got all the maps from RE1 if you need them, and I could make a .pdf of all of this and upload it somewhere for download so it's all organized.

Hehehe the REd20 dream will never die! :D
That aside you could upload up to the Wiki or the Yahoo group. Or both. ;)
#1956

zombiegleemax

Jul 10, 2007 16:16:39
Question: What level were your players and how many of them were there? Also what rules did you test out other than the Healing item ones. Two out of six is good, inspires the deceased players to play smarter next time around.


In regards to the game, is it wise to play the same exact characters from the video game? I think/suggest that we do somehting else, "Spencer Mansion Revisited" is fine but this time around revisited by our characters. You know some reporter is looking for assistance and in his investigation of the ruins of Raccoon City and Arkalay Mountain range. Huh? What do you say?

The group started at 5th, I felt there being six people at 5th lvl, it should have at least been interesting, and it was.

As far as rules go, CQC works but not something to be using against the nemesis. I took the G-virus for a spin in that game, as I said, one player got infected. As it stands it is ok...
but (at least in my opinion) there should be a random table for G-virus mutation. I know the mutations can be controlled, to a point, but at the end of RE2 2nd senerio, the good doctor was just a blob. I know the DC= 15 + the amount of mutations.... does cover this but what about critical faliure?

I also had an idea for hordes. I was thinking that zombies and things of the like, would get a bonus for having others of the same virus near them. For example: If I recall correctly, the standard t-virus zombie had a -2 to inititive. But lets say there's four others just like it in the same room. Not making them faster speed wise but acting wise. I say they should get a +1 to init, for every zombie that is in the same general area and shares the same virus template.

Aside from nemesis, CQC and the first aid rules, the only "rules"
I have been able to test with my group are the fear horror maddness rulling. I gotta tell yea, it gives the game flavor. Perfect in my opinion. Also the called shot ruling works, but isn't up to par with the rest of the system.

If I may? I suggest keeping it the same except, incorporate the fear rules. Normal even hardened people and soldiers are not used to seeing or fighting the undead. Until they reach a certain lvl, or have enough experience with fighting the undead, I think players should have a -2 penalty to all saves and checks that deal with the undead, and a -1 to all attack and damage rolls. That's just my take on it, lemme know whatcha think?

Turtle out
#1957

zombiegleemax

Jul 10, 2007 16:22:16
I forgot to reply to Mdm's game statment.

Now that you say that, it would make it easier to run with brand spanking new chars, rather than making the Original chars, and having the potiential of messing up the storyline.

I also wonder if we'd start out at 1st lvl, what with being new to the system....all of us would get the most out of it at least in my opinion. I'd also say limit the usage of truelly military chars. Dont want anyone to be combat monkeying around killin shyt.
#1958

the_merciless_dm

Jul 10, 2007 17:19:25
I forgot to reply to Mdm's game statment.

Now that you say that, it would make it easier to run with brand spanking new chars, rather than making the Original chars, and having the potiential of messing up the storyline.

I also wonder if we'd start out at 1st lvl, what with being new to the system....all of us would get the most out of it at least in my opinion. I'd also say limit the usage of truelly military chars. Dont want anyone to be combat monkeying around killin shyt.

I agree, too many military character's would be a hassel. If you insist in revisiting Spencer Mansion, do it as such a revisit. A group of reporters or an investigator whom has found reason to belief "X" thing to be a cover or whatever. First level is okay for this game because all of the potential players are veteran's. Meaning of you are well versed in the Modern rules and have a better than most relation to the REd20 rule set. Some of you have created your own rules and others made variants or fixes to preexisting rules. So I'd expect more form the players, but thats just me and its not my game.

Also I don't like the idea of messing up cannon material. :p

Hey open question to all, any ideas for homebrew monsters? I got this Canine/Hunter idea that I'm slowly building. Its a Hunter type creature (humanoid-ish with wolf/bear/dog like features). I'll create them if you suggest. But they have to be plausably explained through T-Virus means.
#1959

Urban_Sniper_02

Jul 10, 2007 18:20:33
Hey open question to all, any ideas for homebrew monsters? I got this Canine/Hunter idea that I'm slowly building. Its a Hunter type creature (humanoid-ish with wolf/bear/dog like features). I'll create them if you suggest. But they have to be plausably explained through T-Virus means.

So far for homebrew creatures, I've got the Squirrels, my Live-Capture type Tyrant, and the Giant Crabs. I've got an idea on the back burner for a larger, possibly further mutation of the basic Cerberus after a friend sent me a link to this picthat would fit the bill. The same artist has a lot of pics that make nice monsters, btw.
#1960

the_merciless_dm

Jul 10, 2007 18:38:43
IMAGE(http://i184.photobucket.com/albums/x81/lord_ashram/Flip_Top_Hellhound_by_nachtwulf.jpg)

That's the pic Sniper is speaking off. I like it, looks menacing and T-virus capable. :D I'm gonna scope out other art around.
#1961

Urban_Sniper_02

Jul 10, 2007 20:58:07
I can't resist. Here's what I've been working on for it. IMAGE(http://www.deviantart.com/download/18510503/Flip_Top_Hellhound_by_nachtwulf.jpg)

“At first, it seemed just like any other dog that we’d encountered…I thought that its howl was louder because of the buildings around us…Then we saw it, and it howled again, and I FELT it, deep inside, some primal fear overtaking me. The muzzle…oh, God, the teeth, the ravenous maw…The size…it was so big, and the eyes were glowing like coals on the fire, and steam came from its mouth and nostrils, its saliva burnt the pavement below it. I fired again and again, but I don’t think I hit it. When my gun ran dry I ran…I…I don’t know what happened to the others…but I heard screams, and something meaty tearing apart as I ran into the warehouse…Lord, no, NO! That howl! It’s just outside the door!”
--Journal entry, writer unknown, found inside a bloody backpack

Cerberus, Stage Two
Large size Undead B.O.W.
HD: 6d12+3 (45 Hp)
Initiative: +4
Speed: 40ft.
Defense: 19 (+6 Natural +4 Dex, -1 size)
DR: 3/--
BAB/Grapple: +6/+19 (use for trip attempts as well)
Attacks: Bite +12 (2d8+5)
Face/Reach: 10ft. by 5ft. / 5ft.
Special Attacks: Rabid Charge, Howl
Special Qualities: Ferocity, Infectious, Scent, Trip, Acidic Saliva
Saves: Fort+8 Ref+6 Will+3
Abilities: Str 20 Dex 18 Con -- Int 2 Wis 12 Cha 2
Skills: Jump +6, Listen +6, Spot +6, Survival +6
Feats: Toughness, Weapon Focus (bite), Improved Natural Attack (bite), Power Attack
CR: 6

Rabid Charge (Ex): A Second Stage Cerberus suffers no penalties to AC for charging.

Ferocity (Ex): Second Stage Cerberus are so fiercely aggressive in combat they continue fighting even when disabled or dying (until they reach -10 hit points).

Improved Grab: When the Second Stage Cerberus makes a successful bite attack it can automatically begin a grapple check.

Trip (Ex): A Second Stage Cerberus that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Second Stage Cerberus.

Acidic Saliva (Ex): Upon a successful bite attack, the Second Stage Cerberus deals an additional 1d4 points of acid damage.

Howl (Ex): Not only has the ferocious biting strength of the Cerberus increased during the Second Stage, but so to has the power of its howl. As an attack action, a Second Stage Cerberus may release a howl that can weaken even the strongest opponents, affecting anyone within a 60ft. radius of the Cerberus who fails a DC 13 Will save. Any opponents who fail the save become shaken for 2d6 rounds.
#1962

jacemachine

Jul 11, 2007 6:22:13
ST Cerberus is BADASS!!! That's a cool picture too--


Oh, and check out THIS thing... Reminds me of Birkin and Morpheus at the end.

http://www.deviantart.com/deviation/29182109/
#1963

zombiegleemax

Jul 11, 2007 8:39:54
I had an Idea for a homebrew. It's an anti-accessory licker.
Umbrella getting tired of STARS and other factions busting into their labs, guns blazing. Decide to upgrade their lickers to target the weapons and armor of their enemies. These upgrades include an addition to the head making it look like an "Alien" also covering the face, the tounge has mutated now showcasing a mouth at the tip. and acidic goo surrounds and covers the tounge, making it easier to disarm an opponet.

It's genes have been crossed with a nile croc. Giving it the ability to digest anything be it guns, armor or even bone. Still keeping to the medium size to ensure speed. It has lost it's normal weakness to acid from it's new genetics. But is prone to high explosives.

Sorry, not that great at actually fleshing out these things yet.
lemme know know whatcha think?
#1964

the_merciless_dm

Jul 11, 2007 13:07:28
Urban Sniper, impressive work on the Stage Two Cerberus and the flavor text.
Jacemachine your right it does look like the hulking mutated goo.
Reptilian_DM, I like were you are going with this Licker variant... tell us more about it. Mainly what do you mean by "Alien"; the strange Bodak like face or the Xenomorphs from the Alien series? A thick hide (increased Damage Reduction)and a soft underbelly can eplain its added protection to acid and its vulnerability to explosives...
#1965

zombiegleemax

Jul 11, 2007 16:56:39
"The EX Licker is the answer to our troubles with stars and other factions and their military means. We can finally not worry about our labs being attacked, our facilities being ambushed, with this new licker, we can change that and more. This creature by itself is useful, but combined with a tyrant, hell aa nemesis, the potiential is limitless. The only problem is wether or not the licker might actually eat the nemesis' weapons." ( sales pitch to the head of Umbrella) {btw flavor text is kinda hard when the power flickers}


EX Licker
Medium size Undead B.O.W.
HD: 3d8+12 (36 hp)
Initiative: +5
Speed: 50ft.
Defense: 21 (+6 Natural +5 Dex, 0 size)
DR: 6/--
BAB/Grapple: +6/+19 (use for trip attempts as well)
Attacks: Bite +12 (2d8+5)
Face/Reach: undecided
Special Attacks: acid spit, Devour (only weapons and armor)
Special Qualities: Non Leathal, Trip, Acidic Saliva, Material Asimulate, Vunerable(explosives)
Saves: Fort+8 Ref+7 Will+3
Abilities: Str 18 Dex 20 Con -- Int 12 Wis 12 Cha 2
Skills: Jump +5, Listen +5, Spot +8, Survival +10
Feats: Toughness, Weapon Focus (tounge mouth), Improved Natural Attack (Tounge mouth), Greater Disarm
CR: up for debate

Nonlethal (Ex) this creature means no "harm" to it's targets. It can not by any means attack (in a killing manner).

Acidic Saliva (Ex): Upon a successful grapple check(with tounge only), the EX Licker deals an additional 1d8 points of acid damage. ( this can only be used for defesive purposes)

Devour (manuver)
When an EX Licker meets it's primary target, or one that would normally hinder it's main objective, As a Full Attack, the licker can actually swallow the target's weapons and armor. (DC 18) When Digesting, the licker goes into stasis, it will get away, but will eventually go to sleep. This takes 1d6 rounds.

Material Asimulate (Ex)
When an EX Licker has gotten to it's limit of things it can "eat". The very next thing and everything afterwards has a chance (20%) of being incorporated into the exoskeleton. This only applies to metals and ceramics. (DC 20)

Vunerable (explosives)
Ex Lickers take double damage from any explosive ammunition, and or bomb.
No save
#1966

zombiegleemax

Jul 12, 2007 17:43:18
Let me just say sumthing.

Urban Sniper, my players now offically hate you....(the crabs man!!!!!! :D) A revisit to Raccoon City would not permit the crabs or anything else that would be from the sea, unless otherwise noted....IE the zoo or the sharks from RE1. Also one of them came onto this board saw the second stage ceberus, and literally didn't not want to play unless I promised to at least not kill him with it. *claps*

All BS aside, I am now thinking of some new homebrews, maybe a G-virus version of Plant 42??? And I'd like to start on the T-Veronica and Proginator viruses.

Again, Urban......my players dont hate you perse, just how evil you can be.....me personally, ROCK ON
#1967

the_merciless_dm

Jul 12, 2007 18:13:49
All BS aside, I am now thinking of some new homebrews, maybe a G-virus version of Plant 42??? And I'd like to start on the T-Veronica and Proginator viruses.

I applaud your initiative. :D I would really appreciate if you tacled the T-Veronica since my experience with that game has been limited :D and a really long time ago.

Woot expanded lickers YAI!

Could anyone do the more peculiar creatures from Outbreak? I also got an Idea for the Axeman, as though he never was bitten (that we know off) his mutation could be periferal, maybe slightly contaged because of contact with T-virus infected materials.
Him and Chainsaw Charlie are on my drawing board currently.

:D

Oh and has anyone seen the new RE5 Trailer? I love! Though question is it Chris or Billy, my sister tells me she read it was going to be Billy the lead this time around. Anyways I'll post Tyrants later, they are many stat blocks. ;)
#1968

zombiegleemax

Jul 12, 2007 20:15:51
Oh and has anyone seen the new RE5 Trailer? I love! Though question is it Chris or Billy, my sister tells me she read it was going to be Billy the lead this time around. Anyways I'll post Tyrants later, they are many stat blocks. ;)

Now here's the ting Mercy, where did you see said trailer, the only one I've seen is the one with the guy.....I'll get to that later....that is about to get ambushed. Has the whole crow thing happen, which is very cool.

Now to said guy....this has been the talk of my group of friends as of late, and I thought I might shed some light on the subject. First the scenery looks alot like Cos torico. Sorry bout spelling. In some mags I've read this has been hinted around by capcom. Next the guy himself looks more like Carlos actually. But what if it was hunk without the mask?

Eh...eh.....meh at anyrate, only time will tell.

Now back to bussiness, after some thinking, my girlfriend helping me.......hot right? I don't think T-Veronica should actually be fleshed out. And my only reason being, It was only used to make tyrants. Yes it would give us more tyrant poteintial, but the workings of said virus are too complicated to go into this system, and most of the creatures from the CV are just T-virus modded creatures, That's it. I'll have to look up the files in the game, and see if there are any other creatures or evidence that would prove me wrong. If so then I will. I will post the Progenitor Virus right here in a minute.
#1969

zombiegleemax

Jul 12, 2007 20:52:06
Progenitor Virus- This is the very first Virus developed by umbrella. The P-Virus was made from eboli. Well at first. This virus has a 75% chance of killing the subject out right. Shutting their immune system down and then attacking it with "super eboli" which can even still kill the host. If the subject is injected with it and can withstand it's constant deteiration of cell structure, He will have to make a contested roll against the virus. (DC 25) If he/she succeeds the roll the P-Virus will fully intergrate with the host, making the host immune to diease, acid, fire, cold, and bashing damage.

The true downside to this virus is it's unpredictability, at any given time the GM may make the infected PC roll a d20 against the time he has had the virus, this can get really high.

This virus can not be given to another subject via ST, Fluid transfer, or any other means. Just injection.

Here is the compatability chart for other viruses combined with the P-Virus:

T-Virus: 10-20% very few subjects live after the injection of the t-virus....it's the biproduct of the progenator virus.
(average life span 1 week)

G-Virus: 25-40% This is average for the P-Virus, but they end up dying. (average life span 2 months)

Nemesis Parasite: this is the most promising, 98% and even if the subject dies, the progenator virus brings them back to life as a deathless Tyrant. Has to be disentagrated.......exp(hidden nemesis on Code Veronica's merc game)

T/G-Virus: 50% this is an unusual case, most of the test subjects neither die nor stay alive, but rather go into stasis, a membrane like shell exerts itself from the back and makes a cocoon around the host. When the being does come out....only once has this happened, it has the mutations..........But the probability that the subject is compatible with the virus? Slim to none. GM note{ roll a percentil die, and follow this table}

10% not compatible, will die
20% still not compatible
and this goes on till...
80% Subject is compatible, if injected the subject will seem dead three hours later will rise as a crimson head with the starting template of licker
90% Compatible, three hours later, will mutate into a licker.
100% Fully compatible, three hours later the subject will go into a cocoon type stasis for 2d8 months. during that time once a month roll on the G-virus chart, till the time it is awake.

This is just all hear say but hey Im open to critisim
#1970

the_merciless_dm

Jul 13, 2007 9:18:12
Now back to bussiness, after some thinking, my girlfriend helping me.......hot right? I don't think T-Veronica should actually be fleshed out. And my only reason being, It was only used to make tyrants. Yes it would give us more tyrant poteintial, but the workings of said virus are too complicated to go into this system, and most of the creatures from the CV are just T-virus modded creatures, That's it. I'll have to look up the files in the game, and see if there are any other creatures or evidence that would prove me wrong. If so then I will. I will post the Progenitor Virus right here in a minute.

I agree, the progenitor virus shouldn't be fleshed out farther.
The video I spoke off is the new released at this years E3 with the South American/ African looking setting with the lead walking inthough town then being assulted. That video. I hope its Chris personally it doesn't look like Carlos IMO, but then again it could be a whole new character.
#1971

zombiegleemax

Jul 13, 2007 14:52:33
Well if you dont mind Merciless, I'd like to get that link, any new info on RE5 would at least be a better attempt to shutting myself and my friends up....at least for a lil bit :D

Also Merciless, I am not familiar with the link system for this board yet, I was wondering if you could by chance add the Normal Plant 42 that Urban had created, and some of his other works along with yours, like you said it helps us all out, without having to search this massive ass thread.

Now I have something to get off my chest.
The ceberus works, my licker works, tested both their abilities in combat and hunting. Must say, 2nd stage Ceberus wins out right. Kudos Urban.

The thing I want to get off my chest is, while homebrew is like it's name states, Hunters do not need this done to them....there is enough material on the hunter alone that you could run an army of just them. Hell the Hypnos Tyrant, is a hunter mixed with a tyrant.

The licker, Ceberus, Bandersnatch, and others.....can always use a new zombie lmao. BUT not the hunter. I litterally almost killed one of my players the first time I introduced it into the game. Not broken....just nasty.

Now I go to get ready to run yet another game, this time though I would like a list of systems and rulings that you guys....Mercy defintely would like me to test out.

I should be outta here around 7:00PM eastern time. But no worries I'll have access to the net at my friend's......

Hugs and Props
Turtle
#1972

the_merciless_dm

Jul 13, 2007 15:38:46
http://media.xbox360.ign.com/media/760/760880/vids_1.html
There you will find both videos. Sadly the new one is only available for streaming.

Check the links in my signature, specifically the RE Index one. If the link is broken let me know. I made only 1 Hunter Variant and it was as a boss creature for a campaign I was running. Joshy I believe made some Hunter's of his own for a game he's running. ;)
#1973

zombiegleemax

Jul 13, 2007 15:49:34
Varients are cool homie, not saying that it should be outlawed, I'm just saying that for the system's sake, Hunters are a HUGE breed. Isn't that OMEGA hunter your's or his, either way, it is deadly. I talked to my group, they said I need to throw everything I have at them this weekend......pazza for two day game-a-thon ;)

Any Ideas?
Oh and I still need that list of things to test.

Turtle
#1974

joshy676

Jul 13, 2007 17:58:38
Omega would be Merc's, Turtle my man. The Delta and Epsilon are of my designs. They were designed to be nasty, but beatable if the PCs have the means (read: grenade launcher and the right rounds, or magic if your campaign allows).
#1975

zombiegleemax

Jul 15, 2007 15:15:48
Bellagio game is up here
#1976

zombiegleemax

Jul 16, 2007 19:19:13
Kappa Hunter
Medium Monstrous Humanoid (BOW)

Hit Dice: 10d10+80 (180hp)
Initiative: +2
Speed: 20ft.
Armor Class: 20 (+2 Dex, +8 natural)
Base Attack/Grapple: +11/+7
Attack: Claw +15(1d10+5)melee
Full Attack: 2 Claws +28(2d10+8 melee) or bite +9(1d4+2)melee
Space/Reach: 5ft./5ft.
Special Attacks: Improved grab, vorpal claws
Special Qualities: BOW traits, darkvision 60ft. Retreat
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 20, Dex 15, Con 20, Int 3, Wis 12, Cha 7
Skills: Jump +25, Listen +8, Spot +8, Survival +7
Feats: Improved Natural Attack(claw),
Environment: Any
Organization: Solitary, pair(2), or Group(3-10)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 9-17 HD (medium)
Level Adjustment: ?

Improved Grab(ex): To use this ability the hunter must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals claw damage.

Vorpal Claws(ex): A hunters claws have the vorpal weapon ability. A hunter can also instantly behead any creature it can coup de grace.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Skills: Hunters get a +15 racial bonus to jump checks, they don't need a running start to jump. They get a +5 racial bonus to listen, spot, and survival checks.

Spiked Turtle Shell: An exterior shell surrounds the back giving protection from back attacks. Creatures that get caught up in the spikes have to make a reflex save DC (20) to unstick themselves. Spikes deal 1d6 damage.

Retreat: the creature that takes this feat, tucks itself inside of its shell, as a free action. In addtion if the creature is being held, it can give up it's next attack to tuck itself in.
#1977

the_merciless_dm

Jul 16, 2007 20:12:38
If you spill its water does it automatically die!? Heheheh you know like in traditional Japaneese folkelore. Is it biped/humanoid or is it just a bigger turtle?
#1978

joshy676

Jul 16, 2007 20:55:14
If you spill its water does it automatically die!? Heheheh you know like in traditional Japaneese folkelore. Is it biped/humanoid or is it just a bigger turtle?

I keep trying to visualize this and all I'm getting is...

IMAGE(http://content.answers.com/main/content/wp/en/thumb/7/7a/300px-TokkaRahzarTMNTGame.jpg)
#1979

zombiegleemax

Jul 16, 2007 21:13:46
My computer got wiped while I was away gaming last weekend, seems my girlfriend thought it was ok to clean the drives so that she could upload Luxor, god I hate that game....lol. anywho, that was one of many ideas I had, not the best mind you but still.

I was thinkin about puzzles mostly, different checks depending what skill(s) are needed.

But that would just be up to whoever's GMing. I could post some....but that's you guy's call.

Oh and yes the Hunter is bipedal
#1980

the_merciless_dm

Jul 17, 2007 14:13:07
:D Joshy you know I had the very same creature in mind... I was gonna post up a pic of the original Teenage Mutant Ninja Turtles Movie; but you beat me to it.

Reptilian_DM I honestly like it. :D It just took me to an earlier time in my life; you know when I used to play with TMNT action figures. :D Thanks!
#1981

zombiegleemax

Jul 17, 2007 17:37:32
Has anyone tested the new Nemisis? Because I'm running a game this Saturday and will be using Nemisis and was wondering if I could test/use the new version? Or is the original superior?

Cheers guys!

Oh, by the way, I'm totally using the new Cerberus, I'm totally gonna torment the hardcore fans...
#1982

the_merciless_dm

Jul 17, 2007 20:31:15
Has anyone tested the new Nemisis? Because I'm running a game this Saturday and will be using Nemisis and was wondering if I could test/use the new version? Or is the original superior?

Cheers guys!

Oh, by the way, I'm totally using the new Cerberus, I'm totally gonna torment the hardcore fans...

Well here is Reptilian's answer:
"First off let me say that Nemisis is a BadAss,
The group held their ground, and fended him off for at least 3 turns before he wrecked havoc. It was a S.T.A.R.S. game, just to test a couple of the rules, some of the baddies, and things that we might need to change or add.

Out of the 6 players in that game, 2 have survived and one of them is infected. (kinda like the first RE movie lmao)
I'd see this badboy used in some kind of "epic" mission, or to harrass the players, or a rerun of RE3."

And so far every test I've done and other feed back is that the Newest Nemesis hit the mark on recreating the RE3: Nemesis. So please use and give us here your feedback.
#1983

joshy676

Jul 18, 2007 21:59:56
Has anyone tested the new Nemisis? Because I'm running a game this Saturday and will be using Nemisis and was wondering if I could test/use the new version? Or is the original superior?

Cheers guys!

Oh, by the way, I'm totally using the new Cerberus, I'm totally gonna torment the hardcore fans...

Don't forget about the Hunter Variants... They're within the 50-60 page-range.
#1984

zombiegleemax

Jul 19, 2007 9:51:11
Are they the ones on Wiki? And do they all need playtested? If not then which ones?

But they do look like good fun
#1985

joshy676

Jul 19, 2007 17:05:17
The very same on the Wiki, yes. I believe Turtle (the Reptilian DM) playtested a few of them. They are very dangerous to the wee ones.
#1986

shogunboy

Jul 19, 2007 19:28:53
Can anyone please help me with fleshing out special weapons that normally wouldn't be used (PRL 412, Infin Rocket Launcher, Chicago Typewriter, and handcannon)? I want these weapons to be in my canpaign as secert weapons for the players to find ( really hard to find, due to its power and brokeness).
#1987

zombiegleemax

Jul 19, 2007 21:29:35
Can anyone please help me with fleshing out special weapons that normally wouldn't be used (PRL 412, Infin Rocket Launcher, Chicago Typewriter, and handcannon)? I want these weapons to be in my canpaign as secert weapons for the players to find ( really hard to find, due to its power and brokeness).

sorry to say it but they already are....to a point
see, the infin rocket laucher and the typewriter are technically fleshed out already

Just use the stinger that should be on the wiki, and add the infinite tag on it. I think the tommygun is statted out in one of the core books for d20 modern, or one of them 3rd party thingys

As for the other two, I have the laser cannon fleshed out somewhere, I'll have to find it........and the handcannon?
is that the thing that looks like an actual hand? that might be tricky....but I'll give it a whirl
#1988

zombiegleemax

Jul 19, 2007 22:12:01
Ok I here alot about this wiki.......but everytime I go to try and find it.....I get ****** cuz I can't find it
very annoyin

This is the senerio for my game....the one I have tested most of the functions and creatures that you guys and now myself have made.


The year is 2008......
The world is in a state of duress, Umbrella has been reintroduced to everyone via Wesker. By the time the president of USA found out it was too late. He flooded the streets with various viruses. NewYork, the Carolinas, the Dakotas, and Texas have become hotzones for these outbreaks. S.T.A.R.S. is now functioning again, it's main bas of operations is in Michigan. There, Chris....Jill, and other stars members lead the last resistance against wesker.
Overseas, Wesker has his hand in every countries' politics, and elections, making sure his personel get elected for office, thus ensurring his safety.

The trouble is that the only place that wont give in to Wesker's demands is Japan. STARS has been in various skirmishes, to keep Japan clean and safe but it wont last.....

The players may choose to play one of the following factions to go under. Umbrella, STARS, common police force, Military, UBCS and G-Corporation........made from the company from the tekken games... (the company at least in this story that wesker went to when he betrayed Umbrella)

Now here's where the fun has started thus far.......
At some point one of my players has done the unthinkable, made anti wesker. Everytime I send something his way he either kills it, runs, or down right take it over.
This is where you guys come in,
#1989

Urban_Sniper_02

Jul 19, 2007 22:12:32
The Typewrite, AKA the tommy gun or thompson submachine gun, is statted in d20 Past. As for the handcannon, I'm not sure which one it is, but I'd assume either a high caliber magnum revolver like the raging bull or a high caliber auto like the desert eagle.

REd20 Modern Wiki can be found here: http://scratchpad.wikia.com/wiki/Category:D20_Resident_Evil
#1990

joshy676

Jul 19, 2007 23:56:09
Somewhere around the d20M boards is stats for a hand cannon. Really, any revolver chambered for .500 is classified as a "hand cannon".
#1991

zombiegleemax

Jul 20, 2007 6:57:32
Looks good reptilian, I'd so play in that game.

Nice work
#1992

zombiegleemax

Jul 20, 2007 17:14:12
ok I am starting to get angry now.

I just loaded up the PRL my version of the HandCannon, now it says that my post couldn't be posted.....I dont understand, OMG!!!!!!!!!!!!!!!!!!!!!!!!

Well I will try again later tonight, but I do have it
So until then my kitties.
#1993

backstabbist

Jul 20, 2007 19:26:28
well, here is a not so old chat on the 500SW revolver Revolver Stats
but I know we had a thorough chat on it early last year
#1994

joshy676

Jul 21, 2007 19:33:56
Told you stats are floating around here somewhere. :P

In fact, I remember reading over those.
#1995

asra

Jul 22, 2007 6:50:03
Great thread! Very useful, especially the index! I've played quite a few games taking place in Resident Evil, mostly Raccoon City though, and they've all been pretty great. Even though I usually played the Umbrella Scientist, because its usually hilarious to see the other players attempting not to metagame too badly. But now, having these solid stats means that I can probably GM one of these on my own.
#1996

the_merciless_dm

Jul 22, 2007 12:01:09
Great thread! Very useful, especially the index! I've played quite a few games taking place in Resident Evil, mostly Raccoon City though, and they've all been pretty great. Even though I usually played the Umbrella Scientist, because its usually hilarious to see the other players attempting not to metagame too badly. But now, having these solid stats means that I can probably GM one of these on my own.

Glad to be of help. :D
Check out the Wiki and the REd20 group on Yahoo. There you could find the more up to date material than on the index. ;)

Same goes to all of you. :p
#1997

zombiegleemax

Jul 27, 2007 14:41:55
Hey everyone, just got back from a trip to ATL. While I was away, I was talking with some of my friends there, told them about the system that is being made, and they came up with this.....

Knowledge (Umbrella) 4 skill points= 1 Rank
(special) umbrella personell mainly higher ranking officers and Scientists use standard. (1 skill point= 1 Rank)

Knowledge (T-Virus) 2 skill points= 1 rank
(special) must have encountered a t-virus mutation or conducted experiments with the virus. Knowing about the virus doesn't count.

and just use the same or something along these lines for the rest of the viruses and other things related to umbrella or other hidden corps.
#1998

zombiegleemax

Jul 27, 2007 14:54:38
The Typewrite, AKA the tommy gun or thompson submachine gun, is statted in d20 Past. As for the handcannon, I'm not sure which one it is, but I'd assume either a high caliber magnum revolver like the raging bull or a high caliber auto like the desert eagle.

QUOTE]

I loaded my RE4 game just now, and I am looking at the handcannon......this thing looks like a robot hand. five barrels.
I dont know where to find the raging bull stat wise, but it is the closest thing to it. The handcannon fits over the backside of the hand, think about the "handcannon" that the gouf uses from 08th ms team. that's what this thing looks like, it fires all barrels, in a semi scatter shot. able to hit multiple targets, provided they are close enough together. But the load time is slow, and the recoil is harsh. has decent power, but not that much. Killer7 is way better.

If someone could tell me where I could find magnums (and not the ones from the wiki) like in one of the core rule books. and semi and full auto weapons. I'd like to start stating out weapons, but I dont have any of the books aside from D20 modern.
#1999

the_merciless_dm

Jul 27, 2007 15:08:29
What "Hand Cannon" are you talking about? I got RE4 played Mercenaries through, got all the unlockables. The "Hand Cannon" maxed (infinite ammo), its got massive blow back but I just don't recall seeing five barrels...
Here is the url: http://www.youtube.com/watch?v=Z2koK6VucVg
It says its a .50

"Planning on hunting Elephants, ehh Stranger?"
#2000

Urban_Sniper_02

Jul 27, 2007 15:09:57
I get most of my stats out of the d20 Modern Weapons Locker. Large caliber magnum revolvers usually do 2d8 damaage.

I don't remember seeing the handcannon you're describing there, and this is the only reference imageI can find for it. I'd call it equivalent to a Desert Eagle damage wise, only with 5 or 6 shots. The weapon you're describing sounds to me like some sort of magnum with shotgun properties (meaning within the first (probably short) range increment, I'd give it a lower threat range).

EDIT: WOOT!! #2000! :D
#2001

the_merciless_dm

Jul 27, 2007 15:39:12
Yeah thats definitely the only Hand Cannon I know of... See no multiple barrels; no attachment to the forearm.

Oh and did anyone notice this is the 2000 post! :P :D
Celebrates*
#2002

joshy676

Jul 27, 2007 16:03:26
Woot! I got the palindrome post (2002)!

Turtle, you might be thinking of the laser cannon from the PS2 version, or maybe the Wii version has some bizarre weapon similar to your description.
#2003

zombiegleemax

Jul 27, 2007 19:04:26
I'm sorry my mistake, I was looking at the mine thrower. and I guess from watching some 08th ms team when I got home, sorry again.

as for the other stuff, wat do you all think?
#2004

joshy676

Jul 28, 2007 3:37:02
Oh, no prob, buddy.

Your new skills look good. I'd spend points in 'em for sure.
#2005

zombiegleemax

Aug 03, 2007 18:11:34
We'd run the Mansion as a test campaign with a few players, but someone here *cough* doesn't like to play or run play by post games
#2006

valberto

Aug 03, 2007 20:56:53
Well, last saturday afternoom we got some resident evil, d20 modern style. We used as scennario "Resident Evil Outbreak" with a city infested with zombies. We got ourselves four characters:

Dave - plumber - strong 2
Milles - ex-cop - fast 1/smart 1
Alice - kung fu master - fast 1/tought 1
Green hair - lunatic - charismatic 2

The adventure started with all the players trapped in to a burning building, with zombies all over the place. No guns, no escape! No time to think about it! They found their way out and stoped in the RC Police District South. No one was infected, yet, but they got an strange laptop and can comunicate with an person(??) called M.
Next weekend, More!
#2007

zombiegleemax

Aug 03, 2007 23:38:26
THE MANSION
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/MansionEntrance.jpg)

The Setting: The Mansion from Resident Evil (2002)

The Players: One of the originals (Barry, Chris, Jill, Rebecca) 3 - 4 or a custom made level 5 character, 34 point buy with gear determined by a vote

Players will be expected to gain around 4 levels or more during the adventure

The Challenge: Escape the mansion alive or hunker down for rescue somehow - heading out will result in being mauled by a pack of Cerberus

Optional Rules: Herbs and First Aid Sprays
#2008

joshy676

Aug 04, 2007 2:25:12
My brother and I could jump in on that. :D
#2009

zombiegleemax

Aug 16, 2007 23:53:23
Now where did that bump button go hmm............AH here it is /dump
#2010

zombiegleemax

Aug 17, 2007 0:04:12
Still looking for Resident Evil players, and good grammar is a must Metagaming isn't encouraged.
#2011

zombiegleemax

Aug 17, 2007 1:26:40
I might be interested. Are you running a online game? or useing mail? Give me a little bit more informaion and I'll try to get back to you on it asap.
#2012

zombiegleemax

Aug 17, 2007 1:32:45
Play-by-post on these forums. I'd appreciate players that haven't played Resident Evil at all, but since that's a rarity, i'm willing to accept those that can seperate player knowledge from character knowledge.
#2013

joshy676

Aug 22, 2007 22:24:51
I'm not sure if you guys know what's going next month, but...

The days of September 28th-October 1st are the days of the Raccoon City incident. I'd recommend celebrating the anniversary by playing RE's 2, 3, and both Outbreaks. Maybe some inspiration can come from a replay. :P
#2014

fishfinger

Sep 15, 2007 15:46:35
is there a city generator?
#2015

Urban_Sniper_02

Sep 15, 2007 16:15:38
I seem to remember way back when 3rd Ed. DND came out having a generator that randomly created cities in terms of population, size, wealth, etc, but not the maps. I have no idea if something like that's still around or not.
#2016

BigBobSr6000

Sep 15, 2007 17:38:42
Try this site. It has a free city generator download haven't tried but the samples look good.

http://www.geocities.com/ccolefax/citygen.html#Gallery

I use actual city maps or google earth photos for cities.
#2017

Ragitsu

Sep 23, 2007 21:21:13
Bump.
#2018

zombiegleemax

Sep 30, 2007 16:25:11
It seems as though I've disappeared again.

Sorry about that, life's been getting in the way of things 'n stuff.
But I'm back now, resuming work on the .pdf
#2019

Ragitsu

Sep 30, 2007 16:40:57
Are you on AIM?
#2020

joshy676

Oct 08, 2007 13:54:05
Sorry I haven't been on lately, guys. My hard drive failed.

I've got a new hard drive, but I'm waiting on a copy of Windows XP. Should be here by tomorrow. :P
#2021

Ragitsu

Oct 08, 2007 18:37:30
I still have hope for the game set in the mansion.
#2022

joshy676

Oct 15, 2007 0:28:32
Don't lose hope! My computer lives again (and I swear, I didn't use a Cyber-T-Virus!).

I will download all the stuff I lost in my hard drive's death, and maybe gaming will commence again, eh?
#2023

Ragitsu

Oct 15, 2007 2:59:54
I have heard the new Resident Evil movie is terrible.

But I won't see it...I learned my lesson with Dungeons and Dragons (2000)
#2024

Urban_Sniper_02

Oct 15, 2007 6:24:15
I have heard the new Resident Evil movie is terrible.

But I won't see it...I learned my lesson with Dungeons and Dragons (2000)

I'm with you on that one. I've heard bad, bad things that shouldn't ever have been associated with RE. Psionics and hundreds of Alice clones top the list, I think.
#2025

james_cosper

Oct 15, 2007 13:35:14
Just take the movie as an alternate universe, since it clearly doesn't take place in the same 'verse as the games.

The RE3 movie was a lot of fun and way better than part 2. The visuals are better, the opening sequence is really cool (though you can see it in the red band trailer that appeared at Comic Con), the ending makes sense, and there are some cool scenes.
#2026

Ragitsu

Oct 15, 2007 17:32:58
No thanks, I dislike INT damage.
#2027

psiseveredhead

Oct 15, 2007 21:26:15
Alice completely and utterly ruined the movies for me. I didn't see #3; I made sure to check if Alice was in it, and she was.

However, the book for the first movie (the one with Major Timothy "Able" Cain) was amazing. I actually statted him up; he makes a cool villain.
#2028

Ragitsu

Oct 16, 2007 2:30:54
So for guidelines on the Resident Evil "The Mansion" campaign....

Books for character material (classes, skills, feats): d20 Modern, Dark Matter, Urban Arcana, Critical Locations, Menace Manual, d20 Future, d20 Past, d20 Apocalypse

Availability: Nothing futuristic (d20 Future has some useful classes and feats that aren't necessarily so), FX based, alien, mystical or supernatural. Humans only.

Character level: 5th
Stats: Point Buy (32 or...34?)
Gear: Everyone starts out with a Light Armor of choice, badge, and either a knife or Beretta 92F with one extra magazine of ammunition.

Skills: I suspect most, if not all of the members have ranks in Knowledge (Tactics)

---

The real trick will be agreeing upon which d20 Resident Evil rules to use from this thread :D
#2029

joshy676

Oct 16, 2007 18:22:54
You could just go with "unless the rules pertain to RE4 or a non-canonical RE, every rule is useful" rule set. I mean, how are you gonna get a hold of Plagas in Raccoon City when no one knows of their existence yet?
#2030

Ragitsu

Oct 16, 2007 18:35:16
I was more concerned about stuff like magical storage boxes, rates of infection, monster stats, sanity rules (do we use these at all?), healing items and the like.
#2031

joshy676

Oct 17, 2007 0:29:43
I was more concerned about stuff like magical storage boxes, rates of infection, monster stats, sanity rules (do we use these at all?), healing items and the like.

This all really depends on the GM. The boxes in our stat-outs aren't exactly magical if I recall; matter of fact I think they are just boxes with random stuff in 'em. As for rates of infection, monster stats, healing items, and such, those make RE, well... RE.

Sanity rules are really a GM choice.

Go check the wiki out for easier access to all the stuff. I think we put it all on there, but you'll have to see for yourself if we did. :D
#2032

Ragitsu

Oct 17, 2007 1:04:45
As for rates of infection, monster stats, healing items, and such, those make RE, well... RE.

Yeah, but there are more than one types of T-Virus in the thread, as well as how healing items work, or which monster stat to use?
#2033

Ragitsu

Oct 17, 2007 3:21:10
The other tough part will be finding d20 Modern players that haven't played Resident Evil, or more importantly, are excellent at not metagaming.

Ideas?
#2034

joshy676

Oct 18, 2007 1:58:50
Well...

Firstly, the most recent rules are usually the ones to go with, since they are usually edits of the former ones. Of course, you could tweak and fine-tune any rules on here.

Secondly, I think the way to beat meta-gaming is to out-plan the meta-gamer. Think of a multitude of different choices that could be made at any given scene during the scenario, or impose strict rules concerning meta-gaming. You could remind people that player knowledge isn't necessarily character knowledge, unless it pertains to the character's background (e.g. a player who has played the RE games is playing as Jill Valentine in an RE3-esque game. Since Jill was in the Mansion incident, she would know how to deal with Zombies, Cerberuses, Crows, etc. so a player with that knowledge could use it. But, Jill doesn't know where enemies are, even if the player has done this scenario a thousand times).

Better still, you could just find people on the Modern play-by-post boards at random and happen to not inform them that the game is an RE game. :D
#2035

Ragitsu

Oct 18, 2007 2:20:40
Good ideas

Basically the campaign plays like this: the player characters are taking the place of the original 4 (Chris, Jill, Barry, Rebecca), but Wesker and Bravo team are still there. This way, they get to play their own personalities without being shoehorned into a definite character backstory/role and experience the horrors of the mansion all the same.

The real fun is seeing them improvise things with the freedom of d20 Modern...and the additional horrors (Hunters can break doors down more easily, Cerberus can attack from more windows, etc)

But wouldn't most people, even if hidden from the initial facts, figure out pretty quickly where the game is headed?
#2036

dex

Oct 18, 2007 5:01:14
Not me. All I know is it's set in a mansion, there's undead and stuff, and we need to survive, but that goes without saying.
#2037

Ragitsu

Oct 18, 2007 5:12:59
Then why are you reading this? :P
To potential GMs

In any event, I doubt I can fully run this game...I have one of my own already and would act better as a co-GM.
#2038

joshy676

Oct 18, 2007 18:22:21
His point still has merit. There's a lot of stuff that could put you in a house with zombies and mutant creatures. Only when they see famous NPCs will they know that they've been led into Raccoon City.

I am a potential GM. Just let me get my computer back into fighting fitness
I could GM it. I helped build the Wiki, so I know where just about everything is. I need more experience as a GM anyway, so let's give it a shot, eh?
#2039

Ragitsu

Oct 23, 2007 0:33:58
Bump - so how do we start agreeing on which rules to implement?
#2040

joshy676

Oct 23, 2007 16:52:03
Well, I think we've got to take each rule on a case-by-case basis, and consider them based on a few factors:

Fun Factor (for the players)
Balance (for all)
Bookkeeping (for all)

I listed Fun Factor first because since this is a game we're all playing, it's important to have fun. Otherwise, why are we playing? The bookkeeping isn't as important, but the more streamlined we can make the game, the more fun we're capable of having. But balance is also important, so we'll have to take the RAW into consideration as well (as far as why we wrote new ones).

Just as important as the rules, though, is what creatures will be unleashed upon the gamers. Is this going to be a faithful reenactment, or will there be artistic license taking place? Is it possible for Brain Suckers to be crawling around the Spencer Mansion's sewers, for instance?
#2041

Ragitsu

Oct 24, 2007 1:57:50
Which version of the
joshy676
T-Virus
#2042

joshy676

Oct 24, 2007 8:12:02
I prefer the Merciless DM's. There may be more saving throws involved for failure (at least 10 on average), but at least the rule as written tells WHEN these throws are to be made. Also, when will we be using anything not humanoid or monstrous humanoid?

Your creation rules will work. I'd recommend 34-point buy.
#2043

Ragitsu

Oct 25, 2007 2:59:26
How are we set on maps?

Also, one of us should be set up with a Gamecube or Wii to get accurate room descriptions :D
#2044

joshy676

Oct 25, 2007 8:27:21
Actually, if I were to bust out my PS1 emulator and my copy of RE1, we can get accurate descriptions anyway.

Also, Urban_Sniper a few months ago helped us do a painstaking job of making maps for a few of the RE1 rooms.
#2045

Ragitsu

Oct 25, 2007 9:17:27
The Gamecube version is a bit better...more details in the background and a few new areas.
#2046

joshy676

Oct 26, 2007 0:28:40
True... I think Sniper covered the new areas.

In any case, I don't have a GCN, BUT I do know that I put copies of the in-game maps from the REMake on the wiki.
#2047

Urban_Sniper_02

Oct 26, 2007 11:46:13
If there are any room maps from the GC version you all need that haven't been made yet, let me know. May take me a little longer than before now that I'm working, but I should be able to make them within a day or two.
#2048

joshy676

Oct 26, 2007 17:34:28
Thanks, Snipes. You know you're a lifesaver, right?
#2049

Ragitsu

Oct 27, 2007 3:56:51
Should we use a custom made S.T.A.R.S occupation, or just suggest Law Enforcement?

For the GMs and non-players
Also, will they be starting on the chopper, the woods, or in the entrance room?
#2050

Ragitsu

Oct 27, 2007 15:20:57
Now don't get me wrong but is it just me or do the d20 modern rules seem slightly inappropriate for Resident Evil? It's just that the ruleset seems to be designed for a more cinematic style of gameplay as opposed to the slower exploration based gameplay of the resident evil series (yes, yes, I know re 4 did away with that for the most part). Now I haven't read the entire thread but don't such things as action points, talents, and defense bonuses seem out of place to you?

Hell no
#2051

joshy676

Oct 27, 2007 22:35:34
Should we use a custom made S.T.A.R.S occupation, or just suggest Law Enforcement?

For the GMs and non-players
Also, will they be starting on the chopper, the woods, or in the entrance room?
#2052

Ragitsu

Oct 28, 2007 11:01:55
For the GMs and non-players
There is the danger that they'd either fly off or call for backup :P
#2053

joshy676

Oct 28, 2007 14:09:28
For GMs and Non-Players
True. Maybe the mansion's the best route, then. Eliminates the opportunity for them to say, "No, I don't like where we're going, so I'm just going to take us somewhere else". Better still, it allows us to make that phrase become: "I don't like this house, I'm going outsi-- HOLY [bleep] LOOK AT THAT DOG!"
#2054

Ragitsu

Oct 28, 2007 14:32:59
For the GMs and non-players
I was thinking they could start out on ground level of the forest, but again, the danger of one of them staying at the chopper is there. We need a good motivation for all of them to leave the radius of safety and branch out into the thicker area of vegetation.
#2055

joshy676

Oct 28, 2007 14:59:20
There's no issue with running it on these boards. We'll find plenty of players.
#2056

Ragitsu

Oct 28, 2007 15:14:10
For the most part, not the best batch to choose from however.
#2057

joshy676

Oct 28, 2007 16:36:25
Well, there's got to be some other choices...
#2058

Ragitsu

Oct 28, 2007 16:49:54
Check your PMs.
#2059

joshy676

Oct 28, 2007 17:46:15
I think we have ourselves a game.
#2060

Ragitsu

Nov 01, 2007 14:16:31
Bump.
#2061

omegahero

Nov 01, 2007 16:05:42
You know, I don't think I EVER moticed any rules on itmes. If you want to make it more like RE, you should make some rules about carring itmes, like they did in the game. The character could only carry a certain number of items and had to store the rest (like in most RE's) or you could do like RE4 and have players have do decide how things would fit on their person in the form of the item case that Leon carried throughout RE4. I think it would be a good idea.
#2062

Ragitsu

Nov 01, 2007 16:30:15
I don't. We're trying to keep the atmosphere of the game and not keep those in-game limitations.
#2063

joshy676

Nov 01, 2007 23:21:26
Considering the d20 system already uses rules for carrying equipment that are a bit more... realistic than the RE way (how the heck are you going to fit a rocket launcher in a case with so much other stuff and somehow be able to carry it all somewhere on your person... and it doesn't slow you down?). I mean, sure, realism in a game means nothing, but in the setting of an apocalypse taking place in your own backyard, a little basic physics couldn't hurt.

As it stands, we'll go with the equipment RAW.
#2064

Ragitsu

Nov 01, 2007 23:58:09
Let's not use RE4 as the standard for carrying equipment in the Resident Evil series, as most of the games rely on the standard 6-8 box inventory. It's very illogical - how does a Beretta 92F take up the same amount of space as a pin?

Besides which, aluminum carry cases are already part of the rules.
#2065

omegahero

Nov 02, 2007 2:10:38
Well, it was just a thought...
#2066

joshy676

Nov 02, 2007 8:17:32
Well, no one's trying to knock you on it. In fact, I hadn't thought of it 'til you posted.

Let's not use RE4 as the standard for carrying equipment in the Resident Evil series, as most of the games rely on the standard 6-8 box inventory. It's very illogical - how does a Beretta 92F take up the same amount of space as a pin?

Besides which, aluminum carry cases are already part of the rules.

I don't know why I used RE4 as the example. Not like it matters -- and don't even get me started on RE:Survivor!
#2067

Ragitsu

Nov 02, 2007 17:23:56
Actually, the items/inventory issue was brought up before.

On the S.T.A.R.S weapon
The range increment is 30 feet. Was that a mistake (since the regular Beretta 92 is 40 feet) or something to replicate the atmosphere of the game? Otherwise, we can just stick with the normal Beretta 92F and give it either Mastercraft +1 to hit OR +1 to damage (Just one for all of them). What do you think?
#2068

joshy676

Nov 03, 2007 1:16:14
For Ragitsu
Actually, the items/inventory issue was brought up before.

On the S.T.A.R.S weapon
The range increment is 30 feet. Was that a mistake (since the regular Beretta 92 is 40 feet) or something to replicate the atmosphere of the game? Otherwise, we can just stick with the normal Beretta 92F and give it either Mastercraft +1 to hit OR +1 to damage (Just one for all of them). What do you think?
#2069

joshy676

Nov 03, 2007 19:07:49
Just a thought for a future campaign...

The T-Virus is a carcinogen (cancer-causing) as well as a neurotoxin. I say this because cancer is simply advanced cell division (really multiplication) stemming from the body missing a signal from the brain.

Could it be that we have a tobacco company (which makes carcinogens) be a rival company to Umbrella? Imagine players trying to get through THAT affair -- zombies that smoke. :P
#2070

Ragitsu

Nov 06, 2007 0:47:20
As if we didn't have enough smoking zombies in Hollywood already...
#2071

joshy676

Nov 06, 2007 22:55:07
You know, that's not an invalid point.
#2072

Ragitsu

Nov 06, 2007 23:28:33
Did you find anyone else besides Spyro and Dex?
#2073

joshy676

Nov 07, 2007 7:20:26
Not yet, but I'll keep lookin'.
#2074

schadelwanderer

Nov 07, 2007 8:34:52
im somewhat familiar with RE universe, but never played the games. mainly just watched the movies and helped friends solve various puzzles in the games, never picked up the controller myself...

player maybe?
#2075

Ragitsu

Nov 07, 2007 19:09:27
Are you normally this lax?

What role would Spyro want to play as anyways?
#2076

spyros_baldr

Nov 07, 2007 20:32:26
I could play either Communications Expert or the Medic. :D
#2077

schadelwanderer

Nov 07, 2007 20:39:02
nah i hated the control scheme so much i didnt wanna touch the controller :D

seemed to weird, and the camera angles ****ed with me. kinda like that thing adam sesseler did on x-play (man i hate him...if only morgan.....)

not a big video game fan really, i like diablo, various super nintendo rpgs like star ocean, tales of phantasia...super metroid

i couldnt even get the controls down for RE4...yeah....

i wouldnt mind any position on the team, maybe a jack of all trades charismatic kinda guy
#2078

Ragitsu

Nov 07, 2007 20:48:42
Spyros_Baldr:

What would a communications expert be anyways? The first thing that comes to mind is a Smart Hero focusing on Craft (Electronic), Knowledge (Technology) and Repair.
#2079

Ragitsu

Nov 07, 2007 22:50:15
joshy676
What year are we setting the game - 1998 or 2002? Any later and we might have to deal with cellphones.
#2080

spyros_baldr

Nov 08, 2007 0:11:19
Spyros_Baldr:

What would a communications expert be anyways? The first thing that comes to mind is a Smart Hero focusing on Craft (Electronic), Knowledge (Technology) and Repair.

Well, y'know how Richard in the first RE was the Comm. guy? You got the radio from him and stuff? That's basically the premise I was thinking of, and using the basic Smart Hero build you mentioned. :D
#2081

Ragitsu

Nov 08, 2007 0:19:19
I could see either a Law Enforcement / S.T.A.R.S occupation Smart Hero, or any class with the Technician occupation, but they'd still have to meet those entry prerequisites.
#2082

Ragitsu

Nov 08, 2007 20:14:23
joshy676
Oh yeah, and here's a big one - what do we do with them after the mansion? This is all assuming, of course, that they survive and get out on a helicopter.

There's either producing a reason for them to stay in Racoon City, or have them go on to take down other Umbrella facilities.
#2083

joshy676

Nov 09, 2007 15:42:29
My response to Ragitsu #1
Preferably 1998, unless you want to invent an alternative universe where Raccoon City didn't get nuked.

Of course, cell phones aren't too big of an issue when you consider radios coming into play.
#2084

Ragitsu

Nov 09, 2007 15:50:32
Alright, so I think an advertising thread away from the board where we'll run the game is in order - do you want to put it on the d20 Modern Games section here, and if so, how should it be titled and worded within?

I'll get the guidelines up for you within a day.
#2085

joshy676

Nov 10, 2007 17:51:01
Alright, so I think an advertising thread away from the board where we'll run the game is in order - do you want to put it on the d20 Modern Games section here, and if so, how should it be titled and worded within?

I'll get the guidelines up for you within a day.

Nah. Let's set it up at the place you suggested earlier this month. I'm terrible with titles, though.
#2086

Ragitsu

Nov 12, 2007 18:11:21
How far have you gotten?
#2087

joshy676

Nov 12, 2007 20:17:06
Not far. I'm trying to figure out the best way to word it without giving anything away. A nice, generic title might drive people away, but so would a title that gives it away.
#2088

Ragitsu

Nov 12, 2007 20:26:14
Are you on MSN anymore?
#2089

joshy676

Nov 12, 2007 20:29:03
On occasion; often I'm too lazy to log someone else out so I just exit out. But I can log in right now, provided you don't mind me multitasking (I hate history essays... :rant.

EDIT: Check your PMs.
#2090

Ragitsu

Nov 13, 2007 0:07:49
Another problem that we'll have is C4 or a similar type of explosive and doors. No, they aren't going to blow the door off it's hinges, but they could just destroy the lock with far less substance.
#2091

joshy676

Nov 13, 2007 0:58:51
Sure, that'll mess up the "look for the key!" puzzle, but then with no lock, the door can be easily smashed open by the baddies. Let's let them try.
#2092

Ragitsu

Nov 13, 2007 19:18:41
For those interested:

The Mansion: character creation and house rules
Books for character material (classes, skills, feats): d20 Modern, Dark Matter, Urban Arcana, Critical Locations, Menace Manual, d20 Future, d20 Past, d20 Apocalypse

Availability: Nothing futuristic (d20 Future has some useful classes and feats that aren't necessarily so), FX based, alien, mystical or supernatural. Humans only.

Character level: 5th
Stats: Point Buy (32)
Wealth: Will be used, but not at the beginning of the game.
Action Points: 5
Gear: Everyone starts out with:

Light undercover shirt
S.T.A.R.S Vest (Mesh vest with shoulder harness for shotgun/rifle)
Badge/S.T.A.R.S ID,
Holster (for sidearm)
Flashlight

and either a knife or S.T.A.R.S issue Beretta 92F (Mastercraft +1 to hit) with one extra magazine of ammunition.

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/STARSBeretta.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/STARSLogo.jpg)

The S.T.A.R.S
Special Tactics and Rescue Squad.

Formed in 1967 in New York City. A group of retired CIA, FBI, Army and Special forces became the First S.T.A.R.S. unit. They specialized in hostage situations, kidnappings, finding of cults, kidnappings, hacking and any madmen trying to take over the world.
Many people from different backgrounds join the S.T.AR.S. From police to Ex-Special Ops to vehicle specialists to communication experts. They are used as last resort when the Government doesn’t want to give up on a special case.
Usually a S.T.A.R.S team is dispatched when things get hairy. They are the elite, but even the elite are not invincible.

To Join the S.T.A.R.S:

Armor Proficiency (Light)
Personal Firearms Proficiency
Knowledge (Tactics) +3
BAB +2
Two skills at +5 or above
Apply and accepted into job

Feats:
These feats can only be given to someone who is friendly and within the organization

Close Combat

A member of the special tactics unit can learn how to keep his cool and fire his weapon at a extreme close range

Prerequisite: BAB +1, Point Blank Shot

Benefit: +1 on ranged attack rolls within 10 feet

---

Cover Defense

When there are two or more S.T.A.R.S together, they learn to “cover” each other better.

Prerequisite: BAB +2 or Combat Expertise

Benefit: If the members are within 30 feet of eachother, and in sight, they gain a +1 on initiative checks and +1 on attack rolls.

---

Search and Rescue

You are adept at finding people in danger and getting them out of it

Benifit: The character gets a +2 bonus on all Survival checks and Treat Injury checks.

[House Rules]

Ammo damage:

2d3: .25 ACP
2d4: .22 LR, 5.45x25mm, .32 ACP, 3.4mm flechette
2d4+1: .38 S&W, .380 ACP, 9x18mm PM, .38 Long Colt, 9x19mm (subsonic loading), .38 Special, .22 WMR, 9x18mm PMM, 5.7x28mm FN, 4.6mm HK, 7.62x25mm Tokarev
2d6: .38 Super, 9x19mm, .22 Hornet, .17 Remington, .338 nova, 4.35mm flechette
2d6+1: .357 SIG, .357 Magnum, 10mm Auto, .41 AE, .45 ACP, .45 Long Colt, .30 Carbine/7.62x33mm, 7.62x25mm Tokarev (Czech loading), .300 Whisper (subsonic loading)
2d8: .45 Long Colt +p, .44 Magnum, .454 Casull, .50 AE, .440 CorBon, .50 Alexander, .458 Socom, 5.45x39mm/.21 Russian, 5.8x42mm Chinese, 20ga, .223 Rem/5.56x45mm NATO, .44 AutoMag, .300 Whisper, 4.7mm caseless, 12mm, 10.7mm
2d8+1: 7.62x39mm M43/.30 Russian, .30-30, .243 Win, 6.8mm SPC, 7.92x33mm Kurz, .510 Whisper (subsonic loading), 14mm caseless
2d8+d6: .803 gyro
2d10: .270 Win, .308 Win, .30-06, 7.62x54mm, 7.92x57mm Mauser, .300 Win Mag, 12ga, .45-70 Gov't, .500 magnum, 8mm caseless
2d10+1: .444 Marlin, .450 Marlin Magnum, .45-70 +p, 12 ga 3" Magnum
2d12: .338 Lapua, .375 H&H Magnum, 10ga, 12ga 3-1/2" Magnum, .510 Whisper
2d12+1: .458 Win Mag, .505 Gibbs, .404 Jeffreys, .600 Nitro Express, .666 magnum
2d12+2: 8ga
2d12+3: .700 Nitro Express
2d12+4: .800 Nitro Express
2d20: 12.7x109mm Soviet, .50 BMG/12.7x99mm
2d20+2: 22.4mm
2d20+4: 12mm Ramjet

----

Bracing

A character using both hands to brace a handgun receives a +1 circumstance bonus to attack rolls. It takes a move action to brace, and if the character moves, or the target goes out of sight, they must spend another move action to reaccquire the target.

----

Shotgun Critical Ranges and Damage:

Within the first range increment, a shotgun firing buckshot has a critical range of 18-20, after that, the critical range returns to 20. Slugs fired within the first range increment have a critical range of 19-20.

Finally, shotguns deal +1 die of damage within 10 feet. 2d8 to 3d8, 2d10 to 3d10, 2d12 to 3d12, etc

----

Autofire is calculated differently here

15 + 1/2 Character Level + Dex Mod is how I let it work

With a Minimum DC of 15

----

Non-lethal damage is based on D&D's subdual damage system. That is, nonlethal damage is accrued over a character's normal HP score and once equaled, the character is rendered unconscious. So if a character with Brawl that does 1d6 + 2 damage (average of 5 damage) hits a 10 HP character twice, successfully, they are knocked out.

Knockout Punch

Prerequisites: Brawl, Base attack bonus +3

Benefit: Against an opponent who is denied their Dex bonus to defense the character may attempt a special unarmed attack as a standard action. If this attack succeeds, treat it as a critical hit. This damage is nonlethal.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from knockout punch is always nonlethal.

---

Craft skills can sometimes be used to identify technology. Knowledge (Technology) is of course optimal, but a man who built various video devices in his life (Craft: Electronics) is going to know a thing or two about a security camera (even if he doesn't know the specifics)

We use the fractional BAB system. It's simple ->

For any 10th level class that tops out at BAB +5, instead add .5 BAB for each level

For any 10th level class that tops out at BAB +7, instead add .75 BAB for each level

For any 10th level class that tops out at BAB +10, instead add 1 BAB for each level

Here are some examples of how it works traditionally and with the fractional BAB rules.

Traditional: Tough 2 (+1 BAB) / Dedicated 2 (+1 BAB) = BAB +2
Fractional: Tough 2 (+1.5 BAB) / Dedicated 2 (+1.5 BAB) = BAB +3

Traditional: Smart 2 (+1 BAB) / Charismatic 2 (+1 BAB) = BAB +2
Fractional: Smart 2 (+1 BAB) / Charismatic 2 (+1 BAB) = BAB +2

Traditional: Strong 3 (+3 BAB) / Smart 3 (+1 BAB) / Soldier 4 (+3 BAB) = BAB +7
Fractional: Strong 3 (+3 BAB) / Smart 3 (+1.5 BAB) / Soldier 4 (+3 BAB) = BAB +7

Traditional: Dedicated 10 (+7 BAB) / Investigator 10 (+7 BAB) = BAB +14
Traditional: Dedicated 10 (+7.5 BAB) / Investigator 10 (+7.5 BAB) = BAB +15

This allows multiclass characters to preserve that 1 BAB that is often lost. For any practical (combat) purposes, BAB is rounded DOWN. 7.25 becomes 7, 3.75 becomes 3, etc.

[Class changes and additions]

Mercenary

Mercenaries may have military training, but they typically sell their skills to the highest bidder. Mercenaries include soldiers of fortune and bounty hunters.

Prerequisite: Age 21+

Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.

Climb, Disable Device, Drive, Intimidate, Jump, Knowledge (Tactics), Navigate, Search, Survival, Swim

Bonus Feat: Select one of the following

Armor Proficiency (Light), Brawl, Combat Martial Arts, Personal Firearms Proficiency, Quick Draw, Toughness

Wealth Bonus Increase: +1

---

Criminal: Add Bluff and Intimidate to the skill list

Religious: Add Diplomacy and Intimidate to the skill list

Rural: Add Spot to the skill list

Technician: Add Disable Device to the skill list

Add Concentration to the Athlete, Doctor and Military occupation skill lists. Also add it to the Dedicated Hero skill list

---

New Fast Hero Talent Tree
:

Marksman

The Fast hero is adept with all manner of ranged weaponry.

Marksman:
The Fast Hero receives a +1 bonus to ranged attacks.
---
Improved Marksman:
The Fast Hero receives a +1 bonus to ranged attacks. This talent stacks with Marksman (+2 total)

Prerequisite: Marksman
---
Advanced Marksman:
The Fast Hero receives a +1 bonus to ranged attacks. This talent stacks with Marksman and Improved Marksman (+3 total)

Prerequisites: Marksman, Improved Marksman

---

Classes

Soldier:

*Change the BAB to +10 (full)

*The Soldier's Weapon Focus class feature can be changed daily to focus on a new weapon. Subsequently, Weapon Specialization, Improved Critical, Greater Weapon Specialization and Critical Strike are altered.

Example: a Soldier who choses Weapon Focus (Desert Eagle) can re-focus to Weapon Focus (Knife) the next day for a situation that demands stealth, and Weapon Focus (HK PSG-1) after that for a mission that requires long range marksmanship.

*Add Climb, Hide and Move Silently to the skill list

*Add Weapon Focus to the Bonus Feat list

Martial Artist
:

*Add Combat Expertise and Improved Disarm to the Bonus Feat list

Gunslinger:

*Change the Hit Dice to d8

*Change the BAB to +10 (full)

*Change the Defense Progression from +5 to +7 (2, 2, 3, 3, 4, 5, 5, 6, 6, 7)

*Bullseye is now usable 1/2 class levels per day with any weapon

*Add Hide to the skill list

Daredevil:

*Change the BAB to +7 (medium)

*Adrenaline boost is now usable class level times per day

*Damage Threshold improves by +6

---

Feats

Sidewinder

You are adept at bobbing and weaving to avoid incoming projectiles.

Benefit: The character gains a +1 dodge bonus to Defense against ranged attacks.

---

Supreme Stealth

You are capable of moving quickly and remaining unnoticed

Prerequisite: Dexterity 15, Hide 13 ranks, Move Silently 13 ranks, Stealthy

Benefit. You can move up to your full speed without the -5 penalty on any Hide or Move Silently check. You receive only a -10 penalty on Hide and Move Silently checks while running or charging (instead of the normal -20 penalty)

---

Opportunity Dodge

You are skilled at attacking assailants that fail to hit you.

Prerequisite: Dexterity 15, Dodge, Tumble 4 ranks

Benefit: If an opponent that you have selected with the Dodge feat misses you on a melee attack, you may Tumble away and gain an additional ranged attack against that opponent in your next round.

---

Knife Fighting


You are truly adept with a knife in combat.

Prerequisite: Base Attack Bonus +2, Simple Weapons Proficiency, Weapon Focus (Knife)

Benefit: You treat the damage you deal with a knife as if it were one size category larger (i.e., 1d4 to 1d6)

---

Knife Mastery

You know how to hit where it hurts when using a knife.

Prerequisite: Base Attack Bonus +4, Knife Fighting, Simple Weapons Proficiency, Weapon Focus (knife).

Benefit: You deal an additional +2 to damage when using a knife in combat.


#2093

joshy676

Nov 13, 2007 20:49:14
Looks like we've got a game.
#2094

spyros_baldr

Nov 14, 2007 21:19:13
I finished my character (stats and concept art); what shall I do now?
#2095

Ragitsu

Nov 14, 2007 21:36:09
Submit it via PM so I can check it out. Also, did you come up with a backstory/history?
#2096

spyros_baldr

Nov 15, 2007 1:01:49
Yes'm. I sent it along with the stats. I'll send the picture after I photobucket it tomorrow.
#2097

Ragitsu

Nov 15, 2007 1:37:57
I replied. I also made an addendum to the creation rules in regards to Action Points.
#2098

schadelwanderer

Nov 17, 2007 12:30:53
submitted a character via pm

msn is: [email]matt_the_bassist@hotmail.com[/email]

in case anyone needs to talk to me
#2099

Urban_Sniper_02

Nov 18, 2007 10:20:57
Not only a bump, but I'm surprised to see quite a few posts here I've not read. (darn email notices must've got screwed up...) Good luck on the game!
#2100

joshy676

Nov 18, 2007 11:46:52
Well, thank you Sniper.
#2101

Ragitsu

Nov 18, 2007 20:48:08
Martial Artist levels? I'm getting bad memories of the first movie...

---
My first time with Resident Evil actually came four years after it's release, and I didn't play this version of the game per sé...

In 2001, at my high school, a friend of mine spoke the name a few times, and of course, my adolescent mind conjured up "cool" in response. I went seeking stores for the game, but mostly found "Resident Evil: Director's Cut" Deciding that I wanted to play the game badly enough, I bought the game.

After getting back home 8 PM or so at night, I opened the lid of my Playstation, tore off the shrink wrap and popped in the CD.

What I encountered next was a sort of dark "forbidden pleasure" as most kids my age understandably had to play these 'gory' games away from the eyes of their parents or with parents that were lax in their restrictions. The removal of a zombie's head, the satisfying blast of a shotgun, the adrenaline surge trying to run away from those hellish hounds that broke in from the outside....it all intermingled into the most satisfying PSX game experience that was never outshadowed by other games of the era, from Final Fantasy 7, Final Fantasy 8 or even the close contender Dino Crisis.

The funniest part came a short while after my playing Resident Evil, hearing the MP3 that combined various voice clips of the game into some bizarre orgy.

So, please do share in detail how you came to know of this wonderful series of games!
#2102

joshy676

Nov 18, 2007 22:07:01
Ah, the memories...

I was only 6 when the original survival horror classic came out. My older brother (who was 11 at the time) went with my stepfather to pick up a new game for our fresh new Sony Playstation, and the cool front cover was what sold it. Of course, with a name like "Resident Evil", it's hard to not imagine it as something cool when you're six.

I played it a couple times when no one was home (and I thought I was a good gamer in my own right for my age! :D How wrong I was). I'd always end up dead for some reason in the Cerberus hallway.

Flash forward 2 years to RE 2. I grew up on it (having rented it and accidentally forgotten to return disc 2, Claire's disc, with the rest of it). My first completion took me over 6 painstaking, mind-wracking hours.

Well, that's my first experience.
#2103

spyros_baldr

Nov 23, 2007 20:17:51
I was as young as Josh was (being that we're twins and all) when RE came into my life. And up until about a couple months ago, I held that the absolute HARDEST RE game was Resident Evil 1.

But now that I've beaten it (and it doesn't scare the excrimate out of me) I'll motion that REC is the hardest RE game (and nobody better give me any bullcrap about RE4 being hard. RE4 is about the easiest Resident Evil there is, hands down.)
#2104

Ragitsu

Nov 23, 2007 22:12:11
Still awaiting two more players.
#2105

razal_dazzle

Nov 26, 2007 5:40:38
Is the PDF available yet?
#2106

Ragitsu

Nov 26, 2007 23:00:13
Nope - it still has a lot of clean-up and revision to go through.
#2107

deathwing

Nov 28, 2007 20:38:17
hello i want to run a resident evil game but the rule I got from the extension on the net suck so i was thinking, to best represent the game I would change the Hp rules.To give the amount of hit points every player have, I though of this:Constitution x 3 (only for heroic character for the monster its another thing I have to work on) if someone already did this please tell me.
#2108

Urban_Sniper_02

Nov 29, 2007 8:58:27
As far as I know, player HP is going by standard d20 Modern rules, while monster HP is different based upon the monster type.
#2109

joshy676

Nov 29, 2007 17:45:16
I wasn't aware that the monsters had any different rules for HP; I just thought that most of them have DR to make damage dealing more difficult. For instance, a T-Zombie has 2d12+5 HD (average of 21 HP), but a DR rating of 3/--. Your average handgun (if not using the ammunition rules change that Ragitsu has kindly found for us) does 2d6 (average of 7) damage. It can take as many as 6 shots to down the monster, if not more. Some shots won't do anything at all.
#2110

Urban_Sniper_02

Nov 29, 2007 18:22:22
I was referring to d12s for "undead" types and d10s for mutation types when I was talking about it being different based on monster type, nothing too different, though perhaps worded a little oddly.
#2111

joshy676

Nov 29, 2007 18:36:21
I thought that "undead" type monsters had d12 in the CRB. Must be me expressing my ignorance again. :embarrass
#2112

Dracomortis

Nov 29, 2007 19:06:44
I thought that "undead" type monsters had d12 in the CRB. Must be me expressing my ignorance again. :embarrass

No, you're correct; however, the rules have been tweaked in some places to account for differences between Resident Evil creatures and standard undead creatures - such as the T-zombie's ability to be "critically hit" by shooting it in the brain.
#2113

joshy676

Nov 29, 2007 19:47:33
Ah, yes. My favorite T-Zombie ruling. :D
#2114

Ragitsu

Nov 29, 2007 20:38:24
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/ResidentEvil0-Zombie.png)

I like the d10 HD better, and with DR, it's a good fit.
#2115

joshy676

Nov 29, 2007 21:03:12
That's the one that Merc made first, is it not? I've got a feeling that you can scare the bejeezus out of people by mixing some 2d12 T-Zombies in with the 1d10 ones.
#2116

Ragitsu

Nov 29, 2007 21:07:25
I don't see why - the naked zombie variation is harder to kill, as are the fat zombies and of course, Crimson Heads.

Children zombies...now that's scary.
#2117

Urban_Sniper_02

Nov 29, 2007 21:15:12
I thought that "undead" type monsters had d12 in the CRB. Must be me expressing my ignorance again. :embarrass

Well, going by the monsters we made out a while back, seems like ages ago, lol, the 'undead' monsters, like zombies, cerberus, and other animals, were using d12s since they lacked a constitution. The mutations, like the plants and enlarged insects, used d10s since they were living. If there was a decision to give the zombies d10s, I must've missed it a while back. If so, my bad.
#2118

joshy676

Nov 29, 2007 21:15:16
I suppose you're right...

Children zombies...now that's scary.

Y'know, I said something very similar to that sentiment 10 pages ago, and even tried making a stat-block for a child zombie. It didn't do too well.
#2119

Ragitsu

Nov 29, 2007 21:19:04
Cerberus has no Constitution? Anyhow, the one advantage children zombies have is being harder to hit, right? Otherwise they would have less life.

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/guessthefilm.jpg)

Check on Minika
#2120

deathwing

Nov 30, 2007 14:26:26
as far as i know you dont get more hp in the game except in RE4 with the yellow herbs
and if you stick with the standart hp rule you can survive more than one or two claw strike of the tyrant which is impossible unless you heal yourself
#2121

Ragitsu

Nov 30, 2007 18:49:20
I think you're taking this a little too seriously. Play with what rules you want, but we aren't seeking to emulate Resident Evil 100% - because if we did, there would be inventory "slots" and no Jump skill.

Besides which, there is Massive Damage and if that isn't scary enough, the threat of infection is.
#2122

deathwing

Nov 30, 2007 21:39:44
maybe your are right now that you put it that way Ill check my thing again thx

Ho! I almost forgot I wanted to ask about some thing. I want to do my game in the end of the world theme, but I dont know what the player should encounter most so the game should not be boring Zombie or BOW. (Dont have a lot of experience in being DM)
#2123

Ragitsu

Dec 01, 2007 0:00:05
You could have them wander through individual cities, then stretches of wilderness - even throw in water travel if you think they can handle it.

That's a bit vague - i'll expand on my ideas later.
#2124

omegahero

Dec 04, 2007 22:11:14
Did anyone ever do zombie versions of the main characters of Resident Evil, in case they wanted to do an alternate universe where S.T.A.R.S. failed to escape the mansion, and so there was far less readiness to deal with the oncoming zombie horde. Someone made a mod for the PC version of Resident Evil 2 with this in mind, though I can't remember what it was called at the moment. If I get a chance, I'll post the link to the YouTube vid that showed it.
#2125

lezard_valeth

Dec 06, 2007 11:48:42
hey, do you guys have anytinhg for the re 4 stuff? like a las plagas template, or stats for the boss type creatures like the regenerator and El gigontate.?
#2126

joshy676

Dec 06, 2007 20:59:14
Try the wiki, my good man.
#2127

lezard_valeth

Dec 07, 2007 11:18:16
thank you

oh, and just one thing, it doesnt include the info from seperate ways, as it reveals a lot about the master plaga and the weakness of the creatures.

note: i have added a bit on that now in the las plagas template. but im not the main writer of that work, so i only changed it a small amount.
another note: they have las plagas, but no RE4 make of leon, who now abvously has evade and a few levels in smart, since he "reconizes" the weak points on boss (the mini-cut scenes) and apereantly also knows how to mix herbs without any sort of kit.

they need to make one for that. fast/smart/ "government agent"

final note: wow, they are very incomplete. albert doesn't even have his g-virus speed enhancements.
#2128

Ragitsu

Dec 07, 2007 23:08:18
I'd contribute more, but 4 Resident Evil isn't my favorite game...;)
#2129

lezard_valeth

Dec 10, 2007 11:42:19
I'd contribute more, but 4 Resident Evil isn't my favorite game...;)

why dont you like it? do you not like the direction they took it in, or something else?

I thought it is a great game for what it was.

or are you just saying that you like D20 more?
#2130

andferne

Dec 10, 2007 14:07:05
Have yall made rules for any called shots yet? Like if someone wants to try to one shot the zombie in the head insted of pumpiing it full of lead.


What I did when I ran my short RE type game was had called shots take a full round action and you have a -4Atk penalty. Then depending on what your aiming for is if there would be more adjustments. Arm/Leg (targets defense is +2), Head/Groin (targets defense is +4), Eye/Mouth/Ear (targets defense is +8).
#2131

joshy676

Dec 10, 2007 17:06:45
Have yall made rules for any called shots yet? Like if someone wants to try to one shot the zombie in the head insted of pumpiing it full of lead.


What I did when I ran my short RE type game was had called shots take a full round action and you have a -4Atk penalty. Then depending on what your aiming for is if there would be more adjustments. Arm/Leg (targets defense is +2), Head/Groin (targets defense is +4), Eye/Mouth/Ear (targets defense is +8).

Sounds pretty similar to what we've got. Check out the index for what has been contributed.
#2132

Ragitsu

Dec 10, 2007 18:51:23
why dont you like it? do you not like the direction they took it in, or something else?

I thought it is a great game for what it was.

or are you just saying that you like D20 more?

It's a decent action game, but terrible Resident Evil. As for liking d20 more...I wouldn't say that. There are times when I just want to blast zombies, but to craft a unique experience, of course i'll use this system to set up encounters.
#2133

andferne

Dec 10, 2007 22:33:18
Wow that is pretty impressive. I wish I could get my players to be more interested in a D20 RE game, but they didnt take too well to the D20 horror I tried, and our Marvel Hero campaign was ok. I think I had more fun comeing up with statistics then they did playing in it lol.


My group of players seem to be pure d&d hack and slash. Maybe after we are done I can get them to give D20 modern another shot useing the RE feel. Seems the main roadblock is my friends wife. She's very jealous over RE since her hubby has the hots for Milna(Alice from the movies). I've told her that she woldnt even be in it but the movies are the extent to her and his knowledge of RE. So only myself and my brother would really know whats going on.
#2134

joshy676

Dec 10, 2007 22:48:34
Wow that is pretty impressive. I wish I could get my players to be more interested in a D20 RE game, but they didnt take too well to the D20 horror I tried, and our Marvel Hero campaign was ok. I think I had more fun comeing up with statistics then they did playing in it lol.


My group of players seem to be pure d&d hack and slash. Maybe after we are done I can get them to give D20 modern another shot useing the RE feel. Seems the main roadblock is my friends wife. She's very jealous over RE since her hubby has the hots for Milna(Alice from the movies). I've told her that she woldnt even be in it but the movies are the extent to her and his knowledge of RE. So only myself and my brother would really know whats going on.

There's nothing that says that they have to know it's RE. Nothing works for an interesting plot quite like one that is deceptive about its focal point (in this case, a game that doesn't sound like RE at first really is RE). All it takes is some liberally applied generalities and broad descriptions of everything at the beginning of the game. Eventually the smokescreen will fall once it's apparent they're fighting viral monsters and that their being there was a setup but they'll be too busy having fun to object.
#2135

Ragitsu

Dec 10, 2007 22:51:50
Yeah, just tell them that they're going on a camping trip...
#2136

andferne

Dec 11, 2007 0:51:14
Ok not to pick your brains or anything, but how would yall think be a good way to start a campaign for them. Heres a brief rundown of each of them and what they typically are like. They are all over 26 (as I am 26 and the youngest out of us)


Brother; He is usually always the damage dealer, the tank/fighter, front line kind of guy. In the D20 modern stuff we have played with he has been anything from a Soldier, to Transporter/car type person.

Friend; Ranged specialist, plays rangers/archers, the one d20modern he has done was a soldier. He loves Bourne, and the show 24. Outdoors guy/ex military. Turns into a baby/pouter if anything ever goes wrong for his characters

Friends wife; She tends to be wizard/sorcerer, and in the one d20modern she did she was a smart/hacker. Really not the hands on type of person or player, and she is stll relativly new to the whole gameing thing. Jealous, decitful, and not a trusting peson, suspects everyone for everything.









For the most part I think there isnt ahate for D20modern or anything like that, its jut they are used to D&D/fantasy and being able to hack and slash kill everything (orcs, dragons, goblins, demons etc).
I think with a RE game they would still be able to kill most the stuff they encountered (if they could lol) but my hardest part would be to keep them in the contained area.

The d20 game we had when they first got mugged the couple was already saying comments like ok lets just its time to go home and etc type stuff. The RolePlay part majority of the times is thrown out the window and its purely a RollPlay type campaign going on, but then they dont like to roll when they think they shouldnt have to. (gets kinda difficult to exsplain)

I think a camping type scenerio might work as an opening as its sometihng i can totally see any 3 of them doing.
#2137

Ragitsu

Dec 11, 2007 2:08:02
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Anightinthewoods.jpg)

First off, you'll want to get them together, so starting them out in a car on the road to the campsite or forest is a nice way to begin the trip.

Next is gear...i'm unsure if you want to use the Wealth rules to start. If I did things, it would be best to have them make the level 1 Wealth check, but toss them a freebie or two (such as the car, some recreational equipment, a hunting rifle/service weapon perhaps)

The trip there should be moody, and very atmospheric - use rain or snow. Also, throw in some Drive checks (be it a slick or icy patch) that, even if failed, aren't lethal. They won't know it, but the description of the botched roll will still give them cause for concern.

Once they arrive, the characters should start talking to eachother if they haven't before. This is where you can spring the encounter on them. A scream from nearby will lead the characters over to another area for tents that appears empty...except for one that was torn into. Investigating the tearmarks reveals that they were ripped with what looks like teeth.

Put a river or hill in there that the characters have to navigate and traverse to reach the trail leading away. The formerly mentioned environmental factors enhance the theme of isolation. Don't be afraid to sprinkle in some concealment and cover (coincidentally, if they haven't before, they'll appreciate Listen and Spot now)

At some point, you ambush them with a Cerberus or two (lower their stats if the characters are level 1). If they survive and manage to make it back, you can have the people that were attacked be zombies that wandered over to where they originally came from. They can either attack from a distance and wear them down / lead them away, or attempt to head for the car right away and escape.
#2138

lezard_valeth

Dec 11, 2007 8:09:48
It's a decent action game, but terrible Resident Evil. As for liking d20 more...I wouldn't say that. There are times when I just want to blast zombies, but to craft a unique experience, of course i'll use this system to set up encounters.

oh, you didnt like the detour from the normal resident evil stuff, i understand that.
it felt like it was more setting up the next game than continuing the actual story.
i saw it as wesker looking for a way to a) increase his physical power and b) find a way to control the mindless zombie horde his viruses make, since normaly he can't.

you have to remember, it was a new guy takeing the lead for the game's development.

but i think they went back to zombies for the next game (RE5), but as far as i have heard, the zombies are now faster and "smarter" or somthing. if I'm wrong please correct me, but it does seem to make it connect.

why are the levels so low for the returing heros though? you would think that leon starting at 6 would mean he would be close to or at level 10 after six years, all spent on government missions and training
(if i am again wrong on the level, sorry, but six years is a good amount of time to level up in, even in a modern setting.)

also just to say, leon's levels dont make sense to me, can you explain how you came to choose the class mix you used, as i would have made him very different, at least in class. if you would like to know what levels i would have used, just tell me to post it and i will.

edit: crap i was wrong the levels for leon, but i still dont see M. arts. kinfe fighting sure, but that isnt realy a good reason for it, i mean fast hero easly can cover evade stuff.
#2139

Ragitsu

Dec 11, 2007 14:20:32
I'm guessing most of the character builds past Resident Evil 3 put them at around level 10 (such as Chris and Leon), but represents them at the beginning of their respective games. It's not a stretch to say they gained 3-5 levels over the course of their adventures.
#2140

lezard_valeth

Dec 12, 2007 6:13:06
I'm guessing most of the character builds past Resident Evil 3 put them at around level 10 (such as Chris and Leon), but represents them at the beginning of their respective games. It's not a stretch to say they gained 3-5 levels over the course of their adventures.

"smacks head" sorry forgot about that, still dont see reason for M. arts though,

quote from seperate ways (Ada's report) " nearly a genius, Leon's got brains and knows how to use them."

guess I'm a bit shortsighted.

if you need help on anything from RE4, just ask and i will see what i can do.

I have more than enough money and health items to check the relitive strength of attacks:D

sorry if my tone before seemed naggy, if it didn't ok, but thats how it felt to me when I reread my post.
#2141

Ragitsu

Dec 12, 2007 22:48:58
You don't? How else does he kick the monsters back and do all his fancy melee moves? Brawl? Don't think so...

I agree with a dash of Martial Artist for him...full BAB, good defense and movement skills.

Edit -> Also, some of the early builds were done without much thought towards the rules. I would go over them myself to make sure they are decent representations.

---

In general though, I dislike the idea of having the class available in my RE campaigns, because it detracts from the survival horror aspect. I also house-ruled that Pistol Whip and Rifle Butt are always considered improvised weapons (so the characters will more likely rely on knives)

The only way to scare a Strong Hero 3 / Martial Artist 1 is generally to mob them, because 1 on 1, even against a Crimson Head, they do very well.
#2142

joshy676

Dec 12, 2007 23:44:59
What good are Martial Arts going to do against the Tyrant? It might be "Go Time" against a Crimson Head, but I doubt any of those unarmed blows are going to get through the big guy's DR.
#2143

Ragitsu

Dec 12, 2007 23:48:46
They have good DR, but their Defense should be crap. Power Attack can mitigate most of that.

Too bad fists can't be Mastercraft. Oh well, there's always decent Strength, Melee Smash, Weapon Specialization, Flying Kick, Iron Fist and Living Weapon.
#2144

andferne

Dec 12, 2007 23:55:46
Just get yourself a really nice set of custom(mastercraft) knuckles :D
#2145

Ragitsu

Dec 13, 2007 13:36:59
For those that played and beat Resident Evil 0...

There was a room with a chess puzzle that doubled as a trap that spewed poison gas if you got the solution wrong. Should I base that off of an existing poison in the Core Rulebook, or design a new one?
#2146

joshy676

Dec 13, 2007 15:40:47
For those that played and beat Resident Evil 0...

There was a room with a chess puzzle that doubled as a trap that spewed poison gas if you got the solution wrong. Should I base that off of an existing poison in the Core Rulebook, or design a new one?

That depends. What are the effects of the poison (did not play very much of RE
#2147

Ragitsu

Dec 13, 2007 15:51:33
Death, if you stay long enough.
#2148

annoyinglizardvoice

Dec 15, 2007 12:57:18
The poster who started this thread said there was a CoC suppliment for Resi stuff. Was this online only or is there a book of it?
#2149

Urban_Sniper_02

Dec 15, 2007 16:09:23
The poster who started this thread said there was a CoC suppliment for Resi stuff. Was this online only or is there a book of it?

It was online only, from the yog-sothoth.com website. In fact, it's right here.
#2150

Ragitsu

Dec 15, 2007 16:58:38
*cricket chirp*
#2151

joshy676

Dec 15, 2007 20:13:35
Sorry I've been so silent! I've been spending time doing a Perform (Percussion Instruments) check in front of an audience of about 600 people (easy to please, so it was a DC of 5, perhaps 10) and then spent time with a friend and her family.

Anyway, I also got a hold of an emulated version of the REmake, but I've been spending time trying to get the damn thing to work. I hate how the game is all disassembled and that I have to build it, but at least I get to play it in the end, right?
#2152

merkrath

Dec 17, 2007 3:20:27
Wow...72 pages...I've gotta say that was quite the entertaining read, but I read every bit. Stayed up late more than a few nights this week

I've gotta say, I'm very impressed with all of you, and the work that you have been doing. I've always loved the idea of a RE D20 game, I even ran one on my own a few years ago, before I even saw your thread. I can't wait to see the work that you keep churning out, if we can keep the thread going. I wish more people were so excited about such a fun idea, alas, I've always been a zombie junkie. Its hard to get normal people so excited about brains and blood.

I would love to play in a game like this, but I'm usually the DM for my normal group. I just started running a RE game tonight in fact, and thought it went rather well. It was just a 1-shot with pre-made characters used to introduce the story to the players in a metagame aspect. It was one of those "Beginning of the movie, nothing to do with the main plot" kinds of things. Everyone had a blast though. I can't wait for the game to advance so I can start adding in things that you've all worked on.

Ah the good times ahead.
#2153

joshy676

Dec 17, 2007 7:09:20
Wow...72 pages...I've gotta say that was quite the entertaining read, but I read every bit. Stayed up late more than a few nights this week

I've gotta say, I'm very impressed with all of you, and the work that you have been doing. I've always loved the idea of a RE D20 game, I even ran one on my own a few years ago, before I even saw your thread. I can't wait to see the work that you keep churning out, if we can keep the thread going. I wish more people were so excited about such a fun idea, alas, I've always been a zombie junkie. Its hard to get normal people so excited about brains and blood.

I would love to play in a game like this, but I'm usually the DM for my normal group. I just started running a RE game tonight in fact, and thought it went rather well. It was just a 1-shot with pre-made characters used to introduce the story to the players in a metagame aspect. It was one of those "Beginning of the movie, nothing to do with the main plot" kinds of things. Everyone had a blast though. I can't wait for the game to advance so I can start adding in things that you've all worked on.

Ah the good times ahead.

Man, I love hearing this. It makes me feel good inside to have contributed to something that someone thought was awesome. And I think that's a really great reward.

Having said that, have you considered hitting your players with some of our homebrewed enemies, such as a Second Stage Cerberus or one of our Hunter variants? They'll never see it coming.
#2154

Ragitsu

Dec 17, 2007 9:41:21
Some people have zero GMing potential...you wonder why they even attempt to do so in the first place. :D

Anyhow, i'll post up the results of the first session soon enough.
#2155

merkrath

Dec 17, 2007 11:36:21
Having said that, have you considered hitting your players with some of our homebrewed enemies, such as a Second Stage Cerberus or one of our Hunter variants? They'll never see it coming.

I had wanted to, but they are starting off at a low level, so I'm going to wait a little bit. Lull them into a false sense of security with the familiar, because I know they are all thinking, "I've played all the RE games, I know everything that he can throw at us!". They'll never expect something different, can't wait to see what kind of impact it will have. I've got the day tomorrow off, so I hope to work on next weeks game a good part of the day. If I have any brilliant ideas (probably not) I'll post em up. Not sure how much I can add, you've all thought everything out pretty well.

Random note, I woke up this morning to a text saying last nights game was f***ing awesome, so I guess I did well
#2156

Urban_Sniper_02

Jan 06, 2008 18:22:52
Happy belated new year!

And for kicks...
#2157

joshy676

Jan 07, 2008 7:13:25
And a happy belated one from me as well. :D

I'm sorry I've done nothing for REd20 for the last two weeks. My school's final exams were coupled with an addiction to City of Heroes.

Actually, I think I'm still addicted to City of Heroes, but the exams are over. But school's starting again today...

Why can't I ever get out of things to just sit around and play games all day anymore?
#2158

omegahero

Jan 30, 2008 1:26:00
And a happy belated one from me as well. :D

I'm sorry I've done nothing for REd20 for the last two weeks. My school's final exams were coupled with an addiction to City of Heroes.

Actually, I think I'm still addicted to City of Heroes, but the exams are over. But school's starting again today...

Why can't I ever get out of things to just sit around and play games all day anymore?

Because there are things called 'responsibilities' that we all have to take care of to be a functioning member of society, and people don't like it when all you do is sit on your duff and play games, because they get jealous and try to stop you, so you can experience their pain, and then you have to give up your.... Wait... Sorry... Rumbling....
#2159

the_merciless_dm

Jan 30, 2008 23:38:29
And here I thought that this would roll over and die... I kindoff wish it did; and another part of me in secrete did not want it to.
CAN anyone explain to me why I'm a green gooie brain in a jar! I hate change! (gleemax I'm looking at you)

Anyways I have been working off the boards on the REd20 cuz well honestly a lot of people in the past irritated me, down right p*ss*d me off. So I shall be reading up and catching up on the new guys doings and I'll be posting stuff up so. I'm alive.

Joshy, Urban; love to see you guys here.
Ragitsu, props for being on the ball on so many things. ;)
#2160

Urban_Sniper_02

Jan 31, 2008 9:18:52
I'm still kicking, too, lol. In fact, I might be running another RE game here in a bit. My Gundam game has pretty much ended (same player/GM that has caused all my previous RP headaches, as usual. That was his last chance, never again!). Had some thoughts about doing a Saga-edition Star Wars, but a couple of the guys had an interest in RE (a few hours playing Dead Rising will do that to ya, I suppose).
#2161

the_merciless_dm

Jan 31, 2008 18:18:18
I got rid of a disruptive player rescently too. No RE games in the for front, instead I've ran a lot of D&D games with my classic group. Discussions of 4E has broken out and ended sessions early. Wizards is going too far with the changes in D&D and I hope none of that crosses over to Modern d20. Now I expect Saga style stuff for Moden d20. I would love additional Talent trees like those seen in Saga. I mean a Sneak Attack type tree for Fast might be good. It would help aslo to make more "thug" archtype characters (I respetively talk about NPC's).
WoW has taken up a lot of my time once again, but that is not why I went MIA.
Instead Graduate school kills, and well the people here made me loose interest.
#2162

joshy676

Jan 31, 2008 23:51:23
I'm not dead, either; my hard drive's down again. u.u;

I'm really hoping I don't have to buy another one yet again. If I don't, then:

Partition formatting for the win! but...

Taking more than 3 days to store all my files I want to keep on the Internetz for the loss. This would be a lot simpler if I just had another drive to store this junk on.

In any case, I plan on unleashing something awesome as soon as my computer's back up (barring my addiction to City of Heroes). Something along the lines of Luis Sera from RE4.
#2163

the_merciless_dm

Feb 01, 2008 15:59:51
Okay so guys have you kept working on the REd20 Group in the Yahoo groups page?

For those whom remember, there once was a very long issue with the BOW traits. I have spent time revising materials so to make things simpler I designed the following fix (Sorry guys you might need to adjust your stats slightly to accomodate the change):

B.O.W. (Bio Organic Weapon) Type:

A Bio Organic Weapon (B.O.W.) has bizarre or highly mutated anatomy, strange abilities and a primal mindset. Uniquely this Type of creature may be divided into two subcategories: Undead and Mutation. Both categories share the following traits:

- B.O.W.s use 12-sided Hit Dice.
- Base Attack Bonus equal to its total Hit Dice.
- Good Fort Saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die.
- Racial +4 to Grapple.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects (including death from "Massive Damage Thresh Hold").
- Can be subject to critical hits.
- Cannot heal damage on its own, although it can be healed.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
- Unless otherwise noted B.O.W.s do not breathe, eat, or sleep.


*Note: The core difference between Undead and Mutant B.O.W.s lies in the presence of a Constitution Modifier.

If you look closely, you will notice that Mutant B.O.W.s no longer posses a d10 Hit die, but to globalize all B.O.W.s use a d12.
That is the only change I made.
#2164

Urban_Sniper_02

Feb 01, 2008 20:04:46
I've not added anything new for quite some time, though with the renewed interest in a possible RE game around here, some new stuff is certainly possible. I also ordered the Outbreak 2 strat guide (got one for Dead Rising, too), so I might be doing some new maps in the somewhat near future. Unless there's been any updates into stating out the areas (didn't see any changes on the wiki pages), I may take a shot at that as well.
#2165

joshy676

Feb 04, 2008 22:17:02
I have resuscitated my computer once again! While I wait for my d20 toolkit to beam down to me from the Internetz, I'm going to post what I'd like to do for REd20Modern: some more RE4-related goodies (such as Luis, the PRL-412 Plaga Removal Laser, Salazar, and some others), the Bandersnatch (RE:CV/CVX), and I'd like to assist anyone willing to run a play-by-post REd20M game.
#2166

drowbattlemind

Feb 08, 2008 21:22:15
Two years ago, we did a RE D20 game, it came out pretty well, especially with a few rules we picked up from the D20 Modern conversion appendix in the back of All Flesh Must Be Eaten. Considering the vulnerability of RE zombies to head-shots and decapitation, it worked well for us.

Called Shots Table

Head: -4 to attack roll. Successful hit results in a Critical Hit threat, regardless of actual roll.
Neck: -5 to hit. Successful hit results in a Critical Hit threat, regardless of actual roll.
Arms/Legs: -2 to hit. If the attack does one third (1/3) of the target's total HP in one shot, the zombie must make a Fort. Save at DC 10 or the limb is lost. (Against humans, this result is crippling, not severing, but zombies are less resilient.) Each additional hit imposes an additional 5 point penalty to the DC (15, 20, 25, etc.)
Hand/Wrist/Foot/Ankle: -4 to hit. As above, but the severance threshold is one quarter, not one third, of the target's total HP. The DC follows as above.
#2167

andferne

Feb 11, 2008 1:01:59
Hi everyone I would like to once again comment on the great job yall have done here. I am about to run a RPG at a site called comicvine dealing with Resident Evil and would like to pick your brains.

It is late so I will dig through this thread to see what all I can find tommarow when I get on, but was wondering if someone could give me a basic rundown of the major type creatures. (zombie, dogs, nemesis etc) and maybe a couple of thier powers and weakness's.

If not I will see what I find and ask more specific questions later. The site and rpg will have nothing to do with dice, but will all be written out. I have not started it yet and plan to get things in order first.

Does anyone have any ideas/plots that would be great to set this up for? I will call it Resident Vine. Any suggestions and tips are greatly appreciated thank you.
#2168

gardag

Feb 11, 2008 19:26:59
Nemesis
Large Abberation (5;10) (CR 20-24)
Ability Scores: Strength 20, Dexterity 18, Constitution 18, 12 Intelligence, 14 Wisdom, 10 Charisma
Hit dice: 16D8+64 (136 hitpoints)
Base Attack and Grapple: +12, Grapple +21
Saving Throws: Fortitude +9, Reflex +9, Will +12
Defense: 29 (8 Natural, 8 Steel Reinforced and Grafted Trench Coat, 4 dexterity, -1 size)
Pertinent Skills: Spot +21, Listen +21, Jump +46 standing, 52 after 20 feet.
Attacks: Unique Rocket Launcher (See weaponry below) +16,+11,+6, Unique Gatling Gun 4d12, +18,+13,+8, Slam 2d10+7;+17,+12,+7
Feats: Personal Firearms, Advanced Firearms, Burst Fire, Exotic Firearms: Machine Guns, Exotic Firearms: Rocket Launchers
Speed: 60 feet. (12 squares)
Special Qualities:

Damage Reduction 3/-
Immune to Mind affecting
Immune to Paralysis via electricity (damage is dealt normally)
Immune to Acid
Immune to fall damage
Racial +20 to Jump

QUOTE]

Why is Nemesis CR 20 to 24 (is he more powerful than the D&D Tarrasque)?
CR 8-12 is enough for Nemesis

Why is he inmmune to acid?
Acid clearly damages all kinds of tyrants specially Nemesis in RE3

I hope you can answer this.
#2169

Urban_Sniper_02

Feb 11, 2008 19:50:26
Why is Nemesis CR 20 to 24 (is he more powerful than the D&D Tarrasque)?
CR 8-12 is enough for Nemesis

Why is he inmmune to acid?
Acid clearly damages all kinds of tyrants specially Nemesis in RE3

I hope you can answer this.

That version of nemesis is ancient. Here's the current revised version: http://forums.gleemax.com/showpost.php?p=12970701&postcount=1930
#2170

paladin15132

Feb 18, 2008 16:20:01
Has anyone done a full up pdf or something so that one wouldn't have to go through 74 pages of the napkins scratched on? This looks like great stuff, but I know if I go through it I wont ever find everything
#2171

Urban_Sniper_02

Feb 18, 2008 16:23:00
Has anyone done a full up pdf or something so that one wouldn't have to go through 74 pages of the napkins scratched on? This looks like great stuff, but I know if I go through it I wont ever find everything

As far as I know, there's no pdf yet, but to prevent you from having to look through all the pages, try the wiki: http://scratchpad.wikia.com/wiki/Category:D20_Resident_Evil
#2172

paladin15132

Feb 18, 2008 16:25:08
Has anyone done a full up pdf or something so that one wouldn't have to go through 74 pages of the napkins scratched on? This looks like great stuff, but I know if I go through it I wont ever find everything
#2173

Urban_Sniper_02

Feb 18, 2008 17:38:29
Has anyone done a full up pdf or something so that one wouldn't have to go through 74 pages of the napkins scratched on? This looks like great stuff, but I know if I go through it I wont ever find everything

I'm really hoping you just missed my previous reply to this exact same message informing you about the wiki and didn't post the same exact thing just because you didn' t like the answer I gave...
#2174

joshy676

Feb 18, 2008 19:55:37
Thanks for plugging the Wiki, Sniper. I think everyone's forgotten about it, and with no statistical updates right now, there haven't been any updates in a while.
#2175

paladin15132

Feb 19, 2008 17:19:05
Nope, I hadn't posted in awhile and just was curious if there was something a little easily downloaded, no need for the gruff response. Sorry for that though.
#2176

the_merciless_dm

Feb 19, 2008 19:47:55
There is also the RE group in Yahoo. Which has the most upto date stuff that has been done for this project.
#2177

joshy676

Mar 02, 2008 10:46:15
Stupid question to ask, I know (and an early warning -- it's RE4 related), but...

Would Luis Sera have Hero levels? I don't think an ordinary would have lasted half as long as Luis did, but I've thought wrong before.
#2178

Urban_Sniper_02

Mar 02, 2008 16:54:21
Stupid question to ask, I know (and an early warning -- it's RE4 related), but...

Would Luis Sera have Hero levels? I don't think an ordinary would have lasted half as long as Luis did, but I've thought wrong before.

I'd give him hero levels for sure. He's probably level 4 or lower, but deffinately with heroic classes. Ashley puts me more in mind of an ordinary (or a member of the (as far as I know) unmade 'Victim' class :P ).
#2179

joshy676

Mar 03, 2008 7:10:19
I'd give him hero levels for sure. He's probably level 4 or lower, but deffinately with heroic classes. Ashley puts me more in mind of an ordinary (or a member of the (as far as I know) unmade 'Victim' class :P ).

Hehe. Victim. :D

Give Brad Vickers and Dario from RE3 some levels in Victim and we're good for a campaign!
#2180

dead1ock

Mar 17, 2008 13:10:57
#2181

joshy676

Mar 31, 2008 22:36:26
Just a minute ago I had a great idea for a feat -- it's a really unbalancing feat, but it's a humorous one if nothing else. Without further ado:

Infinite Ammo
Infinite Ammo:
Either through some kind of magic, because an infinity symbol was sewn into an article of your clothing, or because you're just so damned awesome, you have the ability to just keep shooting. You feel that you need not ever reload again.
Prerequisites: Base Attack Bonus +4, Personal Firearms Proficiency, Reputation +3.
Benefit(s): Choose one ammunition caliber (such as 9mm, .45 ACP, etc.) or ammunition type (grenades, rockets, etc.). When making attacks with a firearm that uses this type of ammunition, you do not use any ammunition from the attack. This applies as well to bursts, double-tap, and full auto attacks. Further, when making such attacks, you treat the attacks as if you had enough ammunition to make the attack, whether you actually do or not.
Special: This feat may be taken several times. Each type, it applies to a new ammunition type or caliber. If you encounter special types of that ammunition type or caliber you have chosen (such as cold-loaded, tracer, WP, etc. rounds), whichever is loaded into your weapon at the time is "infinite". Furthermore, you must have at least one bullet in the gun (or if using a bow or crossbow, at least one arrow or bolt) for this feat to be in effect.
#2182

j0lt

Mar 31, 2008 23:00:09
I made the same item, more or less, but called it Snake's Headband of Infinite Ammo. :D
#2183

omegahero

Mar 31, 2008 23:55:42
I would put a lock on that feat that it can only be used in special situations. Having that kind of feat ALL the time really unbalance the game and therefor make it much less scary. We ARE going for SURVIVAL-horror, after all. It wouldn't be survival if you suddenly had infinite ammo for that M4A1 assault rifle or .357 magnum ALL the time. Wouldn't make things fair, especially to the other players if they had to constantly search for ammo while ONE player NEVER needed to worry about it.
#2184

Urban_Sniper_02

Apr 01, 2008 8:17:09
Just a minute ago I had a great idea for a feat -- it's a really unbalancing feat, but it's a humorous one if nothing else. Without further ado:

Infinite Ammo
Infinite Ammo:
Either through some kind of magic, because an infinity symbol was sewn into an article of your clothing, or because you're just so damned awesome, you have the ability to just keep shooting. You feel that you need not ever reload again.
Prerequisites: Base Attack Bonus +4, Personal Firearms Proficiency, Reputation +3.
Benefit(s): Choose one ammunition caliber (such as 9mm, .45 ACP, etc.) or ammunition type (grenades, rockets, etc.). When making attacks with a firearm that uses this type of ammunition, you do not use any ammunition from the attack. This applies as well to bursts, double-tap, and full auto attacks. Further, when making such attacks, you treat the attacks as if you had enough ammunition to make the attack, whether you actually do or not.
Special: This feat may be taken several times. Each type, it applies to a new ammunition type or caliber. If you encounter special types of that ammunition type or caliber you have chosen (such as cold-loaded, tracer, WP, etc. rounds), whichever is loaded into your weapon at the time is "infinite". Furthermore, you must have at least one bullet in the gun (or if using a bow or crossbow, at least one arrow or bolt) for this feat to be in effect.
#2185

joshy676

Apr 01, 2008 18:38:49
I would put a lock on that feat that it can only be used in special situations. Having that kind of feat ALL the time really unbalance the game and therefor make it much less scary. We ARE going for SURVIVAL-horror, after all. It wouldn't be survival if you suddenly had infinite ammo for that M4A1 assault rifle or .357 magnum ALL the time. Wouldn't make things fair, especially to the other players if they had to constantly search for ammo while ONE player NEVER needed to worry about it.

Hence why I said they're really unbalancing, and they really do mess up a game. However, I'm sure with a few more prerequisites it could be so balanced that no one would take it. :D

Just in time for April Fool's, right? :D

Yup. Cheers, peeps. :P
#2186

Ragitsu

Apr 12, 2008 3:31:19
Working on a RE campaign.
#2187

Urban_Sniper_02

Apr 12, 2008 8:08:35
For once I seem to have an abundance of ideas for games, either RE, Gundam or Star Wars, but saddly players are mostly MIA nowadays, a far cry from the last couple of years. Maybe I should start a PBP or something...

EDIT: I think it's time to install Sketch Up on the computer here at the office and do some maps between calls :D
#2188

Ragitsu

Apr 12, 2008 21:45:13
Now don't get me wrong but is it just me or do the d20 modern rules seem slightly inappropriate for Resident Evil?


Hell no
#2189

Ragitsu

Apr 14, 2008 3:07:43
Nevermind
#2190

collyer-san

Apr 14, 2008 12:30:52
How would you guys Suggest Merging this with anything else, like, for Example, Hellgate: London?

My Idea was to Use Raccoon City, Jump the RE2+3 Storyline Forward to 2020-ish, and Include the Demon Invasion in Some Way.
#2191

Ragitsu

Apr 14, 2008 13:03:20
Demons? That's getting outside of what makes Resident Evil, well, Resident Evil (for all it's crapiness, at least 4 Resident Evil stuck to science).

By the way, here's some Mood Music.
#2192

Urban_Sniper_02

Apr 14, 2008 16:48:59
I agree with Ragitsu on this one. I can't imagine trying to merge demons into the RE experience. It's always been about mutation and the science behind it, hardly religion and supernatural beings.

There is potential to use the RE rules and fitting demons into something else, perhaps the zombies as a precursor to a demonic evasion, but I'm staying away from a merging of genres.
#2193

collyer-san

Apr 14, 2008 17:02:50
The Way i Was going to do it was not as a Horror game. Rather, I was going to Use Hellgate: London Within Resident Evil's Universe.

In The Hellgate: London Video Game, The Demons use Zombies as the Lowest Level Troops, But in My game, One of the first Hellgate Portals to Open Would be in the Facility Underneath the RPD Building, Causing an Accident and Release of the Virus.

I Was planning to Set it Around 2020 in the Hellgate Story line, Effectivly Moving the Resident Evil story line Forward a Couple of Decades.
#2194

joshy676

Apr 15, 2008 0:54:20
How would you guys Suggest Merging this with anything else, like, for Example, Hellgate: London?

My Idea was to Use Raccoon City, Jump the RE2+3 Storyline Forward to 2020-ish, and Include the Demon Invasion in Some Way.

If you were to throw out Raccoon City as the backdrop, this scenario sounds an awful lot like Onimusha 3.
#2195

Ragitsu

Apr 15, 2008 1:07:01
Have T-Virus cats (housecats) been statted yet?
#2196

Urban_Sniper_02

Apr 15, 2008 9:16:36
Have T-Virus cats (housecats) been statted yet?

I don't beleive so. I had given it thought back when I was making my squirrels, but never got around to it.
#2197

Ragitsu

Apr 15, 2008 15:33:39
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Resident_Evil_Chibis.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Resident_Evil_0_by_Black_Umbrella.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Resident_Evil_by_diogosaito.jpg)

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Resident_Evil_2_by_locomocoyum.jpg)
#2198

j0lt

Apr 16, 2008 8:45:25
Awesome pics!
I love how they did Barry in the top one! You can just hear him saying "What IS it?!"
#2199

joshy676

Apr 16, 2008 17:16:45
Awesome pics!
I love how they did Barry in the top one! You can just hear him saying "What IS it?!"

It's by Joesph Blanchette, aka Legendary Frog. Those are his versions of the RE characters from his Flash cartoon, "I Am Resident Evil". In it, Barry's line is, "Acting lessons? BAH! Who needs 'em?"

The whole 'toon is supposed to parody those old "I am an army of one" commercials.

You can find it here.
#2200

Ragitsu

Apr 27, 2008 3:47:44
Okay so guys have you kept working on the REd20 Group in the Yahoo groups page?

For those whom remember, there once was a very long issue with the BOW traits. I have spent time revising materials so to make things simpler I designed the following fix (Sorry guys you might need to adjust your stats slightly to accomodate the change):

B.O.W. (Bio Organic Weapon) Type:

A Bio Organic Weapon (B.O.W.) has bizarre or highly mutated anatomy, strange abilities and a primal mindset. Uniquely this Type of creature may be divided into two subcategories: Undead and Mutation. Both categories share the following traits:

- B.O.W.s use 12-sided Hit Dice.
- Base Attack Bonus equal to its total Hit Dice.
- Good Fort Saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die.
- Racial +4 to Grapple.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects, paralysis, stunning, disease and death effects (including death from "Massive Damage Thresh Hold").
- Can be subject to critical hits.
- Cannot heal damage on its own, although it can be healed.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
- Unless otherwise noted B.O.W.s do not breathe, eat, or sleep.


*Note: The core difference between Undead and Mutant B.O.W.s lies in the presence of a Constitution Modifier.

If you look closely, you will notice that Mutant B.O.W.s no longer posses a d10 Hit die, but to globalize all B.O.W.s use a d12.
That is the only change I made.

Should regular T-zombies be able to walk up stairs? How about Crimson Heads, can they run upstairs? What happens if either of them try?
#2201

Urban_Sniper_02

Apr 27, 2008 8:06:25
I'd say that they can certainly try to walk up stairs. Memory's a little vague right now as to whether or not I've seen them walk or run up steps in the games. Either way, I'd say they'd probably get tripped up and tumble down, and have to crawl up.
#2202

Ragitsu

Apr 27, 2008 15:38:59
That's the thing: they walk and run up the stairs perfectly in-game, but only because the backgrounds are pre-rendered and they are not. I was wondering if in "reality" (a d20 based game) they'd have the same motor skills.
#2203

collyer-san

Apr 27, 2008 16:14:30
I Could see Zombies Walking up stairs, But Running... Not so much.
#2204

Ragitsu

Apr 27, 2008 16:40:13
Then I suppose Crimson Heads are automatically tripped if they attempt to follow prey up/down stairs, huh?

Could end up being a weakness the players exploit.
#2205

collyer-san

Apr 27, 2008 16:43:34
Well, I'd have them roll a Balance check of some description... Not sure on DC or Anything like that though
#2206

j0lt

Apr 28, 2008 3:29:00
Even running up stairs shouldn't require a balance check under normal circumstances (including chasing someone/something).
Now, turning and shooting while running up stairs, or melee combat. I think THAT would call for a balance check.
That, and running down a set of stairs skipping every other stair.
#2207

Ragitsu

Apr 28, 2008 3:44:19
What's your opinion on how zombies (both slow and sprinter speed) should function on stairs, j0lt?
#2208

j0lt

Apr 28, 2008 8:27:18
How's this: Slow zombies should be able to navigate stairs, perhaps at half speed. Fast zombies shouldn't be treated any different from regular humans on stairs.
#2209

Ragitsu

May 15, 2008 22:55:00
Well, seeing as how most zombies are going to fail their Balance checks, this is going to take some serious consideration.

Perhaps i'll just leave the stairs to...
Show
Hunters
#2210

nclanceman

May 16, 2008 0:17:10
Edit: Spoke too soon.

Stairs can be fun, especially if the zombies have to roll for balance checks. If they fail the first time around, the players can get lulled into a potentially hilarious false sense of security.
#2211

Urban_Sniper_02

Jun 08, 2008 12:12:40
And lo, there was...a

I'm fairly certain things here aren't dead, but I for one have been having to devote most of my time to other things. Plus, my local group has pretty much broken up over the last few months due to work schedules (read that as: I work weekends and they don't...grrrr).
#2212

joshy676

Jun 09, 2008 5:26:38
Well, I made a retaliation against missing Saturday's Worldwide D&D event by playing a 3.5 game I wrote up in ten minutes with my brother, cousin, and neighbor. Very fun. :D

But I digress. I've been busy with school and relatives -- speaking of which, I'll be out of town for two weeks starting Tuesday, but I'll have all my stuff with me -- so I've not done much RE-wise. I guarantee that I'll have my Modern CRB and access to the Wiki and this forum, so there MAY be an RE game done within two weeks.
#2213

Urban_Sniper_02

Jul 26, 2008 18:08:53
Hey, let's all convert RE: D20 Modern into RE: 4E!!!

Seriously, just kidding...that would be quite horrible...

#2214

joshy676

Jul 30, 2008 11:17:49
Hey, let's all convert RE: D20 Modern into RE: 4E!!!

Seriously, just kidding...that would be quite horrible...


That's not just horrible. That's so horrible that the genre police would be swamped with calls for the next month or so just trying to figure out WHY someone would want to play Resident Evil using D&D.
#2215

Urban_Sniper_02

Jul 30, 2008 12:46:30
Oh yes, quite the terrible mess it would be.

Out of curiosity, would anyone happen to have a list of the creatures we never got around to making out here last year? I've had a bit of a resurgence of interest (though actual gaming is still proving elusive around here these days) the last little bit, and thought I might give a go at trying to finish things up for the core RE (everything that wasn't RE4) creatures.
#2216

AnimeSniper

Jul 31, 2008 17:49:39
RE, based off the video games and paperback books that I own/read have these;
1; T-virus

2; G-virus

3;Mutation of: animals- giant snake& crocodile/ravens/rats/dogs and plants- the venus flytrap plant/etc. that have been infected via airborne/eating/injection of the virus.
Facing a swarm of infected rats wouldn't be fun

4;BOW (Bio-Oraganic Weapons): Tryant, Nemesis, scientist who injects himself with the G-virus, Lickers, Hunters, Giant Moths, Spiders, Slug guy (Gamecubes RE 0).

5; Umbrella's private group of Mercenary soldiers, UMBCS I think they're called
6;Various crazy Board of Directors.

What I can remember off the top of my head right now. But I will try to post more as I remember.
In regards to stairs and the enemy... You would have to figure in from the pre-rendered environs of the game that a Hunter/Licker/Nemesis/Tyrant could easily jump them, where as a zombie may stumble and fall breaking its neck or to crawl up the stairs.
#2217

voran

Aug 01, 2008 16:22:58
Wow, haven't posted here in awhile...

RE under 4e.

Lets see, I don't know what class roles there would be buuuuuut...

At wills:

Run Away
Search Room


Encounter powers:

Save Progress
Rituals (Make Potions)


Daily:

Find a decent weapon

Figure out why there's a locked door that needs 2 guns located in separate areas of the facility

Sleep




....actually...I got nuthin.
#2218

AnimeSniper

Aug 01, 2008 17:19:03
Lets see, I don't know what class roles there would be buuuuuut...

What I have off the top of my head are;

Classes would be;

1: STARS Team member

2; UMBC Soldier

3; Raccoon Police Officer/Detective

4: Raccoon SWAT

5; Scientist- Can be specific, i.e. Chemist

6; Doctor

7; Nurse

8; Civilian
#2219

Urban_Sniper_02

Aug 02, 2008 15:28:14
Whoa, whoa, wasn't serious about the 4th edition talk! (Until they make it a real RPG system and not an MMORPG system, I'm staying awayfrom it).

I'm just needing to know what monsters were left to be statted using the Modern rules. If we were doing any changes for system at all, it'd be to Spycraft. But for now, I'm sticking with Modern.
#2220

AnimeSniper

Aug 04, 2008 19:52:30
Nor was I being serious, merely posting what could be classes if a D20 Resident Evil was produced.

Ja ne
#2221

psiseveredhead

Aug 04, 2008 21:11:56
What I have off the top of my head are;

Classes would be;

1: STARS Team member

2; UMBC Soldier

3; Raccoon Police Officer/Detective

4: Raccoon SWAT

5; Scientist- Can be specific, i.e. Chemist

6; Doctor

7; Nurse

8; Civilian

Too many classes.

Soldier could be one class. Includes STARS team member, SWAT member, UMBC soldier, and others.

Police officer could be another class. Many members of STARS and SWAT might multiclass with police officer.

Scientist, doctor and nurse are all members of one class. There could be different "builds" (eg scientists tend to have high Int and are less likely to take healing skills, doctors tend to have high Int and take Surgery, nurses tend to take higher Will and not take Surgery, but there's no need for different classes).

There could be a class for rogues, thieves, etc.

Civilian is too broad, unless it's a generic Ordinary class.

Albert Wesker would be very multiclassed, since he's a soldier, spy (rogue/thief/etc), military officer or combat leader* (you need skills regular soldiers wouldn't have), and scientist. Sheesh!

*Combat leader could be a skill that applies to officers and NCOs. NCOs would generally start with soldier and switch, officers would do the opposite and would tend to have few soldier levels compared to combat leader levels.
#2222

AnimeSniper

Aug 05, 2008 8:21:33
Too many classes.

Soldier could be one class. Includes STARS team member, SWAT member, UMBC soldier, and others.

Police officer could be another class. Many members of STARS and SWAT might multiclass with police officer.

Scientist, doctor and nurse are all members of one class. There could be different "builds" (eg scientists tend to have high Int and are less likely to take healing skills, doctors tend to have high Int and take Surgery, nurses tend to take higher Will and not take Surgery, but there's no need for different classes).

I see the thief also a class and also Hacker as skills choice, I mean your character could be a civilian with some hacking ability.

There could be a class for rogues, thieves, etc.

Civilian is too broad, unless it's a generic Ordinary class.

Albert Wesker would be very multiclassed, since he's a soldier, spy (rogue/thief/etc), military officer or combat leader* (you need skills regular soldiers wouldn't have), and scientist. Sheesh!

*Combat leader could be a skill that applies to officers and NCOs. NCOs would generally start with soldier and switch, officers would do the opposite and would tend to have few soldier levels compared to combat leader levels.

I see your logic behind what you have written. I was merely going with what I remembered from the games and game-based books by S.D. Perry.
Of course what I had listed could be considered a class with feats already given, STARS member could have Weapon Proficiency Handguns or Assault Rifles at the start of Lv 1 if anything.

Don't forget Hacking as a possible skill choice

Just remembered and pretty sure that In RE OUtbreak, I know that there was an infected Elephant!
#2223

Ragitsu

Nov 17, 2008 1:05:37
Bumpmitsu.
#2224

AnimeSniper

Nov 28, 2008 16:09:49
Bumping... and I have software that does PDF's so drop a Line here and I'll see about setting an open account for sending the data to me... of course this is barring any legal issues!
#2225

AnimeSniper

Dec 03, 2008 14:53:15
No Account yet cause of life... though I am taking suggestions to websites that will accept PDF files posts when I finish collating the Re data from the first post link and alpabetizing the stuff/etcetera...
#2226

Ragitsu

Dec 04, 2008 13:31:12
I think even the revised material needs revision :P.
#2227

AnimeSniper

Dec 07, 2008 17:04:15
I think even the revised material needs revision :P.

Aside from revision of the revised materials, which I can see if you want a good RE style 'a zombie stumbles into you and grapples you' type gameplay where shall we begin them.... cause I am attempting a word compiled doc turn to PDF for posting at a later date for us 'WE want RE Supplement material' gamers!:D
#2228

Ragitsu

Dec 08, 2008 0:24:50
I've yet to see satisfactory T-Virus rules .
#2229

AnimeSniper

Dec 08, 2008 13:24:39
I've yet to see satisfactory T-Virus rules .

Notation made and after looking over the other variants I have.... maybe I can tweak something together to post here

What I have from my RE brain drive; Recombinate Virus, Regenerative Properties... feel free to add Ragitsu sama
#2230

Ragitsu

Dec 08, 2008 13:47:08
What it boils down to is that there is little fear inspired by any of the T-Virus rules.

Sure, you're going to lose a character and there'll soon be another monster roaming around, but the loss of sanity, bodily functions and decay of personality, while falling to the player to convincingly roleplay, still need some mechanical backing during the infection.
#2231

AnimeSniper

Dec 08, 2008 14:12:46
Well put... so maybe put these in place as rules

1: A Will check for PC's when facing a T-Virus Infectee... suggestion on DC
2: Fort & Will check to see if the PC succumbs to the virus if infected with a gradual declination of Int/Wis if failed, 1d2/4 damage permanent... DC suggestion + incline at failure
3: Loss of Con ability as the virus progresses unless Antigen is applied within say 1d8/10 rounds... DC suggestion
4: PC becomes progressively incoherent as the virus progress based on either Int or Wis modifier...
5: PC surrendered & becomes GM controlled NPC monster at successful mutation.
6:
7:
8:

Feel free to quote with any suggestions.
#2232

Ragitsu

Dec 08, 2008 20:08:37
I don't know if you've read of it, but i'm very fond of Spycraft 2.0's Stress Damage system.

Since this thread has the optional Fear and Madness rules from other systems, my suggestion may be worth a look as well. Interested?
#2233

AnimeSniper

Dec 09, 2008 18:08:54
Okay if you post a site with just that data if its open licensed I will check it out..
#2234

Ragitsu

Dec 09, 2008 18:30:54
Yeah, Spycraft 2.0 is OGL.

Anyways, here are the rules for Stress Damage:

Stress Damage
• Stress damage only affects characters. Against a valid target,
stress damage always possesses the armor-piercing (all) quality.
• Stress damage is not applied to the target character’s vitality
and wounds and cannot inflict critical injuries, but is rather
accumulated over time until it wears off.
• Each time a character suffers 1 or more points of stress damage,
if his current stress damage total exceeds a multiple of his
Wisdom score (e.g. 1
#2235

AnimeSniper

Dec 09, 2008 19:06:20
Thanks
#2236

Ragitsu

Dec 15, 2008 23:41:43
Do you think the Stress Damage rules are worth adapting to a RE d20 Modern based game?
#2237

AnimeSniper

Dec 16, 2008 19:07:58
Yes it seems applicable especially if the GM wants to have the players encounter say they are scrounging supplies to leave the city and they encounter the Large/Huge spider before meeting up/seeing the Nemesis kill a bunch of Stars members...
#2238

joshy676

Dec 18, 2008 16:31:36
Trust me, things will get much nastier if one or two PCs are STARS members at that moment.
#2239

AnimeSniper

Jan 05, 2009 19:16:44
Okay, I am still compiling the data from here and modifying it and I was wondering if their has ever been stats for Ravens, Dobermans, Rats, and etcetera that have been infected by the various viruses in the game/movies...could Fleas become mutated by the virus ending up the size of golf ball and Ticks... what about electric eels... I just had those pop in my head while replaying the PS1 RE games...
#2240

senko

Jan 13, 2009 6:06:24
Wouldn't Wesker also have levels in Psychic? I haven't played it but I thought he showed up in Code Veronica with them or was that just the other 'survivor' who had them?

Just thought I'd throw out my virus rules (these were just idle thoughts on my part so I don't know how balanced they are.

TYPE
T-Virus.

DESCRIPTION
The most common virus encountered as it has seen wide spread use both in testing, outbreaks and field products. This form of the T-Virus relies on a transfer of bodily fluids to spread the most usual means in outbreaks being via saliva infected wounds from T-Virus carriers although it can also spread via blood or other bodily fluids.

MEANS OF CONTRACTION
Any form of bodily fluid transfer that introduces infected content into the target creatures bloodstream e.g. bites from zombies or blood spray from a downed carrier into the mouth of nearby creatures (such as a cat devouring an infected rat).

STAGES
Encounter Stage: When the character first encounters a T-Virus carrier.
Initial Stage: The person has been infected with the T-Virus and can now spread it to others, the duration of this stage varies from person to person depending on individual resistance.
Degenerative Stage: This stage is when signs of the virus began manifesting itself in individuals causing a loss of mobility, appearance, intelligence and capacity for complex thought. Subjects often indicate only raw meat is able to sate a rapidly growing hunger (When Int or Wis reduced to 3 quarters starting values).
Devolution Stage: Normally the final stage in a subjects progression at this point although still capable of infecting others the subject is little more than a mobile corpse driven solely by a need to devour flesh the more fresh that it is the better leading to infected beings to often abandon a dead body for live prey.
Evolution Stage: Rarely encountered this stage involves a change in the subject due to either internal or external stimulous usually resulting in a more dangerous creature. Examples of this include the Field Tyrants mutation when suffering large amounts of damage or the mutation from Zombie to Licker when a devolved human is exposed to a fresh infusion of pure T-Virus.

SAVES
Encounter Stage: ONE D% role on the first encounter with any T-Virus carrier, on a 1 the PC/NPC is one of the rare group of beings naturally immune to the T-Virus and its variants. On a 2 to 100 they can be infected as normal.
Initial Stage: Special, the initial save to resist infection is described in the various creature attacks (e.g. zombie bite = DC 10 to resist infection)
Degenerative Stage: One fortitude save every 12 hours at DC 15 on every failed save the person suffers 1d4 Int, Wis and Cha damage. When reduced to 0 in any of these the person mutates in zombie and is removed from player control. Additionally whenever around other nominally living beings a DC 10 will save must be made or the being acts aggressively towards them and has a desire to hurt them.
Devolution/Evolution Stage: No saves here.

EFFECTS
Usually infection results in the slow mutation of the subject into a T-Virus creature typically identified by rotting flesh, a hunger for fresh meat and increased aggression. Certain species especially insects and reptiles have shown a tendency to grow to enourmous sizes.

SPECIAL NOTES
Once infected it is impossible to shake off the T-Virus by normal means as its artificial nature allows it to adapt to most host environments. However an antidote exists which if administered before the subejcts Int/Wis or Cha is reduced to half its starting values allows the subject to recover (Successful saves restore 1d4 to Int, Wis and Cha instead of merely postphoning the inevitable, once all values are restored to initial scores the infection has been destroyed). The antidote needs to be administered for every T-Virus infection, that is if a persons not already infected it has no effect and if it successfully cures one infection the person can be reinfected.

I was also tossing around the idea that on a 100 in the intial percentile role the being will be one like Albert, Alice (movie) or Veronica and will reach a state of balance with the virus wherin instead of losing their ability to reason and mutating into a zombie they gain increased physical abilities and pyschic potential but I lost interest before working on that.
#2241

AnimeSniper

Jan 13, 2009 12:22:32
I was also tossing around the idea that on a 100 in the intial percentile role the being will be one like Albert, Alice (movie) or Veronica and will reach a state of balance with the virus wherin instead of losing their ability to reason and mutating into a zombie they gain increased physical abilities and pyschic potential but I lost interest before working on that.

On this note, I think a GM roll if the person succeeds in obtaining the antigen or the player makes successful saves being immune then the GM can roll a 1d6 for the number of Ability scores to increase then a 1d8/10/12 for the amount of available increase of 8/10/12 points to add to their scores... teh player can then decide to add a max 2/3 to any of the Abilities depending on the dice rolled
The Character may also be given the Psionic ability, most likely limited to types seen in the movie and can then increase them at the GM's discretion.
Everything else looks good and I may use the saves you listed for the G-Virus also
#2242

senko

Jan 13, 2009 17:58:43
Another possibility is a modified part of the demi-power template from the Black Company setting. Instead of getting 1 ability increase every 4 levels they get 2 points to spend 1 of which must go to a physical stat (str, dex or con). The psionic ability would be easy in my game as I use a variant that involves taking a feat that allows you to take other feats and purchase psychic skills so granting that to the person wouldn't be unbalancing as it just allows them to pick new things as they get feats/skills as normal.

I'd also add that since they aren't immune/cured but instead have reached a balance with the T-Virus they can also spread it like a zombie (bites, fluid transfer).
#2243

AnimeSniper

Jan 13, 2009 18:18:14
So... no more bedroom antics for Joe/Jennifer NPC;)

Anyways, joking aside, could I see the variant psionic you have or point me to wher I can find it since I think the balance with the T/G-Virus could happen in game especially with the whole; The other party members have left your infected character behind where a White Umbrella team happens upon them after a D% roll and teh player relenquishes the PC for a time until GM decides either A. the PC is now a zombie or B. the PC is cured and escapes the Umbrella labs...
#2244

senko

Jan 13, 2009 22:15:38
The system I like is not for everyone (you can read more in a review here http://www.rpg.net/reviews/archive/10/10300.phtml) but its the Green Ronin "THE Psychic's Handbook" nice thing is in the prestige classes it actually has a modern psychic for D20 Modern use.

EDIT
I also like their true sorcery system over the vancian one but that's just me.
#2245

berserkfhurer

Apr 28, 2009 11:26:33

Hey guys, first and foremost I must congratulate everyone for the impressive
work and sincere dedication they've put into this project. While I haven't been
through the entire thread, I can tell that it was a labor of love for many of you.
I've noticed that there are a lot of misconceptions and errors amongst some of
the things that I've seen, I'll try and help where I can while not trying to sound
like a know it all.

I've actually been looking for a d&d equivalent of Resident Evil for some time
now, and for some reason google never once spat out this thread in any of my
searches. Recently I began making my own renditions of B.O.W's so I'll try to
share them with you as they come along, while trying to educate you on some of
the finer details of the Re series that some of you may not be aware of. Crap,
I already sound like a know it all x.x, truth is though me and A lot of my friends
at rehorror know a lot about the series, it's practically our religion.

I got to looking over all of the feats that you guys have created and it got
my brain to churning, and I've come up with something that you guys have
overlooked. There are a lot of monsters in the Re series that like to jump at
you, the Licker, Hunters, Cerberus, Eliminators. and the best strategy for
this is to let them jump at you, then blast them out of the air with a well
timed shot. This is only a rough draft, I came up with it while typing this
out. I present to you...

Blowback
Prerequisite: Point Blank Shot, One appropriate Firearms Proficiency Feat: (Personal, Advanced, Exotic)
Benefit: When a creature targets a player for a “Pounce” special attack, the player may make a
Reflex save (Dc 10+Creatures Cr), if the player succeeds their save, they’re given a Attack of
opportunity against the attacking creature. If the player’s attack succeeds, The creature takes
normal damage and is thrown back 1.5’ft x the number of die (Ex: 2d6 = 5’ft/1 square.), The
creature is subject to fall and collision damage, and is left Prone. If the player fails to make
the Reflex save, or their attack of opportunity, the Creature continues with their attack.
The player may only use this feat on creatures Sized Medium or smaller, and if they’re using
some type of firearm.

Before I edited this post I said that I felt the Craft (Improvisional) skill seemed vague, I didn’t
Know much about improvised weapons or much of the Craft skill itself. I had also intended
To improve upon it but I couldn’t think of anything better to add, so I made a second feat that
Should be useful for not only the Craft (Improvisional), but for all Craft skills.

Combine?
Prerequisites: +2 ranks in any Craft (skill)
Benefit: The player may add her class levels (maximum of +5) as a
Circumstance bonus on any Craft related skill checks. This feat can
Only be taken at first level.
#2246

AnimeSniper

Apr 28, 2009 12:41:24
The system I like is not for everyone (you can read more in a review here http://www.rpg.net/reviews/archive/10/10300.phtml) but its the Green Ronin "THE Psychic's Handbook" nice thing is in the prestige classes it actually has a modern psychic for D20 Modern use.

EDIT
I also like their true sorcery system over the vancian one but that's just me.

Found a copy of the linked book review... several sellers on amazon and hope to pick a copy at the 1st
#2247

berserkfhurer

May 01, 2009 7:39:49
[HTML]
Pesticide 1d2 (Range:5 ft., R.o.F:S, Mag:10 Internal)
Kitchen Knife 1d6
Concrete Piece 1d4
Wooden Crutch 1d4
Wooden Pole 1d8
Wrench 1d6
Empty Bottle 1d6
Folding Knife 1d4
Iron Pipe 1d8
Nail Gun 1d4 (Range:10 ft., R.o.F:S, Mag:20 Internal)
Umbrella 1d4[/HTML]

These are all of the improvised weapons from the Re: Outbreak series,
I didn't include their "degenerated" forms, next I'll add a craft table of
crafted weapons, their materials, craft dc and the time to make them.

[HTML]
Stun Rod Iron Pipe + Battery Dc 15 2 rounds
Hammer Concrete Piece + Iron Pipe Dc 10 1 round
Spear Kitchen Knife + Wooden Pole Dc 10 1 round
Blowtorch Pesticide + Lighter Dc 15 2 rounds
Molotov Fuel Tank + Empty Bottle Dc 10 1 round
Cocktail
[/HTML]

Name: Stun Rod
Damage: 1d6 plus paralysis
Critical: 20
Damage Type: Electricity
Range Increment: —
Size: Medium
Weight: 3 lb.

Name: Hammer
Damage: 1d8
Critical: 20
Damage Type: Bludgeoning
Range Increment: —
Size: Huge
Weight: 8 lb.

Name: Spear
Damage: 1d6
Critical: 20
Damage Type: Piercing/Slashing
Range Increment: 10 feet
Size: Large
Weight: 2 lb.

Name: Blowtorch
Damage: 1d4 plus burn
Critical: 20
Damage Type: Fire
Range Increment: —
Rate of Fire: S
Size: Tiny
Weight: 1 lb.

Name: Molotov Cocktail
Damage: 1d6 plus burn
Critical: 20
Damage Type: Fire
Range Increment: 10 feet
Rate of Fire: S
Size: Small
Weight: 2 lb.
#2248

AnimeSniper

May 02, 2009 22:48:45
[HTML]
Pesticide 1d2 (Range:5 ft., R.o.F:S, Mag:10 Internal)
Kitchen Knife 1d6
Concrete Piece 1d4
Wooden Crutch 1d4
Wooden Pole 1d8
Wrench 1d6
Empty Bottle 1d6
Folding Knife 1d4
Iron Pipe 1d8
Nail Gun 1d4 (Range:10 ft., R.o.F:S, Mag:20 Internal)
Umbrella 1d4[/HTML]

These are all of the improvised weapons from the Re: Outbreak series,
I didn't include their "degenerated" forms, next I'll add a craft table of
crafted weapons, their materials, craft dc and the time to make them.

[HTML]
Stun Rod Iron Pipe + Battery Dc 15 2 rounds
Hammer Concrete Piece + Iron Pipe Dc 10 1 round
Spear Kitchen Knife + Wooden Pole Dc 10 1 round
Blowtorch Pesticide + Lighter Dc 15 2 rounds
Molotov Fuel Tank + Empty Bottle Dc 10 1 round
Cocktail
[/HTML]

Name: Stun Rod
Damage: 1d6 plus paralysis
Critical: 20
Damage Type: Electricity
Range Increment: —
Size: Medium
Weight: 3 lb.

Name: Hammer
Damage: 1d8
Critical: 20
Damage Type: Bludgeoning
Range Increment: —
Size: Huge
Weight: 8 lb.

Name: Spear
Damage: 1d6
Critical: 20
Damage Type: Piercing/Slashing
Range Increment: 10 feet
Size: Large
Weight: 2 lb.

Name: Blowtorch
Damage: 1d4 plus burn
Critical: 20
Damage Type: Fire
Range Increment: —
Rate of Fire: S
Size: Tiny
Weight: 1 lb.

Name: Molotov Cocktail
Damage: 1d6 plus burn
Critical: 20
Damage Type: Fire
Range Increment: 10 feet
Rate of Fire: S
Size: Small
Weight: 2 lb.

Those look good and I am snagging them for my lists of weapons that I have from this thread...

I have a list of weapons that I need help statting out for my own campaign... since not every player will have a firearm starting out.

Here are a few that I remember...

Shovel- Spade type 3/4 ft. handle
Shovel- Straight Square 3/4 ft. handle
Potting shovel- Smalll hand shovel
Weed spike- Small straight rod with a ^ at the bottom for pulling weeds like dandelions.
Trench/pick tool- One side has a broad flat edge for taking out hard soil and a pick on the other end
#2249

berserkfhurer

May 04, 2009 18:31:55
[HTML]Table: Improvised Weapon Damage by Size

Size Example Damage
Diminutive ashtray, Cd case, crystal paperweight 1
Tiny Mug, Screwdriver, flashlight 1d2
Small Bottle, drill, metal hubcap, vase 1d3
Medium hockey stick, Laptop Pc, briefcase 1d4
Large guitar, computer monitor, chair 1d6
Huge 10-foot ladder, mailbox, bench 1d8
Gargantuan dumpster, soda machine, sofa 2d6
Colossal Junked vehicle, stoplight, light pole 2d8
[/HTML]
Found this table over at D&D Wiki, should be very helpful for you :3, I'm
currently working on making the viruses, a B.O.W Template, and a more
accurate G-mutant template. Ohh While I'm at it, I have something you
guys may enjoy. http://www.maleos.com/ is a nifty lil site that has tons
of free comics available online for your viewing pleasure, including 3 Re
series. Resident Evil, Code Veronica, and Resident Evil: Fire and Ice. I
especially find Fire and Ice interesting. You can see where they got some
ideas for Outbreak's "Wild Things" scenario. The only thing i disliked was
their constant error of referring to the T-virus as the G-virus. The G-virus
doesn't create zombies. Oh one last thing regarding the crafted weapons,
and you're welcome to do this too or ignore it, but since the crafted weapons
are a bit sturdier then just the materials alone, I dropped the 50% break ratio
down to 40% when damage is dealt with the weapon.
#2250

Ragitsu

May 05, 2009 0:55:10
In real life or otherwise, is it true the mountains are one of the best places to hole up during a zombie outbreak?
#2251

berserkfhurer

May 05, 2009 3:50:26
In real life or otherwise, is it true the mountains are one of the best places to hole up during a zombie outbreak?

Well there are a lot of factors that need to be considered when making that
determination. One must ask themselves; Where do you currently live?, Can
you live off the land if needed?, How far are you away from the mountains &
do you know enough about your town in order to escape if all main routes are
blocked off?

Now if you're talking about the T-virus then there's pretty much no where
safe to whole up, since the T-viruses infects every form of life. But
living in the mountains does have its advantages, especially if it gets freezing
conditions during the winter, since it's assumed that zombies would literally
freeze solid. Of course there's the availability of wild game, but that doesn't
really help unless you know how to hunt.
#2252

Ragitsu

May 05, 2009 4:00:17
Granted. I suppose I was thinking of the situation purely in terms of humanoid zombies and how the terrain would make it difficult for them to shamble their way up to a settlement.
#2253

berserkfhurer

May 05, 2009 15:07:58
T-Virus (Injury/Contact) Dc16, Incubation: (see text), Initial: 1 Con, Secondary: 1d3*
The T-virus was the first mutagenic virus created by Umbrella to be used as a biological
weapon, it’s capable of infecting all species and effects them differently. The incubation
period for the T-virus changes depending on how the host is exposed; Ingested: 1d4 days,
Contact: 1d2 days, Injury: 1d2 hours. After the initial damage, creatures infected make a
saving throw every hour, if the humanoid was exposed through Ingestion or contact, and
they succeed three saving throws in a row, the virus is neutralized and flushed from the
creatures body. Those exposed by a injury cannot be cured of the T-virus unless a special
serum is administered.

The following information and table pertains to mutations experienced by Humanoid
characters only. The T-virus has three stages of progression, and each time the person
receives secondary damage from the virus’ effects, they take 1 mutation or drawback from
their progression stage (See Table: T-virus Mutations). Those infected can only take
mutations and drawbacks at their current stage and bellow. All mutations and drawbacks
gained in the first and second stages are lost when the person is cured of the T-virus, those
taken from stage three are permanent.

A person who dies from the T-virus’s effects, or dies after becoming infected, will raise as a
Zombie within 1d3 rounds of their death,. A humanoid whom becomes a zombie in this way
retains none of the abilities or drawbacks it possessed in life. It is not under the control of
any other creature, it behaves in the same way as any other zombie.

Table 1: T-virus Mutations V.2
IMAGE(http://i33.photobucket.com/albums/d80/berserkfhurer/T-Virustable.jpg)
1 - can be taken multiple times
MSRD: Mutations

Mutations

Strange Cravings
The T-virus demands a lot of fuel from the body, and as such you can and will
eat things that would sicken others.
MP Cost: 4
Benefit: A player is capable of consuming things which would normally poison,
sicken or otherwise harm them without penalty. Once an hour as a free action, a
layer may make a Wisdom check (Dc 13), if they succeed they automatically learn
what it is their body is craving.
Carrier
The T-virus has spread so thoroughly throughout the body that it now inhabits every
cell of the persons being..
MP Cost: 4
Benefit: The T-virus has invaded every cell of the persons body, as such their bite
attacks now have the chance of infecting others with the disease. Furthermore if
anyone should come into contact with the player’s bodily fluids is also at risk and
must make the appropriate saving throws or become infected themselves.
Zombification
The person has finally succumb to the T-virus’ ravages and has become a zombie.
MP Cost: 6
Benefit: The person’s type becomes Undead, they retain none of the abilities or
drawbacks they had in life. They also gain the T-mutant subtype and all subsequent
features and traits unless stated otherwise.

Drawbacks

Antivirus Dependency [Drawback]
You rely on the Antivirus to survive.
MP Value: 6.
Drawback: If you go 24 hours without taking a dose of antivirus you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of antivirus cures the ability damage caused by antivirus deprivation in 1d6 rounds. Ability damage caused by antivirus deprivation cannot be restored through natural healing.
Festering Sores [Drawback]
Your skin is covered with painful, festering sores.
MP Value: 2.
Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.
Hyper Metabolism [Drawback]
Mp Value: 2
The T-virus speeds up the bodies metabolic rate, causing the player to become hungry and thirsty
much more frequently.
Drawback: the time it takes for a player to become threatened by starvation and
dehydration is cut in half (see SRD: Environment). If the player fails to fulfill their
bodies need for food and water within their time frame, they begin to suffer the
effects of starvation and thirst.
Itchy Skin [Drawback]
To maintain such a high metabolic rate, the body breaks down its own tissue as fuel, resulting in
intense itching.
MP Value: 5
Drawback: You take 1 additional point of damage each time you are wounded.
Picky Eater [Drawback]
“Normal” unspoiled rations taste rotten and may sicken if consumed.
MP Value: 4
Benefit: Should a player consume “normal” rations, they must make a
Fortitude (Dc 10+2 for each previous check) save or become sickened
for two hours. Furthermore, a player who fails their Fort save must also
make a Dc 15 Constitution check or take 1d6 non-lethal damage from
starvation.
Aggression [Drawback]
Don’t make me angry, you wouldn’t like me when I’m angry…
MP Value: 4
Drawback: Whenever a character suffers damage, they must make a Will Save (DC of 10+1 per two character levels) in order to avoid becoming enraged.
If the character fails the will save, they take a -2 penalty to Armor Class. The character will not use any skills that require patience or the like, the only thing they want to do is hurt the thing that hurt them. They will stay in their enraged state for 1d4+(Constitution Modifier) rounds or until the thing that caused them damage is dead. Additionally, if the character has the rage class ability and has a daily use left they must go into a rage as an immediate action.
Weak Stomach [Drawback]
The player has difficulty holding down food and drink, resulting in frailty.
MP Value: 4
Drawback: Every time a character eats or drinks anything, including medicines, they must roll 1d20.
If they roll a 7 or under, they lose any beneficial values of what they were ingesting, and vomit.
Furthermore, a character with this flaw is very frail because of their inability to hold down food,
they take -2 penalty to Fortitude saves.
Strange Cravings [Drawback]
Player can eat things which would normally sicken others, and even craves them.
MP Cost: 4
Benefit: With the Gm’s consent, a player is capable of consuming things which would
normally poison, sicken or otherwise harm them without penalty. Once an hour as a free
action, a player may make a Wisdom check (Dc 13), if they succeed they automatically learn
what it is their body is craving.
Enmity [Drawback]
Severe pain and hunger have caused the person to become increasingly violent.
MP Value: 6
Drawback: When a player with this drawback is offended or angered in anyway, they must make a
Will save (Dc 14+1 per char Lvl) or automatically attack the person with the intent to kill. What
“angers” the person is determined by the Gm, and every round the enraged character may make an
additional Will save in an attempt to control their anger. The person will not stop being enraged
until they’ve killed their target or succeeded a Will save.


[HTML]T-virus mutations from accidental exposure
The T-virus is capable of infecting all types of living organisms, and it mutates them differently.
The mutations vary wildly depending on many factors, because of the multiple variables, the most
common and recognizable will be presented bellow. While a Gm is always free to do as she wishes
when creating monsters and building a campaign, this information is in regards to creating monsters
more accurate to those presented in Capcom’s games. Furthermore I’d like to add that creatures created
from accidental exposure to the virus ARE NOT considered Bio-Organic Weapons. They have not been
engineered to be weapons and should be treated differently from the real B.O.W’s.

Endotherms (Warm-Blooded): Humans and certain animals of size small or larger tend to become zombies,
and should have the zombie template applied to their base creature. Animals sizes Tiny or smaller don’t
show any obvious mutations, aside from abnormal aggressive behavior. On rare occasions they’ll grow
to abnormal sizes.
Ectotherms (Cold-Blooded): Organisms that regulate their body temperature depending on their
surrounding environment, such as Fish, Insects, Amphibians, Reptiles and Plants. The T-virus effects
them by causing various levels of growth and aggressive behavior.

I’d like to credit Farealmer for bringing up these points, and decided I would make it little easier for
Gm’s to recognize the differences in Warm-blooded creatures and Cold-blooded creatures. As a
personal note, I’ve not included mythical or magical creatures when concerning these mutations or
any mutations from future viruses, but as always, It’s up to the Gm to decide what’s best for her
campaign.[/HTML]

The reason I created the T-virus and the Mutation table was to not only
gain canonical accuracy but to show what the T-virus does to a living host.
Sure we all know that when a person dies after becoming infected that they
will come back as a zombie, but its nothing compared to seeing the persons'
mind and body slowly decay until they're nothing more then walking corpse.
This also brings the fear and atmosphere of the game to a whole new level,
now one really has to worry when an infected person is in their party, and it
can lead to some interesting situations during a campaign.

For those of you who are unfamiliar with D20 Future: Mutations, I'll explain
the best I can. The mutation mechanic allows for a player to customize their
character with mutations. Mutations offer special benefits to the player who
takes them, for example; Acidic Saliva. This mutation adds 1d6 Acid damage
to their bite attacks, however most mutations aren't free. They can however
be bought with Mp or Mutation Points, and the only way to generate Mp is to
take on one or more Drawbacks. Drawbacks are the Future equivalent of a
Flaw, and they give the player a set amount of Mp when taken.

The Mutation mechanic is ideal for not only creating the T-virus, but all of
the Re viruses, and its what I'll be using to create all of my viruses from now
on. I had a very interesting Idea while making this, lets say a character's
zombie survives and he continues to play with him, the Gm could allow him
to do special missions, say attack a civilian, and instead of Exp the zombie
gains Mp, the player continues to collect Mp until he has enough to buy a
Mutation Package to turn his zombie into a Crimson Head, and then into a
Licker later. This could lead on to some interesting and unique in-game
encounters. Anyway I hope this was worth the wait guys and I hope that
you can enjoy it! I'll be play testing this bad boy asap! I'll give you guys the
"T-Mutant" Subtype later on tonight or tomorrow so that you can see what
It adds to your zombies.
#2254

berserkfhurer

May 05, 2009 18:38:19
Granted. I suppose I was thinking of the situation purely in terms of humanoid zombies and how the terrain would make it difficult for them to shamble their way up to a settlement.

Well in that sense, there are a number of terrain types that offer protection
against hoards of undead. In case of mountains it mostly falls on whether their
access consists of a gradual slope or sheer vertical face. Of course the later
offers the best protection, but beware of terrains that can offer cover to the
undead, it could prove deadly. Also avoid shallow marshes, as they could be
hiding just beneath the surface of the water.
#2255

AnimeSniper

May 06, 2009 13:58:50
I seriously wanted to compare your Zombie-fication method against my own since I didn't have my Flashdrive with me last time I saw the post...
#2256

Ragitsu

May 06, 2009 14:23:24
Before I die, I want to run one good, long, Resident Evil based zombie campaign.
#2257

AnimeSniper

May 06, 2009 15:47:26
Before I die, I want to run one good, long, Resident Evil based zombie campaign.

Same here... I mean I have ideas of how it all goes down, where the PC's will meet, I have the Weapons Locker for weapons... I just need everything else which I've been working on around my class schedule...
#2258

Ragitsu

May 06, 2009 15:51:01
The last one I ran got as far as the PCs getting on a bus that crashed.
#2259

AnimeSniper

May 06, 2009 16:00:00
Yeah, I have the prestigous private academy college in a small mountain area with a town where the students go on weekends... teh town is about the size of raccoon city, maybe a little bigger
#2260

berserkfhurer

May 06, 2009 19:34:54
I seriously wanted to compare your
Zombie-fication method against my own since I didn't have my
Flashdrive with me last time I saw the post...

Sorry about that, I guess it was a little rude of me to take it down. I didn't
think the revision would take me this long. I'll post it here for you guys then,
and post the revised one up there when its done.

[HTML]
Table 1: Stage 1 (3/4 Con) Time
1-3 - Nauseated - 1 hour
4-5 - Itchy - see desc
6-7 - Dazed - 2 rounds
8-9 - Unconscious - 1 hour
10 - 1 Con Dmg - —
----------------------------------------------
Stage 2 (1/2 Con)
1-3 - Dehydrated - See text
4-5 - Sickened - 1 hour
6-7 - Starving - See text*
8-9 - Fatigued - 8 hours
10 - 1 Con Dmg * - —
----------------------------------------------
Stage 3 (1/4 Con)
1-3 - Exhausted - See text*
4-5 - Necrotic - See desc
6-7 - Blinded - 1d2 rounds
8-9 - Dying - See text*
10 - Death - —
[/HTML]
* See SRD: Conditions
Itchy: the persons’ skin is very irritated, causing them to
scratch themselves constantly. Players take -2 on skill
checks and actions requiring concentration.
Necrotic: the persons’ skin is beginning to rot and fall off,
The player takes 1d2 non lethal damage and must succeed
a Will save (Dc 15)-con modifier or automatically become
panicked.

To me this version of the table is too simplistic, it doesn't really show off
what the T-virus and the rest of Umbrella's viruses are capable of. The one
I'm working right now involves Future d20: Mutations. it'll be more
accurate to the games contagions in terms of symptoms and mutations.
#2261

berserkfhurer

May 12, 2009 11:13:17
I'm curious guys, do you use a template when creating zombies or what? I've
been torn whether to use one or not.
#2262

Ragitsu

Sep 15, 2009 16:23:23

Legendary.

#2263

AnimeSniper

Sep 15, 2009 16:28:40

There is a zombie template on the dandwiki.com boards


 

#2264

xburningxmatchesx

Nov 13, 2009 14:27:25

Just curious, did this ever get made into an ebook like a pdf file or anything like that? I went through the first 10-20 pages and I really liked what I saw, just curious if there's somewhere I could download it all from as I'm currently running a d20 Modern Resident Evil Game but I'm being forced to use a Call of Cthulu Supplement I found right now and I feel that this is better.


Thanks in advance.

#2265

Ragitsu

Nov 19, 2009 12:45:59
I don't believe it ever did.
#2266

joebing

Dec 03, 2009 23:57:14
XBurningMatchesX,
 There is a pdf. Contact me through an email (the.lestat@yahoo.com). I found one at giant in the playground, the link doesn't work anymore, but I have a copy. Also, I am working on the stuff from this thread currently. It should be done next week.
#2267

BigBobSr6000

Dec 04, 2009 22:47:03

YOU AND YOUR CHAINSAW


“Keeping your chainsaw operating smoothly to slice and dice zombies is essential to survival in these trying times. I am here to teach and entertain you on the care of your chainsaw.”


(Written on chalkboard) Class: Guide to Servicing your Chainsaw. Your speaker, Keith Kingston


“Hello class, my name is Mr. Keith Kingston, you may call me Keith.” (Shuffle notes)


“Chainsaws provide many years of service for very little upkeep. Taking the time to service your chainsaw will help ensure that your equipment will not let you down. For safety reasons, make sure you only service your chainsaw when it is fully cooled, with the spark plug disconnected. If you are working with an electric chainsaw make sure it is unplugged first of all. You should also wear gloves and protection for your eyes.

For safe and effective operation having correct chain tension is necessary. As the chain wears, significant stretching will occur. After five to ten cuts a new chain may need to be readjusted. Separation from the guide bar or binding into bone….er…wood can occur if the chain is loose. A tight chain will cause premature chain and guide bar wear. A chain that is well adjusted will move easily and smoothly when pulled by a gloved hand. Binding or sagging by the chain should not occur. The chain tension should be checked and adjusted if needed before every use.

A manual or automatic chain oiling system is used in most chainsaws. Friction and heat builds between the chain and guide bar without oil. The oil also helps the individual links in the chain operate smoothly at high speeds. Check the oiling system prior to every use.

Tighten all of the screws and fasteners. This process should be done before every use. Before using your chainsaw each time you need to inspect the fuel system.

After every 10 hours of use you need to clean or replace the air filter. By replacing the air filter on a regular basis your chainsaw will be able to run cooler and use less fuel.

The sprocket tip should be lubricated after every 10 hours of use. You will know that lubrication is complete when a small amount of grease appears at the edge of the guide bar near the sprocket.

For every 10 hours of use the guide bar should be turned. Flip the guide bar over to promote an even wear pattern on the bottom and top of the bar. Inspect the spark plug after every 10 hours of use and clean or replace as necessary.

For every 10 hours of use the spark arrester screen should be inspected and cleaned and replaced when necessary. The spark arrester screen prevents sparks from leaving the exhaust port and hurting the operator or falling on flammable materials.

The fuel filter should be replaced after every 20 hours of use. Poor performance can result if the filter becomes clogged.

To ensure the maximum performance perform the following procedures as needed to prolong the life of your chainsaw. Take your chainsaw to an authorized dealer if the carburetor needs adjustment. (pause….laughter….) The chain blades should be sharpened periodically as they become dull.


 


If you cannot find an authorized dealer or you cut off his head, (more laughter) just ‘procure’ another one from his/her shop. (Laughter).


 


Oh, and always have a back up weapon; swords do not need refueling or reloading….


 


That concludes the class, bye and good hunting?? Luck??” He leaves. (Uneasy feeling in room and murmuring).”


 


The best I can figure a chainsaw of various horsepower, size, etc. uses from 3 to .5 oz. of fuel per minute. So, if we use 2 oz. per minute as a rough average (or just because ). It would be .2 oz per 6 second round. This is getting to be to much math. So, we change it to "charges" or "rounds in drum" like so.

We round up or down the fuel tank capacity to the nearest whole number divisible by 2. CS40 John Deere chain saw has a fuel cap of 13.5oz. Rounded to 14oz. 14oz divided by .2 oz per 6 second round = 70 charges or rounds in the gas tank of the chainsaw. After Rd 1 user has 69 charges left, rd 2 68, etc.

This is how I have PC/NPC to keep track of fuel consumption. What do you all think?

Big Bob................

#2268

AnimeSniper

Dec 04, 2009 23:00:52

Maybe, for the gas type chainsaw half the fuel rounds as you have to rev the chainsaw up and keep depressing the trigger down to keep and manage cutting through the barricaded door or zombie... or better the 70 rounds is for if you leave the chainsaw idleing and double the use i.e. 2 rounds for when the chainsaw is used to cut through the barricade or zombie...

#2269

lordtyger

Dec 02, 2010 11:56:26
Love this thread... I see it's been a year since it's been used, but hopefully there's still people who mod/check it and can answer my question.

Making an Umbrella scientist, I noticed that whereas all the nifty healing items and antidotes are listed, I didn't see a 'cost' on them. Considering D20 Modern uses their Wealth system, I'd like to know what would be feasible for purchase/starting.

Also, if anyone has the compiled e-book/pdf, please get in contact with me.

Thanks!
#2270

Rizzen9

Dec 21, 2010 22:15:08

I think you might like this, Tyger...


docs.google.com/viewer?a=v&pid=explorer&...

#2271

Ragitsu

Mar 06, 2011 22:43:01
Resident Necro!
#2272

omegahero

Mar 11, 2011 0:09:36
Oh, I'm sad to see this topic go so cold.  It's an excellent idea!
#2273

AnimeSniper

Apr 12, 2011 17:09:40
Okay a friends friend informed me that there was released in French a book called D20 Bio-Hazard which I later looked for and found as a PDF... it was in French.

So is this an actual book out there and in english or was this just WoTC France Division publications

Thanks for any info... If I could find a translator program that handles PDF's I would get it or I could see if a language professor at my college could translate it for me...
#2274

Urban_Sniper_02

Apr 15, 2011 14:55:10
Guess I should've been keeping an eye on things around here a little more closely, especially since I've started running a new RE campaign with the stuff we've made here.

And in regards to the PDF, as far as I know, there was never a PDF made of the stuff that we created here, though I am fairly certain there was a french fan PDF similar to what we were doing.  I'm in the process of compiling a PDF right now, but I'll go ahead and warn everyone that it will not be pretty; I have no talent for formatting and making stuff look nice.

And if anyone's interested in taking a look, I have made out a couple of new creatures for my campaign, which are still in a rough state since I made them at work. Might get to posting them a bit later, but I'll tell you what they are: Final Stage Cerberus and G-Cerberus.

UPDATE - April 20th
I've got the first version of the PDF finished; it's little more than a document that compiles most of the information that was created on this board into one place, and organizes it into some semblance of order.  As stated before, it's not pretty, but I've just not got the time to devote to formatting at this point.

You can download the PDF here.
#2275

AnimeSniper

Apr 27, 2011 1:49:52
 Looks good and its a simple straightforward PDF... just devote what time you can here and there and whatnot... I'll see if I can find anything else useful to add from here and there and after I review it again.... just off the top of my head double columns would cut down on the number of pages except for character NPC bio's leave as a single page and page numbering...
#2276

Kira_Howler

Apr 27, 2011 4:17:06
I like the feats you added however the prestige classes... But before get to deep into what I'm saying let me start with thank you for creating this resource. We need to include Re4 and Re5 as well to really spice this up.

First problem I have is... Your gernades are under powered and your missing anti-bow gernades from code Veronica, freeze gernades should have an amendment where they can Imobilize a target or targets for a certain amount of time like in Re5 making them prone to shattering. Acid rounds need to state how long they do damage for. Back to the damage I'd say no less then 4d6 damage, except freeze gernades if you make them immobilize a target then make it so no damage and let the damage done be increased. That should even them out.
Let's see
40mm flashbangs same as flashbang
40mm electrical rounds 4d6 electrical damage normal burst 5ft unless detonated in or on a conductive serface then the radius increases to 30ft
I'll post more along with my suggestions to come.
#2277

Urban_Sniper_02

May 11, 2011 11:07:48
Just been messing around in my RE game this past Sunday, and realized that we didn't have stats for the Eliminators.  So, here's what I whipped up this morning. Any thoughts are welcome.

IMAGE(http://i51.photobucket.com/albums/f398/UrbanSniper69/RE%20Monsters/re0eliminator.jpg)


Eliminator
Small size Undead B.O.W.
HD:  3d12 (19 hp)
Initiative: +3
Speed: 30 ft., 30ft. climb
Defense: 15 (+1 size, +3 dex, +1 natural)
BAB/Grapple: +3/+6
Attacks: Bite +7 melee (1d4) or Claw +7 melee (1d3)
Full Attack: Bite +7 melee (1d4) and 2 Claws +5 melee (1d3)
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Scent, Infectious, B.O.W. traits, Improved Grab, Agile Grappler
Saves: Fort: +3, Ref +4, Will +2
Abilities: Str 10, Dex 16, Con -, Int 2, Wis 12, Cha 4
Skills: Climb +14, Hide +7, Jump +14
Feats: Weapon Finesse (bite), Weapon Finesse (claw)


CR:  2


Improved Grab (ex):  Despite their small size, Eliminators are experts at grabbing hold of their prey, and may attempt to start a grapple as a free action, which does not provoke an attack of opportunity, when it strikes with either its bite or claw attacks.  They may use this ability on any target up to Large size.

Agile Grappler (ex):  Eliminators are quite agile, and their preferred method of attack is to grab hold of their target and bite and claw until it is dead, using their superior agility to maintain their hold.  As such, Eliminators use their Dexterity modifier on their grapple checks instead of their Strength modifier.

Skills:  Eliminators use their Dexterity modifier for Climb and Jump checks instead of their Strength modifier, and may always take 10 on Climb checks, even if rushed or threatened.  Eliminators gain a +8 racial bonus to Climb and Jump checks.
#2278

Urban_Sniper_02

May 19, 2011 8:30:22
I'm usually not one to double post, but I figured I'd place these in their own spot for easier reference; and its not like this page is seeing THAT much activity at this point in time anyway.  As I mentioned before, I had been working on some new Cerberus style creatures, and seeing as I've not used them yet and haven't made any more changes to them in a while now, I figured I'd post them up here for your perusal.

For those who may not recall, the 2nd stage Cerberus can be found here.

Now, the new creatuers:



Cerberus, Final Stage
Large size Undead B.O.W.
HD: 12d12+15 (93 Hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40ft.
Defense: 22 (+12 Natural +1Dex, -1 size)
DR: 6/--
BAB/Grapple: +12/+27 (use for trip attempts as well)
Attacks: Bite +19 (2d8+7, 19-20/x2) and 2 Claws +18 (1d6+7)
Face/Reach: 10ft. by 5ft. / 5ft.
Special Attacks: Rabid Charge, Howl, Bone Shards
Special Qualities: Ferocity, Infectious, Scent, Trip, Acidic Excretions, Summon Pack, Improved Toughness
Saves: Fort +12, Ref+ 11, Will +6
Abilities: Str 24 Dex 12 Con -- Int 2 Wis 12 Cha 2
Skills: Jump +12, Listen +12, Spot +12, Survival +12
Feats: Toughness, Weapon Focus (bite), Improved Natural Attack (bite), Power Attack, Improved Critical (bite), Improved Initiative
CR: 12

Rabid Charge (Ex): A Final Stage Cerberus suffers no penalties to AC for charging.

Ferocity (Ex): Final Stage Cerberus are so fiercely aggressive in combat they continue fighting even when disabled or dying (until they reach -10 hit points).

Improved Grab (Ex): When the Final Stage Cerberus makes a successful bite attack it can automatically begin a grapple check.

Trip (Ex): A Final Stage Cerberus that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Final Stage Cerberus.


Acidic Excretions (Ex): Upon a successful bite or claw attack, the Final Stage Cerberus deals an additional 2d4 points of acid damage.


Howl (Ex): Not only has the ferocious biting strength of the Cerberus increased during the Final Stage, but so to has the power of its howl.  As an attack action, a Final Stage Cerberus may release a howl that can weaken even the strongest opponents, affecting anyone within a 60ft. radius of the Cerberus who fails a DC 16 Will save.  Any opponents who fail the save become shaken for 2d6 rounds.


Summon Pack (Ex): Once per encounter, when the Final Stage Cerberus uses its howl ability, it may call a pack of 1d6 normal Cerberus to aid it, which will arrive within 2d6 rounds.


Bone Shards (Ex): The Final Stage Cerberus may, as a move action, rapidly expel several dozen shards of bone from its exoskeleton in a 30ft burst around it.  Anyone caught in the burst takes 4d6 points of slashing damage (a DC 16 Reflex save results in half damage).  This ability can only be used once every 1d4 rounds.


Improved Toughness (Ex):  The Final Stage Cerberus has become much more resilient to damage compared to its lesser cousins. It gains an additional 1 hit point per hit dice.



G-Cerberus
Huge size Aberration B.O.W.
HD: 15d12+78 (174 Hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40ft.
Defense: 25 (+15 Natural +2 Dex, -2 size)
DR: 10/Acid
BAB/Grapple: +15/+29 (use for trip attempts as well)
Attacks: 3 Bites +26 (3d8+10, 19-20) and 2 Claws +25 (1d8+10) or 1 Bite +26 (3d8+10, 19-20) and 2 Tentacles +17 (1d6+5+grapple) and 2 Claws +25 (1d8+10)
Face/Reach: 20ft. by 10ft. / 10ft.
Special Attacks: Rabid Charge
Special Qualities: Ferocity, Scent, Trip, G-Virus Mutations (Massive Growth, Multiple Eyes, 2 Tentacles (Tongues)), Fast Healing 2, Controlled Mutation, Acid Weakness
Saves: Fort +20, Ref +14, Will +8
Abilities: Str 30 Dex 14 Con 20, Int 2 Wis 14 Cha 2
Skills: Jump +25, Listen +10, Spot +10, Survival +10
Feats: Toughness, Weapon Focus (bite), Improved Natural Attack (bite), Power Attack, Improved Initiative, Cleave, Improved Critical (bite)
CR: 16

Rabid Charge (Ex): The G-Cerberus suffers no penalties to AC for charging.

Ferocity (Ex): G-Cerberus is so fiercely aggressive in combat it continues fighting even when disabled or dying (until they reach -10 hit points).

Improved Grab (Ex): When the G-Cerberus makes a successful bite attack it can automatically begin a grapple check.

Trip (Ex): A G-Cerberus that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the G-Cerberus.


Controlled Mutation (Ex): Whenever the G-Cerberus reaches half of its total hit points (87 hp), it may elect to create a new mutation from the G-Virus random mutation list. This mutation is then considered to be permanent.  Another mutation occurs whenever it reaches one quarter of its total hit points (43 hp).


Acid Weakness (Ex): The G-Cerberus is susceptible to attacks that deal acid damage.  Any attacks that deal acid damage bypass the G-Cerberus’ damage reduction, and for every 4 rounds acid damage is dealt, the G-Cerberus’ Damage Reduction is reduced by 1.

#2279

logandecari

May 23, 2012 16:46:06
Hello havent been on this thread for a bit just wondering if any one had compiled this in to a pdf. cause that would help alot
#2280

Urban_Sniper_02

May 25, 2012 4:12:16
Hello havent been on this thread for a bit just wondering if any one had compiled this in to a pdf. cause that would help alot



Unless someone else did a different one, this is the only PDF I know of, which is all the info we came up with for REd20 Modern compiled into one source.  It can be found here.
#2281

AnimeSniper

May 25, 2012 4:40:00
Hello havent been on this thread for a bit just wondering if any one had compiled this in to a pdf. cause that would help alot



Unless someone else did a different one, this is the only PDF I know of, which is all the info we came up with for REd20 Modern compiled into one source.  It can be found here.



thanks for the linkage Urban_Sniper_02 and check my deviantart page animesniper.deviantart.com/ as I modded another artists work for an Umbrella ID badge that another one of our group ran several years back... I was one of the companies troubleshooters
#2282

Ragitsu

Aug 26, 2012 22:01:45
Zorpo.
#2283

Emirikol

Oct 29, 2012 10:38:14
I'm a little late to this thread and I just wanted to say great work on this.

..