I just wanted to see if there is any interest for a Resident Evil campaign using the DnD v3.5 rules. I have notes to a full campaign and IÆm mostly done with the introductions as well as the first part of the game. So IÆm more or less ready to start.
IÆd prefer a small group, 4 or 5; any more then that would lead to a great amount of confusion for me. I have three basic classes and IÆve tried to create a weapon system that is as simple as possible as not to confuse any players. You don't need to have played the game or seen the movies to join in.
Now the main problem I have is solving the issue with rolling dices. As a DM I could roll all of your individual dices, but I know most players would be annoyed if anyone but themselves rolled their attack rolls and saves. On the other hand if the players roll without any way for the DM or the other players to double check itÆs just an invitation for cheating.
Some rolls IÆll do behind the curtains, if I told you to roll a listen check youÆll know at once somethingÆs up. Does someone have a good solution?
Someone mentioned something about a site where you rolled your dice and then could copy and paste your result, and if anyone tried to change anything it would show in the post.
Due to the wide difference in time-zones for some members of the forum I donÆt think a chat would be a good idea, so we will try and keep it on this forum.
So thatÆs the gist of it, need four or five players and some suggestions about rolling dice, but other then that IÆm ready to start at once.
IÆll post the info you need to create a character and an explanation how automatic weapon works in a couple of hours.
-------------------------------------------
Resident Evil RPG
Information for creating and leveling a character:
You use the fighterÆs chart to determine base attack bonus.
Rifleman and medic receive feats on the following level.
1st. 2 feats
2nd. 1 feat
3rd. No feat
4th. 1 feat
5th. No feat
6th. 1 feat
7th. No feat
8th. 1 feat
9th. No feat
10th. 1 feat
11th. No feat
12th. 1 feat
etc.
Marksman receives feats and sniping bonus on following levels.
1st. 1 feats and +1D6 when Sniping
2nd. 1 feat
3rd. No feat
4th. +1D6
5th. No feat
6th. 1 feat
7th. No feat
8th. +1D6
9th. No feat
10th. 1 feat
11th. No feat
12th. +1D6
These are all the feats youÆll receive, you wonÆt receive the extra first level feat for being human, nor will you receive the standard feat every third level.
You do receive the additional skill points humans usually receive.
Its point buy, with thirty-two points, all your ability scores start at nine.
9-14, costs one point to raise the score one point.
15-16, costs two points to raise the score one point.
17-18 costs three points to raise the score one point.
And you canÆt raise a score above eighteen.
Here are the three classes, with their respective equipment choices. If you absolutely feel you need to have some other weapon or some additional gear just post what you want and I'll see what I can do. Just so you know additional gear won't be much of a problem, but changing your rifle to a grenade or rocket launcher will be more problematic.
If you are unsure what category a particular weapon belongs to just ask and I'll answer.
-------------------------------------
Rifleman:
HD: 1d10
Skill Points: 4/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles)
Point blank shot or Quick Draw
Saves: Use the clericÆs saves
Skills:
Balance
Climb
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of semi-automatic, automatic and burst fire, 300 ft range)
Starts with 2 clips (60 rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
XM-26 under-slung shotgun (12 gauge, 5 round clip, 3d6-20x2, 30ft range)
Starts with 2 clips (10 rounds)
Or
M14 (7,62 NATO, 20 round clip, 2d8-20x3, 300ft range, semi-or fully automatic)
Starts with 2 clips (40 rounds)
With two equipment mounts for the M14 Rifle:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Bayonet (1d6-20x3)
3 grenades (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
--------------
Medic:
HD: 1d8
Skill Points: 8/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles)
Self sufficient
Point blank shot or Quick Draw
Saves: Use the clericÆs saves
Skills:
Balance
Climb
Concentrate
Heal
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Survival
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 rounds clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (60 rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Or
XM110 Rifle (7,62 NATO, 20 round clip, 2d8-20x3, semi-automatic fire only, scoped)
Starts with 2 clips (40)
With two equipment mounts for the XM110 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
First Aid kit (10 uses)
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
----------------------
Marksman:
HD: 1d6
Skill Points: 8/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles
Weapon focus
Point blank shot or Exotic weapon proficiency (M82)
Saves: Use the monkÆs saves
Skills:
Balance
Climb
Disable Device
Hide
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Move silently
Open Lock
Ride (Drive)
Search
Spot
Swim
Tumble
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (60rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Or
XM110 Rifle (7,62 NATO, 20 round clip, 2d8-20x3, semi-automatic fire only, scoped)
Starts with 2 clips (40 rounds)
With two equipment mounts for the XM110 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
Or
M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped
Starts with 2 clips (20 rounds)
With two equipment mounts for the M82 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Ghuille Suit (+4 to hide checks)
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
Lock pick
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
--------------------------
Burst: FireÆs a three round burst from the weapon, +2 to hit
Automatic: Add +2 to hit. Automatic fire consumes ten rounds of ammunition and deals double damage if you hit. If you roll a critical the damage from automatic fire is only added and not multiplied.
Healing and First Aid kits: A first aid kit provides a +2 bonus to Heal check. A Successful heal check with a first aid kit also heals 5 hit points, but it takes a minute to do so.
Loading a weapon: Loading many individual shells, cartridges or grenades into a weapon (pump-action shotgun, revolver, bolt action rifle, grenade launcher with revolving magazine) or loading a heavier weapon (any kind of belt fed machinegun, rocket launcher) is a full round action that provokes an attack of opportunity.
Loading two or less shells, cartridges or grenades into a weapon (double barreled shotgun, single shot grenade launcher, single shot bolt action rifle) is a move action that provokes an attack of opportunity.
Loading a magazine into a weapon (assault rifle, automatic shotgun, revolver with speed loader) is a move action that provokes an attack of opportunity.
Armor: For all intents and purposes consider every kind of body armor to be made of mithril. This is to represent the fact that modern armor is much lighter and less cumbersome then their medieval counterparts.
Sniping: You take youÆre time to aim at a specific vital point to deal more damage. It is a full round action that provokes an attack of opportunity. Damage from sniping is multiplied if you roll a critical. Because you take your time to aim the shot you get a +4 to hit bonus. You can snipe with any weapon at any range.
Weapons attachments:
Assault/battle rifles:
Silencer
Laser sight
Optical scope
Flashlight
Underslung weapons attachment (shotgun, grenade launcher)
Bayonet
Sniper/designated marksman rifles:
Silencer
Laser sight
Optical scope
flashlight
bipod
night-vision scope
Shotguns:
Laser sight
flashlight
Pistols:
Laser sights
flashlight
Silencers
SMGs:
Silencers
Laser sights
Flashlights
Scope
IÆd prefer a small group, 4 or 5; any more then that would lead to a great amount of confusion for me. I have three basic classes and IÆve tried to create a weapon system that is as simple as possible as not to confuse any players. You don't need to have played the game or seen the movies to join in.
Now the main problem I have is solving the issue with rolling dices. As a DM I could roll all of your individual dices, but I know most players would be annoyed if anyone but themselves rolled their attack rolls and saves. On the other hand if the players roll without any way for the DM or the other players to double check itÆs just an invitation for cheating.
Some rolls IÆll do behind the curtains, if I told you to roll a listen check youÆll know at once somethingÆs up. Does someone have a good solution?
Someone mentioned something about a site where you rolled your dice and then could copy and paste your result, and if anyone tried to change anything it would show in the post.
Due to the wide difference in time-zones for some members of the forum I donÆt think a chat would be a good idea, so we will try and keep it on this forum.
So thatÆs the gist of it, need four or five players and some suggestions about rolling dice, but other then that IÆm ready to start at once.
IÆll post the info you need to create a character and an explanation how automatic weapon works in a couple of hours.
-------------------------------------------
Resident Evil RPG
Information for creating and leveling a character:
You use the fighterÆs chart to determine base attack bonus.
Rifleman and medic receive feats on the following level.
1st. 2 feats
2nd. 1 feat
3rd. No feat
4th. 1 feat
5th. No feat
6th. 1 feat
7th. No feat
8th. 1 feat
9th. No feat
10th. 1 feat
11th. No feat
12th. 1 feat
etc.
Marksman receives feats and sniping bonus on following levels.
1st. 1 feats and +1D6 when Sniping
2nd. 1 feat
3rd. No feat
4th. +1D6
5th. No feat
6th. 1 feat
7th. No feat
8th. +1D6
9th. No feat
10th. 1 feat
11th. No feat
12th. +1D6
These are all the feats youÆll receive, you wonÆt receive the extra first level feat for being human, nor will you receive the standard feat every third level.
You do receive the additional skill points humans usually receive.
Its point buy, with thirty-two points, all your ability scores start at nine.
9-14, costs one point to raise the score one point.
15-16, costs two points to raise the score one point.
17-18 costs three points to raise the score one point.
And you canÆt raise a score above eighteen.
Here are the three classes, with their respective equipment choices. If you absolutely feel you need to have some other weapon or some additional gear just post what you want and I'll see what I can do. Just so you know additional gear won't be much of a problem, but changing your rifle to a grenade or rocket launcher will be more problematic.
If you are unsure what category a particular weapon belongs to just ask and I'll answer.
-------------------------------------
Rifleman:
HD: 1d10
Skill Points: 4/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles)
Point blank shot or Quick Draw
Saves: Use the clericÆs saves
Skills:
Balance
Climb
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of semi-automatic, automatic and burst fire, 300 ft range)
Starts with 2 clips (60 rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
XM-26 under-slung shotgun (12 gauge, 5 round clip, 3d6-20x2, 30ft range)
Starts with 2 clips (10 rounds)
Or
M14 (7,62 NATO, 20 round clip, 2d8-20x3, 300ft range, semi-or fully automatic)
Starts with 2 clips (40 rounds)
With two equipment mounts for the M14 Rifle:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Bayonet (1d6-20x3)
3 grenades (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
--------------
Medic:
HD: 1d8
Skill Points: 8/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles)
Self sufficient
Point blank shot or Quick Draw
Saves: Use the clericÆs saves
Skills:
Balance
Climb
Concentrate
Heal
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Survival
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 rounds clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (60 rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Or
XM110 Rifle (7,62 NATO, 20 round clip, 2d8-20x3, semi-automatic fire only, scoped)
Starts with 2 clips (40)
With two equipment mounts for the XM110 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
First Aid kit (10 uses)
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
----------------------
Marksman:
HD: 1d6
Skill Points: 8/level
Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles
Weapon focus
Point blank shot or Exotic weapon proficiency (M82)
Saves: Use the monkÆs saves
Skills:
Balance
Climb
Disable Device
Hide
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Move silently
Open Lock
Ride (Drive)
Search
Spot
Swim
Tumble
Use Rope
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
Pistol, either Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) or Colt M1911 (.45 ACP, 7 round clip, 1d8-20x3, 30ft range)
Starts with 2 clips (26 or 14 rounds)
M4 Carbine, (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (60rounds)
With two equipment mounts for the M4 Carbine:
Laser sight, (+1 to hit)
Optical scope (double range of weapon)
Flashlight
Or
XM110 Rifle (7,62 NATO, 20 round clip, 2d8-20x3, semi-automatic fire only, scoped)
Starts with 2 clips (40 rounds)
With two equipment mounts for the XM110 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
Or
M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped
Starts with 2 clips (20 rounds)
With two equipment mounts for the M82 Rifle:
Laser sight (+1 to hit)
Flashlight
Sound and flash suppressor (silencer)
1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Ghuille Suit (+4 to hide checks)
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
Lock pick
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Weapon's cleaning kit (universal)
--------------------------
Burst: FireÆs a three round burst from the weapon, +2 to hit
Automatic: Add +2 to hit. Automatic fire consumes ten rounds of ammunition and deals double damage if you hit. If you roll a critical the damage from automatic fire is only added and not multiplied.
Healing and First Aid kits: A first aid kit provides a +2 bonus to Heal check. A Successful heal check with a first aid kit also heals 5 hit points, but it takes a minute to do so.
Loading a weapon: Loading many individual shells, cartridges or grenades into a weapon (pump-action shotgun, revolver, bolt action rifle, grenade launcher with revolving magazine) or loading a heavier weapon (any kind of belt fed machinegun, rocket launcher) is a full round action that provokes an attack of opportunity.
Loading two or less shells, cartridges or grenades into a weapon (double barreled shotgun, single shot grenade launcher, single shot bolt action rifle) is a move action that provokes an attack of opportunity.
Loading a magazine into a weapon (assault rifle, automatic shotgun, revolver with speed loader) is a move action that provokes an attack of opportunity.
Armor: For all intents and purposes consider every kind of body armor to be made of mithril. This is to represent the fact that modern armor is much lighter and less cumbersome then their medieval counterparts.
Sniping: You take youÆre time to aim at a specific vital point to deal more damage. It is a full round action that provokes an attack of opportunity. Damage from sniping is multiplied if you roll a critical. Because you take your time to aim the shot you get a +4 to hit bonus. You can snipe with any weapon at any range.
Weapons attachments:
Assault/battle rifles:
Silencer
Laser sight
Optical scope
Flashlight
Underslung weapons attachment (shotgun, grenade launcher)
Bayonet
Sniper/designated marksman rifles:
Silencer
Laser sight
Optical scope
flashlight
bipod
night-vision scope
Shotguns:
Laser sight
flashlight
Pistols:
Laser sights
flashlight
Silencers
SMGs:
Silencers
Laser sights
Flashlights
Scope