Resident Evil RPG

Xerxezz

Well-Known Member
#1
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
 

Kayeich

Well-Known Member
#2
Xerxezz said:
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.
Even with time-zone differences, you should still check if people can't manage a set game time, especially if you, say, run a weekend only game. If it's daily, then yeah, chatroom generally doesn't work unless you luck out and interested parties have similar free hours to you. Always worth checking out though. Real time gaming is superior to forum gaming.

Still, just because you can't run a game in the chatroom doesn't mean you can't use a chatroom's features. If you use IRC, just have a bot that does rolling, or use a program that already has the feature installed like openRPG. Then just have the GM idle in the chatroom at all times.

Players log on (they can idle there as well if they wish) whenever they need to roll something, that way, you as the GM see all their rolls. You as GM don't need to roll stuff in there that you don't want them to see, although there's no reason not to roll some stuff there either. If nothing else, showing some rolls encourages players to idle in the room instead of just logging on/off repeatedly.

In turn, having an active chatroom also encourages OOC talk to go on in there if all/most of the players idle there instead of just logging on/off whenever they're not rolling, meaning that the forum logs of gaming don't get bogged down with OOC comments, and people can share ideas on how to react to a situation before actually gaming it, and coordinate who posts something when a bunch of you are all online, or just make random jokes and comments and get to know each other better (always a good thing with any party of PCs).

I've seen this system work really well in games where time-zones are an issue for players.

Out of curiosity, is there any particular reason for selecting D&D rules as a basis? And what three basic classes are you considering allowing? Also, would this really be an RE based game with modified D&D rules, or just a dungeon crawl with D&D undead being involved?

I ask, because RE would limit things a lot when you consider that in addition to casters having the trouble of being too good while they have full spells and worthless when they have none, you also can't have melee combatants because the RE undead infect you when they wound you, and you're just gonna end up dead if you lose any HP from them striking you.

If you really want to run an RE game, you may want to look at more modern systems that have stuff focusing more on things like sidearms and other modern weaponry instead of stuff like swords and magic.

If you just want to run a "Tomb of Horrors" type campaign where people need to survive against hordes of undead, survive deadly traps, and triumph over an evil lich/demon/monster at the end, D&D is pretty nifty though.
 

Xerxezz

Well-Known Member
#3
I choose D&D because thats the system I'm most familiar and comfortable with. I've tried a couple of others, vampire and BESM among others, but I don't have the experience and books for that kind of game.

The first RPG I ever played was a DnD mod of Dino Crisis, It's still probably the most entertaining campaign I've ever played.

There won't be any magic in this campaign, so I couldn't use most of the classes in the players manual.

For this campaign I used the fighter as a template and messed around with the hit dice, skill points and starting feats to create variations.

The real challange was creating new rules for automatic weapons. I've seen a couple of different versions for using automatic fire, but I tried to create a system that's as easy as possible to learn, I don't think it will take more then a minute or two.

Automatic fire:
Add +2 to hit on your roll. Automatic fire consumes ten rounds of ammunition and deals double amount of dices in damage if you hit. If you roll a critical the damage from automatic fire is only added and not multiplied.

Burst: FireÆs a three round burst from the weapon, +2 to hit on your roll.
 

Mick

Well-Known Member
#4
Edit. Actually forget shadow run. All flesh must be eaten was made for games like this. It's just too bad I don't know anybody who actually has those books.
 

shout27

Well-Known Member
#5
I'll play, my Naruto set-up will need more work anyways. I was mostly getting set-up started so everyone could run around and do whatever they felt like doing while i finished up details dealing with campaigns and possible missions to take.

that said will there be any class similar to the Paladin who will be immune to the virus? Melee is always fun! ^_^
 

Xerxezz

Well-Known Member
#6
shout27 said:
I'll play, my Naruto set-up will need more work anyways. I was mostly getting set-up started so everyone could run around and do whatever they felt like doing while i finished up details dealing with campaigns and possible missions to take.

that said will there be any class similar to the Paladin who will be immune to the virus? Melee is always fun! ^_^
Melee? If you're in melee distance you're screwed...well, unless you have a fire-axe or a shotgun. I've done a similar campaing like this before, and one of the people in the group hadn't seen the movies or played the games.

"Okay, there are a bunch of zombies over there, and one in front of me... Lets stab him with my combat knife!"

Next round

"Umm.." *takes a look around, is completly surounded by zombies* "Well...Fuck"

Round after that.

"Ouch..." *pulls sprint out of hand grenade* "Eat this!"

"THUMP"

"Cool, I actually succeded in my reflex save, all the zombies are gone, and I've still got a one HP...Medic!"

In any case, I've got one player, just need two or three more. I'll edit my first post and add the player creation as well as the three basic classes. I would really like some contructive opinions on the classes, I'm not entirly happy with them.
 

Xerxezz

Well-Known Member
#8
David Alan Abramczyk said:
I'll join up. Anything I have to keep in mind for character creation?
Posted the character creation at the top, if there is any questions just ask.
 

Xerxezz

Well-Known Member
#10
Raccon City, you are part of an external security-force whose job is to keep the riots in the city in check.
 

TerraBull

Well-Known Member
#11
So no one that could serve as a armorer? Find a suitable place to modify your weapon, repair a broken one or even make your own special loads of ammo?
 

Xerxezz

Well-Known Member
#13
TerraBull said:
So no one that could serve as a armorer? Find a suitable place to modify your weapon, repair a broken one or even make your own special loads of ammo?
You might find a thing or two to mount on your weapons, if the weapon breaks down it will probably be better to find a new one. Ammo will probably be scarce and you'll have to conserve and scavage.

Here's the sample character:
Level 1 Rifleman ôKenny McCormickö

Str û 13 (+1)
Dex û 18 (+4)
Con- 16 (+3)
Int -14 (+2)
Wis- 12 (+1)
Cha- 10 (+0)

Point buy means that you have a number of points and buy ability scores with them, one point for each score until you reach fourteen. If you want to raise a score above that you have to pay two points for each ability score. Anything above sixteen in a score costs three points to buy.

ItÆs almost identical to the system SotF used for his Aviantar game, only difference is that all your scores start at nine instead of eight.


HP: 13.
AC: 17, touch 14, flatfooted 13
Initiative: +4
Saves: Fort +5, Ref +4 Will +3
Base attack/grapple: +1/ +2

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.
"Kenny" had two additional feats and he decided to choose Weapon focus (M4) and Rapid reload.

Skills: (4+2+1)x4 =28 skill points to assign at first level.

Balance
Climb
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Use Rope

Equipment:

Combat knife, KM2000 (1d4, 19-20x3)
Attack bonus: +2

ôKennyö decided he wanted the Browning Hi-Power.
Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range) 2 clips (26 rounds)
Attack bonus: +5

ôKennyö decided that he wanted the M4 Carbine.

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)
Attack bonus: +5

ôKennyö mounted the XM-26 shotgun and a laser sight on his carbineÆs equipment mounts.

XM-26 under-slung shotgun (12 gauge, 5 round clip, 3d6-20x2, 30ft range)
Starts with 2 clips (10 rounds)
Attack bonus: +5

3 grenades (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Backpack
50ft rope
Ration (3)
Lighter
Helmet mounted radio
Flashlight
Glow stick
Flares (light)
Flares (smoke)
 

shout27

Well-Known Member
#15
Raccon City, you are part of an external security-force whose job is to keep the riots in the city in check.
odd, thought we were supposed to be special forces. if that's the case drop the Martial Weapons training for the Medic, give him some better "Base" gear and remove the Rifle he gets.

edit1:eek:ther recommendations are: drop the Grenades and replace them with Tear Gas, Flashbangs, and/or Smoke Grenades.

edit2: Marksmen should lose the "Medium Armor", the Tumble skill doesn't work if you're wearing more than Light or have a heavier load than Light.
 

shout27

Well-Known Member
#16
other thoughts:
using Craft (Armorsmithing): 1 (2) can i begin the game with 2 Ward Cestus (Gauntlet/Glove) and a pair of Masterwork Dastana (Bracers) from the Arms + Equipment Guide?
Pestle and Mortar, bag of different herbs, 10+ Rolls of Gauze (equivalent of 30+ use "First Aid Kit" though bonus is only +1 and it takes longer to use if you allow it?),
Mess Kit, Roll of Twine, Crowbar (i'd just like to come across one early), and I'd like two Belt Pouches.

edit:Riflemen should probably also get optional access to a Riot Shield with the M-14 and 2 more pistol clips.

Medics should have the equivalent of Improved Grapple to represent training to deal with troublesome Patients.
 
#17
Does anyone think they could help me create a rifleman character?

At the moment, I have his name, stats, and soldier-type (Designated Marksman, a squad-level sharpshooter who is broadly similar to a sniper), but need some help in his equipment and whatnot.

Here's what I have so far:

JAMES W. CLARKE, aka "J-Dub"

Class: Rifleman

STATS:

STR: 12
DEX: 18
CON: 15
INT: 14
WIS: 14
CHA: 10

EQUIPMENT:

M14 Selective-Fire Rifle
*Bayonet
*Optical Scope

Browning Hi-Power

2x Flashbang Hand Grenades


SKILLS:

Balance 2
Climb 2
Jump 2
Knowledge (firearms) 2
Knowledge (squad tactics) 4
Listen 4
Ride (Drive) 4
Search 2
Spot 2
Swim 2
Use Rope 2

=================

Any thoughts?
 

TerraBull

Well-Known Member
#18
As the security force, would you have been devoted to that alone? or you just switched jobs?

Skills: Auto Repair - Know to replace the hose or hotwire a fast ride to run away?
Skills: Mechanics - Fix the big crane or other?
Skills: Electronics - Lights and Generators Going?
Skills: Computers - Learning info the boss was going to kill you? >:p
Ect?

A lot of other stuff.
 

shout27

Well-Known Member
#19
if Xerxezz includes a Riot Shield, i recommend the Bayonet attachment (for when you run out of ammo, you won't need to pull out your knife and it'll be harder to put your arm into biting range)

edit: Xerxezz if you want to deviate a bit more, make 2 different Riot Shields.

Standard One you see in the movies (completely Clear and has Riot in print)
+1 AC -1 Penalty

Counter-Strike version (Metal Shield with a pane of Bulletproof Glass so you can see a bit) (Rifleman only, they also receive training on using a Rifle as a mini-Polearm when it has a Bayonet attached)
+3 AC -2 Penalty

edit2: could you put up a list of exactly what skills are available, i'm pretty sure most of the Craft and Profession Skills aren't fitting for this campaign. (bowsmithing to name one, blacksmithing to name another)

edit3: recommended skills for "J-dub" put 2 points in all class skills and then another 2 points in stuff i haven't specialized in like Ride (Drive), Use Rope, Knowledge (Squad Tactics), and Listen to name a few.
 

shout27

Well-Known Member
#20
Xerxezz: you might want to change out every other feat for Marksmen with a Sneak Attack Damage bonus i.e.
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

opinion?
 
#21
I still can't work out how to fill in the skill thing... Last time I played a pen and paper game was over a year ago, and all that knowledge that I had, I've lost.
 

Mick

Well-Known Member
#22
This security force..who do they work for exactly? The government or Umbrella? I think it might be more fun if it were the second.
 

shout27

Well-Known Member
#23
I still can't work out how to fill in the skill thing... Last time I played a pen and paper game was over a year ago, and all that knowledge that I had, I've lost.
each class has skill points given to the class: in your case 4 every level, you add your Int. modifier to the amount: in your case +2, and you also add +1 for being of the Human Race total = 7 / level skill points

for being a first level character you also multiply that amount by 4 = 28 points to distribute. as long as you only pick skills on your class list you only have to pay 1 point for each rank in the skill. the maximum amount of ranks you can have in a class skill are Character Level + 3 (1st level = 4, 3rd = 6, etc.)

and your class list is:
Balance
Climb
Jump
Knowledge (firearms)
Knowledge (squad tactics)
Listen
Ride (Drive)
Search
Spot
Swim
Use Rope

a cross-class skill is any skill not on the above list, and cost 2 points for evey rank. your cross-class max ranks are half of your class skill max ranks to put it simply.

edit2: what i had recommended was this -
Balance 2
Climb 2
Jump 2
Knowledge (firearms) 2
Knowledge (squad tactics) 4
Listen 4
Ride (Drive) 4
Search 2
Spot 2
Swim 2
Use Rope 2
 

TerraBull

Well-Known Member
#24
Anyone going for a Auto Assault 12 with a 8 box or a 20 round drum, or a SPAS-12?

Classic wants on a Zombie Kill list? Auto Shotguns!
 

shout27

Well-Known Member
#25
Anyone going for a Auto Assault 12 with a 8 box or a 20 round drum, or a SPAS-12?

Classic wants on a Zombie Kill list? Auto Shotguns!
are you going to be our Marksman?
 
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