Resident Evil RPG

#51
Okay, I'll explain it to you as best I can.

Our characters each start of with 9 points in each category: Strength, Dexterity, Constitution, Luck, Intelligence, Wisdom, and Charisma. You assign points based on the table there to each stat. That sets your physical character, and your saving rolls.

Then, your class comes into play. You have a group of core skills that you assign points to, and if you so choose, into non-core skills. Once you've set your skills, you choose your equipment.
 

Mick

Well-Known Member
#52
Heh I would have liked to be a mercenary that worked for umbrella like Carlos and the others.
 

Mick

Well-Known Member
#54
David Alan Abramczyk said:
I dunno, if you ask the boss, you could be able to join in....
Heh might be harder for him to manage separate groups, I dunno.
 

Xerxezz

Well-Known Member
#56
Fighter base attack, +1 every level. Your level 3, so you have a BAB of +3
 

shout27

Well-Known Member
#57
updated

Macguyver "Bones" Jr.
L4 Medic
6,200 XP

Str û 14 (+2)
Dex û 16 (+3) (+1 level)
Con- 14 (+2)
Int -16 (+3)
Wis- 14 (+2)
Cha- 10 (+0)

HD: 1D8
HP: 33 (10 + 5 + 5 + 5 + 2 + 2 + 2 + 2)
AC: 20, touch 13 (+4 Combat Expertise) =17, flatfooted 13,
Initiative: +3
Saves: Use the clericÆs saves (+4/+1/+4)
total: +6/+4/+6

Grapple: 4+2 S.= +6, CE -4= +2

Melee Attack: 4 +2 S.= +6, CE -4= +2

Range Attack: 4 +3 D.= +7, CE -4= +3 (additional +1 when 30ft.)



Starting 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
Quick Draw
Able Learner
Combat Expertise
Point Blank Shot
Run


Skill Points: (8+1+3=12) x4 +12 + 12 + 12
note: *means class skill
Skills:
*Balance: 3 (+3)= +6
*Climb: 7 (+2)= +9
*Concentrate: 6 (+2)= +8
Craft/Knowledge (Everything): 3 (+3) (+1 syn. K(F)) (+1 syn. K(ST))= +8 (note: i figure the sheer broadness of the catagory means the DCs are +5-+10 for any specific application of the skill)
*Heal: 7 (+2) (+2) (+2 with FAK)= +11(+13)
*Jump: 7 (+2)= +9
*Knowledge (firearms): 7 (+3)= +10
*Knowledge (squad tactics): 7 (+3)= +10
Knowledge (Explosives): 3 (+3)= +6
Knowledge (Computer): 3 (+3)= +6
Knowledge (Mechanics): 3 (+3)= +6
*Listen: 7 (+2)= +9
*Ride (Drive): 2 (+3)= +5
*Search: 7 (+3)= +10
*Spot: 4 (+2)= +6
*Survival: 3 (+2) (+2)= +7
*Swim: 1 (+2)= +3
Tumble: 1 (+3) (+2 syn. from Jump) = +6
*Use Rope: 3 (+3)= +6


Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+2


Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 3 clips (33) (clip from DAA)
+3 (add +1 when Point Blank aaplies)


Mossberg 590 pump action shotgun (12 gauge, 9 rounds, 3d6-20x2)
(2 rounds left) (5 given to DAA)
+3 (add +1 when Point Blank applies)


M4 Carbine, (5,56 NATO, 30 rounds clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (0 rounds) (both given to DAA)
Laser sight, (+1 to hit) (attach.) (Given to Terrabull)
Flashlight (attach.) (given to DAA)
(currently in duffle bag)

2 grenades (4d6+10, 10 ft radius) (1 starting, 2 given by DAA, 1 used)
Body armor (+3 AC, check penalty 0)
Combat utility harness

Backpack (Self)
Collapsible Grappling Hook (Rope) (wrapped with a bit of twine so it doesn't come loose [swift action to remove])
50ft rope (Backpack)
Ration (3) (Pouch 1)
Lighter (Pouch 1)
Helmet mounted radio (Helmet )
Flashlight (Pouch 1)
First Aid kit (5 uses) and FAK (10 uses) (moved from duffel) (Backpack)
4xGlow sticks (1 hour) (Backpack)
2xFlares (light, 10 minutes) (Backpack)
2xFlares (smoke) (Backpack)
Weapon's cleaning kit (universal) (Pouch 2)
Ball of Twine (Pouch 2)
Mess kit (Backpack)
Belt Pouch (Self)
Belt pouch #2 (Self)
Canteen (Self)
Keychain with seven keys.
Masterwork Tool Set (moved from duffle)

Duffle:
1 Rotor Blade (2 ft. long, half warped) (4 more left in electronics store backroom, note in case i can do something with them rather quickly)
Crowbar
Tool Kit: Hammer, 12 different screwdrivers, couple of different pliers, a box of nails and screws.
some spare batteries,
four rolls of duct-tape.
emergency hose
electric drill
a fire-axe (1d8-20x3),
a fire proof blanket.
more batteries
various electronic parts (storing these carefully)
digital camera with low-light recording ability
remove laptop from the box, and grab the parts + materials requested. grab a spare as well with an additional charger (this one is just laptop and charger).
DOS Boot Software
Copper Wire and other Wiring gear (fuses, electrical caps, electrical tape, etc.)
power tool batteries and charger

specifics on Craft/Knowledge (Everything), i figure that it gets a +1 syn. bonus from every Knowledge/Craft skill over 5. it in turn gives a +1 syn. bonus when it's over five ranks but unlike other skills every 5 ranks grants an additional +1 syn. bonus to Knowledge/Craft skills.
 

shout27

Well-Known Member
#58
to somewhat make up for lower attachments available, could a Double-Barrel Shotgun have a normal (hand) flashlight attached with no penalty?
 

TerraBull

Well-Known Member
#59
Updated Again Complete.

Terry "Tex" Masterson
Marksman:
Level 4
6,200 XP

Str - 16 (+3)
Dex - 18 (+4) (+1 Lvl)
Con - 14 (+2)
Int -14 (+2)
Wis - 10 (+0)
Cha - 9 (-1)

HD: 1d6 +2 Con (Total 8 Hp) (Lvl 2 5+2, Lvl 3 5+2. Lvl 4 6+2)
HP: 30.
AC: 17, touch 14, flatfooted 13
Initiative:
+4
Saves:
Base/ Mod/ Total
Fort Save: 2/ 4 = 6
Ref Save: 4/ 4 = 8
Will Sav: 0/ 4 = 4

Base attack/grapple:
4+3 Str=7/ 4+3 Str=7
Melee Attack/ Range Attack:
4 +3 Str=7/ 4 +4 Dex = 8/ M82 4 +4 +1 weapon focus +2 brace = 11

Skill Points: 8/level (8 + 2 X 4 = 40 + 4 = 44 + 11 + 11 + 11= 77)

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 (M82) (+ 1 Hit)
Exotic weapon proficiency (M82)
Point Blank Shot (Skilled at making well placed shots with ranged weapons at close range, + 1 hit and damage within 30 ft)
Snipe + 2D6 Damage (It is a full round action that provokes an attack of opportunity. Damage from sniping is multiplied if you roll a critical. Adds +4 to hit, You can snipe with any weapon at any range.)
Precise Shot (Skilled at timing and aiming ranged attacks, Shoot at opponent engaged in melee without suffering - 4 penalty)

Skills: Stat/ Skill/ Mod/ Total
note: *means class skill
*Balance: 4/ 6/ 2 (Tumble syn) = 12
*Climb: 3/ 7/ 2 (Use Rope) = 10/ 12
*Disable Device: 2/ 7/ 0 = 9
*Hide: 4/ 6/ 4 = 14
*Jump: 3/ 5/ 0 = 8
Knowledge (explosives): 2/ 1.0/ 0 = 3
*Knowledge (firearms): 2/ 2/ 0 = 4
*Knowledge (squad tactics): 2/ 2/ 0 = 4
*Listen: 0/ 6/ 0 = 6
*Move silently: 4/ 6/ 0 = 10
*Open Lock: 4/ 7/ 2 (Master W. Picks) = 13
*Ride (Drive): 3/ 1/ 0 = 4
*Search: 2/ 1/ 0 = 3
*Spot: 0/ 6/ 0 = 6
*Swim: 3/ 1/ 0 = 4
*Tumble: 4/ 7/ 2 (Jump) = 13
*Use Rope: 4/ 5/ 0 = 9

Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+7

Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 clips (23)
Equiped
Lazersight (+1 Hit)
Silencer
+9 (+1 Point Blank) Total +10

M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped)
Snipe adds 2 D6 Damage, +4 to Hit, Full Round Action)
1,800 m (2,000 yd) range with scope.
Starts with 2 clips (16 rounds)
With two equipment mounts for the M82 Rifle:
Optical scope (X 10 Sight, + Spot range, adds range of weapon)
Sound and flash suppressor (silencer)
Detachable Bipod and Muzzle Brake (Improved Accuracy when Braced + 2 to Hit, Muzzle brake to fire when standing no penalty)
+9 (+11 with brace) (+ 1 Point Blank)

1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Ghuille Suit (+4 to hide checks)
Combat utility harness

Backpack
100ft rope
2 collapsible grappling hooks
Ration (3)
Lighter
Helmet mounted radio
Binoculars
Flashlight
Deluxe Swiss Army Knife
Lock picks (Masterwork)
Universal weapon cleaning kit
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)
Batteries for Flashlight and Radio

(Sorry about the Bold, so I do not forget)
 
#60
Sorry all, should have mentioned it sooner, but I won't be here for a few days. I'm flying home from the UK, and it's gonna be Abyssus Viatorus....
 
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