Resident Evil RPG

Xerxezz

Well-Known Member
#26
About the weapon breaking down or jamming, I've added a universal weapon cleaning kit that can be used for cleaning almost every firearm.

Knowledge (firearms) is the skill you use if you want to identify a weapon, how you clean a weapon, how you replace a broken part, how you see in what condition the weapon is. When it's about a firearm this is the only skill you need.

Depending on which weapon it is it takes everywhere between ten minutes to an hour to clean it.

I've added the combat utility harness, can be used to store magazines for your weapons, grenades etc.

---------------

You are part of a military/mercenary security force belonging to a major corporation. You are being deployed to minimize the damage done to company assests by the rioters. Basically the company wants you to stand in front of one of their buildings armed with automatic weapons to discourage any looters.

----------------

Damn, I knew I forgot something about armor.

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. A medium armor is treated as a light one, a heavy one as a medium one.

-----------------

Shout27:
I'll okay the ball of twine and the mess kit. The crowbar...you'll see :lol:

The gauze, mortar and pestle and herbs... sorry, no. But don't worry, you'll probably be able to scavange something.

I don't really see the need for the skill: (armorsmithing), it's not really like you can patch together a kevlar vest with some duct-tape, well unless you're McGyuver with a +100 Craft/Knowledge (Everything).

About the ward castus and bracers, nope, sorry. But as I said before, you're bound to find something.

Riot sheilds are more of a police and counter-terrorist thing. I don't say you won't find them, but you won't start with them.

-------------
Terrabull:

You have focused on your military career (Hey, being a merc pays good) so you haven't had the time to learn any other skills, not as class skills at least.

Knowledge: Explosives (how to create, build and place explosives etc)
Knowledge: Mechanics (hotwire a car, fix broken machinery etc))
Knowledge: Electronics/Computers (hack into a computer, remotly turn on the lights and generator operate a radio etc)
Knowledge:

No auto-shotguns at the start, sorry. But the rifleman has the option to mount a semi-auto shotgun on his M4 Carbine.

-------------

Added the:
Universal weapon cleaning kit
Combat utility harness
Rules on burst and automatic fire
Rules on healing and first aid kits
Rules on sniping and sniping damage bonus chart *courtesy of Shout27*
 

Xerxezz

Well-Known Member
#27
We have:
Shout27: Medic
David Alan Abramczyk: Rifleman
Terrabull: Marksman?
 

shout27

Well-Known Member
#28
what are the general DCs for the non-class skill knowledge checks: Explosives, Mechanics, Computers?


edit: depending on your answer i'll change some of my skills around, night.
 

TerraBull

Well-Known Member
#29
I attempted this, no knowledge skills for me. :p

Terry "Tex" Masterson
Marksman:

Str - 16 (+3)
Dex - 17 (+3)
Con - 14 (+2)
Int -14 (+2)
Wis - 10 (+0)
Cha - 9 (-1)

HD: 1d6 +2 Con (Total 8 Hp)
HP: 8.
AC: 16, touch 13, flatfooted 13
Initiative:
+3
Saves:
Base/ Mod/ Total
Fort Save: 2/ 2 = 4
Ref Save: 3/ 2 = 5
Will Sav: 0/ 2 = 2

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

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

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 + 1D6 Damage)
(Next Level)
Precise Shot (Skilled at timing and aiming ranged attacks, Shoot at opponent engaged in melee without suffering - 4 penalty)

Skills: Stat/ Skill/ Mod/ Total
Balance: 3/ 2/ 0 = 5
Climb: 3/ 4/ 0 = 7
Disable Device: 2/ 4/ 0 = 6
Hide: 3/ 4/ 4 = 11
Jump: 3/ 2/ 0 = 5
Knowledge (explosives): 2/ 1.0/ 0 = 3
Knowledge (firearms): 2/ 2/ 0 = 4
Knowledge (squad tactics): 2/ 2/ 0 = 4
Listen: 0/ 4/ 0 = 4
Move silently: 3/ 3/ 0 = 6
Open Lock: 3/ 3/ 2 = 8
Ride (Drive): 3/ 1/ 0 = 4
Search: 2/ 1/ 0 = 3
Spot: 0/ 4/ 0 = 4
Swim: 3/ 1/ 0 = 4
Tumble: 3/ 4/ 0 = 7
Use Rope: 3/ 1/ 0 = 4


Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+4

Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 clips (26 or 14 rounds)
+4

M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped)
Snipe adds 1 D6 Damage.
1,800 m (2,000 yd) range with scope.
Starts with 2 clips (20 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)
+5 / +7 Braced

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)

Added the rope and hooks so could climb, and perhaps snipe better, and the Deluxe Swiss Army Knife, because who knows? Good?

Edit: Had to re calculate, 32 pts and lose a Feat till next level? To work the Snipe + 1 D6 Damage, should you add something to hit for aiming?

Wanted to add a Night Scope, To see figures moving at night, would a Sniper have that?

Do we apply Masterwork to certain items? Like Lockpicks or Weapons? *Heh* wanted to make the M 82 a Masterwork as well.

added the binoculars and masterwork lockpicks.
 

Xerxezz

Well-Known Member
#30
shout27 said:
what are the general DCs for the non-class skill knowledge checks: Explosives, Mechanics, Computers?


edit: depending on your answer i'll change some of my skills around, night.
Explosives:
Place a charge to blow open a door without damaging anything else DC-10
Place a charge to bring down an entrance without destroying the entire building DC-15
Place multiple charges to bring down an entire building DC-20-25 depending on size of building.
Build a basic bomb with fuze from gundpowder, DC-15
Build a a remote detonated bomb with gunpowder and 2 cellphones DC-20

Mechanics:
Hotwire a car DC-15-20 depending on car
Fix minor problem with car DC-15
Fix major problem with car DC20
Jurry-rig something to fix a minor problem with a car DC-20
Jurry rig something to fix a major problem with a car DC-25

Computer
Search for relavant files on a computer network DC-15
Access door/power/lights/ control from a computer DC-15
Hack computer DC-20-30 depending on computer security.

---------------

Terrabull:

No problems with the hook, rope or army knife.

The M82 comes with the x10 scope as standard. It won't give you any plus in hitting anything but it will increase the range of the weapon, you'll use the same mod when you are shooting anything at 100ft as when you are shooting something at 3000ft.

Silencer allows you to fire your weapon and still remain hidden. You roll your hide check and get 30, then you fire your weapon, but the enemy still has to roll a spot check and beat your 30 otherwise they have no idea where you are.

Muzzle breaks is standard on the M82, no negative mods for fireing while standing.
I didn't even think about adding a bipod...stupid for a class that relies on sniping...

Bipod: Allows you to aim better while crouching or lying, so long as the bipod is resting on a stable surface. +2 to hit while doing so.
 

shout27

Well-Known Member
#31
Is it alright if after we realize that we need to scavenge if i give my Laser Sight to Terrabull?

note: revised character, i now have the Able Learner Feat instead of Combat Expertise.
 
#35
You know what? Forget it. I'm too confused to go on.

Unless someone can help me get it right, in very small words, I'm out.
 

shout27

Well-Known Member
#36
You know what? Forget it. I'm too confused to go on.

Unless someone can help me get it right, in very small words, I'm out.
if i wasn't trying to help, i wouldn't have re posted it with everything. that said i'll redistribute your stats for you.
 
#37
Oh, I see.

Sorry, I've been under a lot of stress lately: having the flu, being 12,000 miles from home, having to visit a cemetary, little sleep; it all piles up, and reduces my brain to jelly.
 

shout27

Well-Known Member
#38
i changed your weapon to match mine so i could let you use my extra clips, I'm gonna want to use the extra clips from your colt though. and unless we're fighting some "Mondo Boss" please don't use anything more than Burst.
 

shout27

Well-Known Member
#40
thinking on it, and i'd feel better if we all changed to Brownings. more bullets means i'm useful a bit longer.

Xerxezz: what would the DC be to jury-rig a Flash-Light as an attachment and any downsides of doing so? and does "starts with 2 clips" mean that the gun is full and we get two clips or does it mean we only have two clips worth of ammo?

I figure this is how the end distribution of Guns and bullets will be:

DAA:
Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 (0) clips (26, 0): 1 given to Terrabull and 1 to Shout

M4 Carbine (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of semi-automatic, automatic and burst fire, 300 ft range)
Starts with 4 clips (120 rounds)

Terrabull:
Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 3 clips (39): 1 gained from DAA

M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped
Starts with 2 clips (20 rounds)

Shout27:
Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 3 clips (39): 1 gained from DAA

M4 Carbine, (5,56 NATO, 30 round clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2(0) clips (60, 0) 2 given to DAA



edit2: possible medic abilities (don't know how relevant they are)

Medic Ability L2: Cut + Cauterize - completely stops the progress of the T-Virus for a full day (repeatable). Patient takes 3 points non-lethal damage for every use.

Medic Ability L6: Cut, Bleed, Treat, Cauterize - T-Virus Infection is gone. Patient takes 5 points non-lethal damage.

Medic Ability L10: effects of FAKs doubled, character also gets twice as many uses out of a FAK.

Medic Ability L14: Character can Jury-rig a FAK from a bottle of Advil :lol:
 

Xerxezz

Well-Known Member
#41
shout27 said:
Xerxezz: what would the DC be to jury-rig a Flash-Light as an attachment and any downsides of doing so? and does "starts with 2 clips" mean that the gun is full and we get two clips or does it mean we only have two clips worth of ammo?

edit2: possible medic abilities (don't know how relevant they are)

Medic Ability L2: Cut + Cauterize - completely stops the progress of the T-Virus for a full day (repeatable). Patient takes 3 points non-lethal damage for every use.

Medic Ability L6: Cut, Bleed, Treat, Cauterize - T-Virus Infection is gone. Patient takes 5 points non-lethal damage.

Medic Ability L10: effects of FAKs doubled, character also gets twice as many uses out of a FAK.

Medic Ability L14: Character can Jury-rig a FAK from a bottle of Advil :lol:
You would be able to jurry-rig a flashlight attachement to your weapon with a little duct tape without even needing to roll a firearms check. You would have to use one of the smaller flashlights to, the sort that isn't much bigger then a pencil.

Anything larger then that would unbalance your weapon and would give you negative modifiers when you fire.

The flashlight you start with is one of the larger ones, but is small enough that you can comfortable hold it with one hand.

The medic thing won't be abilities, but they will be things that you can do with a heal check.

Heal DC-20 Cut, Bleed, Treat, Cauterize. If done quickly after the subject has been infected (1-2 min) the medic removes the infected tissue and the T-Virus is gone. Because the medic has to do it as quickly as possible tha patient takes 3 points of lethal damage.

Heal DC-20 The medic has learnt to do more with less. The first aid kit heals 10 hit points for every use instead of five.

About the ammo, thats the total ammo you start with. So you have one clip in the weapon as well as a single spare.
---------------

Do you feel ready to start or should I wait before posting the first snippet? With only 3 people in the group it will be slightly harder, but you will also level faster.
 

TerraBull

Well-Known Member
#42
It could be up to you, and it may be the time setting, how far along is the outbreak? Were we just set up when we lost outside contact? We were the only ones to realise what was going on and managed to get our act togther to move as a team?

EDIT: I will switch pistols as well, I just like the concept of the .45.
 

Xerxezz

Well-Known Member
#43
I'll post the introduction to the campaign in a few minutes. I took a quick at your characters and everythings seems to be ready. I'll allow minor changes to your character (changing a weapon for another, assigning skill-points, rearranging your stats) if you feel your character isn't completly done.

Here's the charaters you posted. Are they right? I didn't miss anything?

Shout27:
Macguyver "Bones" Jr.
L1 Medic

Str û 14 (+2)
Dex û 15 (+2)
Con- 14 (+2)
Int -16 (+3)
Wis- 14 (+2)
Cha- 10 (+0)


HP: 10 (1D8 + 2)
AC: 15, touch 12, flatfooted 13
Initiative: +2
Saves: Use the clericÆs saves (+2/+0/+2)
total: +4/+2/+4

Grapple: 1+2 S.= +3

Melee Attack: 1 +2 S.= +3

Range Attack: 1 +2 D.= +3



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
Run


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

Starting Equipment:

Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+3

Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 clips (26)
+3

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)
Laser sight, (+1 to hit) (attach.)
Flashlight (attach.)
+4


1 grenade (4d6+10, 10 ft radius)
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 (10 uses) (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)

Terrabull:

Terry "Tex" Masterson
Marksman:

Str - 16 (+3)
Dex - 17 (+3)
Con - 14 (+2)
Int -14 (+2)
Wis - 10 (+0)
Cha - 9 (-1)

HD: 1d6 +2 Con (Total 8 Hp)
HP: 8.
AC: 16, touch 13, flatfooted 13
Initiative:
+3
Saves:
Base/ Mod/ Total
Fort Save: 2/ 2 = 4
Ref Save: 3/ 2 = 5
Will Sav: 0/ 2 = 2

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

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

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 + 1D6 Damage)
(Next Level)
Precise Shot (Skilled at timing and aiming ranged attacks, Shoot at opponent engaged in melee without suffering - 4 penalty)

Skills: Stat/ Skill/ Mod/ Total
Balance: 3/ 2/ 0 = 5
Climb: 3/ 4/ 0 = 7
Disable Device: 2/ 4/ 0 = 6
Hide: 3/ 4/ 4 = 11
Jump: 3/ 2/ 0 = 5
Knowledge (explosives): 2/ 1.0/ 0 = 3
Knowledge (firearms): 2/ 2/ 0 = 4
Knowledge (squad tactics): 2/ 2/ 0 = 4
Listen: 0/ 4/ 0 = 4
Move silently: 3/ 3/ 0 = 6
Open Lock: 3/ 3/ 0 = 6
Ride (Drive): 3/ 1/ 0 = 4
Search: 2/ 1/ 0 = 3
Spot: 0/ 4/ 0 = 4
Swim: 3/ 1/ 0 = 4
Tumble: 3/ 4/ 0 = 7
Use Rope: 3/ 1/ 0 = 4


Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+4

Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 clips (26)
+4

M82 Rifle (.50 BMG, 10 round clip, 4d6-20x2, semi-automatic fire only, scoped)
Snipe adds 1 D6 Damage.
1,800 m (2,000 yd) range with scope.
Starts with 2 clips (20 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)
+5 (+7 with brace)

1 grenade (4d6+10, 10 ft radius)
Body armor (+3 AC, check penalty 0)
Ghuille Suit (+4 to hide checks)
Universal weapon cleaning kit
Combat utility harness
Backpack
100ft rope
2 collapsible grappling hooks
Ration (3)
Lighter
Helmet mounted radio
Flashlight
Deluxe Swiss Army Knife
Lock picks
4xGlow sticks (1 hour)
2xFlares (light, 10 minutes)
2xFlares (smoke)

David Alan Abramczyk:

JAMES W. CLARKE, aka "J-Dub"
Class: Rifleman

STATS:

STR: 12 (+1)
DEX: 18 (+4)
CON: 15 (+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 10 (+0)


HD: 1d10
HP: 12
AC: 17, touch 14, flatfooted 13
Initiative: +4
BAB: +1

Melee/Grapple: +2

Ranged: +5

Saves: Use the clericÆs saves (+2/+0/+2)
total: Fort+4/Ref+4/Will+4

* is recommended
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
Precise Shot
Rapid Shot

Skill Points: 4/level + 1 = 5 x 4
Skills:
Balance
Climb: 3 (+2) =+5
Jump
Knowledge (firearms): 2 (+0) =+2
Knowledge (squad tactics): 2 (+0) =+2
Listen: 4 (+2) =+6
Ride (Drive): 4 (+4) =+8
Search
Spot: 4 (+2) =+6
Swim: 1 (+1) =+2
Use Rope

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

Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 2 clips (26)
+5

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)
+5
With two equipment mounts for the M4 Carbine:
*Laser sight
*XM-26 under-slung shotgun (12 gauge, 5 round clip, 3d6-20x2, 30ft range)
Starts with 2 clips (10 rounds)
+6

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)
Deluxe Swiss Army Knife
 

shout27

Well-Known Member
#44
besides the fact that we're all switching to Brownings everything looks fine.

with the knowledge of flashlight attachments and our current limit on ammo it'd be better if DAA started with a Laser Sight instead of the flashlight attach.
 

shout27

Well-Known Member
#47
recommend Medic or Rifleman, with emphasis on Combat Skills. it'd probably be a good idea if DAA let me have 2 of his Grenades in case we come across a particularly nasty situation (so i've got an equalizer).
 

twin blade

Well-Known Member
#48
Um, I don't know how to dreate a character, so can someone create a example?
 

twin blade

Well-Known Member
#50
I have. The thing is, I have never played an RPG before, so I can't make heads or tails of it.
 
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