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Switch to Forum Live View Resident Evil for Modern d20
8 years ago  ::  Jan 16, 2005 - 11:39AM #1
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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 Second the Supplement is a little out of date since RE0, RE Outbreak and RE4 have been released.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.
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8 years ago  ::  Jan 17, 2005 - 1:08AM #2
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
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...
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8 years ago  ::  Jan 17, 2005 - 6:21AM #3
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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.
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8 years ago  ::  Jan 18, 2005 - 6:05PM #4
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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.
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8 years ago  ::  Jan 19, 2005 - 9:10AM #5
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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.
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8 years ago  ::  Jan 22, 2005 - 6:45AM #6
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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.
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8 years ago  ::  Jan 26, 2005 - 2:07PM #7
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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.
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8 years ago  ::  Jan 26, 2005 - 5:01PM #8
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906

The Merciless DM]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)

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.[/quote]
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)

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8 years ago  ::  Jan 26, 2005 - 5:22PM #9
The_Merciless_DM
Date Joined: Apr 8, 2004
Posts: 495
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!
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8 years ago  ::  Jan 27, 2005 - 7:56AM #10
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
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).
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