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Table of Contents

Chapter 0 – Introduction Page 3

Chapter 1 – Characters Page 4

Chapter 2 – Skills and Feats Page 6

Chapter 3 – Equipment Page 12

Chapter 4 –Advanced Classes Page 17

Chapter 5 – Survivors Page 27

Chapter 6 – Monsters Page 50

Chapter 7 – Locations Page 91

Chapter 8 – Online Resources Page 119

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Chapter 0 – Introduction

This project was started several years ago on the Wizards message boards, and had a rather impressive run in terms of the amount of people involved and the amount of material produced. The efforts of the group involved focused primarily on the main Resident Evil series from RE:0 to RE: Code Veronica X, as well as the Outbreak games. We never felt a strong desire to include RE4, and RE5 hadn’t yet launched while we were in the zone, so to speak, so you will find no such information relating to those games here. The information presented here is far from complete, especially the monster lists from the games, and as such this sourcebook can be considered a reference document for the information that was finished before interest in the project waned, a singular place for all of the game material we created.

I have also included in this document some homebrew rules, feats, and advanced classes that were presented by those who helped create this information. Do with this information what you will, and keep in mind that everything that is presented in here is for reference only. I hold no claim as to ownership of images contained within, other than the maps that I created myself.

-Urban Sniper urbansniper.deviantart.com

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Chapter 1 – Characters

The Resident Evil campaign setting uses the d20 Modern Core Rulebook and any additional supplements for it that the Gamemaster wishes to allow. The core classes are unchanged, as are their talents.

Below you will find information on new starting occupations for the Resident Evil campaign setting,, as well as some minor changes to existing occupations.

Changes to Existing Occupations

Criminal – Add Bluff and Intimidate to the skill list Religious – Add Diplomacy and Intimidate to the skill list Rural – Add Spot to the skill list

Technician – Add Disable Device to the skill list New Occupations

Mercenary

Mercenaries may have military training, but they typically sell their skills to the highest bidder. Mercenaries include soldiers of fortune and bounty hunters.

Prerequisite: Age 21+

Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.

Climb (Str), Disable Device (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Navigate (Int), Search (Int), Survival (Wis), Swim (Str)

Bonus Feat: Select one of the following Armor Proficiency (light), Brawl, Combat Martial Arts, Personal Firearms Proficiency, Quick Draw, Toughness

Wealth Bonus Increase: +1

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)

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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),

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Chapter 2 – Skills and Feats New Uses for Existing Skills

Craft (Pharmaceutical)

This skill is used when mixing the green, red, and blue herbs found throughout the Raccoon City region. Different combinations of these herbs allow for different amounts of healing, and the DC for mixing them becomes greater based upon the mixture. Failing the check when mixing these herbs results in the herbs becoming useless. The actual healing properties of these herbs are detailed in the Equipment chapter.

Herb Mixing DC Chart

1 Green Herb – DC 5 2 Green Herbs – DC 10 3 Green Herbs – DC 15 1 Blue – DC 5 1 Green, 1 Blue – DC 15 2 Green, 2 Blue – DC 20

1 Red – N/A (no effect unless combined with another herb) 1 Green, 1 Red – DC 15

1 Green, 1 Red, 1 Blue - DC 22 New Feats

Armor Focus (light)

You have learned to gain an extra degree of protection with any light armor you wear Prerequisites: Armor Proficiency (light) Beneft: You gain an additional +1 bonus to Defense with any light armor you wear ---

Armor Focus (medium)

You have learned to gain an extra degree of protection with any medium armor you wear Prerequisites: Armor Proficiency (light), Armor Proficiency (medium)

Beneft: You gain an additional +1 bonus to Defense with any medium armor you wear ---

Armor Focus (heavy)

You have learned to gain an extra degree of protection with any heavy armor you wear Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy)

Beneft: You gain an additional +1 bonus to Defense with any heavy armor you wear ---

Body Slam

You can slam an opponent on the ground, walls or obstacles to deliver lethal damage. Prerequisites: Combat Throw, Str 15+ Benefit: On a successful trip attack you deal 1d6 + Str modifier; in addition you may slam your opponent not just onto the floor,

rendering him prone but onto walls and other objects.

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--- Clinch

You have mastered the art of grappling the opponent with an Unarmed attack.

Prerequisites: BAB +4, Combat Throw, Combat Martial Arts, Wis 13+

Benefit: You may choose to start a Grapple or Trip attempt immediately after striking with an unarmed attack.

---

Close Quarter Combat (CQC)

You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters. Prerequisites: Base attack bonus +3, Combat Throw, Wis 15+

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. Further more you are always entitled to an attack of opportunity even when attacking an enemy that has improved grab.

---

Expert in your Field

You are proficient and well known in your field of expertise

Prerequisites: Profession 13 ranks (any), Renown

Benefit: Your Wealth bonus increase on Profession checks increase by 1 (+2 for 1-5 ranks, +3 for 6-10 ranks and so forth) Your Reputation bonus increases by 2

--- Gifted

You are naturally gifted in one attribute.

Benefit: You gain a permanent +2 bonus to one ability score.

Special: Only available at first level and may be taken only once. This bonus may not be distributed amongst two different ability scores.

---

Grappling block

You can catch and pin an opponent’s melee weapon with your bare hands.

Prerequisites: Combat Martial Arts, Lightning Reflexes, Int 13, Combat Expertise, Improved Disarm, Combat Reflexes.

Benefit: You must have both hands free to use this feat. Once per round when you would normally be hit by a melee weapon you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll against the attack roll that hit you. If you succeed, you interrupt the attack and grab the weapon away from your opponent or knock the weapon to the ground. In the case of unarmed attacks you immediately inflict Grapple damage.

--- Guru

You have a special knack for remembering the details of a specific area of knowledge. Prerequisites: Intelligence 15, Knowledge (any) 13 ranks

Benefit: Pick a Knowledge subject. You may re-roll a Knowledge check in that subject once a day and take the better of the two rolls Special: You may choose this feat multiple times

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Highly Skilled

Since an early age you have been training, honing your skills.

Benefit: You gain 4 more skill points every time you level up. These behave exactly like the bonus skill points a human gets.

Special: Only available at first level and may be taken only once.

---

Judge of Character

You are skilled at reading people

Prerequisites: Wisdom 15, Sense Motive 9 ranks, Attentive

Benefit: All Bluff checks against you are made at a -4 penalty. In addition, with a successful Sense Motive check DC 25, you can determine the primary allegiance of a creature you observe

---

Knife Fighting

You are truly adept with a knife in combat. Prerequisite: Base Attack Bonus +2, Simple Weapons Proficiency, Weapon Focus (Knife) Benefit: You treat the damage you deal with a knife as if it were one size category larger (i.e., 1d4 to 1d6)

---

Knife Mastery

You know how to hit where it hurts when using a knife while engaged in melee or grappling.

Prerequisite: Base Attack Bonus +4, Knife Fighting, Simple Weapons Proficiency, Weapon Focus (knife).

Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

---

Knock-Down

Your mighty blows can knock foes off their feet.

Prerequisites: Base attack bonus +2, Improved Trip, Str 15+

Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

---

Master of Disguise

You are exceptionally skilled at being someone else.

Prerequisites: Charisma 15, Disguise 9 ranks, Bluff 9 ranks, Perform (act) 9 ranks,

Deceptive

Benefit: You can don a disguise in 1d4x5 minutes. You receive a +2 bonus to Bluff and Perform (act) checks to be in character. ---

Mozambique Drill

You know how to put your enemies down more efficiently with small arms fire.

Prerequisites: Dexterity 15, Point Blank Shot, Double Tap, BAB +6

Benefit: In a round where you successfully use the Double Tap feat against an enemy with a handgun, you gain a +2 bonus to attack and damage rolls

---

Multilingual

You know additional languages

Benefit: You gain either two Read/Write language skills, two Speak language skills, or one of both. For example, Read/Write and Speak German, or Read/Write German, Read/Write Italian or Speak German, Speak Italian.

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---

Opportunity Dodge

You are skilled at attacking assailants that fail to hit you.

Prerequisites: Dexterity 15, Dodge, Tumble 4 ranks

Benefit: If an opponent that you have selected with the Dodge feat misses you on a melee attack, you may Tumble away and gain an additional ranged attack against that opponent in your next round.

---

Pacifying Presence

Your mere presence can relax those around you

Prerequisites: Charisma 15, Diplomacy 9 ranks

Benefit: When you use this feat, all opponents within 10 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + Charisma modifier). An opponent who fails his save takes a -4 penalty on attack rolls and melee damage rolls for a number of rounds equal to 1d6 + your Charisma

modifier. You can use this feat once per round as a free action.

A successful save indicates that the opponent is immune to your use of the feat for 24 hours. This feat does not affect creatures with an Intelligence score of 3 or lower.

If you have the Renown feat, the Will saving throw's DC increases by 5

---

Quick Scan

You can read the layout of an area, immediate or far, much more quickly

Prerequisites: Search 9 ranks, Spot 9 ranks,

Alertness, Meticulous

Benefit: All uses of the Search and Spot skill take half as much time

---

Sambo Wrestling

You are skilled at grappling and dealing damage while grappling.

Prerequisites: Base attack bonus +1 Benefit: While grappling your unarmed damage is increased by one die type; in addition you may deal lethal or non-lethal damage. Your grapple and trip attempts count as armed, which means that opponents do not get attacks of opportunity when you attempt a grapple.

---

Sharp Shot

You are a good shot beyond point blank. Prerequisites: Base attack bonus +1, Point Blank Shot, Far Shot

Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within 1.5 range increment of the weapon being used (as if with Far Shot) and if he is within sight.

---

Shoot from the Hip

You've watched too many spaghetti westerns as a kid.

Prerequisites: Dex 15, Sleight of Hand 6 ranks, Quick Draw, BAB+ 2

Benefit: You may make an attack the instant you draw your gun at a -2 penalty.

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smaller Handguns. ---

Sidewinder

You have a tendency to weave about in a fight, making it difficult for enemies to get a bead on you.

Benefit: The character gains a +1 dodge bonus to Defense against ranged attacks. ---

Signature Move

You have mastered a particular melee attack and made it your own.

Prerequisites: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15

Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3.

Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the

appropriate feat). ---

Slippery

You are exceptionally adept at escaping bonds of all sorts

Prerequisites: Dexterity 15, Escape Artist 9 Ranks, Nimble

Benefit: You receive a +4 bonus on all Escape Artist checks

---

Stunning Bash

You can trade potential damage for the ability

to stun your enemy instead

Prerequisites: Strength 15, Power Attack Benefit: You can subtract up to your base attack bonus on a successful attack roll and instead of damaging your opponent, force them to make a Fortitude saving throw (DC 10 + BAB subtracted + Strength modifier). An opponent who fails his save is instead

stunned for 1 round

Special: Enemies immune to critical hits are not affected

---

Supreme Stealth

You are capable of moving quickly and remaining unnoticed

Prerequisites: Dexterity 15, Hide 13 ranks, Move Silently 13 ranks, Stealthy

Benefit. You can move up to your full speed without the -5 penalty on any Hide or Move Silently check. You receive only a -10 penalty on Hide and Move Silently checks while running or charging (instead of the normal -20 penalty)

--- Tackle

You have played in your high school’s varsity football team or otherwise know how to push back opponents.

Prerequisites: Str 15+

Benefit: You gain a +2 on opposed Strength and Dexterity checks when you attempt or try to avoid a Bull Rush or an Overrun.

---

Take Down

You literally pick up an opponent and knock him down onto the floor prone, positioning yourself on top of him ready to attack or grapple him.

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Prerequisites: Sambo Wrestling, Body Slam, Str 15+

Benefit: You can attempt a “take down” as an attack action made during your move action, or as part of a charge. (In general you can't make an attack action during a move action; this is an exception.) In either case you do not get a 5-foot step before, during, or after the take down attempt. When you take down, you attempt to knock down the opponent prone on the 5-foot square behind him instead of attacking him (imagine a football player taking down a running back). You can only take down an opponent who is one size category larger then you, the same size, or smaller.

First, you must move at least 10 feet in a straight line into the target’s square

(provoking attacks of opportunity normally). Second, you and the target make opposed Strength checks. (All size penalties apply as in Bull Rush attempts) You gain a +2 if you were charging. The target gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable.

If you beat the target’s Strength check, you push him back 5ft. and slam him onto the floor inflicting 1d6+your Str modifier. Immediately after taking him down you get an attack of opportunity against that

opponent gaining the standard +4 bonus on attack rolls against prone targets. If you fail to beat the target’s Strength check, the opponent broke off pushing you 5ft. back to where you were before you moved onto his square. If that square is occupied, you fall prone in the square.

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Chapter 3 – Equipment Weapons

Berretta 92F Custom “Samurai Edge”

This gun has been specially crafted and modified for use by S.T.A.R.S. members by the Kendo Gunshop. It functions as a normal Berretta 92F, though it is considered a mastercraft (+1 to hit) weapon. The gun can be further modified by request of the owner; typical modifications include custom triggers, customer slides, and accessory rails.

Berretta 96F Custom “Samurai Edge”

This gun was created at the request of Barry Burton, apparently a unique weapon, and uses .40 S&W cartridges (being based off of the 96F) instead of the standard 9x19mm rounds used by the standard Samurai Edge. This gun is also unique in that it has a three round burst setting, an extended magazine (holding 15 rounds instead of the standard 12),and accessory rail, and a recoil

compensator. This is also considered a mastercraft (+1 to hit) weapon.

Ammunition

40mm Grenade – Special Ammunition Types

Name DMG Crit Type BR Ref Size Weight PDC Res

DC

40mm Acid Rounds 3d6 N/A Acid 5ft. 15 Tiny 1lb. 17 Mil(+3) 40mm Flame Rounds 2d6 N/A Fire 15ft. 12 Tiny 1lb. 17 Mil(+3) 40mm Freeze Rounds 3d6 N/A Cold 5ft. 12 Tiny 1lb. 18 Mil(+3) Herbs

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The unique herbs found in the Raccoon City region display amazing healing and restorative properties. (In game, the actual effects are up to the GM, and were something that we debated on, but never reached a solid consensus on. You can allow herbs to be used in place of first aid kits/med kits and provide the same effects, or they can be treated as a separate method of healing (this method uses the chart below).)

Herb Mixture Craft DC Effect

1 Green 5 Heals 1d6 hp

2 Green 10 Heals 1d8 hp

3 Green 15 Heals 2d4 hp

1 Blue 5 Grants a second save throw to resist

the effects of poison or counteracting poisons. 1 Green, 1 Blue 15 Heals 1d6+2 hp and blue herb effect

2 Green, 1 Blue 20 Heals 2d6+2 and blue herb effect 1 Green, 1 Red 15 Heals 2d4 hp

2 Green, 1 Red 20 Heals 2d8 hp

1 of each color 22 Heals 2d4 hp and blue herb effect Alternate Herb Usage:

Unless stated otherwise, Treat Injury works identically to the rules in the d20 Modern core

rulebook. Characters can have hit points restored once per day with the use of a medical kit and can even undergo surgery (a rather difficult proposition, however, due to the length of time the other heroes have to fend off the B.O.W.s in a dirty room) exactly as described in the core rulebook. However, the characters can also use herbs to assist in their healing.

A green herb heals 1d6 + 1 hit point per level. Special abilities that increase hit point healing, such as Healing Touch and the Field Medic abilities add to the damage healed. A successful Treat Injury check (DC 20) increases the amount of healing to double the usual amount.

Green herbs can be mixed with the red herb to create a super strength healing mixture, which doubles the amount of healing (note that two doublings result in a tripling). If the hero that mixes the herbs makes a successful Craft (pharmaceutical) skill check DC 25, the amount of healing is "doubled" again. Finally, a successful Treat Injury check (DC 20) once again "doubles" the amount of healing. In total, a mixed herb created and applied by a competent medic, such as Rebecca

Chambers, can heal 5d6 + 5 hit points per level, and perhaps a few more hit points from class abilities.

As a result, herbs should be rare. The party should not have access to more than one green herb per PC at any one time. The herbs are so rare they would only be stockpiled in hospitals (which, of course, have a bad tendency of being filled with recently infected victims, now zombies, plus crawling with Umbrella troops).

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Random Item Tables

These tables can be used when randomly determining the contents of an item chest, what is laying about a scene, or for randomly equipping NPCs. (I developed these tables based off of the first one listed below, and haven’t had a chance to extensively test them all. As with anything here, use what you want, change what you want. It’s a free world.)

Note on weapons: If a weapon is found randomly (such as lying in the street or clutched by a dead(?) body), roll 3d8 and subtract this number from the maximum clip/cylinder size of the weapon. This represents the ammunition spent already, and a result of 0 or lower means the weapon is empty. For weapons with maximum capacity above 20 rounds, subtract 4d8 from the maximum capacity to represent rounds used. For machine guns, with capacities above 50 rounds, subtract 6d10 from the maximum capacity. Unique weapons, such as grenade launchers and rocket launchers may or may not have ammunition when found (GM’s choice).

Random Item Generator Table 01 Green Herb

02 Weapon (Licensed) 03 Ammunition

04 2 Mixed Green Herbs 05 Antidote

06 Weapon (Restricted) 07 First Aid Kit

08 Ammunition (x2) 09 Armor

10 Weapon (Military) 11 Ink Ribbon

12 Roll Twice

Licensed Weapon Table 01 .22 Revolver 02 .22 Automatic 03 .38 Revolver 04 .357 Magnum Revolver 05 9mm Handgun 06 .40 Handgun 07 .45 Handgun

08 12ga. Pump/Automatic Shotgun 09 12ga. Double Barrel Shotgun 10 Semi-automatic Rifle

11 Hunting Rifle

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Restricted Weapon Table 01 .380 Submachine gun 02 9mm Submachine gun 03 9mm Automatic Handgun 04 5.56mm Assault Rifle 05 7.62mm Assault Rifle

06 12ga. Automatic Shotgun/GMs Choice Military Weapon Table

01 5.56mm Machine Gun 02 7.62mm Machine Gun

03 40mm Grenade Launcher (single shot) 04 40mm Grenade Launcher (mutli shot) 05 RPG (single shot)

06 Rocket Launcher (4 shots)/GMs Choice

Armor Table 01 Leather Jacket

02 Light Undercover Shirt 03 Pull-up pouch Vest 04 Undercover Vest 05 Concealable Vest 06 Light-utility Vest 07 Tactical Vest

08 Special Response Vest/GMs Choice

Ammunition Table 01 .22 (50 rounds) 02 .38 special (50 rounds) 03 .357 Magnum (50 rounds) 04 9mm (50 rounds) 05 .40 (50 rounds) 06 .45 (50 rounds) 07 12ga. (25 rounds) 08 7.62x39mm (20 rounds) 09 5.56mm (20 rounds) 10 Rifle Rounds (20 rounds)

11 .50 AE Rounds (50 rounds)/GMs Choice 12 Reroll, any ammo is +P load (+1 damage)

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Healing Item Table 01 Green Herb 02 First-aid Kit 03 2x Green Herb 04 Blue Herb 05 2x Blue Herb 06 Red Herb

07 Mixed Herb (2x Green) 08 Mixed Herb (Green, Blue) 09 Mixed Herb (Green, Blue, Red) 10 First Aid Spray/GMs Choice

Melee Weapon Table 01 Butcher Knife 02 Machete 03 Combat Knife 04 Club/Baseball Bat 05 Tire Iron 06 Wooden Pole 07 Collapsible Baton

08 Sledge Hammer /GMs choice

Miscellaneous Items Table 01 Kitchen Knife

02 Mechanical Tool Kit, Basic 03 Backpack 04 Casual Clothes 05 Business Clothes 06 Camera 07 Scanner 08 Walkie-Talkie, Basic 09 Electrical Tool Kit 10 Multipurpose Tool 11 Binoculars 12 Compass 13 Map, local 14 Rope (50ft.) 15 Ink Ribbon 16 Holster, empty 17 First-aid Kit 18 Windbreaker 19 Tool Belt 20 Duct Tape

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Chapter 4 – Advanced Classes

Below you will find changes that we agreed upon to existing advanced classes, as well as three new advanced classes: the Brawler, the Sharp Shooter, and the Silent Assassin.

Changes to Existing Advanced Classes Soldier:

*Change the BAB to +10 (full)

*The Soldier's Weapon Focus class feature can be changed daily to focus on a new weapon.

Subsequently, Weapon Specialization, Improved Critical, Greater Weapon Specialization and Critical Strike are altered.

Example: a Soldier who choses Weapon Focus (Desert Eagle) can re-focus to Weapon Focus (Knife) the next day for a situation that demands stealth, and Weapon Focus (HK PSG-1) after that for a mission that requires long range marksmanship.

*Add Climb to the skill list

*Add Weapon Focus to the Bonus Feat list Martial Artist:

*Add Combat Expertise and Improved Disarm to the Bonus Feat list Gunslinger:

*Change the Hit Dice to d8 *Change the BAB to +10 (full)

*Change the Defense Progression from +5 to +7

*Bullseye is now usable 1/2 class levels per day with any weapon *Add Hide to the skill list

Daredevil:

*Change the BAB to +7 (medium)

*Adrenaline boost is now usable class level times per day *Damage Threshold improves by +6

Archaic Weaponmaster:

*Add Concentration and Tumble to the skill list

*Replace Imbue Weapon +1 with Greater Weapon Focus (additional +1 to hit with chosen weapon) *Replace Imbue Weapon +2 with Greater Weapon Specialization (additional +2 to damage with chosen weapon)

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New Advanced Classes Brawler

Not all those who fight on the street are martial artists. Some are just folks who swing their fists every which way, but don’t hesitate to kick sand in their opponents’ face, go for the weak spots, and snatch for hair. These are the people who use chairs and weapons, staple gun the enemy’s eyes, and tear at lips and ears. These are brawlers. Vicious combatants more likely to find themselves in the wilderness than the civilized ways of the martial artist and musician, brawlers are not typically the brightest in the bunch, and are usually untrained in their philosophy and style.

Requirements

To qualify to become a Brawler, a character must fulfill the following criteria. Base Attack Bonus: +3.

Skills: Either Knowledge (streetwise) 6 ranks or Survival 6 ranks. Feats: Brawl, Streetfighting.

Class Information

The following information pertains to the Brawler advanced class. Hit Die

The Brawler gains 1d10 hit points per level. Action Points

The Brawler gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class.

Class Skills

The Brawler’s class skills are as follows.

Bluff (Cha), Disable Device (Int), Drive (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (streetwise, tactics) (Int), Movie Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

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The Brawler

Lvl BAB Fort Ref Will Class Special Features Def Rep

1 +1 +2 +0 +1 Improved Grapple +1 +0

2 +2 +3 +0 +2 Improvised Weapons +1 +0

3 +3 +3 +1 +2 Bonus Feat +1 +0

4 +4 +4 +1 +2 Improved Streetfighting +2 +1

5 +5 +4 +1 +3 Improvised Weapon Damage +2 +1

6 +6 +5 +2 +3 Bonus Feat +3 +1 7 +7 +5 +2 +4 Advanced Streetfighting +3 +2 8 +8 +6 +2 +4 Dirty Fighting +4 +2 9 +9 +6 +3 +4 Bonus Feat +4 +2 10 +10 +7 +3 +5 Body Slam +5 +3 Class Features

The following features pertain to the Brawler advanced class. Improved Grapple

At 1st level, if the Brawler makes an unarmed attack and successfully hits an opponent, he can make a grapple check as a free action without provoking an attack of opportunity. The brawler gains a +4 competence bonus on grapple checks.

Improvised Weapons

At 2nd level, the Brawler no longer suffers the -4 penalty for fighting with an improvised weapon, allowing him to hit opponents with barstools and other pieces of the landscape with no problem. Improved Streetfighting

At 4th level, whenever the Brawler activates his Streetfighting feat, he deals +2d4 damage instead of +1d4.

Improvised Weapon Damage

At 5th level, the Brawler learns to more effectively power his strikes with chairs and table legs, allowing him to treat an improvised weapon as one size category large for the purposes of dealing damage.

Advanced Streetfighting

At 7th level, the Brawler has a tendency to go for the eyes, the jugular, or whatever else it is that might be vital, and deals +3d4 damage when using his Streetfighting feat.

Dirty Fighting

At 8th level, the Brawler knows where to grab to make it really, really hurt. If the brawler successfully deals unarmed strike damage while in a grapple, he can spend an action point to

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automatically threaten and confirm it as if it were a critical hit. Body Slam

At 10th level, while grappling an opponent, you may, if you succeed at a grapple check, and instead of dealing normal unarmed damage, slam, throw, spin, or trip your opponent into a nearby object, such as a railing, pipe, or car, dealing an additional 1d4 points of bludgeoning damage. Doing so ends the grapple and makes your opponent fall prone. If you spend an action point while doing so, your opponent must succeed on a Fortitude save (DC 10 + your class levels + your Strength modifier) or fall unconscious for 1d4 rounds.

Bonus Feats

At 3rd, 6th, and 9th level, the Brawler gains a bonus feat. This feat must be drawn from the following list, and the Brawler must meet all prerequisites of the feat to select it.

Armor Proficiency (light), Armor Proficiency (medium), Combat Throw, Elusive Target, Knockout Punch, Improved Brawl, Improved Combat Throw, Improved Feint, Improved Knockout Punch, Personal Firearms Proficiency, Weapon Focus, Unbalance Opponent.

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Sharp Shooter Requirements

To qualify to become a Sharp Shooter, a character must fulfill the following criteria. Base Attack Bonus: +2

Skills: 6 Ranks in Hide, Move Silently and Spot

Feats: Personal Firearms Proficiency, Point Blank Shot Class Information

The following information pertains to the Sharp Shooter advanced class. Hit Die

The Sharp Shooter gains 1d8 hit points per level. Action Points

The Sharp Shooter gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class.

Class Skills

The Sharp Shooter’s class skills are as follows:

Bluff (cha), Climb (Str), Concentration (Con), Demolitions (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, Streetwise, Tactics), Listen (Wis), Move Silently, Navigate (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis).

Skill Points at each level: 5+Int Modifier

Lvl BAB Fort Ref Will Class Special Features Def Rep

1 +1 +0 +2 +0 Weapon Focus, Ranged +1 +0

Precision +1

2 +2 +0 +3 +0 Camouflage +1 +0

3 +3 +1 +3 +1 Distraction Shot, Bonus Feat +1 +1

4 +4 +1 +4 +1 Defensive Position +2 +1

5 +5 +1 +4 +1 Ranged Precision +2 +2 +1

6 +6 +2 +5 +2 Improved Critical, Bonus Feat +3 +2

7 +7 +2 +5 +2 Improved Camouflage +3 +2

8 +8 +2 +6 +2 Called Shot +4 +2

9 +9 +3 +6 +3 Ranged Precision +3, Bonus Feat +4 +3

10 +10 +3 +7 +3 Marksmanship +5 +3

Weapon Focus: At 1st level, a Sharp Shooter chooses a specific weapon to specialize with. He gains the Weapon Focus feat for that weapon.

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Ranged Precision

As a Standard Action the Sharp Shooter may choose to spend an action point to make a single precisely aimed attack with a ranged weapon, dealing +1 die of damage with a successful hit at first level, +2 dice of damage at 5th level and +3 dice of damage at 9th level. Should a critical be scored this

extra damage is not multiplied.

When making a Ranged Precision attack the Sharp Shooter must be within at least 30 feet of his target. Ranged Precision only works against living creatures with discernable anatomies. Any creature that is immune to critical hits is not vulnerable to the Ranged Precision attack and any item or effect that protects a creature against critical hits protects against this attack.

The target of Ranged Precision does not need to be flatfooted or denied his Dexterity bonus. The Sharp Shooter can only use this ability on a weapon he has taken the Weapon Focus feat on.

Camouflage

A Sharp Shooter has knows the importance of remaining hidden, especially after taking the first shot. Beginning at 2nd level when attempting a Hide check after making a ranged attack while

hidden (i.e., ‘Sniping’), you only receive a 10 penalty on your Hide check (instead of the standard -20). The penalty is further reduced to a -5 at 7th level.

Distracting Shot

Starting at 3rd level whenever you hit your target with a ranged attack, that target is considered to

be flanked and threatened by you regardless of the distance. Bonus Feats

At 3rd, 6th, and 9th level, the Sharp Shooter gains a bonus feat. This feat must be drawn from the following list, and the Sharp Shooter must meet all prerequisites of the feat to select it:

Alertness, Armor Proficiency (Light), Brawl, Cautious, Combat Reflexes, Dead Aim, Far Shot, Guide, Lightning Reflexes, Precise Shot, Quick Reload, Stealthy.

Defensive Position

Starting at 4th level, a Sharp Shooter gains the ability to use cover to maximum advantage. The

Sharp Shooter gains additional +2 cover bonus to Defense and an additional +2 cover bonus to Reflex saves whenever he has one-quarter, one-half, three-quarters or nine-tenths cover. Improved Critical

A Sharp Shooter of 6th level knows how to strike more effectively and have better chance of dealing

significant damage with the weapon he has applied weapon focus to. For that weapon you double its normal critical threat range (20 turns into 19-20).

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Called Shot

At 8th level a Sharp Shooter can choose to forgo all additional damage done by Ranged Precision

attack to severely incapacitate his target.

Aiming for the target’s arms bestows a -2 penalty to all rolls requiring the use of that arm. Further more if the second arm is shot the penalties stack. Aiming for the legs reduces the targets speed by 10ft. Aiming for the targets head or other vital organs causing an immediate critical.

Finally the Sharp Shooter may forgo all additional damage done by the Ranged Precision attack to bestow a wound that continuously bleeds. This wound deals 1 point of Constitution damage per round to your foe in addition to the usual damage dealt.

Marksmanship

At 10th level the Sharp Shooter’s skills are unmatched; he can add his Dexterity Modifier to the

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Silent Assassin Requirements

To qualify to become a silent assassin, a character must fulfill the following criteria. Base Attack Bonus: +2

Skills: 6 Ranks in Disguise, Hide and Move Silently

Feats: Deceptive, Stealthy, Exotic Weapon Proficiency (Garrote) Class Information

The following information pertains to the Silent Assassin advanced class. Hit Die

The Silent Assassin gains 1d8 hit points per level. Action Points

The Silent Assassin gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class.

Class Skills

The Silent Assassin’s class skills are as follows.

Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (Current Events, Popular Culture, Streetwise, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (None), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Tumble (Dex).

Skill Points at each level: 7 +Int Modifier

Lvl BAB Fort Ref Will Class Special Features Def Rep

1 +0 +0 +2 +0 Contact, Sweep, +1 +1

Sneak Attack +1d6

2 +1 +0 +3 +0 Tools of the Trade (scopes) +1 +1

3 +2 +1 +3 +1 Blend +1 +1

4 +3 +1 +4 +1 Tools of the Trade (firearms) +2 +2

5 +3 +1 +4 +1 Sneak Attack +2d6 +2 +2

6 +4 +2 +5 +2 Tools of the Trade (knives) +3 +3

7 +5 +2 +5 +2 Uncanny Dodge X +3 +3

8 +6 +2 +6 +2 Tools of the Trade (Garrotes) +4 +4

9 +6 +3 +6 +3 Hide in Plain Sight +4 +4

10 +7 +3 +7 +3 Tools of the Trade (Unarmed), +5 +5 Sneak Attack +3d6

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Contact

At first level the Silent Assassin acquires a contact, an employer of sorts. This person can be part of an organization as well as a close personal friend, family member, etc. This person is the only one whom has direct contact with the Silent Assassin; in other words this is the person who supplies him with the information needed for the Silent Assassin to carry out his job.

The contact must be an ordinary character, not a heroic character. A contact will not accompany a Silent Assassin on missions or risk his or her life. A contact can, however, provide information or render a service such as supply information or provide forged documents and such (make a specific skill check on the Silent Assassin’s behalf).

The Silent Assassin can’t call on the contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.

Sweep

A Silent Assassin knows how to size up an area and get the lay of the land in a single sweep of his eyes that often isn’t perceptible to those around him. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Silent Assassin. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Sneak Attack

If a Silent Assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Any time the Silent Assassin’s target would be caught by surprise (denied her Dexterity bonus to AC) at the beginning of the encounter (before Initiatives are rolled) the silent assassin may choose to spend an action point and deal extra damage. The extra damage is +1d6 at first level and an additional 1d6 at 5th and then again at 10th level.

Should a critical be scored this extra damage is not included. Sneak Attacks can only be done effectively with a melee weapon, a sap (black jack) or an unarmed strike. If a nonlethal weapon is used (such as sap) the sneak attack deals nonlethal damage. In the case of unarmed attacks the player chooses which to inflict before the attack is made. Finally a Silent Assassin can only sneak attack living creatures with discernable anatomies-undead, constructs, oozes, plants, and

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hits is also not vulnerable to sneak attacks. Also the Silent Assassin must be able to see the target well enough to pick a vital spot and must be able to reach that spot. The Silent Assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Tools of the Trade

At second level and every two levels (4th, 6th, etc.) the Silent Assassin further learns how to exploit his victims by using particular tools of his trade. The Silent Assassin gains a +1 competence bonus to the use of the designated tool or weapon. For example a 2nd level Silent Assassin who uses a Sniper Rifle with a scope gains a +1 competence bonus to his attack and damage rolls. This also applies to grapples at the appropriate level.

Blend

At 3rd level the Silent Assassin learns that in order to get close to his mark he must blend in and loose himself within his mark’s company. The Silent Assassin gains a +5 competence bonus to all Bluff, Diplomacy and Disguise checks only when attempting to get in close for the job at hand. In addition the Silent Assassin can always choose to take 10 on Bluff, Diplomacy and Disguise checks even when circumstances would normally prevent him from doing so.

Uncanny Dodge X

At 7th level the Silent Assassin gains the Uncanny Dodge ability, or increases the level of this ability if she already has it.

Hide in Plain Sight

The Silent Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a silent assassin can hide himself from view in the open without anything to actually hide behind. A silent assassin cannot however hide in his own shadow.

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Chapter 5 – Survivors

This chapter contains character sheets for the major characters in the Resident Evil games, typically representing them at the start of the particular game in question.

Resident Evil 0

Rebecca Chambers

Female Human Smart Hero 1/ Dedicated Hero 3/ Field Medic 1 Medium humanoid (human); HD 4d6 + 1d8 + 5; hp 26; Mas 12; Init +1; Spd 30 ft.; Defense 17 (+1 Dex, +3 class, +3 undercover vest); BAB +2; Grap +2; Beretta 92FS +4 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +2, Will +5; AP 5; Rep +3; Str 11, Dex 13, Con 12, Int 18, Wis 13, Cha 14.

Occupation: Student (Computer Use, Knowledge: Earth and Life Sciences, Knowledge: Technology) Skills: Computer Use +11, Craft (chemical) +10, Craft (pharmaceutical) +12, Investigate +9,

Knowledge (current events) +6, Knowledge (earth and life sciences) +16, Knowledge (tactics) +7, Knowledge (technology) +14, Research +12, Search +9, Spot +5, Treat Injury +11

Feats: Armor Proficiency (light), Educated (Knowledge: Earth and Life Sciences, Knowledge: Technology), Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery

Talents:

Smart: Savant (Knowledge: Earth and Life Sciences) Dedicated: Healing Knack, Healing Touch

Field Medic: Medical Specialist

Possessions: Undercover Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, first aid kit, medical kit, pharmacist kit

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Billy Coen

Male Human Strong Hero 2 / Tough Hero 2 / Soldier 2: CR 6; Medium humanoid (human); HD 2d8 + 4d10 + 21; hp 77; Mas 18; Init +2; Spd 30 ft.; Defense 17 (+2 Dex, +5 class); BAB +4; Grap +7;

Custom Colt 1911 +8 (2d6+2, 20/x2) Knife +7 (1d4+4, 19-20/x2) Unarmed Strike (lethal) +7 (1d4+4, 20/x2) AL Good, Self; SV Fort +10, Ref +4, Will +1; AP 7; Rep +0; Str 16, Dex 15, Con 18, Int 13, Wis 12, Cha 14.

Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Climb +8, Jump +7, Knowledge (tactics) +9, Listen +9, Spot +8, Survival +10

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Endurance, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Colt M1911)

Talents:

Strong: Melee Smash Tough: Remain Conscious

Soldier: Weapon Focus and Specialization (Colt M1911)

Possessions: Custom Colt 1911 (Mastercraft +1 to hit), 3 magazines .45, knife, steel handcuffs (partially attached), lighter

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Resident Evil 1

Jill Valentine

Female Human Fast Hero 3/ Infiltrator 2 Medium humanoid (human); HD 5d8 + 5; hp 36; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +6 class, +2 light undercover shirt); BAB +3; Grap +4; Beretta 92FS +8 (2d6, 20/x2) Knife +4 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +11, Will +2; AP 6; Rep +2; Str 12, Dex 18, Con 13, Int 14, Wis 13, Cha 14.

Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency

Skills: Balance +10, Disable Device +10, Hide +12, Investigate +6, Knowledge (streetwise) +7, Knowledge (tactics) +8, Listen +7, Move Silently +12, Search +7, Tumble +11

Feats: Acrobatic, Armor Proficiency (light), Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy

Talents:

Fast: Increased Speed, Evasion

Infiltrator: Sweep, Improvised Implements

Possessions: Light undercover shirt, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks)

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Chris Redfield

Male Human Strong Hero 3/ Soldier 2 Medium humanoid (human); HD 3d8 + 2d10 + 10; hp 46; Mas 14; Init +3; Spd 30 ft.; Defense 19 (+3 Dex, +3 class, +3 undercover vest); BAB +4; Grap +6; Beretta 92FS +9 (2d6+2, 20/x2) Knife +6 (1d4+3, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +6, Ref +6, Will +2; AP 5; Rep +0; Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 11.

Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency Skills: Climb +5*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +10, Listen +5, Pilot +8, Spot +5

Feats: Aircraft Operation (Jet Fighters), Armor Proficiency (light), Athletic, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92)

Talents:

Strong: Melee Smash, Extreme Effort

Soldier: Weapon Focus and Specialization (Beretta 92)

Possessions: Undercover Vest, Mesh Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, steel handcuffs, flashlight

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Barry Burton

Male Human Tough Hero 3/ Dedicated Hero 3 Medium humanoid (human); HD 3d10 + 3d6 + 24; hp 59; Mas 16; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +4 class, +3 undercover vest); BAB +4; Grap +6; Colt Python +8 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +7, Ref +4, Will +5; AP 4; Rep +2; Str 14, Dex 15, Con 16, Int 13, Wis 14, Cha 12.

Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Craft (mechanical) +9, Investigate +8, Knowledge (streetwise) +4, Knowledge (tactics) +8, Listen +10, Spot +10, Survival +7

Feats: Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Toughness, Weapon Focus (Colt Python)

Talents:

Tough: Robust, Damage Reduction 1/- Dedicated: Skill Emphasis (Listen), Aware

Possessions: Undercover Vest, Mesh Vest, Colt Python, 4 speed loaders .357, 18 rounds .357, steel handcuffs, flashlight

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Resident Evil 2

Claire Redfield

Female Human Dedicated Hero 4 Medium humanoid (human); HD 4d6 + 11; hp 27 ; Mas 15; Init +2; Spd 30 ft.; Defense 16 (+2 Dex, +3 class, +1 leather jacket); BAB +3; Grap +4; Browning HP +5 (2d6, 20x2) Knife +4 (1d4+1, 19-20/x2) AL Good, Chris; SV Fort +4, Ref +3, Will +7; AP 7; Rep +2; Str 12, Dex 15, Con 15, Int 13, Wis 16, Cha 15.

Occupation: Adventurer (Disable Device, Spot) Bonus Feat: Personal Firearms Proficiency Skills: Diplomacy +4, Disable Device +8, Drive +3, Knowledge (art) +3, Knowledge (popular culture) +5, Knowledge (streetwise) +4, Listen +10, Search +3, Sense Motive +9, Spot +10 Feats: Alertness, Confident, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Toughness

Talents:

Dedicated: Empathy, Aware

Possessions: Leather jacket, Browning HP, 4 magazines 9mm, knife, lockpick set (Mastercraft +1 to checks against mechanical locks)

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Leon Kennedy

Male Human Fast Hero 4 Medium humanoid (human); HD 4d8 + 8; hp 32 ; Mas 14; Init +8; Spd 40 ft.; Defense 21 (+4 Dex, +5 class, +2 light undercover shirt); BAB +3; Grap +5; H&K VP70 +7 (2d6, 20x2) Desert Eagle +7 (2d8, 20x2) MAC Ingram +7 (2d6, 20x2) Knife +5 (1d4+2, 19-20/x2) AL Good, RPD; SV Fort +3, Ref +6, Will +2; AP 8; Rep +1; Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 15. Occupation: Law Enforcement (Diplomacy, Knowledge: Tactics) Bonus Feat: Armor Proficiency (light)

Skills: Diplomacy +7, Drive +7, Investigate +3, Knowledge (civics) +4, Knowledge (streetwise) +5, Knowledge (tactics) +7, Listen +4, Spot +3, Tumble +7

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency

Talents:

Fast: Increased Speed, Improved Increased Speed

Possessions: Light Undercover Shirt, H&K VP70, 4 magazines 9mm, Desert Eagle, 3 magazines .50 AE, MAC Ingram, 1 magazine 9mm, knife

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Ada Wong

Female Human Fast Hero 5 / Charismatic Hero 3 / Infiltrator 2; Medium humanoid (human); HD 5d8 + 3d6 + 2d8 + 20; hp 75; Mas 14; Init +4 (dex); Spd 30 ft.; Defense 22 (+4 Dex, +8 class); BAB +5; Grap +5; Browning HP +9 (2d6, 20x2); AL unknown; SV Fort +5, Ref +12, Will +3; AP 11; Rep +4; Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 17.

Occupation: Investigative (computer use, sense motive); Bonus feat: Personal Firearms Proficiency

Skills: Balance +10, Bluff +13, Climb +4, Computer Use +6, Diplomacy +10, Disable Device +7, Disguise +5, Drive +5 Escape Artist +9, Gather Information +10, Hide +12, Investigate +6, Jump +8, Knowledge (streetwise) +5 Listen +3, Move Silently +12, Profession +3 Search +9, Sense Motive +10, Sleight of Hand +7, Tumble +16.

Feats: Defensive Martial Arts, Trustworthy, Simple Weapons Proficiency, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Double Tap, Advanced Firearms Proficiency, Deceptive, Acrobatic.

Talents:

Fast: Evasion, Uncanny Dodge, Defensive Roll Charismatic: Charm (male), Fast-talk

Infiltrator: Sweep, Improvised Implements

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Sherry Birkin

Female Human Fast Hero 1; Small humanoid (human); HD 1d8-1; hp 7; Mas 9; Init +2; Spd 25 ft.; Defense 16 (+1 size, +2 Dex, +3 class); BAB +0; Grap -5; AL Good, Claire; SV Fort +0 Ref +1, Will +0; AP 5; Rep +0 Str 9*, Dex 14*, Con 9*, Int 12*, Wis 13*, Cha 13*.

Occupation: Adventurer (Climb, Jump); Bonus feat: Personal Firearms Proficiency**

Skills: Balance +3, Climb +3, Escape Artist +4, Hide +6, Jump +3, Knowledge (streetwise) +3, Move Silently +6, Tumble +5.

Feats: Dodge, Run, Simple Weapons Proficiency, Personal Firearms Proficiency**. Talents:

Fast: Increased Speed

Possessions: Locket, First-aid Spray, Family photo

*Stats include the Child age modifiers: -3 Str and Con, -1 Dex, Int, Wis, Cha.

**She does not have this feat as of RE2, though assuming her relationship with Claire and Leon, it is a good assumption that she will in a few years.

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Resident Evil 3

Jill Valentine

Female Human Fast Hero 7/ Infiltrator 2 Medium humanoid (human); HD 9d8 + 9; hp 67; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +8 class); BAB +6; Grap +7; Benelli M3 +10/+5 (2d8, 3d8 with HE shells 20/x2) Beretta 92FS +11/+6 (2d6, 3d6 with HE rounds 20/x2) Knife +7/+2 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +3, Ref +13, Will +3; AP 10; Rep +3; Str 12, Dex 19, Con 13, Int 14, Wis 13, Cha 14.

Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency

Skills: Balance +12, Disable Device +12, Hide +15, Investigate +8, Knowledge (streetwise) +7, Knowledge (tactics) +9, Listen +10, Move Silently +15, Search +9, Tumble +15

Feats: Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Defensive Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy

Talents:

Fast: Increased Speed, Evasion, Uncanny Dodge I, Uncanny Dodge II Infiltrator: Sweep, Improvised Implements

Possessions: Benelli M3, 28 shells 12 gauge, 14 shells HE 12 gauge, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, 2 magazines HE 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks)

----

Note: Another suitable feat replacement would be to swap out Burst Fire for Exotic Firearms Proficiency (grenade launcher) as it's a versatile and all around great weapon used from the beginning to end of the events in Resident Evil 3 HK-P Grenade Launcher - treat as Mastercraft +1 to attack and damage Colt M79

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Carlos Oliviera

Male Human Fast Hero 3/ Tough Hero 2/ Soldier 1 CR 6; Medium humanoid (human); HD 3d8 + 3d10 + 12; hp 48; MAS 14; Init +3; Spd 35 ft; Defense 23 (+3 Dex, +7 class, +3 Undercover Vest); BAB +3; Grp +5; M4A1 +7 (2d8, 20/x2) SIG Pro SP 2340 +6 (2d6, 20/x2) Knife +5 (1d4+2, 19-20/x2) AL; Jill Valentine, Good, Self SV Fort +6 Ref +6 Will +2; AP: 4; Rep +1; Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 10

Occupation: Mercenary* (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Climb +7, Drive +5, Knowledge (tactics) +9, Listen +7, Spot +9, Survival +10, Swim +5, Tumble +7

Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Weapon Focus (M4 Carbine)

Talents:

Fast - Increased Speed, Evasion Tough - Second Wind

Soldier - Weapon Focus (M4 Carbine)

Possessions: Undercover Vest, Mesh Vest, M4A1, 4 magazines 5.56mm, SIG Pro SP 2340, 4 magazines 9mm, knife

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Resident Evil: Code Veronica

Chris Redfield (RE:CV/X)

Male Human Strong Hero 7/ Soldier 3 Medium humanoid (human); HD 3d8 + 2d10 + 2d8 + 1d10 + 1d8 + 20; hp 85 ; Mas 14; Init +2; Spd 30 ft.; Defense 22 (+3 Dex, +6 class, +3 undercover vest); BAB +9; Grap +12; Glock 17 +14/+9 (2d6, 19-20x2) SPAS-12 +12/+7 (2d8, 20x2) Colt Python +14/+9 (2d6, 20x2) Knife +12/+7 (1d4+5, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +8, Ref +7, Will +4; AP 19; Rep +1; Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 11.

Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency Skills: Climb +11*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +14, Listen +8, Pilot +13, Spot +8

Feats: Advanced Firearms Proficiency, Aircraft Operation (jet fighters), Armor Proficiency (light), Athletic, Exotic Firearms Proficiency (grenade launchers), Far Shot, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency, Weapon Focus (Beretta 92FS), Weapon Focus (Colt Python), Weapon Focus (Glock 17)

Talents:

Strong: Melee Smash, Improved Melee Smash, Extreme Effort, Improved Extreme Effort Soldier: Weapon Focus and Specialization (Beretta 92FS)

Possessions: Undercover Vest, Mesh Vest, Glock 17, 4 magazines 9mm, SPAS-12, 28 shells 12 gauge, Colt Python, 4 speed loaders .357, knife

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Resident Evil Outbreak

George Hamilton

Male Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12 Occupation: Doctor (Craft (pharmaceutical), Treat Injury)

Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9

Feats: Medical Expert, Simple Weapon Proficiency, Surgery Talents:

Dedicated - Healing Knack

Possessions: Clothing outfit (business), pharmacist kit, pill launcher, surgical kit, medical kit

Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.

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New Item: Pill Launcher: Capacity: 5

This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapon has various effects when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self.

Herb Conversion Table

This shows you what herbs and herb combinations make when converted into medicinal capsules, as well as the DC for each (Craft (Pharmaceutical)) check:

Table: Combination-Results (Effects)- Craft (Pharmaceutical) DC Green Antidote Pill (As Antidote, but more compact) 5

Blue Recovery Medicine (Restore 1d6+2 HP) 10

Red Hemostat (Stops bleeding) 10

Blue+Red Recovery Medicine (large) (Restores 2d8 HP) 20 Green+Blue Anti Virus (Reduce Fort save DC vs. T-Virus by 5) 15

2 Green+Blue Anti Virus (large) (By 10) 20

Green+Blue+Red Anti Virus (extra large) (By 15) 22

Recovery Medicine Base Recovery Medicine (Restore 1d6+2 HP) 10

**Pill Launcher: Capacity: 5

This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapon has various effects when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self. (Anti-Virus)

When used on teammate, its the same effect as when they use an Anti-Virus on themselves. Inflicts 4D8+4 points of damage to zombie.

Inflicts 2D8+2 points of damage to other monsters. (Antidote)

When used on teammate, its the same effect as when they use an Antidote on themselves. Effective against (or instantly kill) insects, especially:

Hornbill Flying Bug Mega Bite (B) Scissor Tails Giant Spider Wasp Inflicts

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(Hemostat)

The only real use for this is to cure your teammates of their bleeding status.

When use on monsters, it will only knock them down/back, but inflict no damage at all. (Recovery Pill)

The only real use for this is to cure your teammate.

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Yoko Suzuki

Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+1; hp 7; MAS 13; Init +1; Spd 30 ft; Defense 11 (+1 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) AL; Good, Self SV Fort +1 Ref +1 Will +3; AP: 5; Rep +1; Str 11, Dex 12, Con 13, Int 16, Wis 15, Cha 10 Occupation: Student (Computer Use, Knowledge (technology), Research)

Extra Languages: Japanese (Literate and spoken)

Skills: Balance +1, Computer Use +11, Concentration +3, Craft (Electronic) +7, Craft

(Pharmaceutical) +4, Craft (Writing) +3, Disable Device +5, Drive +1, Escape Artist +1, Forgery +3, Hide +1, Investigate +4, Knowledge (art) +4, Knowledge (behavorial sciences) +4, Knowledge (business) +4, Knowledge (civics) +4, Knowledge (current events) +6, Knowledge (history) +4, Knowledge (physical sciences) +4, Knowledge (pop. culture) +5, Knowledge (technology) +10, Knowledge (theology) +4, Listen +3, Move Silently +1, Profession +4, Research +8, Search +4, Sense Motive +2, Spot +3, Survival +2, Swim +1, Treat Injury +2, Tumble +1

Feats: Educated (Current events, Technology), Gearhead, Simple Weapons Proficiency Talents:

Smart - Savant (Computer Use) Possessions: Backpack

Background: Yoko is the computer expert who is attending Raccon University. Anything that requires hacking or working with computers, it will be to your advantage to have Yoko on your team. She has a quite and reserved personality. Yoko carries a knapsack which gives her 4 more inventory slots than the other characters.

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Alyssa Ashcroft

Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 14; Init +2; Spd 30 ft; Defense 12 (+2 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) or Beretta 92F +2 (2d6, 20/x2) AL; Good, Self SV Fort +2 Ref +2 Will +2; AP: 5; Rep +2; Str 10, Dex 14, Con 14, Int 15, Wis 12, Cha 14

Occupation: Investigative (Gather Information, Investigate)

Skills: Balance +2, Bluff +6, Climb +1, Computer Use +4, Concentration +2, Craft (Pharmaceutical) +3, Craft (Writing) +2, Diplomacy +2, Disable Device +7, Disguise +4, Drive +2, Escape Artist +2, Forgery +8, Gather Information +2, Hide +3, Intimidate +3, Investigate +7, Knowledge (current events) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +3, Listen +3, Move Silently +3, Navigate +2, Profession +5, Research +6, Ride +2, Search +4, Sense Motive +1, Spot +1, Survival +1, Treat Injury +1

Feats: Deceptive, Meticulous, Personal Firearms Proficiency, Simple Weapons Proficiency Talents:

Smart - Savant (Disable Device)

Possessions: Clothing Outfit (Business), Beretta 92F, lockpick set

Background: Alyssa is a newspaper journalist that works for one of the local newspapers. She has an appetitie for collecting every bit of information. She is also known to be very pushy,

argumentative, and can be quite the sore loser when she doesn't get her way. But even with this tough exterior, deep down she still cares for others and will help in a time of need. Alyssa carries a lockpick, which can be quite useful for opening certain doors.

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Cindy Lennox

Female Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +2; Str 12, Dex 11, Con 15, Int 12, Wis 15, Cha 13

Occupation: Blue Collar (Climb, Drive, Repair)

Skills: Bluff +1, Climb +2, Computer Use +1, Concentration +2, Craft (Pharmaceutical) +10,

Diplomacy +5, Disguise +1, Drive +2, Forgery +1, Gamble +2, Gather Information +4, Intimidate +1, Jump +1, Knowledge (current events) +3, Knowledge (earth & life sciences) +3, Knowledge

(physical sciences) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Listen +3, Navigate +1, Profession +3, Repair +2, Research +1, Search +1, Sense Motive +2, Spot +3, Survival +3, Swim +1, Treat Injury +8

Feats: Medical Expert, Simple Weapons Proficiency, Trustworthy Talents:

Dedicated - Skill Emphasis 1 (Craft (Pharmaceutical) Possessions: Uniform (Waitress), herb case, lighter

Background: Cindy is a waitress at J's Bar. A very popular person because of her cheerful attitude and bright smile, she will always try to put other people's interests before her own. Even in the most extreme bad situation she strives to keep that "can-do" attitude. She carries an herb case and is able to treat the wounds of others in the game.

New Item: Herb Case - This device increases the strength of herb mixtures and allows for the storage of up to 4 herb mixtures. Herbs mixed within the case heal an extra die+(healer's level).

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Jim Chapman

Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +2; Spd 30 ft; Defense 15 (+2 Dex, +3 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) SQ Play Dead, Lucky Coin; AL; Good, Self SV Fort +2 Ref +3 Will +0; AP: 5; Rep +0; Str 14, Dex 15, Con 14, Int 15, Wis 10, Cha 10

Occupation: Blue Collar (Climb, Drive, Repair)

Skills: Balance +3, Craft (Mechanical) +6, Craft (Pharmaceutical) +3, Drive +3, Escape Artist +3, Hide +5, Intimidate +2, Knowledge (Art) +4, Move Silently +3, Navigate +4, Tumble +5

Feats: Simple Weapons Proficiency Talents:

Fast - Evasion

Possessions: Uniform (Raccoon Subway), lucky coin

Background: Jim is a subway employee who has great powers of intuition and enjoys solving puzzles. While he is a friendly and cheerful fellow, he will eventually expose his cowardice and narrow-mindedness. Even though he means no harm, he talks a lot which can invite frowns of disgust from those around him. Jim carries a coin around with him which he will toss and use the ensuing result to make certain decisions in his life.

Play Dead (Ex): This ability allows Jim to make a Hide check vs. a B.O.W.'s Spot check at a +5 circumstance bonus by "playing dead" on the floor. However, doing so provokes a Fortitude save (DC 20) or be infected by the T-Virus immediately after hiding.

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Lucky Coin (Su): Jim's coin can alter his luck with a few tosses. Roll 1d2 and assign "1" as "Heads" and "2" as "Tails". Each "Heads" results in a cumulative +1 bonus (up to +10) on attack rolls, damage, and skill checks. However, each result of "Tails" erases the bonuses you've accumulated.

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Mark Wilkins

Male Human Strong 1 CR 1; Medium humanoid (human); HD 1d8+1; hp 9; MAS 13; Init +2; Spd 30 ft; Defense 13 (+2 Dex, +1 class); BAB +1; Grp +3; Unarmed Strike +3 (1d3+2 nonlethal, 20/x2) or +3 Beretta 92F (2d6, 20/x2); AL; Good, Self SV Fort +2 Ref +2 Will +1; AP: 5; Rep +1; Str 15, Dex 15, Con 13, Int 13, Wis 12, Cha 10

Occupation: Military (Knowledge (Tactics), Survival)

Skills: Balance +2, Bluff +0, Climb +2, Computer Use +1, Concentration +1, Craft (Pharmaceutical) +1, Drive +2, Escape Artist +2, Forgery +1, Gamble +1, Gather Information +0, Hide +2, Intimidate +1, Investigate +2, Jump +2, Knowledge (history) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Knowledge (tactics) +3, Listen +1, Move Silently +2, Navigate +1, Profession +3, Research +1, Ride +2, Search +1, Sense Motive +2, Spot +1, Survival +2, Swim+4, Treat Injury +1 Feats: Advanced Firearms Proficiency, Quick Draw, Personal Firearms Proficiency, Simple Weapon Proficiency

Talents:

Strong – Melee Smash

Possessions: Beretta 92F, flashlight (standard), uniform (security)

Background: Mark is a security officer who also served in Vietnam. Over 50 years old, his robust strength has still not dimmed. He has tasted the emptiness of war, and there is a side to him that is mentally fragile. He has experience with weapons, and has some size advantages over the other characters.

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