06-11-2009, 02:47 PM | #21 |
Join Date: Jun 2009
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Re: Resident Evil Template
Oh these are awesome!
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06-11-2009, 02:54 PM | #22 | |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Resident Evil Template
Can these Hunters jump ten feet straight up? I seem to recall them making some prodigious leaps. I also never recall any moment in the games where they display the ability to visually discriminate between heat patterns.
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Last edited by Ragitsu; 06-11-2009 at 03:02 PM. |
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06-11-2009, 02:55 PM | #23 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
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06-11-2009, 03:11 PM | #24 |
Join Date: Jun 2009
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Re: Resident Evil Template
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06-11-2009, 03:13 PM | #25 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
No, you are right. The Infravision thing was just a guess from my side, I think that it would be fair to give them some NV at least, if Infravision isn't fitting.
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06-11-2009, 03:21 PM | #27 | |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
Licker
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ST 13; DX 15; IQ 5; HT 11 Secondary Characteristics Perception 12; Will 11; HP 13; FP 11; Basic Speed 6.5; Basic Move 6; Dodge 9, BL 34, Damage 1d/2d-1 Advantages Claws (Talons), Teeth (Sharp), Clinging, Striker (Tongue), DR 1, Scanning Sense (Sonar)*, Extra Attack Disadvantages Berserk, Blindness Skills Brawling (12) – Bite 1d-1 cut, Punch 1d-1 cut/imp, Striker Tongue 1d+2 (2) imp Stealth (13) Notes * The Lickers don’t have eyes and relies on sound to find their target; they can detect targets within 20 yards. Don’t know if this is the right option (there probably is something that fits better). Licker Tactics The Licker will often ambush its victim; jumping down from the ceiling and using all its deadly weapons to full effect. |
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06-11-2009, 03:23 PM | #28 | |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
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Though it would be interesting to see someone model something similar to that, I know MA had some rules for large bites, but IIRC it didn't go as far up to where you could actually swallow a human. |
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06-11-2009, 04:02 PM | #29 | |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
Tyrant T-002
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ST 30; DX 9; IQ 7; HT 14 Secondary Characteristics Perception 10; Will 15; HP 30; FP 14; Basic Speed 5.75; Basic Move 6; Dodge 10, BL 139(?), Damage 3d/5d+2, Size Modifier +1 Advantages Claws (Long Talons), Teeth (Sharp), High Pain Threshold, DR 10, Combat Reflexes Disadvantages Berserk, The Heart (see below) Skills Brawling (9) – Punch 3d+2 cut/imp Notes The Tyrant T-002 is very dangerous, and can take out a whole party of PC’s if you’re not careful. Its DR 10 can stop quite a lot of damage but it has a weakness; its heart is fully exposed (sitting outside its body). The people I was playing with came up with a plan pretty soon after they discovered its weakness; one of the PC’s was acting as a diversion drawing the attention of the Tyrant while the other ones aimed for its heart. Since the Tyrant was in Berserk “mode” all the time, it took a few good hits to the heart (and a lot of spilled PC blood) to bring it down. I was nice (come to think about it; maybe a little too nice) and made the Tyrant roll against IQ to actually be able to Dodge each attack. It always tried to slam its target first (doing 2d damage) and if it did 6 or more damage the victim had to roll against DX or fall down (bad position to be in). Also, when making Move and Attacks it only has an effective skill of 5. When the Tyrant has taken 30 damage (HP 0) it has to roll against HT+4 (18), at 60 damage (HT 17), 90 (HT 16), 120 (HT 15) and at 150 damage it is dead. So let’s face it; it’s one bad mudder fugger, so don’t let it completely shred the PC’s (if that’s not what you are after). It was one hell of a fight for my PC’s before they finally brought it down. If you want to be evil, you can add Regeneration (1 HP/sec). There is something from RE1 that might help though: M202A1 FLASH Rocket Launcher Damage: 6dx3 (0.5) + 6dx2 bur ex WP Acc: 1 Range: 20/820 (First is minimum range) Wt.: 11.5/26.6 (loaded) RoF: 1 Shots: 4 ST: 10 Bulk: -7 Rcl: 1 Last edited by PPoS; 06-18-2009 at 08:44 AM. |
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06-11-2009, 04:14 PM | #30 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Resident Evil Template
Here is something I posted earlier on this forum;
The Gene-Virus (G-Virus) The G-Virus greatly increases the host’s metabolism, accelerating cellular duplication and revitalization of dead cells at the cost of higher brain function by continual destruction of mitochondria in neurons, causing the infected to degrade to sub-human levels. The host exhibits animalistic behaviour, loss of moral reasoning and memory, and becomes driven by be self-preservation. Beyond these qualities, the mutations induced by the virus tend to be extremely volatile. G-virus hosts never stop mutating, even without external stimuli, thus causing transformations akin to a sort of artificial evolution, accelerated to levels impossible to be recreated in nature. G-Carriers evolve even faster when wounded, due to the incredible regenerative capabilities of infected cells. The G-Virus must be injected into the body to work (blood agent). Once the victim is infected he must roll against HT-3 (with an additional penalty equal to half of any damage sustained at the time) after a delay of 1d minutes. If the victim succeeds with his roll the body will adapt to the genetic material and the victim will gain the “G-Virus Template” (below). A critical success means nothing happens. A failed HT roll means that the virus starts to mutate at an incredible rate twisting the body in wicked ways (victim suffers Terrible Pain), the victim adds the "Failed G-Virus Template" and the GM rolls 3d6 to determine the effects of the mutations (see table below). A critical failure means that the GM rolls two times on the table instead of one. Each time the character is injured after the initial infection; he must roll against HT minus half of any damage sustained again. If the roll fails the GM rolls for new Mutations, a critical failure means he rolls two times. G-Virus Template [189 Points] If the victim succeeds with his HT roll he gaints the following template. Advantages: ST+2 [20], HT+2 [20], DX+3 [60], Combat Reflexes [15], Enhanced Dodge [15], High Pain Threshold [10], Indomitable [10], Regeneration (Very Fast) [100], Immunity to Metabolic Hazards [30], Terror (Always on) [24], Unfazeable [15] Disadvantages: IQ-2 [-40], Appearance (Monstrous) [-20], Bad Temper [-10], Berserk (Battle Rage) [-15], Bestial [-15], Bloodlust (6) [-20], Frightens Animals [-10] Failed G-Virus Template [95 Points] If the victim fails his HT roll he gains the following template. Advantages: ST+2 [20], HT+2 [20], High Pain Threshold [10], Indomitable [10], Regeneration (Very Fast) [100], Immunity to Metabolic Hazards [30], Terror (Always on) [24], Unfazeable [15] Disadvantages: IQ-2 [-40], Appearance (Horrific) [-24], Bad Temper [-10], Berserk (Battle Rage) [-15], Bestial [-15], Bloodlust (6) [-20], Frightens Animals [-10] Random Mutations Table 3: Extra Arm + Extra Attack [35]* 4: Extra Leg [5/10/15]* 5: Tentacle (Crushing Striker with Cannot Parry and Long SM+1) [33]* 6: Extra Eyes (First: Peripheral Vision, Second: 360 degree Vision) [15/25]* 7: Clinging [20] 8: SM+1 [-]* 9: Sharp Claws [5]* 10: Sharp Teeth [1/1]* 11: Spines [1/2]* 12: Extra DR [5]* 13: Extra HP [2]* 14: Dark Vision [25] 15: Extra ST [10]* 16: Extra HT [10]* 17: Blade Claw (Impaling Striker with Long SM+1) + Extra Attack [41] 18: Roll 1d6, on a 1-3: Acid Spit (1d Corrosive Innate Attack with Reduced Range 5) [33/8]*, on 4-6: Flight (Winged) [30] *These "mutations" can be taken several times, however; the Acid Spit can only increase it's damage, Extra Eyes upgrades from Peripheral Vision to 360 degree vision, Sharp Teeths upgrades to Talons, Spines upgrades to Spines (Long) and the cost of Extra Legs depends on the number of legs. Notes I think this works out pretty fine, I didn't want to go into too much detail about the different stages a victim of the G-Virus goes through; so I thought that this random mutations thing was enough. As you can see, these templates are pretty powerful and will undoubtedly only become more powerful during the game. There is a chance that these monsters easily will become over-powered, but that's what they are meant to be. This virus is unstable and literally creates a "crazed monster berserk with unimaginable powers". That's why the G-Virus is rare and shouldn't come into play to many times in an Resident Evil based campaign, keep the G-Creatures for boss fights or similar encounters. The GM should feel free to alter any mutations or add new ones, many G-Creatures will sprout tails or other appendages. An advice is to view "Resident Evil: Degeneration"; a CGI animated video made by Capcom which is, needless to say, much better than the other Resident Evil movies (as this one actually fits into the whole franschise). This movie really shows the full effects of the G-Virus. Much recommended. Last edited by PPoS; 06-18-2009 at 08:51 AM. |
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game, resident evil |
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