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| Umbrella Chronicles: A D20 Modern Discussion | |
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W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Umbrella Chronicles: A D20 Modern Discussion Tue Sep 21, 2010 9:55 pm | |
| As some of you might or might know, I've been working very hard on a RE themed version of the Modern D20 system for dungeons and dragons. I began this lil project a number of years ago, but never got far due to various things. This is something I intend to work on until it's complete, no matter how long it takes. It'll be as close to cannon to the games as I can muster.
So, the main reason I want to make a discussion about this is to gear up hype on the game. So, what better way than to start with the T-Virus?
First, a little insight into how disease works in D&D. Disease and illness works in the same way as Poisons do. Lets take a look at the disease template.
Name: The diseases name. Infection: The means in which the person is infected: Inhalation, Wound, Ingestion, etc. Incubation: The time in which the virus lays dormant before initial & secondary damage. Initial Damage: If a person is infected, they typically take initial damage automatically. Unless otherwise stated, the person takes this damage every day after the initial damage, until he succeeds 3 Fort saves, or is cured by other means. Secondary Damage: After some time has past, the person rolls a save for secondary damage. Secondary damage is typically worse an initial, and may even lead to some permanent damage.
Should a person succeed their fortitude save to resist initial damage, the disease is flushed out of their system as a waste product, and thus negate the need to roll for secondary damage. Sometimes diseases come with special effects, such as causing blindness, or in some cases, turning the person into a zombie, such is the case of the Ghoul in D&D.
There have been a number of different ways I've tried to re-create the T-virus, all of which having various results. Nothing I ever did seemed to work out right for me. I had to do a lot of research and study into this.
In one version of the virus, I had the effects on humans specifically linked to the persons Constitution score. As the person's Con drops, they would have to take on a various flaw or mutation, mimicking the symptoms of the T-virus. This would include fun little effects, such as itchy skin, strange cravings (compulsion to eat things that would otherwise sicken players). Violent outbursts, temporary blindness, etc. The person would eventually use their mutation points to turn themselves into a zombie, at which they would go after other players and try to infect them.
But this ultimately turned out too linear and controlling and might not be as fun. It also turned out to be very convoluted and unnecessarily complicated, at least for me, anyway. Plus, this was wouldn't help explaining what happens to plants and animals, for those rare cases someone would want to full on simulate an outbreak. Which, is what I wanna do. So yea, I kinda ran into a wall here, too. So in all this time I've been trying to think of different methods to make this possible.
Anywho, how will the T-virus look on paper? Alright, I'll share with you what I have so far, it might help me out in the long run.
Tyrant Virus Infection: Contact/Wound/Inhalation DC: 15 Incubation: 1d2 rounds. plus 1/2 the hosts HD, plus their Con modifier Initial Damage: 1 Con Ability Damage Secondary Damage: 1d3* Con Ability Drain (permanent loss) * If initial damage is taken, make a second saving throw to avoid 1 point of ability damage from being drained.
The T-virus was the first mutagenic virus created by Umbrella to be used as a biological weapon, it’s capable of infecting all species and effects them differently. The information presented here represent the virus’ effects on humans.
The incubation period for the T-virus is 1d2 days if a person comes into contact with the virus, should they succeed three successful saving throws in a row, the virus is neutralized and is carried out through the persons’ system. If the person is infected by injury, the incubation period is 1d3 hours, the person must make a saving throw every hour after infection, and can only be cured with the “Daylight” serum.
Those who receive secondary damage from the T-virus roll 1d10 per progression stage (See: Table 1) and apply the resulting effects. Unless otherwise stated, conditions caused by the T-virus can be treated with an appropriate Treat Injury check. The virus’ progress can be suppressed with Antivirus (S), Antivirus (M) and Antivirus (L).
A person who dies from the T-virus’s effects, or dies after becoming infected, will raise as a Zombie within 1d3 rounds of their death,. A humanoid whom becomes a zombie in this way retains none of the abilities it possessed in life. It is not under the control of any other creature, it behaves in the same way as any other zombie.
Table 1: Stage 1 (¾ Con) Result Effect Duration 1-3 4-5 6-7 8-9 10 Nauseated Itchy Dazed Unconscious 1 Con dmg (temp) 1 hour See desc 2 rounds 30 minutes — Stage 2 (½ Con) 1-3 4-5 6-7 8-9 10 Dehydrated Sickened Starving Fatigued 1 Con dmg (perm) See text* 1 hour See text* 8 hours — Stage 3 (¼ Con) 1-3 4-5 6-7 8-9 10 Exhausted Necrotic Blinded Dying Dead See text* See desc 1d2 rounds See text* —
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| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Tue Sep 21, 2010 10:29 pm | |
| DO IT
DO IT RIGHT NOW
But seriously though, PM me if you can use any help at all. I could totally get behind this like a Swedish hooker. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Tue Sep 21, 2010 11:17 pm | |
| Heh, I know that the way I talk about the RE supplement that I want makes it sound like it could take forever, but I assure you, it sounds a lot grander than it really is. There is a lot provided by D&D stuffs that can be readily used, or at the very least, modified in a few ways to make it work. A prime example is a lot of the generic giant creatures you see in the re games: Yawn (Huge Viper), Centurion (Large Monstrous Centipede).
There are a few things making this process hard on me though. The viruses, how they work, and how I want them to work is proving difficult. There are so many ways that they can be implemented, all of them having their own benefits that its hard to decide which way to go. Like B.O.W's for example. We all know B.O.W's are genetic weapons, we could make a monster template just for them, or we could make them a subtype, which can be applied to pre-existing monster types. And considering that, the t-virus is used mainly to splice two different dna's together, this could work, too. There's just so many possibilities, lol. Its both the best thing and worse thing bout dnd. There is no limit to what you can do, but there is little that can guide you, either.
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| | | Z 1 Shotgun Surgeon
Gender : Number of posts : 79 Age : 31
Character Sheet Name: Talethal Yoric Weapons: Aeromancer Items: Lute, Raiper
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Wed Sep 22, 2010 5:06 pm | |
| What about people make there own monsters, if they want, describe how it works, how it fights, how tough, and stuff, so we can get a little variety, and you can focus on other stuff | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Fri Oct 22, 2010 1:32 pm | |
| Damn, Z! I'm sorry it took me so long to reply to this! D:< I remember seeing it but I got so caught up in the DM'ing thing that I must have forgotten to reply, sorry man. It might be a bit redundant to tell you now given you're already starting to take steps in making your own monsters, but if you'd still like some help with the process, I'd be glad to do so.
In the mean time I've been giving this a lot of thought and I've come to realize that perhaps it'd be best if I opened up and got more help with this project of mine. You guys have taken a serious interest in D&D and I'm surprised, I thought it would only be a small fad with you guys but I can see you guys are really enjoying it, so I feel confident that with your help, we could make this game in no time! So I'm going to post my list of things to do. This will give you some idea of what needs to be done before a core game can be played and some ideas of future things I'd like to add into the game itself.
Resident Evil Modern Supplement List
Introduction Alternate Rules MSRD (Core Game) Homebrew Skills & Feats Homebrew Items B.O.W Bestiary Chapter 1: Monsters A to Z Chapter 2: Animals (Mostly provided by the MM‘s) Chapter 3: Vermin (Mostly Provided by the MM’s) Chapter 4: Feasts & Special Qualities Glossary
Homebrew Elements
Items - miscellaneous items - health items - key items - tools - keys
Equipment - weapons - ammo - armor
Other things - Diseases / Viruses - Mutations - Monsters as playable characters - Creating monsters in-game - Mutation Packages | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Oct 24, 2010 10:37 pm | |
| As you lot might know, every creature in DND has a Type, some even have various sub types. which is what I aim to introduce into the ReD20m game. A subtype gives additional things to the creature (or player), and can be as simple as a cosmetic change (such as the reptilian subtype) or give special abilities and qualities (such as the Angel subtype).
In Red20 there are going to be a few different subtypes that will be added into the game, but the primary one I need help with right now is what I call the T-Mutant subtype. As you can speculate, the T-Mutant subtype would be given to creatures afflicted by the T-Virus.
I -could- make it an entire type all together, but I think that it would either limit it's overall use, or be so case-specific that it'd be entirely too hard to use. I mean Christ, we're talking about precise as in whether how the creature heats' its body would effect mutation or not (hot or cold blooded animals mutate differently). That and I really don't think I could dig up enough information to actually cover an entire type based on the T-Virus alone, so what we CAN do is take what we know and use it in a subtype that we can add on to a pre-existing type.
Before We get going with this, I should tell you a little about a type and subtype. A type is basically a class but for monsters. The class determines the creature's Racial Hit Dice, their Base Attack Bonus, and various other aspects of the creature. A subtype is merely an addition of things used to compliment a previous type.
Problem with converting the T-virus is that there aren't a whole lot of traits that I can make out of the information out there. It all focuses on how the virus works, rather than what it does. The only two things I've discovered about the virus that can be counted as traits rather than symptoms, is a vulnerability to sunlight/fire, and the fact that the creatures infected mutate. However I feel that there is more that can be added to this subtype, I just need help locating the extra information.
T-Virus Traits * Vulnerability to Sunlight / Fire * Mutates (in the case of DND would give some amount of Mutation Points) | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Wed Oct 27, 2010 4:14 pm | |
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| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Thu Nov 04, 2010 3:37 am | |
| - Healing Items Bandages - Cures Bleeding Old First Aid Spray - 50% Recovery First Aid Spray - 100% Recovery Green Herb - 33% Recovery Red Herb - No effect alone / Combines with Green Herb Blue Herb - No effect alone / Combines with Green Herb Green / Green Herb Powder - 66% Recovery Green / Red Herb Powder - 100% Recovery Green / Blue Herb Powder - 33% Recovery / Cures Poison Green / Green / Green Herb Powder - 100% Recovery Green / Green / Blue Herb Powder = 66% Recovery / Cures Poison Green / Red / Blue Powder - 100% Recovery / Cures Poison Red / Blue Powder - No effect alone / Combines with Green Herb (The remaining possible herb combinations are wasteful, like green/green/red) Sunlight - Cures T-Virus Morphine - Revives incapacitated teammate with 33% Recovery Defibrillator - Restores dead teammate to incapacitated status / Can be used only by those with medical training Pain Pills - Player will not be incapacitated until condition falls below -33% / Lasts 30 minutes Eve Hypo - 100% Eve Regeneration | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Thu Nov 04, 2010 3:59 am | |
| Don't worry bout the Resident Evil related health items, I've mostly got them worked out. The only one giving me trouble is the Blue Herb. And perhaps yellow herb. Otherwise the herbs and their counter-part mixtures are all fine. I haven't decided if Blue Herbs will heal damage caused by poison (which typically deals damage to your stats rather), or make poison more true to the game: A status condition that gradually depletes your char's hp, in which case, the blue herb will remove the poisoned status, just like in the game.
Health Item List ----------------------------- Name | Item | Note ----------------------------- Green Herb: Restores 1d8 Hp Red Herb: Cures “Bleeding” status Blue Herb: Cures “Poison” status Yellow Herb: Increases max health First Aid Spray: Restores health 100% Anti Virus (3): Slows down T-Virus for xdx hours Hemostat Pill (3): Cures “Bleeding” status Antidote Pill (3): Cures “Poison” status Recovery Pill (3): Heals 2d6 Hp
Herb Combination List -------------------------------------------------------------- Name | Effect | Craft DC (All are 10 for the time being) --------------------------------------------------------------- Mixed Herb (G,G): Heals 2d8 Hp Mixed Herb (G,G,G): Heals 3d8 Hp Mixed Herb (G,R): Heals 3d8 Hp and Bleeding Mixed Herb (G,R,B): Heals 3d8 Hp and Poison Mixed Herb (G,B): Heals 1d8 + #d# Poison Mixed Herb (G,G,B): Heals 2d8 Hp + #d# Poison Mixed Herb (G,Y): Heals 1d8 Hp and adds #d# Hp to max Mixed Herb (G,G,Y): Heals 2d8 Hp and adds #d# Hp to max Mixed Herb (G,R,Y): Heals 3d8 Hp and adds #d# Hp to max Anti-Virus (3): Delays effects of “T-Virus” for #d# Hours Antidote Pill (3): Cures “Poison” status Hemostat Pill (3): Cures “Bleeding” status Recovery Pill (3): Restores 2d6 Hp
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| | | Z 1 Shotgun Surgeon
Gender : Number of posts : 79 Age : 31
Character Sheet Name: Talethal Yoric Weapons: Aeromancer Items: Lute, Raiper
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Thu Nov 04, 2010 5:50 pm | |
| On home brew feats theirs a lot that can be taken from the games. Each char had something that set them apart, from increased inventory, to skills no one else had, to better health.
Maybe make a lottery, or some sort of bid on a list of skills, make them all useful, but some would require thinking to use effectively. Could bid skill points or something.
Also, a decent amount of players want a free running feature. This could just mean people get an extra 30 feet movement space, or increased points for certain skills, or the skill freeruning based off dex. With vaults over waist high objects dc 10. vault over a wall dc 15 wallrun dc 20-25 with 5 ft of movement on the wall per dex bonus. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Thu Nov 04, 2010 10:05 pm | |
| Well there's the thing. In D&D there is no such thing as an item slot, instead we have the carrying capacity which is decided by your char's strength. I will however, have item slots and the attache cache's set aside as an alternative rule, just to include them.
Instead of the treasure chests we have in dnd, the storage trunks that are so famous in Resident Evil will take their place. These boxes will contain items to help you survive, but just like the above, I will have them "universally linked" as an alternative rule.
Leveling will be handled as thus: In order for a player to level up their character, they will be required to to use the various type-writers situated through-out the campaign in order to process their accumulated experience points. This will not only control how fast the player progresses, but it makes those ink ribbons suddenly invaluable rewards. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Tue Nov 16, 2010 4:46 am | |
| Ok guys, it took me nearly 7 hours, but I finally did it... Get it while you can, cause I won't be uploading this bastard again. X.X http://rapidshare.com/files/431168878/Resident_Evil.rarThis RAR contains the first 3 Monster Manuals, the modern core rule book, my own personal notes, documents and other aspects of this that I've worked on, and a poorly made RE supplement.pdf based on the Cthulu Mythos made by some other group of guys that I've been skimming over for ideas. I will also share with you a few links that I've found that may help. Another RE Supplement: http://www.giantitp.com/forums/showthread.php?p=2833324(This one is way better in quality as avid fans of the series worked on it.) Wizard Forums: http://community.wizards.com/go/thread/view/75882/19877614/Resident_Evil_for_Modern_d20This is where my project began, I got a lot of ideas from this group and even tried to take part in it, but by the time I found it the people involved had already moved on, so I sorta salvaged what I wanted and went on my way, still might be of use. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sat Aug 06, 2011 1:09 pm | |
| It's been almost a year since I or anyone for that matter, has posted on this thread and I feel its time to revive it. Alas I've not really made any progress on the project in that time. Some time after posting this, my momentum ran out and the project came to a screeching stop. I blame this on that 2/3 month Runescape binge, our failed dnd campaign and most of all, my own incompetence. But I feel its time to get back on the saddle and get something done. I've decided that it would be in the projects best interest to start from scratch while using the information that I acquired before where it can be applied. Since the viruses play such a big role in the RE universe (the almighty McGuffins!), it seems like the best place to start. The viruses are responsible for the monsters within an otherwise mundane modern setting, and this importance is exemplified in the d20 system. I want the viruses to function in the d20 system the way they do in the video games, but that's proven to be quite tricky given that there's not a lot of information on some of the viruses or too complicated to work in the game itself, so in such cases I'll go with functionality over continuity. So, with that aside, I hope that you'll keep your eyes open for further updates, if you're willing to help, or have ideas, please post them here, or you can chat with me on AIM at berserkfhurer, or yahoo: geno_raptor, or you can catch me on facebook: https://www.facebook.com/BiohazardCerberus | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Aug 14, 2011 6:52 pm | |
| I need someone's opinion on this here. Ok, I've been working on the g-virus and decided to use the Polymorph Spell as a basis for the virus. The main problem with the polymorph spell is that it's built around using base creature entries, while the g-virus creates new creatures. - Quote :
- Polymorph
Unless stated otherwise, creatures can polymorph into forms of the same type or into an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin form. Most spells and abilities that grant the ability to polymorph place a cap on the Hit Dice of the form taken.
Polymorphed creatures gain the Strength, Dexterity, and Constitution of their new forms, as well as size, extraordinary special attacks, movement capabilities (to a maximum of 120 feet for flying and 60 for nonflying movement), natural armor bonus, natural weapons, racial skill bonuses, and other gross physical qualities such as appearance and number of limbs.
They retain their original class and level, Intelligence, Wisdom, Charisma, hit points, base attack bonus, base save bonuses, and alignment. Creatures who polymorph keep their worn or held equipment if the new form is capable of wearing or holding it. Otherwise, it melds with the new form and ceases to function for the duration of the polymorph.
There are a few problems that present themselves when using this as a basis for the g-virus. As stated before, the g-virus produces new creatures, so do we alter the polymorph's rulings to try and suit our needs, and if so, how? Or do we just use the rulings as they are? | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Aug 14, 2011 7:12 pm | |
| I don't know dangit, I'm just a cobbler. D:<
*Angrily taps a tack into a boot*
How about deleting the first sentence out of the last paragraph? New intelligence, HP, attack bonuses, etc.
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| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Aug 14, 2011 7:36 pm | |
| - Trigger Type-8808 wrote:
- I don't know dangit, I'm just a cobbler. D:<
*Angrily taps a tack into a boot*
How about deleting the first sentence out of the last paragraph? New intelligence, HP, attack bonuses, etc.
Because retaining one's mental capabilities is one of the traits of the g-virus. Even if we did go with new intelligence, hp, etc, etc, how would we go about it? What would we use to determine the proper amount of hp, attack bonuses and ability scores? Do we randomly roll em? That could lead to hilarity. At any rate, a character's base attack bonus and the nature of their hp is determined by their class, or in the case of monsters, their creature type. I figure that a player infected with the g-virus will have their creature type chosen at random, that's fine and all, but the creature type alone isn't enough. If we didn't use a base creature from the list of creature types, then how do we determine str, dex, con, hit dice, etc? | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Aug 14, 2011 7:39 pm | |
| I am going to kill you ingame. I have decided. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: Umbrella Chronicles: A D20 Modern Discussion Sun Aug 14, 2011 7:44 pm | |
| - Trigger Type-8808 wrote:
- I am going to kill you ingame. I have decided.
D:< you will come to regret this decision. | |
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