Rsident Evil: Rewritten

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Rsident Evil: Rewritten

Postby Jacks Harroway » Sun Sep 06, 2009 7:14 pm

Seeing as my original got deleted to make the site ready for public testing, I'm re-posting this in hopes of drumming up interest.

DISCLAIMER
The following materials based on Fudge, entitled “Resident Evil: Rewritten”,
are created by, made available by, and Copyright (C) 2009 by Moblin Killer,
and are not necessarily endorsed in any way by Steffan O'Sullivan or
any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any
publisher of other Fudge materials is in any way responsible for the content of these
materials unless specifically credited. Original Fudge materials
Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights
Reserved.

That’s it for covering my legal rear end. Now, for the Roleplay. ^_^

Oh, wait, rules first. :’(

1. All rules, as in the holy edict of Roleplay Injection, are to be followed. You are in no way exempt when entering this thread.

2. Respect your fellow Roleplayer. If your fellow Roleplayer is unrespectful, PM me with the offending comment. If I feel it is necessary, I’ll give them the boot.

3. This is Resident Evil, not Devil May Cry, not the Legend of Zelda. You must be realistic in your abilities and items, and how your character reacts to the situation. No flying around by shooting down with you guns.

4. This is not primarily free-roleplay, unlike most of the Roleplays on this site. This is done to hopefully foster serious RP and characters. The use of statistics and such will be used in the appropriate situations. Free-roleplay should be based on the outcomes of the stats as rolled by me. If your going to do something major (also known as an action that could be failed easily by the average person), or use a skill; in your post, you should put under your main RP your strategy, then wait for me to do the rolls, which will be shown by a post in the thread.

5. Major things include, but are not limited to, “Fighting, Puzzle Solving, Heavy lifting, Chemistry,” and etc.

5. Grammar, punctuation, and logical roleplay. That is the holy trifecta that this roleplay will be based on. Please, try to achieve it.

6. This is my first run as GM of a Roleplay. Cut me some slack if I mess something up.

7. No god modding, no power gaming, no swearing that is out of place with the characters situation. If there eating a sandwich, suddenly saying “Crap” or worse out of thin air is not appropriate, and can get this RP shut down, and I don’t want that.

8. This is Resident Evil. Decapitations, violence, grotesque scenes of gore, and bad dialogue are par for the course. Romance between characters is allowed (as unlikely as that will happen), but your character and another persons character cannot sneak into a supply closet and play hide the Albinoid. Little bit of Resident Evil humor there. If you feel the need to take things “to the next level,” take things to the pms. Do not get this RP locked because you couldn’t keep your virtual wedding tackle in you pants.

Now, to the roleplay. ^_^

This is “Resident Evil: Rewritten.” A Resident Evil (Biohazard) based Roleplay, set during the first Resident Evil, with a completely reworked layout of the entire complex. In order to avoid crappy dialogue, i.e. “The Master of Unlocking,” the characters of Bravo and Alpha teams are going to be removed, hence the, “Rewritten,” part. Instead, custom characters created by the players, not counting story pertinent NPCs made by me, will run around the hell house, rather than buxom Jill or bad-ass Chris.

The sheet to submit is below, but to be able to really follow how to fill this out, as pertaining to skills, gifts, and faults, you should skip past these sheets to explanations.

This is the sheet you will PM to me after you fill it out to join in the RP

Name:
Gender:
Age:
Body Type:
Specialty:
Brief History:

Skills your character might have:
1
2
3
4
5
6
7

8
9
10

Gifts your character might have:
1
2

Faults your character might have:
1
2

This is what the sheet will look like when I revise it. I used an NPC as an example.

Name: Hannah Katherine Yule
Gender: Female
Age: 27
Body Type: Tall and thin
Specialty: Electronics
Brief History: An expert in various electronic equipment, Hannah could code a virus into a computer mainframe within five minutes of booting up. However, Hannah is of a smaller build than most members of her team, and usually gets into trouble a lot more in fire fights, as she is not very accustomed to weaponry. Hannah usually uses her good looks to get out of tough spots, rather than fists or firearms. She tends to focus completely on what she is doing, but can't help to look into something that catches her eye when she has nothing to do.

Wounds:
Grazed 0 0 0
Hurt 0
Very Hurt 0
Incompacitated 0
Dead 0

Constitution: Mediocre
Charisma: Fair
Intelligence: Good
Speed: Fair
Reaction: Poor
Strength: Mediocre
Willpower: Mediocre

Skills:
Street Wise - Terrible

Acting - Mediocre
Pistol - Mediocre

Electronics - Fair
Computer Build / Repair - Fair

Computer Use - Good
Computer Programming - Good

Gift(s):
Single-Minded

Fault(s):
Curious


Explanations

Level is not shown in number, but with words.

Superb
Great
Good
Fair
Mediocre
Poor
Terrible

From bottom to top, the levels show a progression from a bad aptitude to the best aptitude in a category. These levels are used for Attributes and Skills, which will be discussed below. The best part of this system is that, after you accumulate a certain amount of experience, you can increase the level of one Skill, depending on the amount of experience points you spend. I will give experience points after appropriate events in game. Here is a table to show how many experience points you will need to give to “level-up” in a Skill for each change.

Raising a skill from: To: Costs:
-------------------- -- -----
Terrible Poor 1 EP
Poor Mediocre 1 EP
Mediocre Fair 1 EP
Fair Good 2 EP
Good Great 4 EP
Great Superb 8 EP
Superb Legendary 16 EP + GM permission
Legendary Legendary 2nd 30 EP + GM permission
Each additional level of Legendary: 50 EP + GM permission

Attributes can be raised with triple, or three times, the EP needed to raise a skill.

Starting stats for Attributes and Skills will be decided by me when revising them.

Attributes are the seven statistics seen under “Final Sheet after revision by GM,” marked as, Constitution, Charisma, Intelligence, Speed, Reaction, Strength, and Willpower. I would assume each is self-explanatory, but I’ll just tell what each pertains to, for simplicities sake.

Constitution, how long you can last, how much pain you can withstand. Charisma, how good you look and how good you act, how likeable you are. Intelligence, how smart you are. Speed, how fast you can move. Reaction, how fast your reflexes act to a provocation, how easily you can aim a projectile on a moving target. Strength, how much you can lift, how hard you can hit. Willpower, how long it takes to recover, how long you’ll put up with something.

Skills are basically attributes, but vary quite a lot more from person to person than the main attributes, and so will vary from character to character, usually reflecting any past experiences. The below is not a comprehensive list of possible skills, and if you decide a specific skill is not on the list, put it on the list of skills you think your character would have, with an explanation of what the skill pertains to. When you give the skills, the last three should be skills you think your character would be bad, or Terrible, at accomplishing. Two will be removed and the third kept, with a level of Terrible.

Animal Skills: Animal Care, Animal Lore, Animal Training, Bee-keeping,
Herding, Riding, Teamster, Veterinarian, etc.

Artistic skills: Aesthetics, Cosmetology, Culinary Arts, Literary
Arts, Performing Arts (music, theater, storytelling, jester, dance,
etc., and such skills as Choreography, Composition, Costuming,
etc.), Visual Arts (painting, drawing, sculpting, etc.), and so on.

Athletic skills: Acrobatics, Aerial Acrobatics, Balance Skills,
Boating, Climbing, Jumping, Pole-vaulting, Running, Swimming,
Throwing, Various Sports, etc.

Combat skills: Ambush, Demolitions, Dodge, Bow and Arrow, Crossbow, Quick-Draw,
Shield, Tactics, Throwing, Dagger, Sword, Pistol, Shotgun, Rifle, Full-Automatic,
Improvised Weapons, and Unarmed Combat skills.

Covert skills: Acting, Breaking & Entering, Detect Traps, Deactivate
Traps, Disguise, Forgery, Infiltrate, Intrigue, Lockpicking,
Pickpocketing, Poisoning, Shadowing, Shady Contacts, Sleight of
Hand, Stealth, etc.

Craft skills: Armory, Basket Making, Bowyer/Fletcher, Carpenter,
Cooking, Knots, Leatherworking, Masonry, Pottery, Smith, Tailor,
Weaving - many others.

Dungeon-delving skills: Avoid Traps, Fight, Find Secret Passages, Pick
Locks, Move Quietly, Run, Tell Believable Whoppers.

Knowledge skills (a skill can represent knowledge of a subject as
broad or narrow as the GM will allow): Alchemy, Foriegn Customs,
Criminology, Cultures, Detective Fiction, Folklore,
Geography, History, Literature, Occultism, Political Situations,
Psychology, Trivia, Sciences (lots of these), etc.

Language skills: Each individual language, Pantomime, Pick Up
Languages, etc.

Manipulative skills: Bamboozle, Bluff, Boot-licking, Bribery, Con,
Exhort, Fast-talk, Flattery, Interrogate, Intimidate, Lying,
Oratory, Persuade, Seduction, Street Gossip, etc.

Medical skills: Anatomy, Antidotes, Diagnosis, Doctoring, First Aid,
Herb Preparation, Medicine, Nursing, Surgery, etc.

Merchant skills: Bargain, Barter, Business Sense, Evaluate Goods,
Haggle, Innkeeping, Marketing, Salesmanship, Shopkeeping, Apparaise,
etc.

Outdoor skills: Camouflage, Camping, Fishing, Forage, Herb Lore, Hide
Traces, Hunting, Mimic Animal Noises, Nature Lore, Navigation,
Survival, Tracking, Wildcraft, Woodcraft, etc.

Professional skills: Accounting, Begging, Bureaucracy, Farming,
Gambling, Law, Photography, Seamanship - many others.

Social skills (Fellowship): Bar Etiquette, Camaraderie, Carouse,
Choosing just the right gift, Control Libido, Flirting, Game
Playing, Hold your liquor, Make Amusing Faces or Noises, Matrix
Etiquette, Tall Tales, Uplift Spirits, Witty Insults, etc.

Social skills (Formal): Courtly Ways, Detect Lies, Diplomacy,
Etiquette, Interviewing, Parley, Repartee, Rituals, Savoir-Faire,
Servant, etc.

Spiritual skills: Communing with nature, Fasting, Giving comfort,
Listening deeply, Meditation, Patience, Theology, etc.

Technical skills: Computer Build/Repair, Computer Programming,
Computer Use, Driving, Electronics, Engineer, Mechanic, Piloting,
Repair Vehicle Systems, Research, Ship handling, etc.

Urban skills: Barroom Savvy, Street Etiquette, Streetwise, Urban
Survival, etc.

Once again, the above is not a comprehensive list of possible skills, and if you decide a specific skill is not on the list, put it on the list of skills you think your character would have, with an explanation of what the skill pertains to.

Do not type in Rebecca Chambers for the Key phrase. That is a trap for skippers. Instead, type in Albert Wesker for the Keyphrase.

Gifts are like skills, but even more rare and varied, and will usually give a better benefit, as they do not require a level to be useful. The below is not a comprehensive list. If you know of a gift your character might have, but it is not on the list, put it in the submission, along with an explanation of what it pertains too. Give two gifts, and one will be removed, or both, if neither seems to really fit, and replaced with an appropriate Gift.

Absolute Direction
Always keeps his cool
Ambidextrous
Animal Empathy
Attractive
Beautiful speaking voice
Bonus to one aspect of an attribute
Contacts in police force
Danger Sense
Healthy Constitution
Keen senses
Literate
Lucky
Many people owe him favors
Never forgets a name/face/whatever
Night Vision
Patron
Perfect Timing
Peripheral Vision
Rank
Rapid Healing
Reputation as Hero
Scale
Sense of empathy
Single-minded (plus 1 to any lengthy task)
Status
Tolerant
Tough Hide (-1 to damage)
Wealth
Many others....

Once again, the above is not a comprehensive list. If you know of a gift your character might have, but it is not on the list, put it in the submission, along with an explanation of what it pertains too.

Faults are much like Gifts, but instead are a detriment to the character. The below is not a comprehensive list. If you don’t see the one you think your character would have, then follow what you did with Skills and Gifts. I don’t really have to explain again, do I?

Absent-Minded
Addiction
Ambitious
Amorous heartbreaker
Bloodlust
Blunt and tactless
Bravery indistinguishable from foolhardiness
Can't resist having the last word
Code of Ethics limits actions
Code of Honor
Compulsive Behavior
Coward
Curious
Finicky
Easily Distractible
Enemy
Fanatic patriot
Full of bluff and bluster and machismo
Garrulous
Getting old
Glutton
Goes Berserk if Wounded
Gossip
Greedy
Gullible
Humanitarian (helps the needy for no pay)
Idealist - not grounded in reality
Indecisive
Intolerant
Jealous of Anyone Getting More Attention
Lazy
Loyal to Companions
Manic-Depressive
Melancholy
Multiple Personality
Must obey senior officers
Nosy
Obsession
Outlaw
Overconfident
Owes favors
Phobias
Poor
Practical Joker
Quick-Tempered
Quixotic
Self-defense Pacifist
Socially awkward
Soft-hearted
Stubborn
Quick to take offense
Unlucky
Vain
Violent when enraged
Vow
Worry Wart
Zealous behavior
Many more....

The above is not a comprehensive list of Faults. Once more, I really don’t have to explain again, do I?

Wounds are a very easy thing to understand.

Grazed is the usual scratch or nick one gets from day to day activities. The three zeros means you can be grazed three times before another graze wound becomes a Hurt wound, as shown like this. 1 0 0, 1 1 0, or 1 1 1. After it becomes 1 1 1, all other wounds that would usually cause Graze would be a Hurt. For Hurt, Very Hurt, Incompacitated, and Dead, the one zero means you can be hurt once, then the next wound is considered one level up.

Also, you will sometimes see this.

Incompacitated: VH

This means that you’re incompacitated by a Very Hurt wound. This depends on where the very hurt wound occurred on the characters body, for example, the eyes or throat. Dead means that nine out of ten doctors agree your life functions have ceased. The tenth doctor is drunk.

Finally, after eight pages of typing, I get to the important part. Combat. Whooch!

Okay, combat is decided by three things. Your stats, the opponent’s stats, and random chance.

Random chance means modifying a stat temporarily for a single action as decided by rolling two six-sided dice. By rolling one dice and getting a three, and then rolling the subtracting die and getting a two, you get a final result of +1. That is a statistic check in a nutshell.

Your stats, skills, gifts, faults, and random chance will decide wether your character succeeds or fails in a task. So, I’m going to give an example.

Chris Redfield encounters two Generic Zombies.

Chris has the skill for Shotgun, which is the category of weapon he is currently equipped with. Since his skill matches with the equipped item, the shotgun does +1 damage if it hits. Chris’s Reaction is Fair, and with a roll of +1, Chris’s final Reaction check is a Good.

Zombie One has a Speed of Mediocre. Un-important NPCs do not get rolls, and so the zombie’s speed stays at Mediocre to dodge. Chris easily hits the Zombie, aiming for the head, since he remembers from previous battles that the head is the weak point. Zombie One’s Constitution is Fair, and takes +1 damage, thanks to Chris’s skill with Shotguns. So, the Good, and the +1 damage modifier with shotguns, makes the damage Zombie one takes is +2. When hit in the head with a hit of +2 or more, the Zombie is decapitated and dies instantly, falling to the floor in a slump.

Zombie Two is still alive, and decides to attack. With a Reaction of Poor, the Zombie attempts to attacks Chris. Chris has a Speed of Fair, and with a roll of +0, evades the attack easily, since no environmental hazards are in the way.

Okay, that’s it. That is all you need to know. Create your character in the first character sheet, PM the sheet to me with the key phrase Rebbeca Chambers, I’ll review it, and then return a revised sheet for you to post.
Resident Evil: Rewritten GM
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Jacks Harroway
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Re: Rsident Evil: Rewritten

Postby Jacks Harroway » Sun Sep 06, 2009 7:19 pm

These are the story pertinent NPCs you'll be working with, so your characters should know at least something about each it there in Alpha or Bravo team.

Name: Hannah Katherine Yule
Gender: Female
Age: 27
Body Type: Tall and thin
Specialty: Electronics
Brief History: An expert in various electronic equipment, Hannah could code a virus into a computer mainframe within five minutes of booting up. However, Hannah is of a smaller build than most memebers of her team, and usually gets into trouble a lot more in fire fights, as she is not very accustomed to weaponry. Hannah usually uses her good looks to get out of tough spots, rather than fists or firearms. She tends to focus completely on what she is doing, but can't help to look into something that catches her eye when she has nothing to do.

Wounds:
Grazed 0 0 0
Hurt 0
Very Hurt 0
Incompacitated 0
Dead 0

Constitution: Mediocre
Charisma: Fair
Intelligence: Good
Speed: Fair
Reaction: Poor
Strength: Mediocre
Willpower: Mediocre

Skills:
Street Wise - Terrible

Acting - Mediocre
Flirting - Mediocre

Electronics - Fair
Computer Build / Repair - Fair

Computer Use - Good
Computer Programming - Good

Gift(s):
Single-Minded

Fault(s):
Curious

Name: John Henry Burnham
Gender: Male
Age: 35
Body Type: Tall and Muscular
Specialty: Explosives
Brief History: John's first experience with explosives was at age twenty-two, when the nextdoor laundromat had a gas leak and exploded, lauching him out the front window of his small pawnshop. In his words, "it was like a sign from God himself. I had found my passion in that ball of fire." Since then John has accumulated thirteen years of explosives experience in plastics, gunpowder, and flammable liquids. It burns, he can tell you about it. John also has a lot of experience in bars. The loss of a pawn shop is a debelitating experience for the common man. Also, he never misses the chance to joke about something. His catchphrase is "Rest in Peices."

Wounds:
Grazed 0 0 0
Hurt 0
Very Hurt 0
Incompacitated 0
Dead 0

Constitution: Fair
Charisma: Mediocre
Intelligence: Good
Speed: Poor
Reaction: Mediocre
Strength: Fair
Willpower: Mediocre

Skills:
Antidotes - Terrible

Driving - Mediocre
Bar Etiquette - Mediocre

Bargain - Fair
Throwing - Fair

Shotgun - Good
Demolitions - Good

Gift(s):
Always keeps his cool

Fault(s):
Practical Joker

Name: Jordan Harvey Wormer
Gender: Male
Age: 37
Body Type: Tall and Medium
Specialty: Firearms and Tactics
Brief History: According to his file, Jordan was in the United States Army for six years, starting when he was eightteen. When leaving the army at twenty-five, Jordan joined the police force of Raccoon city, bringing an extensive knowledge of firearms and tactics with him. Quickly, the men in power saw Jordan's potential, and put him in S.T.A.R.S. Alpha Team when he was twenty-seven. Since then, he has taken over leadership of the squad from the previous commander. Tends to say what he means, and means what he says, and dosen't sugar coat anything. "Your mother is dead. Good night."

Wounds:
Grazed 0 0 0
Hurt 0
Very Hurt 0
Incompacitated 0
Dead 0

Constitution: Fair
Charisma: Mediocre
Intelligence: Fair
Speed: Mediocre
Reaction: Good
Strength: Mediocre
Willpower: Mediocre

Skills:
Trivia - Terrible

Running - Mediocre
Quick-Draw - Mediocre

Tactics - Fair
Dagger - Fair

Shotgun - Good
Full-Automatic - Good

Gift(s):
Perripheral Vision

Fault(s):
Blunt and Tactless
Resident Evil: Rewritten GM
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