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PostPosted: Wed Nov 06, 2013 10:49 pm 
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Stats for stuff from the RE universe for D20 modern

To begin Modern has Occupations. Here is what I think could be the RE occupations. Raccoon City was destroyed but its best to have all bases covered.

R.P.D Officer
Same as Law Enforcement

S.T.A.R.S (Special Tactics And Rescue Squad)
Raccoon City’s elite police force.
Prerequisite: Age 21
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex)
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1

U.B.C.S (Umbrella Biohazard Countermeasure Service)
U.B.C.S is the army & security of Umbrella Inc. Although the U.B.C.S operatives handle delicate matters, they are rarely informed about the nature of their missions and they are considered very expendable despite their elite training.
Prerequisite: Age 20
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex)
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1

Umbrella Scientist
These are Umbrella’s top researchers. They are highly informed in the tasks at hand, rarely knowing more than what they are supposed too.
Prerequisite: Age 25
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Gather Information, Knowledge (Behavioral sciences, earth & life sciences, or technology), Research, Search, Treat Injury.

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PostPosted: Wed Nov 06, 2013 10:50 pm 
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The appearance of these herbs across Raccoon city and other RE games is not a mystery. Umbrella as a pharmaceutical company was genetically altering these generic plants for many purposes, in order to accumulate more funds for thier other projects. Even in RE4 we find these herbs in laboratories, behind extractors and withing petridishes.

Green Herb:
Restore 1d6 Hp.

Blue Herb:
Grants a second save throw to resist the effects of poison or counteracting poisons.

Red Herb:
Has no effect on its own. Can be mixed with other Herbs for various effects.

Yellow Herb (RE4):
Has no effect on its own. Must be mixed with other Herbs.

2 Mixed Green Herbs:
Restores 1d8 Hp. Craft (Pharmaceutical) DC10

3 Mixed Green Herbs:
restores 2d4 Hp. Craft (Pharmaceutical) DC15

Green & Blue mixed Herbs:
Restores 1d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Two Green & one Blue mixed Herb:
Restores 2d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC20

Green & Red mixed Herb:
Restores 2d4 Hp. Craft (Pharmaceutical) DC15

Two Green & one Red mixed Herb:
Restores 2d8 Hp. Craft (Pharmaceutical) DC20

Green, Blue & Red mixed Herb:
Restores 2d4 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC22

Green & Yellow mixed Herb:
Restores 1d6+2 hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC20

Green, Red & Yellow mixed Herb:
Resores 2d4 Hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC22

On a failed check the herbs are permanently lost.

*Note:
If the craft DC is failed the herbs become useless.
**Special:
The DM may suggest that specific mixes have additional effects other than those mentioned here. Be creative and have fun.

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PostPosted: Wed Nov 06, 2013 10:50 pm 
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First Aid Spray:
Restores 4d8 Hp.

Antidote:
Grants a second save throw to resist the effects of poison or counteracting poisons, with a +2 on the save.

Serum:
Grants a second save throw to resist the effects of poison or counteracting poisons,and lowers the Save DC by 5.

Homeostatic Capsule:
A pill used to stop bleeding & infections.

Medical Kit:
It is used to treat daze, unconscious, or stunned characters, to provide long-term care. Using the kit may restore 1d8+1Hp (5 uses), treat poisoned or diseased people and/or to stabilize a wounded character. Without this you make a Treat Injury check for either of these purposes (other than restoring Hp) with a –4 penalty.

First Aid Kit:
One-time use Medical Kit.

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PostPosted: Wed Nov 06, 2013 10:51 pm 
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In Rer we see Leon is a good knife fighter, and we also notice that Krauser is even better, so here is my take on their abilities.

Close Quarter Combat (CQC)
You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters.
Prerequisite: Base attack bonus +3, Weapon Focus (knife) and proficiency with knives.
Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts.

Quick Strike
(Used the Reactive shooter feat from Ultramodern Firearms as the base model for this feat.)
You react instantly with a melee weapon.
Prerequisite: Dex 13
Benefit: If you have a Medium-size or smaller melee weapon on hand, you may act in the surprise round even if you are surprised. You roll initiative as if you were not surprised. The only action you may take in the surprise round, however is a single attack with the weapon in your hand. You may make this attack at your highest attack bonus, but you suffer a -5 penalty on the attack.
You still are considered flat-footed during the surprise round.
Normal: If you are surprised at the beginning of combat, you cannot take any actions during the surprise round.

Knife Fighting
You know how to hit were it hurts when using a knife while engaged in melee or grappling.
Prerequisite: Base Attack Bonus +3, Weapon Focus (Knife), Proficiency with knives.
Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat.

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PostPosted: Wed Nov 06, 2013 10:51 pm 
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Giant Snake and Giant Crocodile

Viper
Huge T-Virus Mutation
HD: 4d8 +4 (22Hp)
Initiative: +4 (Dex)
Speed: 20ft., Climb 20ft., Swim 20ft.
Ac: 15 (-2 size, +4 Dex, +3Natural)
Attack: Bite +5melee
Damage: Bite 1d6
Face/Reach: 15ft. by 15ft./10ft.
Special Attack: Poison (DC15); Infectious
Special Qualities: Scent
Saves: Fort: +5 Ref: +8 Will +2
Abilities: Str 10 Dex 19 Con 13 Int 2 Wis 12 Cha 2
Skills: Balance +12, Climb +12 Hide +3, Listen +9, Spot +9
Feats: Weapon Finesse (Bite)
CR: 4

Poison: The initial and secondary damage of the viper’s poison is 1d6 constitution damage.

Crocodile
Huge T-Virus Mutation
HD: 7d8 +28 (59Hp)
Initiative: +1 (Dex)
Speed: 20ft., Swim 30ft.
Ac: 16 (-1 size, +1 Dex, +7 Natural)
Attack: Bite +13melee, Tail Slap +12 melee
Damage: Bite 1d8+12, Tail Slap 1d12+12
Face/Reach: 10ft. by 20ft./10ft.
Special Attack: Swallow Whole, Infectious
Special Qualities: Improved Grab
Saves: Fort: +9 Ref: +6 Will +3
Abilities: Str 27 Dex 12 Con 19 Int 1 Wis 12 Cha 2
Skills: Hide +3, Listen +5, Spot +5
Feats: Weapon Focus (Bite & Tail Slap)
CR: 5

Swallow Whole: The crocodile may attempt to swallow whole opponents after making a second successful grapple check after having initiated a grapple. The opponent can be up to one size category smaller than the crocodile.

Improved Grab: The crocodile may initiate a grapple check immediately after a successful bite attack.

*All T-Virus created mutants and creatures are considered Infectious, meaning they can pass on the T-Virus with a successful attack.

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PostPosted: Wed Nov 06, 2013 10:53 pm 
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Altered Nemesis

Nemesis
Large Abberation (5;10) (CR 20-24)
Ability Scores: Strength 20, Dexterity 18, Constitution 18, 12 Intelligence, 14 Wisdom, 10 Charisma
Hit dice: 16D8+64 (136 hitpoints)
Base Attack and Grapple: +12, Grapple +21
Saving Throws: Fortitude +9, Reflex +9, Will +12
Defense: 29 (8 Natural, 8 Steel Reinforced and Grafted Trench Coat, 4 dexterity, -1 size)
Pertinent Skills: Spot +21, Listen +21, Jump +46 standing, 52 after 20 feet.
Attacks: Unique Rocket Launcher (See weaponry below) +16,+11,+6, Unique Gatling Gun 4d12, +18,+13,+8, Slam 2d10+7;+17,+12,+7
Feats: Personal Firearms, Advanced Firearms, Burst Fire, Exotic Firearms: Machine Guns, Exotic Firearms: Rocket Launchers
Speed: 60 feet. (12 squares)
Special Qualities:

Damage Reduction 3/-
Immune to Mind affecting
Immune to Paralysis via electricity (damage is dealt normally)
Immune to Acid
Immune to fall damage
Racial +20 to Jump

Die Hard: Nemesis can move, but not attack, when reduced to 0 to -10 HP.

Threat Awareness: As long as whomever created this Nemesis unit still has a working computer network, the Nemesis gets information on every living creature within it's sight range if it spends a free action to assess them. This gives him a reading from "Harmless," "Threat," "Major Threat" and also if the target is one that he has been programmed to seek out and destroy. Due to the advanced nature of his sensor array, he can also use this action against creatures standing within 5 feet of a wall, floor or ceiling which is in his line of sight. This is attained only if the creature gives off a heat signature. Also, this ability allows the Nemesis to make a spot check at a -10 penalty to notice a creature through a structure or obstruction. This ability also causes him to ignore miss chance caused by concealment.

Nemesis Report: If a Nemesis makes visual contact with a target or a target's heat signature, he automatically sends the data back to his employer/creator. This gives them all of the information he has seen in the field, making him a valuable reconnaisance tool as well.

Unfettered: The Nemesis unit has been built to perform one task; eliminate targets in the most efficient way possible. If he has prior data of a creatures location, or is in pursuit of a creature, he may choose to expend 10 feet of his movement to move 5 feet through a solid structure. The structure must have a hardness less than his strength score. If he is running or charging, treat his strength score as if it were five higher. He can only use this ability on a double move, using it during a 5x movement would cause far too much damage to his form.

Nemesis Fast Healing: A standard issue Nemesis unit takes all damage normally. However, due to his increased cellular efficiency he gains fast healing 5. His fast healing is variable, however; and if he is in a noncombat situation for more than 10 rounds, it doubles to fast healing 10, and continues at this rate until he is full. As a fail-safe, the Nemesis may spend a full-round action to increase his fast healing to 20 per round for 5 rounds once per day. During this full round, he is denied his dexterity.

Tendril Mutation: The Nemesis unit may, as a move action deploy 4 tendrils. Each one of these is a natural attack at a +17 that deals 2d4+2 points of damage. They each have a range of 15 feet and may be used to grapple a medium size or smaller creature at a -20 penalty individually or all four may be used at no penalty. During any round in which a creature is grappled by all four tendrils, the tendrils make a single opposed grapple check at a +21(without the -20 penalty) and deal 8d4+7 points of crushing damage on a success. As another option, all four tendrils may make a single grapple check and fling the opponent into the air. The amount thrown is 1d6x5 feet for every 5 by which the opposed grapple check differs (IE: Defender check result is 15 and the Nemesis rolls a 30, he defender would be thrown 3d6. If rolled an 8, he would be thrown upwards, or horizontally 40 feet, and take fall damage appropriately). A creature grappled by the Nemesis is considered to be denied his dexterity to these tendrils, and if grappled by the tendrils, denied his or her dexterity to the Nemesis.

G-Virus Contagion: The Nemesis may choose to expend a full round action to infect an unconscious creature with the G-Virus. The effects are adjucated by the GM, but most commonly the creature is turned into a zombie (which I will post later). The DC to avoid infection is 12. The weakness of this disease is due to this ability not being intentional by the creature's original engineers.

Massive Damage Threshold Altered: If a creature deals enough damage to the Nemesis to force a massive damage save, on a failure, the Nemesis loses it's fast healing ability, as well as has his speed reduced by 3/4th (speed changed to 15). He will then attempt to kill the creature that forced this save, and when reduced to 0 HP he will run away.
Special Attacks:

Rush: If a nemesis charges an opponent to with the intent of beginning a grapple, he may use his full iterate attack bonuses. He may not simply make 3 melee attacks however.

Strangle: A nemesis unit may sometimes have to resort to simply choking a victim. To do this he makes a melee touch attack as if he were beginning a grapple, it provokes an attack of opportunity as normal; though it does not fail if he takes damage as a normal grab attempt would. If he is successful he makes an opposed grapple check, if successful he is now grappling the creature. He may use his iterate attack bonuses from a full attack to do the following options within the same round.

Lift: Any round in which a Nemesis begins grappling a creature, he may make an opposed grapple check to lift a creature of medium size or smaller off of the ground. This ability removes the defender's ability grants the Nemesis a +4 bonus on grapple checks.

Choke: On any round in which a Nemesis begins grappling an opponent, he may make an opposed grapple check to strangle his opponent. The intense pressure caused by the Nemesis removes 5 from the constitution counter each turn. Once the counter reaches 0, only a single save must be made per turn, however.

Slam: Once the Nemesis has lifted a creature, he may slam it into the ground with an opposed grapple check. The "slammed" creature takes 4d8+7 points of damage and becomes prone in the space the Nemesis had brought him or her into on the start of the grapple, and is stunned for 1d4 rounds unless a DC 10+(half of damage dealt, rounded down) fortitude save is made.

Nemesis Weaponry: A Nemesis is issued a UBCS Minigun that also contains a rocket launcher. The rocket launcher deals 8d6 points of damage and has a minimum range of 30 feet, maximum range of 110 feet. He must spend a move action acquiring a target and kneeling in order to fire a rocket.
The minigun fires on autofire only. It's autofire targets a 20 foot area as opposed to a 10 (rules taken from D20 Menace Manual). Also, a Nemesis carries a plethora of grenades attached to his reinforced trench coat.
Using either of a Nemesis unit's weapons is impossible, removal of the trench coat requires a Craft:Mechanical check DC 40 and takes 2 hours. The Jacket is only made wearable via another Craft: Mechanical check DC 50. Failure off the either check dictates that the character completely mangled the jacket, and the effluents inside make it all but unwearable. The statistics will be provided in an appendix below. His weapon requires a Computer Use check DC 50 to recalibrate for the use of a human. This process takes 24-48 hours and must be done at in a single sitting. Failing the check recalibrating the Minigun/Rocket Launcher by 10 or more causes the rockets within to explode, dealing 8d6 damage per rocket, maximum of 20d6, no save is allowed.

UBCS Minigun/Rocket Launcher Combo; Minigun is considered Mastercraft +2 and has a range of 120 feet. The Autofire expends 200 bullets (5.56 NATO) per use and carries 6000 rounds, which are belt fed, usually surrounding the wielder. These cannot be purchased by any means, when converted they have a sell DC 46 (replacement rockets are available in packages of 5 for a purchase DC of 11 (+4 Illegal)).

UBCS "Nemesis" Trench; Heavy Armor; This Steel Reinforced Trenchcoat weighs in at a hefty 150 pounds. However, despite it's weight, it is very wearable to stronger creatures. It provides immunity to paralysis via electricity, as well as a +8 bonus to defense, +4 maximum dexterity and a -4 Armor Check penalty. These cannot be purchased by any means, but when converted they can be sold for a sell DC of 40.

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PostPosted: Wed Nov 06, 2013 10:54 pm 
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S.A.R. (Search and Rescue): Because of specialized training within the S.T.A.R.S. unit each S.T.A.R.S. member is readily equipped with knowledge of organized tactical rescue missions. This training includes rescuing civilians from highly armed enemy forces, securing a building within a specified perimeter, evacuating others from dangerous hot spots, etc.
This training allows any S.T.A.R.S. member to add +2 to any checks related to specific rescue-related tasks (such as grappling a civilian hanging from a window in a burning building, surveying the immediate area for tactical positioning for a possible gun fight, and spotting possible sniper points and enemy gunner positions).
This training also allows any S.T.A.R.S. member to silently relay information to any other S.T.A.R.S. member within eyesight via the use of hand signals, or relay information in a whisper through any sort of communication device with +10 difficulty for anyone trying to hear the relay.

Black Ops: All U.B.C.S. agents gain access to knowledge as they continually go on missions for Umbrella. This knowledge is usually credited to encounters with Umbrella B.O.W.s that have either escaped or gone rampant after being released. As such, U.B.C.S. members gain field knowledge of how certain creatures attack, what their weak spots are, and where the creature is likely to live or hunt.
After each mission or encounter (GM’s discretion) a U.B.C.S. agent gains certain knowledge about creatures he has encountered. This knowledge depends on the agent’s involvement with the creature. The GM may choose how much, if any, information the agent acquires about a creature. This knowledge, when applicable, gives an agent +2 on all knowledge checks. A GM may give all knowledge about a creature or only pieces of knowledge about a creature depending on a PC’s involvement.
For Example: Agent Johnson has prior engagement history with Lickers but was not with the main group when tracking them. Therefore, he only has knowledge about how to seriously harm them. When facing a Licker, he has +2 on knowledge checks when identifying a Licker and how to harm it the most (in this case, it’s tongue).

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PostPosted: Wed Nov 06, 2013 11:10 pm 
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Licker
Medium size T-virus Mutation
HD: 4d8+12 (HP: 30)
Initiative: +4
Speed: 40ft., climb 30ft.
AC: 14 (+4 Dex) DR: 4/-
Attacks: Tongue Slap +8(ranged), 2Claws +7(melee)
Damage: Tongue Slap 1d6+4, 2Claws 1d4+2
Face/Reach: 10ft. by 10ft. / 5ft. to 15ft.
Special Attacks: Piercing Tongue
Special Qualities: Infectious, Improved Grab, Infravision, Mucous Coating
Saves: Fort+2 Ref+9 Will+3
Abilities: Str 19 Dex 19 Con – Int 4 Wis 12 Cha 3
Feats: Lighting Reflex, Weapon Focus (Tongue), Dodge
CR: 5

Tongue Slap: The Licker’s primary weapon is its tongue slap, which it uses ever 1d6 ronds. The tongue has a Hardness of 5 and 2 Hp. The Licker may make grapple attempts, trip attacks and a particularly smart Licker might even attempt to disarm its opponents. It is not afraid of resorting to its Piercing Tongue ability either.

Piercing Tongue: Whenever an opponent within reach of a Licker is denied his Dexterity to AC; the Licker may attempt to impale the creature with its tongue dealing 4d8 damage. This attack does not allow for a save since the opponent is caught of guard.
*NOTE: Damage Reduction from armor and natural armor still reduces this damage.

Mucous Coating: The Licker is coated in a slimy mucous membrane that makes it invisible to infrascanning, and heat detection.

Special: Anyone who sees a Licker for the first time must make a Fear save V.S. a DC 18(10+Cha score+CR) or become panicked (-2 morale penalty on save throws and attack rolls).

Special Weakness: The exposed brain on its forehead, if ever dealt damage causes a -1 penalty on all attacks and Reflex saves, also it take double damage from that attack.


This is a more deadly, more frightening version of the Licker. It is what the licker should embody, a deadly ranged attack!


Hunter
Medium size T-virus Mutation
HD: 6d8+15 (HP: 42)
Initiative: +8
Speed: 40ft.
AC: 14 (+4 Dex) DR: 5/-
Attacks: 2Claws +10, Bite +7
Damage: 2Claws 1d6+5, Bite 1d4+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Leap Attack
Special Qualities: Infectious, Darkvision 60ft.
Saves: Fort+5 Ref+8 Will+3
Abilities: Str 20 Dex 18 Con 16 Int 4 Wis 14 Cha 4
Skills: Balance +5, Climb +7, Hide +5, Jump +10, Listen +4, Move Silently +6, Spot +4, Swim +6, Tumble +5
Feats: Dodge, Improved Initiative, Lighting Reflex, Multiattack, Weapon Focus (2Claws)
CR: 6


Leap Attack: The Hunter may attempt to leap towards an opponent within a 40ft. radius, the victim of this attack must succeed a Reflex Save (DC20) or be decapitated (vorpal effect). If the victim succeeds the save he takes the normal claw damage (1d6+5).

Special: Anyone who sees a Huner for the first time must make a Fear save V.S. a DC 20 (10 +Cha score +CR) or become panicked (-2 morale penalty on save throws and attack rolls).


Special Weakness: A Hunter takes double damage from any acid based attack.


Cerberus
Small size T-virus Mutation
HD: 1d0+5 (HP: 11)
Initiative: + 3
Speed: 40ft.
AC: 14 (+1 size, +3 Dex) DR: 4/-
Attacks: Bite +4
Damage: Bite 1d6+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Charge
Special Qualities: Infectious, Scent, Improved grab, Undead
Saves: Fort+3 Ref+5 Will+1
Abilities: Str 16 Dex 17 Con -- Int 2 Wis 12 Cha 2
Skills: Listen +5, Spot +5, Swim +5
Feats: Toughness, Weapon Focus (bite),
CR: 1

Improved Grab: When the Cerberus makes a successful bite attack it can automatically begin a grapple check.

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PostPosted: Wed Nov 06, 2013 11:16 pm 
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T-Virus:
Infection:
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a noninfected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and its eliminated from the system as waste; upon faliure the virus iccurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recoveres any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the poin of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving upto the point were it may become a Licker (Proof of this are the Green Zombies and Crimson Heads from RE1 remake and a file in one of the games, cannt remember which right now).


T-Virus Zombie
Medium size T-virus Mutation
HD: 1d10+6 (HP: 12)
Initiative: + 0
Speed: 10ft.
AC: 10 DR: 3/- (Plus any armor he wore while alive)
Attacks: Slam +4 Bite +5
Damage: Slam 1d4+3 Bite 1d6+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: None
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+0 Will+0
Abilities: Str 15 Dex 8 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (bite)
CR: 1

Special: A T-Virus Zombie doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy a T-virus zombie is to burn it into ash or to destroy the brain. Any Zombie that survives for over 1d4 hours mutates further into a Acid Spitter.

Acid Spitter
Medium size T-virus Mutation
HD: 2d10+7 (HP: 18)
Initiative: + 0
Speed: 10ft.
AC: 10 DR: 4/- (Plus any armor he wore while alive)
Attacks: Slam +5
Damage: Slam 1d4+3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Projectile Vomit
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+0 Will+0
Abilities: Str 15 Dex 8 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (slam)
CR: 2

Projectile Vomit: Every 1d4 rounds an Acid Spitter may launch a batch of gastric acid at an opponent within 15ft. radius. This attack deals 3d8 damage and a Reflex Save (DC 16) for half damage is allowed.

Acid Bath: Whenever a Acid Spitter successfully grapples an opponent it may continue to release acid upon the grappled opponent dealing 1d8 acid damage per turn.

Special: An Acid Spitter doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy it is to burn it into ash or to destroy the brain.Any Acid Spitter that survives for over 1d4 hours mutates further into a Crimson Head.

Crimson Head
Medium size T-virus Mutation
HD: 3d10+9 (HP: 25)
Initiative: +7
Speed: 40ft.
AC: 10 DR: 5/- (Plus any armor he wore while alive)
Attacks: 2 Claws +5, Bite +6
Damage: 2 claws 1d8+3, Bite 1d6 +3
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Charge
Special Qualities: Infectious, Improved grab, Undead
Saves: Fort+0 Ref+5 Will+0
Abilities: Str 15 Dex 17 Con -- Int 3 Wis 8 Cha 1
Feats: Toughness, Weapon Focus (2 Claws & Bite), Multiattack, Improved Initiative
CR: 3

Special: An Crimson Head doesnt die when their Hp reaches 0, instead it falls to the floor and reanimates in 1d6 turns. The only way to permanently destroy it is to burn it into ash or to destroy the brain.

** For GM's: Rumor has it that a Crimson Head is the missing link between a T-Virus Zombie and a Licker. You may rule that after 1d4 hours a Crimson Head may mutate into a Licker.

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PostPosted: Wed Nov 06, 2013 11:26 pm 
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T-Virus Template: First and foremost i know the general way things go. Warm-bloods zombify and cold-bloods get big, but that gets too complicated because it's not always easy to tell if a creature is warm-blooded or cold-blooded and theirs that magic thing. So i will base the effects by type instead for a more convenient use.

T-virus
Injury, inhaled
If it is inhaled/ingested the DC is 15. If it is transmitted the DC is 15+hosts Con modifier, the DC increases by half the infecters HD if the infecter and infectee are the same race.

The T-virus like all of the RE/Biohazard viruses doesn't act like a disease in that it has no default score loss. Instead the t-viruses effects are split into two catagories.
1. Save effects: things that happen during the three saves period. Can be cured with remove disease.
2. Full effects: things that are the end result of the virus infection. Can only be cured with successful heal or similar magic.

The infected creature must make three saving throws after infection if they make two of the three they are cured, if not they suffer the full effects of the virus(regardless of the save results they are not fully affected or cured until after the third save). If they are reduced to less than zero hp then they automatically suffer the full effects of the virus even if they succeeded on the first two saves.
The incubation period of the t-virus varies depending on the way it is transmitted.
1. inhalation/ingestion 1 day.
2. injury 10d6 minutes. A save must be repeated every hour after infection.
Unless otherwise noted anyone who is infected with the t-virus can only transmit it during the three saves period after that they can't transmit it even if they are fully affected. T-viral creatures are very aggressive and will attack any creature not infected and of the same race. Alignment switches to neutral if it was good, if it was evil or neutral it alignment stays the same.


Constructs, Elementals, and Undead are immune to the t-virus.


Fey, Humanoids, Monstrous Humanoids, and Giants all transform into t-zombies, crimson heads, and lickers. They are the only exception to the attack any creature outside of your type rule as t-zombies and crimson heads they never intentionally attack any infected creature even in self defense. Lickers however will, unless said creature is also a licker.

Save effects: Itching and continuous hunger, every time they fail a save they temporarly lose 1d6 points of Con. If they are reduced to 0 con they automatically suffer full effects.
Full effects: t-zombie transformation

Note: Dryads and other fey bonded to a living entity pass the infection to it as well. Any fey that will die or otherwise be harmed from leaving a certain area will not leave that area even in the pursuit of prey.

T-Zombie Template: All base creatures statistics and abilities stay the same except where noted otherwise.
Hit Dice: Drop all class HD use racial HD instead(always at least one) and give +1.
Speed: Half of base creatures. Flying becomes clumsy
Armor Class: Same as base creatures +1 from natural armor.
Base Attack: Same as base creature would have with one more HD
Attack: Loses all but natural attacks and gains a slam attack as a primary attack, and a bite and acid vomit for a secondary attack.
Full Attack: Can use any one natural or aquired attack.
Damage: Natural attacks deal damage normally. Slam, acid vomit, and bite damage is as followed(if creature has these attacks use better one).

Slam and Bite

Fine 1
Diminutive 1
Tiny 1d2
Small 1d2
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d8

Vomit

Fine 1
Diminutive 1d2
Tiny 1d2
Small 1d3
Medium 1d3
Large 1d4
Huge 1d6
Gargantuan 1d8
Colossal 2d8

Special Attacks: A t-zombie retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.

Improved Grab(ex): To use this ability the t-zombie must hit with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.

Vomit(ex): A t-zombie can use this a number of times a day equal to their HD+1, with a range of 1 foot.

Carrier(ex): A t-zombies attacks infect opponents with the T-virus.

Special Qualities: A t-zombie retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.

T-zombie(ex): Unlike undead zombies, t-zombies are not limited to partial actions and cannot be turned. T-zombies are immune to disease, mind influencing effects, sleep effects, paralysis, stunning, massive damage, poison, and nonlethal damage. They don't have to breathe, sleep, or eat. A t-zombie will rot into immobility in 2 months per hit dice unless they have a fresh food supply and a stomach to keep it in, under those conditions a t-zombie can last a 4 months per hit dice before they rot into immobility.
Any t-zombie that is reduced to 0 of less hit points acts dead but unless their head/body connection is severed or they are destroyed/burned then they enter v-act and will rise in 1 hour as a crimson head.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +2, Dex -2. No Int score, Wis goes to 10 and Cha goes to 1.
Skills: Loses all
Feats: Loses all
Environment: Any
Organization: Solitary, group(2-10), or horde(11-50)
Treasure: None
Alignment: Always Neutral
Advancement: None


Crimson Head Template: Replaces t-zombie, all base statistics and abilities of base creature stay the same except where noted otherwise.
Hit Dice: Add +3.
Speed: Same as base creatures.
Armor Class: Same as base creatures +2 from natural armor.
Base Attack: Same as base creature would have with 3 more HD
Attack: Loses all but natural attacks and gains a claw attack as a primary attack, and a bite for a secondary attack.
Full Attack: Same as base creature or aquired attack.
Damage: Natural attacks deal damage normally. Bite as t-zombie, claw damage is as followed(if creature has these attacks use better one).

Claw

Fine 1
Diminutive 1d2
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8


Special Attacks: A crimson head retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.

Improved Grab(ex): To use this ability the crimson head must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.

Carrier(ex): A crimson head's attacks infect opponents with the T-virus.

Special Qualities: A crimson head retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.

Crimson Head traits(ex): A crimson head has all the same traits as a t-zombie except they don't transform into crimson heads, if they are reduced to -10 hit points they die. Instead if the crimson head is reexposed to the T-virus and hasn't rotted too much it undergos a terrible transformation from a pseudo-undead into a living aberration, a licker.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +4, Con +2. No Int score, Wis goes to 10 and Cha goes to 1.
Skills: Loses all
Feats: Loses all
Environment: Any
Organization: Solitary, group(2-10), or horde(11-50)
Treasure: None
Alignment: Always Neutral
Advancement: None


Licker Template: Replaces crimson head, all base statistics and abilities of base creature stay the same except where noted otherwise.
Size and Type: Type changes to aberration. Keeps base creatures freatures, gains aberration traits. Size does not change.
Hit Dice: Add +5.
Speed: Same as base creatures. With climb speed equal to base creatures primary speed.
Armor Class: Same as base creatures +4 from natural armor.
Base Attack: Same as base creature would have with 5 more HD
Attack: Loses all but natural attacks and gains a claw and tongue attack as a primary attack.
Full Attack: Same as base creature or aquired attack.
Damage: Natural attacks deal damage normally. Claw damage is as followed, tongue damage is one roll higher.(if creature has these attacks use better one).

Claw

Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6


Special Attacks: A Licker retains all base creatures special attacks that can be used with blindsight, but loses all attacks based on head features. It also gains the following.

Tongue(ex): A lickers tongue has a double it's size catagories reach.

Power Slash(ex): As a full round action a licker can make a 15ft. leaping slash at a target, if it hits it does double claw damage.

Carrier(ex): A lickers attacks infect opponents with the T-virus.

Special Qualities: A licker retains all base creatures special qualities that can be used with blindsight, but loses all qualities based on head features. It also gains the following.

Blindsight(ex): A licker can ascertain all objects and creatures within 90ft by listening, if that sense is somehow negated the licker is effectively blind. A licker can use the listen skill to increase the range of it's blindsight.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

Spider Climb(ex): A licker can climb as the spider climb spell on any surface it can dig it's claws into, except the licker can climb at it's listed speed.

Fast healing 2: If the base creature has fast healing this stacks with it.

Saves: Same as base creatures and gains Fort as good save.
Abilities: Str +6, Dex +5, Con +5. Int goes to 3, Wis goes to 11 and Cha goes to 7.
Skills: Loses all, instead gains Climb, Jump, and Listen as base skills. A licker gets a +5 racial bonus to jump and checks and a +10 racial bonus to listen checks. A licker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks, whichever is higher.
Feats: Same as base creature, and/or Improved Natural Attack(claw), Lightning Reflexes, Weapon Focus(claw).
Environment: Any
Organization: Solitary, pair(2) or group(3-6)
Treasure: None
Alignment: Always Neutral
Advancement: +5 more HD size doesn't change.

1 in 10000 crimson heads will become regis lickers instead of regular lickers the statistics are the same except it has no blindsight, keeps head based attacks and qualities, has a 50% longer tongue, and has maximum hit points per HD.


Vermin and Animals

Save effects: Increased aggessiveness, warm-blooded animals skin begin rotting.
Full effects: Gains mutation template.

Mutation Template: Statistics and abilities of base creature stay the same except as noted.

A vermin or cold-blooded animal gains +5 HD and it's size goes up by a certain number of catagories as followed.
Fine, Diminutive, Tiny: +3
Small, Medium, large: +2
Huge, Gargantuan: +1
As size increases stats increase as followed.

{colsp=7}Changes to Statistics by Size
Old Size*|New Size|Str|Dex|Con|Natural Armor|AC/Attack
Fine|Diminutive|Same|–2|Same|Same|–4
Diminutive| Tiny| +2| –2| Same| Same| –2
Tiny| Small| +4| –2| Same|Same| –1
Small| Medium| +4| –2| +2| Same –1
Medium| Large| +8| –2| +4| +2| –1
Large| Huge| +8| –2| +4| +3| –1
Huge| Gargantuan| +8| Same| +4| +4| –2
Gargantuan| Colossal| +8| Same| +4| +5| –4
*Repeat the adjustment if the creature moves up more than one size.

{colsp=2}Increased Damage By Size
Old Damage(Each)*| New Damage
1d2| 1d3
1d3| 1d4
1d4| 1d6
1d6| 1d8
1d8| 2d6
1d10| 2d8
2d6| 3d6
2d8| 3d8
*Repeat the adjustment if the creature moves up more than one size category.

Everything else is as if the creature had advanced normally.

Warm Blooded animals gain the following: Str +2, Dex +2, Con +4, all mental stats remain the same. They can transmit the virus, and the rotting stabilizes. 1 in 1000 warm-blooded animals will advance like cold bloods.

Regardless all vermin and animals become untamable and extremely aggressive. They can breed and any offspring born will have the mutation template. If they are born with it the template is uncurable and warm-bloods gain a addition +1 to Str. If their Int is above three(for example familiars) it drops to three.


Aberration and Magical Beast

Save effects: Irritation
Full effects: Size increase

Increase by 1 size catagory: If the base creature advances to a size catagory by gaining HD it gains the minimum HD needed to gain the size increase. If the creature is already collossal size it gains +10 HD, if it has no size catagory increase it gains +10 HD and a increase in size catagory. It's Int drops to 3 if it is above 3.


Ooze and Plant

Save effects: None
Full effects: See below

Any noncreature slime, mold, or plant doubles in size and becomes mobile(if slime, or mold) or animated(if plant) and becomes creatures of there respective types. It's Int drops to 3 if it is above 3.

Creature oozes and plants advance like aberrations and magical beasts(see above).


Dragon

Save effects: Increased aggresiveness(if you can tell)
Full effects: Maximazation

True dragons always gain the maximum HD per age catagory it is at(if at great worm HD is the highest it can be before advancing to advanced dragon) and max hp per HD. They otherwise continue advancing as normal. Other dragons increase as aberrations and magical beasts, but with max hp per HD. All dragons Int drop to 3 if above 3.


Outsiders

Save effects: None
Full effects: Advancement

Outsiders gain +10 HD or increase to double their base HD whichever is greater. If they can progress to a new station(like devils) 1 in 1000 advance that way instead. Outsiders do not lose Int from the t-virus nor does there alignment change.

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PostPosted: Thu Nov 07, 2013 12:29 pm 
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G-Virus Random Mutation Table:
Roll a d12 to determine the mutation

01 Multiple Legs
02 Multiple Arms
03 Multiple Eyes
04 Tentacle
05 Massive Growth
06 Wings
07 Blade Claws
08 Tougher SKin
09 Poisonous Spray
10 Acid Spit
11 Bone Spikes
12 Roll twice on the random mutations table

Mulpitple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creatures base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: Id4 number of eyes sprout on random locations, the creature cannt be flanked.
Tentacle: The creatures gains ranged touch attack+5 upto 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one sive category larger all stats. change acordingly.
Wings: The creature sprouts batlike leathery wings a Fly speed of 40ft. with avarage manuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 ta attack.
Tougher Skin: The creature's hide thickens granting it a Damage Redcution of 2/--
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage.
Roll twice on the random mutations table Self explanatory


G-Virus Template
Type changes to B.O.W.
HD: Increase to d12
Spd: +20ft.
AC: as base
Attacks: As base
Special Attacks: Controlled Mutation
Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round
Face/Reach: As base
Saves: As Base
Abilities: +4 to Str & Con, +6 to Dex
Skills: As Base
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex

Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the number of mutations grown) as a Fullround action that provokes an attack of opportunity, to gain a mutation from the G-virus random mutation table.

I believe this is pretty much what Wesker and Krauser gained from the G-Virus. Remember this template can only be added if the character succeeded the G-virus Fort Save.

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