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Resident Evil

RPG
Version 2.0
Character Creation
Determine Ability Scores
Roll 3d6 once for each of your abilities and place one of the results in
each. You gain benefits and/ or penalties based on the table for each
ability.
Strength
Ability Melee Grapple Inventory
Score Damage Bonus Bonus Slots
3 -3 -3 7
4-5 -2 -2 8
6-8 -1 -1 9
9-12 0 0 10
13-15 +1 +1 11
16-17 +2 +2 12
18 +3 +3 14
Melee Damage Bonus: Additional damage dealt when hitting with melee
weapons.
Grapple Bonus: Bonus added to grapple checks.
Inventory Slots: The maximum size of your inventory.
Agility
Ability Base Initiative Dodge Movement
Score Evasion Bonus Reaction (Spaces)
3 7 -3 18 4
4-5 8 -2 16 5
6-8 9 -1 14 6
9-12 10 0 12 6
13-15 11 +1 10 6
16-17 12 +2 8 7
18 13 +3 6 8
Base Evasion: How well you are able to dodge attacks.
Initiative Bonus: Add this number to your initiative rolls.
Dodge Reaction: The target number you must roll on the d20 to dodge something
you have limited time to react to.
Movement: The number of spaces you can move during your turn.
Vitality
Ability Hit Poison/ Stun System Shock
Score Points Resistance Resistance
3 24 18 20
4-5 26 16 19
6-8 28 14 18
9-12 30 12 17
13-15 32 10 16
16-17 34 8 15
18 36 6 14
Hit Points: The amount of damage you can take before dying.
Poison/ Stun Resistance: The target number you must roll on the d20 to resist
being poisoned or stunned.
System Shock Resistance: The target number you must roll on the d20 to resist
dying from shock.
Expertise
Ability Attack Skill Check
Score Bonus Bonus
3 -3 -3
4-5 -2 -2
6-8 -1 -1
9-12 0 0
13-15 +1 +1
16-17 +2 +2
18 +3 +3
Attack Bonus: The bonus added to attack rolls made to determine if your attack
hits.
Skill Check Bonus: A bonus added to all rolls made for skill checks.
Distribute Skill Points
Each of the following skills starts at a +0 bonus. You have 10 points worth of
bonuses to distribute between any of these skills. You cannot increase any of
these skill bonuses beyond a +3 level.
Skill List
Barricading- How well you can board up a door/ window, and repair structures.
Base Attack Bonus- Not a skill, each point increases your attack bonus by +1.
Base Evasion Bonus- Not a skill, each point increases your evasion by +1.
Disarm Traps- Your ability to render helpless any traps that are discovered.
Grappling- Not a skill, each point increases your grapple bonus by +1.
Hacking- Your ability to break through security coding on computers.
Search- How well you are able to spot hidden items, hidden passages, and traps.
Stealth- Allows one to hide or move stealthily through an area to avoid detection.
Weapons Repair- How well you are able to fix or repair a weapon.

Starting Equipment
Each player begins the game with;
• 1 Handgun Fully loaded with 15 rounds of ammo
• 30 Rounds of Handgun Ammo
• 1 Combat Knife
• 1 First Aid Spray

Equipment, Weapons, and Items


Character Inventory
Characters are only capable of carrying so many items based on the size of their
inventory. Weapons and items on your person take up Inventory Slots, with most
of them only taking up 1 slot but some can take up 2 or more depending on their
size. You may only pick up items if you have the inventory slots available to carry
more items. Some items are stackable up to a certain amount, meaning you can
carry more them in one slot (Ammo is the most common item that allows for
this).
Melee Weapons
Weapon Damage Slots Traits
Dice
Combat Knife 1d6 1 none
Punch 1d3 0 none
Ranged Weapons
Weapon Damage Range Capacity Slots Traits
Dice
Handgun 1d6 15 15 1 None
Spaces
Magnum 2d6 15 10 1 None
Spaces
Shotgun 2d8 8 Spaces 6 2 Deals 4d8 damage if target is adjacent
Items
Item Description Slots Maximum
Number
per slot
First Aid Spray Fully restores hit points 1 1
Green Herb Restores 5 hit points 1 1
Red Herb Needs combined with other herbs 1 1
Blue Herb Removes 5 Poison Counters 1 1
Green + Red Herb Fully restores hit points 1 1
Green + Green Herb Restores 10 hit points 1 1
Green + Blue Herb Removes All Poison Counters 1 1
Red + Blue Herb Halve all damage you receive for the next 10 turns. 1 1
Handgun Ammo Ammunition for handguns 1 50
Magnum Ammo Ammunition for magnums 1 20
Shotgun Shells Ammunition for shotguns 1 20
Herb Mixing Kit Allows you to mix a pair of herbs together as an 1 1
action during your tun.
Wooden Board Set Used for barricading doors and windows. 1 1
Lighter Used to burn bodies and light flammable objects. 1 1
Has 5 total uses when full.
Lighter Fluid Canister Refills lighters 1 4
Playing the Game
Exploring
While a character is not dealing with enemies, they are free to explore around
and look for items and solve puzzles. During a player’s turn during exploration,
you may perform the following actions;
Move- Move a number of spaces up to your total movement.
Perform a Skill Check- Use one of your skills, such as search, see Skill Checks.
Trade Items- You may trade items with any adjacent player.
Reload- Refill the ammunition in the weapon you are using if it uses ammunition.
Change Equipped Weapon- Change the weapon you are attacking with to another
one in your inventory.
Use an Item- Use an item, such as a first aid spray, from your inventory.

Skill Checks
Stealth- Whenever you want to try and hide, or do anything quietly enough to not
be noticed, roll the d20 and add your Stealth skill bonus. Your GM will let you
know if your result is high enough to succeed. When moving quietly, you may only
move half of your movement (rounded down). While hiding, you cannot use your
movement and attack actions, or you will run the risk of being discovered.
Search- When you are not in combat and have the luxury of time, you may
inspect the room you are in to try and find secrets such as hidden items, secret
passages, or traps. Roll the d20 and add your Search skill bonus to the total. Your
GM will tell you if you have found anything based on your result. A high result
does not guarantee that you will find something; there may be nothing hidden in
the area you are searching.
Disarm Traps- When you find a trap, you may attempt to disarm it. Roll the d20
and add your bonus for this skill. Your GM will tell you if you succeed based on
how complicated the trap is. If you succeed, then the trap is no longer active, and
the area may be safely traversed. If you fail your roll, then the trap immediately
activates.
Barricading- Roll the d20 when you wan to try and board up a door/ window, or
to try and repair some broken structural damage. The strength of your barricade
depends on your total result based on the following table;
Barricade Skill Barricade Level of Structural
Check Total Hit Points Repair
9 or less 0 Failed to repair
10-13 15 Small Size Repair
14-17 25 Medium Size Repair
18-20 35 Large Size Repair
21 or higher 50 Any Size Repair
Weapons Repair- Weapons can possibly break with continual use and will need to
be repaired for them to be functional. Roll the d20 and add your Weapon Repair
skill to the result.
Hacking- Hacking involves trying to break into the secured areas of a computer
network using code and other tech-based techniques. Roll the d20 and add your
Hacking skill to the result. Your GM will tell you if you succeed based on the
difficulty of the hack you are trying to perform. If you are successful, then you can
use whatever terminal you hacked from to manipulate objects electronically
connected to that terminal. If you fail, you will be locked out of the terminal and
cannot attempt to hack it again.

Combat
At the start of combat, all players and enemies roll the d20 and add their initiative
bonus. Turn order proceeds from highest rolled to lowest rolled.
During a player’s turn in combat, they may perform any one of the following
actions;
Attack-Choose a target and roll the d20 adding your attack bonus to the number
rolled. If the total is equal to or higher than your target’s Evasion, the attack hits
and you roll damage.
Move- Move a number of spaces up to your total movement.
Grapple- Choose an adjacent target and both parties roll the d20, adding their
respective grapple bonuses to the rolls. If the attack rolls higher, then both parties
are in a grappled state as they wrestle to the ground. If the defender rolls higher,
then the grapple is unsuccessful. If you are already in a grapple, both parties must
keep making grapple checks each turn to either keep hold of the grapple or break
free from it. If the defender breaks free from a grapple, they may make a punch
attack against the target who was grappling them.
Hide- If there is something for you to conceal yourself behind, you may make a
Stealth skill check to try to hide yourself from the enemies.
Reload- Refill the ammunition in the weapon you are using if it uses ammunition.
Change Equipped Weapon- Change the weapon you are attacking with to another
one in your inventory.
Use an Item- Use an item, such as a first aid spray, from your inventory.
Damage and Health
As you are battling enemies, you are bound to get hurt and take damage from
attacks. Take enough damage, and your physical condition will worsen and make
survival slightly harder. These are the health ranges for each of your health
conditions;
Fine: Health above 50% of total
Caution: Health between 20% and 50%
Danger: Health at 20% or less
Always round up when determining the hit point ranges these conditions take
effect. See the Conditions section for a description of what happens at each of
these health levels.

Conditions
Grappled- You are being physically restrained by an opponent and the only action
you may take on your turn is a grapple check to try and free yourself.
Poisoned- Make a poison save at the end of every 5 turs you are poisoned,
suffering a -1 penalty for each poison counter your character has. If you succeed
on the check, nothing happens. If you fail, you gain 1 poison counter.
Stunned- Cannot take any actions during your turn.
Health at Fine Level- Nothing.
Health at Caution Level- Movement decreased by 1 space.
Health at Danger Level- Movement decreased by 1 additional space (2 spaces
total), and a -2 penalty to all rolls and checks.
Running the Game
Introduction
The game needs a person to keep track of all the enemies and behind the scenes
events and obstacles bent on killing your players. That person is called the Game
Master (or GM for short) and has many responsibilities during the course of play,
most of which are outlined here. The overall feel of the game should be one of
tense survival, even if there are quite a few people playing. Combat needs to be
deadly and have meaning plus resources should hard to come by or even require
that players successfully find them from searching. Above all else, however, the
game needs to have a clear path to victory and the players must always have the
capability of obtaining that victory. The GM must make sure the game is not
unwinnable and that the obstacles they place are beatable by the players, though
nothing says that the game has to be easy.

Making the Mansion


While the original game took place inside of a large and complicated mansion,
your game does not need to use that as the setting if you so choose. Other
locations, such as a village or even a regular sized house, can still work as long as
you keep the survival horror elements.
It is helpful to draw out the area on graph paper, or use Microsoft excel as the
graph paper instead, and develop a legend key to mark things such as doors,
traps, and enemies. It is vitally important for you to know the layout of your play
area, and to know exactly how each puzzle must be solved.
It can be interesting to place hidden items in rooms and have secret passageways
to different parts of the game, however, any items that are required to progress
in the game should not be hidden and the secret passages should be optional. The
game needs to be beatable without relying on the players getting lucky with a
search skill check.

Time Tracking
As players explore and fight their way through the mansion, time will pass them
by as measured in turns. One turn of time passes when all players have taken
their action, and the GM has made their moves for enemies and other events
which may be taking place in areas unknown to the players. It is important to
keep careful note of how many turns have passes since the start of the game, and
to mark when players have felled enemies that are capable of respawning, such as
the tyrant and regular zombies.

Random Enemy Spawns and Timed Events


After so many turns have passed, it may become prevalent to add new enemies to
already cleared rooms just to keep your players on their toes. These new enemies
should have some logical means of getting access to the area, such as a window
that they break through. If you wish to respawn enemies in a room, make note of
when the players have killed all enemies in the room and spawn new ones after
20 or so turns by either choosing new enemies or rolling on a random enemy
spawn table.
Sample Random Enemy Spawn Table
Number Rolled Enemy Spawned in Room
with 3d6
3 The Tyrant (Only one per game)
4-5 A pair of lickers
6-8 1d6 Cerberus
9-12 1d6 Zombies
13-15 1d4 Zombies
16-17 1d4 Cerberus
18 1d4 snakes

On top of enemy respawns, you can have specific events of your own making
happen throughout the mansion regardless of where the players currently are.
Use your imagination and be creative with how these events take place after a
certain number of turns. Just be sure the players are still able to complete the
game after these events have occurred, and be sure to give the players an
indication something has happened like telling them they hear a clock chime in
the distance or there is a loud sound in a room they have already explored.

Hidden Items and Secrets


If players wish, they may choose to search rooms that have no enemies in them.
Only one player may search at a time, and once a room has been searched, it
cannot be searched again for a minimum of 10 turns. While searching, players will
be looking for hidden items and secrets in the room and will usually find
something on a search check result of 10 or greater. You can either have specific
secrets and hidden items for them to find, or you can create random tables like
the ones presented for the items they find.
Traps may be found on a search result of 10 or greater, room secrets may be
found on a result of 15 or greater, and secret traps on a result of 18 or greater.
Hidden Item Table Search Result 10-15
Result 3d6 Item Found
3 1 Set of Wooden Boards
4-5 1 Canister of Lighter Fluid
6-8 1 Combat Knife
9-12 1 Random Healing Item
13-15 2d6 Rounds of Handgun Ammo
16-17 1 Lighter
18 1d6 Rounds of Magnum Ammo

Hidden Item Table Search Result 16-20


Result 3d6 Item Found
3 1 Combat Knife or 1 Set of Wooden Boards
4-5 1 Herb Mixing Kit
6-8 2 Random Healing Items
9-12 3d6 Rounds of Handgun Ammo or 1d6 rounds of Magnum Ammo
13-15 1 Light or 1 Canister of Lighter Fluid
16-17 1d4 Shotgun Shells
18 1 Magnum or Shotgun

Hidden Item Table Search Result 21 or greater


Result 3d6 Item Found
3 1 Herb Mixing Kit
4-5 1d4 Canisters of Lighter Fluid
6-8 2 Random Healing Items
9-12 3d6 Rounds of any one type of ammo
13-15 Magnum or Shotgun
16-17 3 Random Healing Items
18 4d6 Rounds of any one type of ammo
Random Healing Item Table
Result 1d20 Item Found
1-6 Green Herb
7-12 Red Herb
13-18 Blue Herb
19-20 First Aid Spray
Be aware that not all rooms need to contain hidden items or secrets. If a room
has nothing hidden or secret about it, the players will find nothing no matter how
higher of a result they get with a search check.

Hacking and Disarming Traps


Searching a room or hallway may lead to the discovery of traps. These traps will
activate if players perform certain actions, usually by stepping near or onto the
trap, or can activate at the GM’s discretion.
Hacking into electronic devices is usually performed at computer terminals and a
successful hack allows the player to control objects connected to that terminal’s
network. It can also be used to find secret information and story details.
To disarm a trap or hack into a computer, you must perform the required skill
check, apply all bonuses and penalties to the check roll, and have a total result
equal to or greater than the Target Number on this table. The more complex a
trap or code is, the higher your result must be successful.
Failing to disarm a trap will immediately set the trap off. Failing to hack into a
computer will permanently lock you out of trying again.
Trap/ Code Complexity Success Target
Number
Simple 9
Easy 12
Medium 15
Hard 28
Almost Impossible 21+
Bioweapons
Zombie
Human victims of the t-virus infection. Despite their rotting appearance and
undead qualities, these people are not actually dead. The severe necrosis, loss of
motor skills, and loss of intelligence are all symptoms of the viral infection.
Hit Points: 20
Evasion: 5
Initiative Modifier: -3
Movement: 2 Spaces
Down but Not Out: When a zombie’s health reaches 0, it is not killed. It will
instead become inactive for 3d6+10 turns, at which point it will rise at full health
as a Crimson Head Zombie. Burning the corpse of a zombie or killing it with fire
damage will prevent this from happening.
Actions;
Lung and Grab- The zombie moves forward 4 spaces and attempts to grapple an
adjacent character.
Bite- The zombie deals 1d6 damage to a grappled character

Crimson Head Zombie


A zombie that has be revitalized by the t-virus as a last-ditch effort to keep the
infected body alive. This version of a zombie is much faster and more aggressive.
Hit Points: 20
Evasion: 8
Initiative Modifier: +0
Movement: 4 Spaces
Actions;
Lung and Grab- The zombie moves forward 4 spaces and attempts to grapple a
character.
Bite- The crimson head zombie deals 1d6+2 damage to a grappled character
Cerberus
Dogs who have succumbed to the t-virus infection. These monsters have all the
toughness and strength brought about by the virus, while still retaining their
agility and skilled hunting abilities.
Hit Points: 10
Evasion: 14
Initiative Modifier: +2
Movement: 8 Spaces
Pack Tactics: This creature has +1 to attack and damage rolls when fighting
alongside other Cerberus enemies.
Actions;
Bite- Deal 1d4 damage

Licker
A regular zombie that has undergone a further mutation of the t-virus infection.
These creature’s muscle mass has increased to the point of the skin bursting off
and being forced into a four-legged feral appearance. They are blind, have very
acute senses of hearing, and can walk on walls and ceilings with ease.
Hit Points: 30
Evasion: 10
Initiative Modifier: +0
Movement: 3 Spaces
Blind: Lickers are unable to see.
Alerted Agility: When a licker is aware of someone’s presence, they gain the
following benefits; +2 to initiative, can move 6 total spaces, +4 to Evasion.
Actions;
Slash- Deal 2d6+3 damage
Tongue Whip- Has a range of 4 spaces; Deal 1d8+3 damage
Lunge and Slash; The licker leaps forward 8 spaces and makes a slash attack
against a character.
Snake
A common variety venomous snake. Its bite can be deadly.
Hit Points: 5
Evasion: 16
Initiative Modifier: +0
Movement: 6 Spaces
Actions;
Bite- Deal 1d2 damage; damaged target must make a poison save

Tyrant
The ultimate creation of the t-virus. These hulking brutes stand at over 7 feet tall
and sport a massive claw capable of slicing through metal. They are highly
resistant to damage and should only be engaged as a last resort.
Hit Points: 50
Evasion: 10
Initiative Modifier: +0
Movement: 5 Spaces
Supreme Grappler: The tyrant has a +10 to grapple checks.
Down but Not Out: When a tyrant’s health reaches 0, it is not killed. Instead, the
tyrant becomes inactive for 3d6+10 turns, at which point it will rise again at full
hit points and search for any survivors to kill.
Actions;
Slash- Deal 2d8+5 damage
Crush and Toss- Deal 3d6 +6 damage to a grappled character, then throw them 5
spaces away.

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