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Resident evil

An OSR ish game for playing Resident Evil on a tabletop

Resident evil
  • skills centric system, not a class based one. Good variety of skills so you don’t get stuck in the OSR “you have the sword, you are now the warrior” bucket
  • simple grid based. In my head it’d be isometric. Range would rarely be relevant, it’s more about how close you are and getting access to things
  • limited inventory cap
  • combat would be simple, maybe even a “roll for damage” rather than to hit. Enemy internal mechanics can handle things like DR or “gets back up later” effect
  • high lethality in the form of limited health pool. Maybe some kind of status system like poison, infection, or a panicked state that makes you actually have to see to hit
  • Also it shouldn’t be straight HP. Thresholds feel like a better structure, like daggerheart. Allows you to spread damage out more while still keeping it lower

Characters

Skills

0~3

Talents

  • Alertness
  • Athletics
  • Drive
  • Lockpicking
  • Persuade
  • Pilot
  • Search
  • Stealth
  • Swim
  • Survival

    Studies

  • Anthropology
  • Biology
  • Bioengineering
  • Computer Science
  • Forensics
  • History
  • HUMINT
  • Pharmacy
  • Surgery

    Training

  • Dodge
  • First Aid
  • Field Crafting (Mcguyver shit)
  • Firearms
  • Demolitions
  • Heavy Weapons
  • Melee Combat

    Equipment

    8 Slots on Player Items have a slot size, effect, damage. Key items aren’t a slot, tools are.

WeaponSlotsDamageBonusFireReloadDrawTags
Knife11d601N/a1 
Axe21d801N/a1 
Pistol11d8 211 
Heavy Pistol11d12 222 
Sawed Off Shotgun11d121221Spread
Pump Action Shotgun22d81232Spread
Riot Shotgun22d6 222 
Bolt Action Rifle22d10 322 
Semi Auto Rifle23d6 312 
SMG11d6+2 211Auto
Assault Rifle21d8+2 212Auto
Magnum22d123232 

Mechanics

Checks

2d6 + Skill for checks

Exploration

6 space movement. strict timekeeping and movement (everything is a dungeon)

Combat

3 AP on a turn. Movement is free. WD is weapon dependent. GM can have a rolled check determine AP to complete an action.

ActionCostSkill
FireWD+Firearms
ReloadWDn/a
AimSight+Alertness
DrawWDn/a
Holster1n/a
Search1+Search
Run2+Athletics
Other??

AP Maybe? Roll damage dice directly from a weapon PCs roll to negate damage against them +Dodge, +Melee. +Dodge you move 5 feet. +Melee you can make an attack back but you’re in reach. Attacks of opportunity. Multiple dodges/parry get increasing penalty (-1 per prior since last turn?)

Run action for additional movement +athletics. Must holster long weapons? Swapping weapons is an action, as is reloading. Easier to swap to handguns

Health & Damage

Hit Point total. Thresholds: Minor (4), Major (8), Severe (10). 1, 2, and 3 damage if damage roll is equal to it respectively. 0 if under minor. pluses shift the whole column over (effectively reducing the threshold by 1)

xdx23456789101112
1d683%67%50%33%17%
1d888%75%63%50%38%25%13%
1d1090%80%70%60%50%40%30%20%10%
1d1292%83%75%67%58%50%42%33%25%17%8%
2d6100%97%92%83%72%58%42%28%17%8%3%
2d8100%98%95%91%84%77%67%56%44%33%23%
3d6100%100%100%98%95%91%84%74%63%50%38%
2d10100%99%97%94%90%85%79%72%64%55%45%
2d12100%99%98%96%93%90%85%81%75%69%62%
3d8100%100%100%99%98%96%93%89%84%77%68%

Conditions

  • Stressed: Must succeed a check before getting to roll a damage die.
  • Poisoned:
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