Post

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

Statistics

Hit Points

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
  • Explosives
  • Heavy Weapons
  • Melee Combat

    Equipment

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

Weapons

WeaponSlotsHandsDamageMagFireReloadDraw
Knife111d6N/a1 APN/a0 AP
Axe211d8N/a1 APN/a1 AP
Handgun111d882 AP1 AP1 AP
Compact Pistol111d651 AP1 AP1 AP
Military Handgun111d1282 AP2 AP2 AP
Pump Action Shotgun222d822 AP2 AP2 AP
Semi-Automatic Shotgun222d662 AP3 AP2 AP
Bolt Action Rifle222d1052 AP3 AP2 AP
Semi-Automatic Rifle222d1082 AP2 AP2 AP
Revolver212d1252 AP3 AP2 AP
Semi-Automatic Magnum212d1082 AP2 AP2 AP

Melee

Knife
SkillSlotsHandsDamageAttackDrawHolster
Melee111d61 AP0 AP0 AP
Tags
  • Melee
  • Escape - Can be recovered if the B.O.W is defeated.
    Axe
SkillSlotsHandsDamageAttackDraw
Melee211d81 AP1 AP
Tags
  • Melee
  • Counter
    Katana

    Pistols

Handgun
SkillSlotsHandsDamageMagFireReloadDraw
Firearms111d882 AP1 AP1 AP
Tags
  • Double Tap
    Upgrades
  • Red Dot Sight - +1 to Damage
  • Extended Magazine - +4 Magazine Size
  • Hair Trigger - Burst
    Compact Pistol
SkillSlotsHandsDamageMagFireReloadDraw
Firearms111d651 AP1 AP1 AP
Tags
  • Double Tap
    Upgrades
  • Red Dot Sight - +1 to Damage
  • Extended Magazine - +2 Magazine Size
    Military Handgun
SkillSlotsHandsDamageMagFireReloadDraw
Firearms111d1282 AP2 AP2 AP
Tags
  • Double Tap
    Upgrades
  • Red Dot Sight - +1 to Damage
  • Extended Magazine - +4 Magazine Size
  • Stock - Wield with two hands for +1 Damage.

    Shotguns

    Pump Action
SkillSlotsHandsDamageMagFireReloadDraw
Firearms222d822 AP2 AP2 AP
Tags
  • Two Hands
  • Spread
  • Close Quarters
    Upgrades
  • Stock - Wield with two hands for +1 Damage.
  • Barrel Extension - +2 Magazine Size
  • Hair Trigger - Double Tap
    Semi-Automatic Shotgun
SkillSlotsHandsDamageMagFireReloadDraw
Firearms222d662 AP3 AP2 AP
Tags
  • Two Hands
  • Close Quarters
    Upgrades
  • Sights +1 Damage.

    Rifles

Bolt Action
SkillSlotsHandsDamageMagFireReloadDraw
Firearms222d1052 AP3 AP2 AP
Tags
  • Two Hands
  • Aim
  • Piercing
    Upgrades
  • Sights +1 Damage.
  • Speed Loader - -1 Reload AP
    Semi-Automatic Rifle
SkillSlotsHandsDamageMagFireReloadDraw
Firearms222d1082 AP2 AP2 AP
Tags
  • Two Hands
  • Aim
    Upgrades
  • Sights +1 Damage.
  • Extended Magazine - +2 Magazine

Machine Guns

Submachine Gun
Assault Rifle

Magnums

Revolver
SkillSlotsHandsDamageMagFireReloadDraw
Firearms212d1252 AP3 AP2 AP
Tags
  • Steady - +2 Damage with Two Hands
  • Piercing
  • Close Quarters
    Upgrades
  • Hair Trigger - Double Tap
    Semi-Automatic Magnum
SkillSlotsHandsDamageMagFireReloadDraw
Firearms212d1082 AP2 AP2 AP
Tags
  • Steady - +2 Damage with Two Hands
  • Piercing
    Upgrades
  • Hair Trigger - Double Tap
  • Laser Sight - +1 Damage
  • Extended Magazine +2 Magazine Size

    Grenades

SkillDamageUseTags
Grenade2d102 APEscape
Flash Grenade02 APEscape
Incendiary Grenade2d82 APBurning
Acid Grenade2d62 APChemical Burn

All Grenades have the Explosive tag.

Speciality

Grenade Launcher
Rocket Launcher
Flamethrower
Railgun

Armor

NameMinorMajorSevereSkill ModsDescription
Street Wear248+DodgeT-shirts, jeans, suits, dresses, etc.
Jackets4810 Leather jackets, denim, heavy fabrics.
Tactical Vest    Padded, but light weight protection
Bulletproof Vest   -DodgeSturdier, bulkier, heavier, but protective.
Body Armor   -DodgeMilitary Grade protection
Bioterror Armor   -DodgeHardened material, modern day plate.

Herbs

  • Green - Heal
  • Red - Merge, Better Heal
  • Blue - Cure Poison
  • Yellow - Bonus AP (temp)

Tools

WeaponSlotsDamageBonusFireReloadDrawTags
Knife11d601N/a1Melee
Axe21d801N/a1Melee
Pistol11d8 211 
Heavy Pistol11d12 222 
Sawed Off Shotgun11d121221Spread
Pump Action Shotgun22d81232Spread 2H
Riot Shotgun22d6 2222H
Bolt Action Rifle22d10 3222H
Semi Auto Rifle23d6 312 
SMG11d6+2 211Auto
Assault Rifle21d8+2 212Auto 2H
Magnum22d123232 

[!note]+ Weapons:

  • Pistol (Light, Accurate, Heavy)
  • Shotgun (High Spread, Low Spread, Double Barrel, Drum Feed)
  • Rifle (Bolt Action, Magazine, Scopes)
  • Magnum (Revolver, .50 cal)
  • Explosives (Explosive, Incendiary, Cryo, Acid) (Launcher)
  • Special (Rocket Launcher, Flamethrower, Taser, Railgun)

Parameters:

  • Hands (1,2)
  • Inventory Size
  • Damage Dice
  • AP Cost (Fire, Reload, Draw, Holster)
  • Magazine Size
  • Ammo Type
  • Relevant Skill
  • Tag Mechanics
    • Melee (Adjacent targets only)
    • Escape (Lose the item, prevent Melee damage. May be recovered.)
    • Counter (Reaction: when a creature misses, make a Melee on it)
    • Steady (Using with 2 hands gives Bonus)
    • Double Tap (Two shots in a round for all AP)
    • Two Hands (Need both hands to wield, must holster or drop to interact)
    • Spread (Cone template, hit multiple targets)
    • Close Quarters (Deals bonus damage to adjacent targets)
    • Auto (Multiple attacks per round, increasing penalty per, jam risk)
    • Burst (Advantage on attack rolls (roll 4d6, take higher two.))
    • Aim (Ensures a minimum Damage threshold hit, takes an action)
    • Penetration (Ignores X amount of DR)
    • Piercing (Line template, hit multiple targets)
    • Burning (Applies Burning condition)
    • Explosion (Circle Template)
    • Lethal (Deals damage directly, ignores thresholds) Upgrades: Additional tags, possibly changes core values (more slots, damage etc)
  • Scope (Infinite Range) ⚠ Range isn’t a part of the game though
  • Sights (+1 to Damage)
  • Extended Magazine (Add to Magazine size)
  • Stock (Enable Steady for a one handed weapon)
  • Barrel (Reduce Fire AP)
  • Speed Loader (Reduce Reload AP)
  • Sawed-Off Barrel (Spread tag)?

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. (R) is reactionary, done on other’s turns

ActionCostSkill
FireWD+Firearms
ReloadWDn/a
DrawWDn/a
Holster1n/a
Search (Pick Up)1+Search
Run2+Athletics
Other??
Dodge (R)1+Dodge
Parry (R)1+Melee

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%
  • Player turn. Rolls damage dice. Compares to the target’s Thresholds, deals that much damage.
  • Enemy turn. Player rolls +Dodge or +Melee for defense against the Attack’s DC. On a failure, suffers the damage of the attack. On a success, move or parry.

    Conditions

  • Stressed: Must succeed a check before getting to roll a damage die.
  • Poisoned:
  • Bleeding:
  • Burning: At start of each turn, take one Damage.
  • Chemical Burn: Eliminates DR while suffering

    Enemies

  • Hit points and Movement speed
  • Defense thresholds for their defenses. They do not (by default) get a dodge/parry.
  • One or more Attacks with DC and Damage - DC is for the player to avoid the damage with a Dodge/Melee, Damage is what they suffer on a failure. Can be dice or fixed.

    Zombie

Hit PointsMovementMinorMajorSevere
615ft61012
  • Lunge 6 : 1d6+2 (Move an additional 10ft before attacking.)
  • Grasp 8 : 1d8+2
  • Bite 8 : 8

    Cerberus

Hit PointsMovementMinorMajorSevere
330ft368
  • Bite 6 : 1d6+3
  • Lunge 8 : 6 (Move an additional 10ft before attacking.)
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