Resident Evil
An OSR ish game for playing Resident Evil on a tabletop
- 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.
| Weapon | Slots | Damage | Bonus | Fire | Reload | Draw | Tags |
|---|---|---|---|---|---|---|---|
| Knife | 1 | 1d6 | 0 | 1 | N/a | 1 | |
| Axe | 2 | 1d8 | 0 | 1 | N/a | 1 | |
| Pistol | 1 | 1d8 | 2 | 1 | 1 | ||
| Heavy Pistol | 1 | 1d12 | 2 | 2 | 2 | ||
| Sawed Off Shotgun | 1 | 1d12 | 1 | 2 | 2 | 1 | Spread |
| Pump Action Shotgun | 2 | 2d8 | 1 | 2 | 3 | 2 | Spread |
| Riot Shotgun | 2 | 2d6 | 2 | 2 | 2 | ||
| Bolt Action Rifle | 2 | 2d10 | 3 | 2 | 2 | ||
| Semi Auto Rifle | 2 | 3d6 | 3 | 1 | 2 | ||
| SMG | 1 | 1d6+2 | 2 | 1 | 1 | Auto | |
| Assault Rifle | 2 | 1d8+2 | 2 | 1 | 2 | Auto | |
| Magnum | 2 | 2d12 | 3 | 2 | 3 | 2 |
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.
| Action | Cost | Skill |
|---|---|---|
| Fire | WD | +Firearms |
| Reload | WD | n/a |
| Aim | Sight | +Alertness |
| Draw | WD | n/a |
| Holster | 1 | n/a |
| Search | 1 | +Search |
| Run | 2 | +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)
| xdx | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1d6 | 83% | 67% | 50% | 33% | 17% | — | — | — | — | — | — |
| 1d8 | 88% | 75% | 63% | 50% | 38% | 25% | 13% | — | — | — | — |
| 1d10 | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | — | — |
| 1d12 | 92% | 83% | 75% | 67% | 58% | 50% | 42% | 33% | 25% | 17% | 8% |
| 2d6 | 100% | 97% | 92% | 83% | 72% | 58% | 42% | 28% | 17% | 8% | 3% |
| 2d8 | 100% | 98% | 95% | 91% | 84% | 77% | 67% | 56% | 44% | 33% | 23% |
| 3d6 | 100% | 100% | 100% | 98% | 95% | 91% | 84% | 74% | 63% | 50% | 38% |
| 2d10 | 100% | 99% | 97% | 94% | 90% | 85% | 79% | 72% | 64% | 55% | 45% |
| 2d12 | 100% | 99% | 98% | 96% | 93% | 90% | 85% | 81% | 75% | 69% | 62% |
| 3d8 | 100% | 100% | 100% | 99% | 98% | 96% | 93% | 89% | 84% | 77% | 68% |
Conditions
- Stressed: Must succeed a check before getting to roll a damage die.
- Poisoned: