New Rules
When playing Resident Evil: The Umbrella Files, there are a few updates to the basic CoC d20 rules. Resident Evil can easily be played using the existing CoC rules, but if you want to run Resident Evil games only, we suggest you use the updated rules.
Cthulhu Mythos skill vs. Umbrella Secrets skill
In Resident Evil the occult and paranormal are non-existent. We suggest that when playing Resident Evil games you do not use Spells, tomes or ancient artifacts, as these elements are what drives a Cthulhu Mythos Campaign, where as Resident Evil is based on the use of technology. The use of psychic feats can be used without problems. This also effectively eliminates the use of the Spellcraft skill.
In CoC the Cthulhu Mythos skill is used to show how aware of the secret darkness the players are, and it affects their sanity. In Resident Evil this skill has been renamed Umbrella Secrets skill. (Not to be confused with the skill Knowledge: Umbrella.)
The Umbrella Secrets skill has the same effects as the Cthulhu Mythos skill, except it reflects how much insight into the dark secrets of the Umbrella Corp. the character has.
As characters gain ranks in Cthulhu Mythos skill by reading ancient tomes etc. the characters in Resident Evil gain ranks in Umbrella Secrets when they learn something new about the Umbrella Corp.
One rank in Umbrella Secrets could be added at the end of a successful game, reflecting that the characters have learned of yet another Umbrella scheme. Reading classified Umbrella files etc could also award ranks.
Advanced Combat
The following rules are expansion on the standard combat rules and can be used in any d20 game if the gaming group can agree on it.
The basic idea of this expanded combat method is to get more Hollywood movie style combat action.
When in combat the skills Jump, Tumble, Balance and Climb can be used as a move equivalent action, but doing so provokes attack of opportunity. By using these skills you can jump through the air and fire your guns or quickly throw yourself behind a car for cover, or even jump over an opponent to get them in the back or roll beneath larger opponents for that good clean shot.
By using these skills, you make a normal skill check with a DC set by the GM as appropriate. Of course if you fail the skill check you will fall flat on your behind, rendering you prone and flat footed until you can spend a move equivalent action to get up.
Called shots
In Resident Evil there will more often than not arise situations where aiming for specific body parts will increase your chances of surviving the encounter. Zombies are vulnerable in the brain, and making a headshot will take them out instantly.
The called shots rule only works on creatures with distinct features, which means you can’t make called shots on big tentacly blobs. (Whether a creature has distinct features or not is up to the GM.)
Making a called shot adds the following modifier to the target’s Armor Class.
Size: Modifier:
Tiny No called shot
Small +6 to AC
Medium +4 to AC
Large +4 to AC
Huge +2 to AC
Gargantuan No modifier
Colossal No modifier
Headshots: Making a successful called shot to the head is an automatic critical.
Limb shots: Making a successful called shot to a limb will reduce speed by 20% and/or reduce attacks according to limb being hit.
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