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Parasite Eve Roleplay Rules

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Joined
Oct 17, 2012
Location
USA
The Setting Basics
The year is 1998. The month is August. Thanks to the 'New York Blockade' incident (Parasite Eve, 1997 Christmas Eve until New Year's Day, 1998), Neo-Mitochondrion Creatures (NMCs) have begun to spread across the US. The FBI has set up the MIST (Mitochondrion Investigation and Suppression Team) division to find and eliminate the NMCs, and to try to keep the public calm and unaware of this insidious threat. Any animal can become a NMC, and the danger level to untrained people from even the smallest NMC is quite high. Anyone can join, since members of each MIST team are rotated to various places. There will be the main campaign, where everyone is, or backstory missions, for when everyone can't play but some are available. This is sandbox, so any suggestions would be appreciated.

Rules
The D&D 3.5 rules will be the main basis, with any modifications added here. This is a no magic campaign. I recommend going to D&DWiki if you do not have the core rulebooks or Unearthed Arcana. I'll eventually add a link to there once I'm done here. Weapons, armor, and items are from D20 Modern, also found at D&DWiki. Will saves have been removed as well. I use Quick and Swift action interchangeably, and they mean the same thing. PM me with any questions if D&DWiki is down. Statistics are made with the 32-point buy system. Look in the Dungeon Master's Guide or PM me for specifics.

Classes
The classes are based off the Generic Classes from Unearthed Arcana. HP is max, no rolling.

Marksman is the class for those who like fighters. d12 Hit Die, Good (+1 to +20) Base Attack Bonus (BAB), Good Fort saves, 4 skills per level, and feats every odd level. As a rule, Marksman can use any weapon, having been extensively trained. Recommend feats are Weapon Focus and Weapon Specialization, Dodge, and anything else that adds to damage output or defense.

Investigator is the class for those who like rogues. d8 Hit Die, Decent (+1 to +15) BAB, Good Reflex saves, 8 skills per level, and feats every level. As a rule, investigators can use all guns that don't require special training, Archaic and Martial Melee weapons. Recommended are Evasion, Sneak Attack, and other class ability feats (explained in the feat section).

Specialist is the class for those who like mages. d6 Hit Die, Poor (+1 to +10) BAB, Good Reflex saves, 2 skills per level, and feats every even level. As a rule, specialists can only use one handed guns that don't require special training, and Simple weapons. Recommended are Evasion, Dodge, and other class ability feats or defensive feats. Specialists can control their mitochondria to a degree, giving them 'Parasite Powers'. These work like Psionic Powers and are explained below. Energy Points (EP) are used instead of Power Points, but the table is otherwise the same.

Feats
All Nonmagical or Nonpsionic feats are available. Firearms fall under Martial and Exotic Weapons. Nonmagical class abilities are also feats. Level is no longer a prerequisite for a feat. I'll add Class Ability and new feats as they are used, for helping newcomers. Stackable means you can take the feat multiple times, and the effects stack.
Class Ability Feats
Evasion: Making a Reflex Save means no damage.
Improved Evasion: Prerequisite: Evasion. Failing a Reflex Save means half damage.
Sneak Attack: +1d6 Damage when flanking or opponent is flat-footed. Stackable
Uncanny Dodge: Retains Dex to AC if flat-footed.
Improved Uncanny Dodge: Can't be flanked or sneak attacked unless opponent is 4 levels higher.
Fast Movement: Increases speed by 10 ft. Stackable
Eagle Eye: Prerequisite: Point Blank Shot. For 1 EP, as a swift action add 2d6 to damage with ranged weapon.

Skills
All skills under Modern D20 are available. This can also be found in D&DWiki, but eventually I post them here for ease of use.

Items
I'll post new weapons, armor, and field use items in a separate post after this one. As a general rule, if you want a particular weapon, armor, or item, PM me the details of said item, and I'll see about whether it's useable or not. Weapons and armor can be modified to improve their functions, such as to hit, damage, clip size, or range for weapons, and AC bonus, Element Resistance, Regenerate HP or EP, or other special features for armor. Weapons can also have attachments that add new functions, such as blades, stun lights, grenade launchers, flamethrowers, etc. For every level a character gets one modification to their equipment. As a basis, we'll use the items from D20 Modern, with starting limits of Information Age technology. Other Age technology can become available later. There will be no stated limits on wealth, but try to be reasonable.

PCs
The starting level is 6. Marksman have 3 feats from class levels, Investigators have 6, and Specialists have 3. All PCs are human, so they gain one feat and one extra skill point per level, as standard D&D 3.5. All characters begin play with one handgun, one armor, and one laptop, in addition to their clothes, MIST ID Badge, MIST Operations Manual, and MIST Cell Phone. Other items I'll leave up to the player. But like wealth, try to be reasonable. All PC characters will either start or gain a character-specific ability. PM me for discussion as to what it will be. Current Party level is 7.

Parasite Powers
Works similar to Psionic Powers, but again no level limit, so you can pour as many EP into a single power as you wish.
Specialists gain 1 new power per level. Uses the Power Point System, but are called Energy Points. Wisdom is the modifier. Save DCs are 10 + 1/2 EP used (Minimum 1) + Wisdom modifier. For every EP used in a single power that is above current level, the user takes 1 HP of damage. If you wish to have a unique power, PM me the details, and I'll accept or reject it. If rejected, I'll send what modifications it needs, or explain why in a PM.

Heal
Range: Self or Touch
Action: Standard
Effect: Restores 1d12 HP per EP used. Add Wisdom modifier to damage healed.

Metabolism
Range: Self or Touch
Effect: Cure Status Effect.
Costs 2 EP to cure in 3 rounds, 4 EP to cure in 1 round, and 8 EP to cure as a quick action

Barrier
Range: Self
Action: Full-Round
Effect: Increases AC for 1 minute. AC bonus equals EP used

Energy Shot
Range: 5 ft per EP
Action: Standard
Effect: Does Shock Damage 1d6 per EP used. Add Wisdom modifier to each attack die. Reflex save for half damage.

Slow
Range: 100 ft
Action: Full-Round
Duration: 1 minute
Effect: Varies with amount of EP used. 3 EP: Target cannot run, 6 EP: Target moves at half Speed, 9 EP: Target can only take a standard or move action per round, not both. Fort save negates.

Haste
Range: Self
Action: Swift
Effect: Grants +1 AC, To Hit, and Reflex Save, 1 extra attack, and 10 ft to base Speed. 4 EP: 1 round, 8 EP: 3 rounds, 16 EP: 10 rounds

Pyrokinesis
Range: 5 ft per EP used
Action: Standard
Effect: Does 1d6 Fire Damage for each EP used. Add Wisdom modifier to damage. Reflex save for half damage.

Cryokinesis
Range: 5 ft per EP used
Action: Standard
Effect: Does 1d6 Frost Damage per EP used. Add Wisdom modifier to damage. Reflex save for half damage.

Combustion
Range: 50 ft Cone
Action: Full Round
Duration: 1 minute
Effect: Does 1d6 + Wisdom modifier Fire Damage per round.
10 EP. Reflex save for half damage.

Frostbite
Range: 50 ft Cone
Action: Full Round
Duration: 1 minute
Effect: Does 1d6 + Wisdom modifier Frost Damage per round. 10 EP. Reflex save for half damage.

Static Shock
Range: 50 ft Cone
Action: Full Round
Duration: 1 minute
Effect: Does 1d6 + Wisdom modifier Shock Damage per round. 10 EP. Reflex for half damage.

Lifedrain
Range: 5 ft per 4 EP used in circle centered on user
Action: Full Round
Effect: Absorbs 1d12 per 4 EP from all in circle and heals user total damage done. Fort save deals half damage.

Necrosis
Range: 100 ft
Action: Standard
Effect: Poisons or Paralyzes target for Duration. 1 EP: 1 round, 3 EP: 5 rounds, 5 EP: 10 rounds. Fort save negates.

Apobiosis
Range: 100 ft
Action: Standard
Effect: Blinds or Deafens for Duration. 1 EP: 1 round, 3 EP: 5 rounds, 5 EP: 10 rounds. Fort save negates.
 
RE: Parasite Eve Roleplay

This is where new weapons, armor, and items will be posted. All modifications will be posted here as well. This is sandbox, so send me your ideas for your weapon and armor modifications, and I'll reply with how it'll work. If it doesn't, I'll explain why. To start it off, I put my weapon, armor, modifications, and item down. Damage is per shot, Range segments means that for every segment past the first is -1 to hit. Clip means how many bullets can be fired before reloading.

Weapon
.45 Falcon: Damage/2d6, Range/40 ft segments, 20 clip
Combat Shotgun: Damage/2d8, Range/20 ft segment, 7 clip
Revolver: Damage/2d8, Range/40 ft segment, 6 clip
Dragonov Sniper Rifle: Damage/4d10, Range/100 ft segment, 10 clip
MM1 Grenade Launcher: Damage/Grenade, Range/50 ft segment, 12 clip
Grenade Pistol: Damage/Grenade, Range/50 ft segment, 1 clip

Weapon Modifications: Laser Sight (bonus to hit), Silencer (No Noise), Reinforced Hammer (bonus to damage), Better Barrel: Damage Die increase (d4 to d6, etc.), Alternate Attack: Adds New Attack to Weapon (Bayonet on rifle, etc.), Collapsible: Allows for easy storage and swift put together, Compact: Smaller Size, Expanded Magazine: Doubles amount of bullets before reload,

Armor
Leather Trenchcoat: +3 AC, no Dex limit, no skill modifier
Tactical Armor: +8 AC, +2 Dex limit, -5 skill modifier
Hoodie: Effectively clothes, no armor bonus
Concealable Vest: +4 AC, +4 Dex Limit, -2 skill modifier

Armor Modification: Thin Metal Plating (bonus to AC),
Padding (adds AC bonus to clothes), Hidden Pockets (Doesn't reveal materials in pockets), Articulation (Increases Dex limit and Decreases skill penalty.) Integrate Equipment: make item a part of the armor,

Item
Display Glasses: Has a built in HUD, usually hooked up to a PC at MIST HQ, but can be hooked up to others.
Duracable Grappling Hook: Launches hook 20ft, piercing walls or grabbing features, depending on what it's shot at.
Universal Detonator: +2 circumstance bonus to arming, disarming, and messing around in general with explosives. Allows simultaneous detonation of synchronized explosives. Range segment 25ft.
Blood Pills: Heal 1d8 if user is normal, 1d12 if user has Neo-Mitochondria. Comes in a set of 12.
Range Pack: Holds 12 pounds of gear in main section, and 6 pounds in zippered sections. Main carrying bag of MIST operatives.
 
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