Thread: Parasite Eve Roleplay Rules

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 DD 3.5 rules will be the main basis, with any modifications added here. This is a no magic campaign. I recommend going to DDWiki 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 DDWiki. 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 DDWiki 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 DDWiki, 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 DD 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 12 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.