TEXT:  
   
   
   
  
   
   
  Introduction  
  In the beginning of the twenty-first century the breakthrough in genetic research and manipulation had set the battlefield 
  for a corporate war in the medical industry. But one corporation stands out more than the others, The Umbrella 
  Corporation.  
   
   
   
  Resident Evil: The Umbrella Files is an unofficial 
  supplement for Call of Cthulhu d20 by Wizards of the 
  Coast and Chaosium. It allows players to run 
  campaigns or single scenarios in the Resident Evil 
  universe.  
   
  This 26-page supplement will feature: 
  � Background information on the Umbrella Corporation, 
  the T-Virus and more. 
  � New rules for combat. 
  � New feats. 
  � New skills. 
  � New high-tech items and equipment. 
  � Story ideas to get you started. 
  � Complete stats and background on the many RE 
  monsters such as the T-virus infected Zombies, the 
  Cerberus, Hunters, Lickers, the massive Tyrant, the 
  Nemesis and even the mutating G-Type. 
  � New professions such as Umbrella Special Forces 
  Units, Scientists and more. 
  � And much more… 
   
  This supplement was created without license, and was 
  created for fans of the Resident Evil series and should 
  therefore remain free. This supplement may freely be 
  copied and distributed as long as we get the credit for 
  all the hard work we put into this supplement. 
   
  Resident Evil™ and Umbrella Corp™ are © Copyright Capcom. Call of Cthulhu™ is © Copyright Chaosium. All images contained in 
  this supplement are © Copyright respectively. Resident Evil: The Umbrella Files is © Copyright J. Davidsen & M. Hansen 2002. 
   
  2
  
   
   
  3
   The Background 
  In the beginning of the twenty-first century the 
  breakthrough in genetic research and manipulation had 
  set the battlefield for a corporate war in the medical 
  industry. But one corporation stands out more than the 
  others, The Umbrella Corporation.  
  The Umbrella Corporation had become the largest 
  commercial entity in the United States. Nine out of ten 
  homes contain its products. Its political and financial 
  influences is felt everywhere. In public it is the world’s 
  leading supplier of: 
  - Computer Technology. 
  - Medical Products. 
  - Healthcare. 
   
  But unknown even to its own employees, its massive 
  profits are generated by: 
  - Military Technology. 
  - Genetic Experimentation. 
  - Viral Weaponry. 
   The Story 
  The birth of a corporation 
  In the 1950s in Racoon City USA, Edward Ashford and 
  Ozwell E. Spencer discovered the “Mother Virus” during 
  a genetical breakthrough and realized its great potential 
  for development of medical advancement, but also bio-
  weapons. They began creating what would one day be 
  known as the “T-virus”.  
  In the mid-60s, Edward and Ozwell founded the 
  company, Umbrella Chemical Inc., to camouflage their 
  research and Spencer had a mansion built outside 
  Racoon City, so that they could continue their research 
  without anyone knowing. Genetical research was still in 
  its early stages at that time, and competition between 
  the medical companies was fierce. To the public, 
  Umbrella Inc. was considered a very generous 
  company as it helped finance the city’s hospital and 
  many other things. The public was being kept in the 
  dark about the virus research. 
  Time passed and Umbrella grew to a large corporation 
  spanning across the entire globe and possessing a total 
  market share of 90% on computer technology, medical 
  products and healthcare in the US. But their work with 
  the 
  T-virus 
  and 
  other 
  Bio-organic 
  Weapons 
  experiments was what became Umbrella’s main 
  financial factor.  
  But all that changed… 
   
  The incident 
  In 1998, an accident happened at the mansion and the 
  T-virus was released. It turned ordinary people into 
  mindless zombies, and the many B.O.W. (Bio-Organic 
  Weapon), which were kept in the basement, escaped. 
  Racoon City’s newly formed S.T.A.R.S. (Special Tactics 
  And Rescue Squad) sent its Bravo Team to take care of 
  the situation. Communication was lost and Alpha Team 
  was sent in. They uncovered Umbrella’s virus research 
  and had to battle their way through hordes of former 
  researchers and other personnel who had turned into 
  zombies, oversized spiders, zombie dogs and other 
  forms of B.O.W.  
  Finally, they found out that their own team leader, 
  Albert Wesker, had been acting on orders from 
  Umbrella. He was to gather data about the B.O.W. 
  combat performance and released Umbrella’s ultimate 
  bio-weapon, the Tyrant, to finish of the S.T.A.R.S. 
  Alpha Team. The Tyrant was still in early testing, and it 
  killed Wesker before it was defeated and the mansion 
  was blown up along with any evidence that could 
  connect Umbrella with the incident… 
   A city destroyed 
  Meanwhile, Dr. William Birkin, the Umbrella top-
  scientist who perfected the T-virus, continued working 
  on the virus and developed the G-virus. He stayed in an 
  underground laboratory under Racoon City and paid the 
  police chief to keep anyone from finding it. However, 
  the discovery of the G-virus was leaked to Umbrella 
  and they sent in a team to recover the newly discovered 
  G-virus. Dr. Birkin refused to hand it over to the 
  Umbrella operatives and they were forced to shoot him. 
  While his wife, Anette, went for first aid equipment, 
  William Birkin injected himself with the G-virus and 
  turned into a horrifying and powerful creature, known 
  later as the G-type, and went after the Umbrella agents. 
  He hunted them down and killed them. Unfortunately, 
  he also broke the case that contained both the T-virus 
  and G-virus. The virus spread through the sewer 
  system and poisoned rats, which carried the virus up to 
  the inhabitants of Racoon City. Within a week, the 
  entire city was infected. The entire ordeal where local 
  law enforcement officers fought mindless zombies and 
  desperate Umbrella U.B.C.S. operatives fought a new 
  and unknown B.O.W., lead to the destruction of the 
  entire town, as the laboratory was destroyed and 
  William Birkin was killed.  
   
   
  
   
   
  4
   
  These events lead to the destruction of an entire US 
  city, and a massive pressure was put on Umbrella. A 
  cover up was almost impossible due to the scale of the 
  incident. However, Umbrella managed to credit the 
  incident to terrorists, and though the T-virus still 
  remains unknown to the general public, there are 
  people who have become increasingly curious about 
  the secrets of the Umbrella Corp.  
  Other corporations have become anxious to learn more 
  about the T-virus, while private organisations emerge 
  with an agenda to expose Umbrella and other 
  corporations like them. Who knows what the future will 
  bring… 
   
  The U.B.C.S. 
  When Umbrella was founded to protect the discovery 
  and experimentation with the T-virus, they needed a 
  special team of highly trained operatives to protect the 
  research by any means. At that time the cold war was 
  raging, and paranoia fuelled the entire world. Umbrella 
  was no exception, as their potential B.O.W. could prove 
  hazardous if anyone learned of them without Umbrella 
  having full control. Thus the U.B.C.S (Umbrella 
  Biohazard Countermeasure Service) was created, a 
  special task force consisting of highly trained elite 
  soldiers whose sole purpose is to be Umbrella’s clean 
  up guys.  
   
   
   
  Highly trained and packing the latest of Umbrella 
  designed arms and equipment; these operatives are 
  sent in to contain incidents such as the one at Racoon 
  city, escort and guard secret operations and 
  experiments. Their objectives are usually to contain the 
  incident, eliminate possible witnesses and recover 
  valuable research.  They engage in counter espionage 
  missions, tactical retrieval of lost experiments, 
  containment of incidents both to secure any information 
  to leak to the public, but also to ensure that innocents 
  don’t come to harm. 
   
  The T-Virus 
  When the body dies, a residue electrical energy 
  remains in the body, thus our hair and nails continue to 
  grow for a short while as the pulses stimulate cell 
  reproduction. This energy takes up to months to 
  dissipate, and it is this fact that became the basis for 
  the T-virus. 
   
   
  This genetically engineered virus was designed to feed 
  the residue electrical pulses that remain in the body 
  when you die, thus prolonging life. The T-Virus was 
  supposed to be a medical breakthrough that could cure 
  all diseases and even extend life, but practice and 
  theory did not match.  
   
  Rather than to extend life, the T-virus reanimated the 
  dead, feeding the electrical pulses giving the dead 
  basic motor functions, but as the brain had only very 
  little activity, the reanimated dead became driven by the 
  basic instinct to feed, thus creating mindless zombies. 
  The T-virus soon mutated to adapt to its environment 
  switching from airborne to transmit by body fluids. So 
  when an infected subject wounds someone, he or she 
  becomes infected as well. But the T-virus does not take 
  effect until death incurs. However, the T-virus has a 
  mutating property that corrupts basic cell structure as 
  well. This means that people are killed slowly by 
  pneumonia-like symptoms and as their bodies wither, 
  the T-virus keeps the body alive, thus effectively turning 
  the living into zombies. The T-virus, however, reacts 
  differently to other animals. All mammals like dogs, 
  bats, and even some birds are affected like humans, 
  whereas reptiles, insects and arachnids, due to their 
  different cell structure, tend to mutate, often growing to 
  massive proportions or even mutating into entirely new 
  species. 
   
  This side effect, though devastating to the virus’ 
  medical use, proved a valuable source for the creation 
  of B.O.W. The virus’ mutating  
  
   
   
  5
   
  abilities have been utilized by Umbrella researchers to create fierce and deadly creatures for their B.O.W. department, 
  such as the Tyrant project and the somewhat failed Licker project. 
   
  There have been other projects by Umbrella that were initiated on the base of the T-virus, such as the unstable G-virus. 
  This virus is a basic T-virus where the mutating abilities have been enhanced. The G-virus project is considered closed 
  after the failure with the G-Type Tyrant, but no one knows if that is true, or if the project has been perfected. 
   The B.O.W. projects 
  When the “Mother Virus” was first discovered, it 
  seemed to provide a huge medical breakthrough, but 
  the obvious side effects soon took dominance over the 
  research.  
  At the time of the foundation of Umbrella, the world was 
  in a state of paranoia brought about by the cold war, 
  and the need for weapons was overwhelming. Thus 
  Umbrella initiated the B.O.W. projects, where they 
  would attempt to utilize the abilities of the T-virus to 
  create controllable bioorganic weapons. 
  The first experiments were the “lickers” but as they 
  proved too uncontrollable, research shifted towards 
  designing a horde of smaller uncontrollable creatures to 
  release onto the enemy, and then focus on the Tyrant 
  project, which was to be an enhancement of the human 
  more than a new B.O.W. 
  After the cold war ended, Umbrella continued their 
  research, as the market for weapons never wears out. 
  Latest in their lines of experiments is the Nemesis 
  project, on which very little is known. 
   
  It is still unknown to which extends Umbrella is working 
  with the US government, but some things point to 
  Umbrella not doing so. Perhaps the size of Umbrella, 
  being a global corporation, has made Umbrella work on 
  their own. One can only speculate… 
   
   
   
   
   
   
  
   
   
  6
   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. 
   
  
   
   
  7
   New Feats 
  Along with the expanded combat rule two new feats can 
  also be used for those who want some serious action 
  style combat. 
   
  Combat Acrobatics 
  Prerequisites: Dex 13+, Max Light armour. 
   
  Benefit: When using Jump, Climb, Tumble and Balance 
  in combat, you do not provoke attack of opportunity. 
    
  Improved Combat Acrobatics 
  Prerequisites: Dex 13+, Max Light Armour, Combat 
  Acrobatics. 
   
  Benefit: You do not provoke attack of opportunity when 
  using Jump, Climb, Balance and Tumble in combat plus  
   
   
   
   
  you get a +1 modifier to these skills for combat 
  purposes only. 
   
  Security Systems 
  Prerequisites: Int 13+, Disable device 3+ ranks, 
  Computer Use 3+ ranks. 
   
  Benefit: You are trained at bypassing and installing 
  security systems. You get a +2 modifier to any attempt 
  made at bypassing any security system. 
   
   
  Chemistry 
  Prerequisites: Int 13+, Craft: chemistry 3+ ranks. 
   
  Benefit: You are trained in the use and composition of 
  dangerous chemicals. With this feat you may combine 
  chemicals and compounds to create either liquid 
  explosives (DC 20) or acids (DC 15) or even potions 
  with healing or other properties. 
   
  
   
   
   
  Equipment  
  Most of the modern equipment you could desire in a 
  Resident Evil game has already been covered in the 
  CoC d20 rulebook, but a few items remain. 
   
  Item 
  Charges 
  Price 
  Stim-gun* 
  - 
  $87,99 
  T-Viral Antitoxin 
  1 
  $2.344,99 
  Cell reconstruction amp 
  2 
  $1.212,25 
  Universal antidote 
  2 
  $516,00 
  *The Stim-gun is standard issue to all Umbrella UBC 
  operatives along with one of each capsule. 
   
  Stim-gun: The stim-gun is a reusable high-pressure 
  hypodermic needle designed to inject the subject fast 
  and easily without removing clothes and without the risk 
  of the needle breaking in stressed situations. Using the 
  stim-gun is a move equivalent action. 
   
  T-Viral Antitoxin: This antitoxin is designed by 
  Umbrella to counter the effects of the T-Virus if injected 
  within 30 minutes from infection. This antitoxin is as 
  secret and rare as the T-Virus itself, and only Umbrella 
  UBCS operatives and high-ranking Umbrella personnel 
  have access to the antitoxin. 
   
  Cell reconstruction amplifier: This capsule contains 
  two injections of a chemical substance that uses the 
  body’s own bio electrical impulses to amplify the 
  reconstruction of cells and damaged tissue. One 
  injection heals d6 hp instantly. If more than two 
  injections (one whole capsule) is injected within a time 
  span of a few minutes, the body overloads and you 
  collapse unconsciously for d8 hours. 
   
  Universal Antidote: This capsule contains two doses 
  of an antitoxin that works against all known common 
  poisons. One dose is enough to cure you instantly. 
  Umbrella staff in charge of handling test animal or other 
  poisonous materials uses it often. 
   
  8
  
   
   
  9
   Weapons 
  In Resident Evil the need for firepower is vastly greater than in a regular Call of Cthulhu game, as the game is more 
  focused on horror action than the act of going insane and dying… That doesn’t mean that dying isn’t as likely as in any 
  Call of Cthulhu game, you just have more of a fighting chance.  
   
    
  Weapon Type 
  Caliber 
  Damage 
  Critical 
  Action 
  Capacity 
  Loading 
  Range 
  Rate 
  Grenade launcher 
  40mm 
  3d6 
  x4 
  bolt 
  1 
  break 
  30 
  standard 
  Colt M-203 gr. lau. 
  40mm 
  3d6 
  x4 
  bolt 
  1 
  break 
  30 
  standard 
  Colt Accurized Rifle 
  .223Rem 
  2d10 
  x3 
  semi / bolt 
  9 
  mag 
  400 
  standard 
  multifire 
  Heckler & Koch G36 
  .223Rem 
  2d10 
  x3 
  select 
  30 
  mag 
  200 
  autofire 
   
  The standard grenade launcher is a single barreled 
  firearm that fires 40mm explosive shells. A breaking 
  barrel like some types of shotguns loads it. This 
  weapon can also fire gas rounds or other types of 
  fragmentation shells. If the shot misses, roll a d20 to 
  see how many feet off the target the grenade scatters. 
   
   
  The Colt M-203 Grenade Launcher is a lightweight 
  single shot breech loaded 40mm weapon designed 
  especially for attachment to the M16A2 Rifle and M4 
  Carbine. The M-203 can also fire gas rounds or other 
  types of fragmentation grenades. If the shot misses, roll 
  a d20 to see how many feet off the target the grenade 
  scatters. 
   
  When situations demand rapid and accurate multiple 
  shot deployment, the Colt Accurized Rifle delivers 
  unparalleled accuracy. The model available for civilians 
  or standard government forces comes complete with x6 
  power scope and can easily be fitted with a laser 
  gunsight as well. 
   
   
   
   
   
  A new development for HK, the G36 is a true modular 
  weapon 
  system 
  in 
  caliber 
  5.56x45mm 
  (.223 
  Remington). Constructed almost entirely of a tough 
  carbon fiber polymer material and using a simple, self-
  regulating gas system, the G36 provides the user with a 
  lightweight weapon that delivers high performance with 
  extremely low maintenance. The G36 can be fitted with 
  both a scope and/or laser sight for high precision 
  marksmanship. It is also the standard weapon of the 
  German Armed Forces (including the new NATO Rapid 
  Reaction Force), and Umbrella UBCS operatives. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  10
   
   
   
  Professions 
  When playing Resident Evil: The Umbrella Files, there are several new options for PC professions. In standard Call of 
  Cthulhu, most characters are private persons out to uncover the truth of the dark mythos, but in Resident Evil the PCs 
  more often than not either work for Umbrella or in another way have something to do with the corporation, as no civilians 
  are ever allowed even near Umbrella facilities.  Thus we introduce an array of new professions for use with Resident 
  Evil: The Umbrella Files. All the previous professions are still valid, as long as they do not conflict with the game play. 
  Needless to say that a teenage gothic may not be as easy to incorporate into a story that is located at a secret Umbrella 
  facility, as say an industrial worker hired to build a new area along with his crew. But again, these choices should be up 
  to the GM and the gaming group. 
   
  Umbrella U.B.C.S. 
  The 
  Umbrella 
  U.B.C.S. 
  (Umbrella 
  Biohazard 
  Countermeasure Service) is the army and security of 
  Umbrella. Although the U.B.C.S. operatives handle 
  delicate matters, they are rarely informed about the 
  nature of their missions and they are considered very 
  expendable despite their high training.  
   
  Skills: 
  � Computer Use [INT] 
  � Concentration [CON] 
  � Demolitions [INT] 
  � Disable Device [INT] 
  � Move Silently [DEX] 
  � Open Lock [DEX] 
  � Search [INT] 
  � Use Rope [DEX] 
  +4 more of player choice. 
   
  Starting gear: 
  All U.B.C.S. operatives carry a certain amount of 
  standard gear. The following equipment is available to 
  all starting U.B.C.S. characters: 
   
  � Heckler & Koch G36 automatic rifle. 
  � x4 Scope for the G36. 
  � Laser gunsight for the G36. 
  � 3 full .223 Remington ammo clips. 
  � Gas mask w/ case. 
  � Stim-gun w/ 1 of each injection capsules. 
  � Flak vest (black). 
  � Black standard U.B.C.S. combat uniform. 
  � Combat knife. 
   
   
   
  Umbrella Scientist 
  The Umbrella Corporation has many scientists working 
  on various experiments and research. More often than 
  not the scientists get caught in their own experimental 
  mishaps or even supervise field tests. 
   
  Skills: 
  � Computer Use [INT] 
  � Concentration [CON] 
  � Craft: choose one [INT] 
  � Gather Information [CHA] 
  � Handle Animal [CHA] 
  � Knowledge: Umbrella [INT] 
  � Knowledge: choose an area of expertise [INT] 
  � Research [INT] 
  +4 more of player choice. 
   
  Starting Gear: 
  It is essential to Umbrella scientists that they always 
  carry certain tools for their jobs. 
   
  � Palmtop PC. 
  � Stim-gun w/ 1 of each injection capsule. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  11
  Creatures and Enemies 
  When playing Resident Evil you will face an entirely different set of enemies than in Call of Cthulhu. There are no greater 
  gods or great old ones, but there is plenty of unspeakable horror in the countless Umbrella B.O.W. projects. This section 
  will provide complete stats and info on all the common and well-known BOW and mutations, along with stats for 
  Umbrella operatives.  
   
  Infectious: All the B.O.W. and other creatures infected with the T or G-virus have the ability to infect those they bite, 
  scratch or in other ways touch. When you are hit by an attack that causes infection, you must make a fortitude save (DC 
  10) or become infected with the virus in question. Infected beings lose 1hp / hour and 1 sanity / hour. If more than 30 
  minutes pass since infection, then the anti toxin is useless. Anyone who dies from the virus becomes a zombie 
  according to the virus. 
   
  Mutative: Some of the T-virus creatures and all of the G-virus creatures have the ability to mutate and rapidly reproduce 
  cells. Whenever a creature with the mutative ability drops to 50% of its starting hp, roll on the mutation table below to 
  see the results.  
   
  d8 
  Mutation 
  Effect 
  1 
  Multiple legs 
  Spidery legs spring forth from the creature’s torso granting it a +10 
  bonus to its speed. 
  2 
  Tentacle 
  A tentacle that adds 1 ranged touch attack at 15 ft. reach at +5 to hit, 
  and +2 to Grapple dealing d6 damage. 
  3 
  Massive growth 
  The creature grows to one size category larger, adding +2 to its 
  strength. (Size modifier to AC also applies.) 
  4 
  Wings 
  The creature gains a 40 ft. fly (average) to its speed. 
  5 
  Blade claws 
  A long blade like claw shoots out from the creature’s arm, granting it an 
  extra +4 melee attack that deals 2d10 damage. 
  6 
  Tougher skin 
  The creature gains a +2 to AC. 
  7 
  Poisonous spray 
  The creature starts to spray poisonous spores. Ranged touch attack +3. 
  Target must make a successful fortitude save (DC 15) or be poisoned. 
  8 
  Bone spikes 
  Large bone spikes spring from the entire body forcing anyone 
  attempting to make a melee attack at the creature to make a successful 
  Reflex save (DC 15) or suffer d4 damage. 
   
  Poison: Some creatures are poisonous beyond the standard T-virus infection risk. This poison is the standard poison 
  from the CoC rulebook (page 84, table 5-15) that has a save DC 12, Initial damage 0 and secondary damage 1d4 Dex. 
   
  Regeneration: The T-virus and G-virus are highly mutative and some of the larger creatures created by these viruses 
  tend to regenerate their wounds fast. A creature with the Regeneration ability automatically heals d4 hp every d6 turn. 
  However, damage that destroys cell structure such as fire and acid does not regenerate. 
   
   
  
   
   
  12
   
  Albinoid 
  Tiny T-virus BOW  
  Hit Dice: 2d10 (20 hp) 
  Initiative: +8 (+4 Dex, +4 Improved Initiative) 
  Speed: 20 ft. 
  Armor Class: 14 (4 Dex) 
  Attacks: Bite +4 melee, Electrical charge +2 ranged 
  Damage: Bite d4, Electrical charge d6 electrical 
  Face/Reach: 3 ft. by 3 ft./3 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +2, Ref +4, Will +1 
  Abilities: Str 13, Dex 18, Con 13, Int 8, Wis 9, Cha 10 
  Skills: Climb +4, Spot +3, Hide +10 
  Feats: Blind-Fight, Expertise, Improved Initiative, Iron 
  Will, Lightning Reflexes 
  CR: 1 
  Sanity Loss: 0/1d4 
  Advancement: 3-4 HD (small), 5-7 HD (medium) 
   
  The Albinoid is an attempt to make small and fast BOW 
  creatures that can infiltrate and infect enemy bases and 
  areas swiftly. The Albinoid was created by injecting 
  genetically altered salamanders with the T-virus. The 
  Albinoids resemble large tadpoles at first, but soon 
  grow into medium sized creatures. 
   
  Electrical charge – The Albinoid has the ability to 
  discharge an electrical charge from its maw. This 
  charge counts as a ranged touch attack weapon with a 
  range of 5 ft., and deals d6 electrical damage. 
   
  Bandersnatch 
  Large T-virus BOW  
  Hit Dice: 10d8+20 (100 hp) 
  Initiative: +3 (-1 Dex, +4 Improved Initiative) 
  Speed: 20 ft. 
   
   
  Armor Class: 15 (-1 size, -1 Dex, +7 natural) 
  Attacks: Claw +12/+7 melee 
  Damage: Claw 1d10+4 
  Face/Reach: 15 ft. by 15 ft./15 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +4, Ref +2, Will +1 
  Abilities: Str 18, Dex 8, Con 13, Int 8, Wis 9, Cha 10 
  Feats: Alertness, Improved Initiative, Power Attack 
  CR: 5 
  Sanity Loss: 1/1d4 
   
  The Bandersnatch is one of Umbrellas more reliable of 
  the larger BOW projects. It doesn’t possess the 
  strength and intelligence of the Tyrants, but it makes up 
  for that in the ability to effectively mass-produce them. 
  The Bandersnatch is terribly slow, but makes up for the 
  lack of agility with a large bulky arm that extends up to 
  15 feet in a powerful claw attack. It has a yellowish skin 
  and appears as a mutated and deformed human of 
  gross size. 
   
  The Bandersnatch was created by experimenting with 
  the T-virus on human hosts, and is the result of a 
  genetically altered T-virus human. It has as limited 
  intelligence as the standard T-virus infected zombies, 
  but with its mutations and power it is even more durable 
  and deadly. 
  
   
   
  13
   Cerberus 
  Medium T-virus Zombie  
  Hit Dice: 2d10 (20 hp) 
  Initiative: +2 (Dex) 
  Speed: 40 ft. 
  Armor Class: 15 (+2 Dex, +3 natural) 
  Attacks: Bite +2 melee 
  Damage: Bite 1d6 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Infectious 
  Special Qualities: Zombie 
  Saves: Fort +3, Ref +5, Will +1 
  Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1 
  Feats: Toughness 
  CR: 1 
  Sanity Loss: 0/1d4 
   
  Zombie: The Cerberus are common dogs that have 
  become infected with the T-virus, and like all T-virus 
  Zombies, it can be killed instantly with a called shot to 
  the head. The Cerberus is a Medium sized creature and 
  gets a +4 to Armor Class if target for a called shot. 
  If hit with a called shot to the head will die instantly as it 
  cannot function without its brain. 
   
  The Cerberus are not intentional creations of Umbrella, 
  but rather the result of normal dogs being infected with 
  the T-virus. Like humans and other animals the dogs, 
  when subjected to the T-virus, turn into mindless 
  zombies following the most primal of instincts… To 
  feed. 
  The Cerberus are lightning fast and usually hunt in 
  pairs but they also roam alone depending on the 
  situation. 
   
   
   
   
  Corvus Corax 
  Tiny T-virus Zombie  
  Hit Dice: d4 (4 hp) 
  Initiative: +2 (Dex) 
  Speed: 10 ft., fly 40 ft. (average) 
  Armor Class: 14 (+2 Dex, +2 size) 
  Attacks: Claws +4 melee 
  Damage: Claws 1d3 
  Face/Reach: 2½ ft. by 2½ ft./0 ft. 
  Special Attacks: Infectious 
  Special Qualities: Zombie 
  Saves: Fort +2, Ref +4, Will +2 
  Abilities: Str 1, Dex 15, Con -, Int -, Wis 10, Cha 1 
  Skills: Jump +9, Search +6, Spot +13, Listen +11 
  Feats: Toughness, Weapon finesse (claws) 
  CR: ½ 
  Sanity Loss: 0/1 
   
  Zombie: The Corax are common ravens that have 
  become infected with the T-virus. Despite being 
  zombies like both the Cerberus and humans, the Corax 
  cannot be instantly killed with a called shot to the head 
  due to its small size. 
   
  The Corax is not an intentional creation of Umbrella but, 
  like the Cerberus, a zombie created by an unintentional 
  outbreak of T-virus. They are fast and deadly carriers of 
  the T-virus that are hard to hit, but once you hit them, 
  they tend to go down. 
  
   
  Devourer 
   
  Huge G-virus Mutation  
  Hit Dice: 18d12+189 (405 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 30 (-1 Dex, -2 size, +22 
  natural) 
  Attacks: Bite +23 melee, 2 tendrils 
  +18 melee 
  Damage: Bite 3d10+9,  
  tendril 1d8+4 
  Face/Reach: 10 ft. by 40 ft./15 ft. 
  Special Attacks: Infectious 
  Special Qualities: Swallow whole, 
  regeneration 
  Saves: Fort +12, Ref +2, Will +2 
  Abilities: Str 33, Dex 9, Con -, Int 
  3, Wis 8, Cha 1 
  Feats: Toughness, multiattack 
  CR: 18 
  Sanity Loss: d4/d10 
   
   
  Swallow whole: The Devourer has a mutating maw 
  that can swallow anything whole. As long as the target 
  is one size category smaller than the Devourer, the 
  Devourer can attempt a swallow whole attack that 
  instantly kills the target swallowed. 
   
  The Devourer is the final stage of mutation for an 
  uncontrolled G-virus mutation. The first Devourer was 
  reported when William Birkin, the first to discover the G-
  virus, injected himself with the G-virus and started 
  mutating.  
  The Devourer mutation is far too uncontrollable and 
  dangerous for Umbrella to research it effectively for use 
  in their BOW projects, but once in a while their G-virus 
  projects get out of control and a Devourer may be a 
  result. 
   
  G-Baby 
  Large G-virus BOW/mutation  
  Hit Dice: 8d12+24 (120 hp) 
  Initiative: +0  
  Speed: 20 ft. 
  AC: 20 (-1 size, +11 natural) 
  Attacks: Claws +10 melee 
  Damage: Claw 2d6+5 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
   
   
   
  Special Attacks: Infectious 
  Special Qualities: Spawning, regeneration 
  Saves: Fort +9, Ref +2, Will +2 
  Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 
  Feats: Toughness 
  CR: 8 
  Sanity Loss: d4/d8 
   
  Spawning: The G-baby has the ability to vomit a small 
  ball of its own mutated tissue as a single action, which 
  instantly tries to grapple a nearby victim (single action, 
  grapple +2 melee). 
  A victim grappled by the tissue will become infected 
  and begin mutating. The mutation will take d6 turns and 
  do d6 hp damage each turn. If the victim dies from the 
  mutation, the mutation will cease and the victim will 
  effectively be dead. If the victim survives the mutation, it 
  will turn into a new G-baby. 
   
  The G-Baby first appeared at the Raccoon city facility 
  when William Birkin conducted G-virus experiments. 
  The G-Baby was an attempt to produce a G-virus 
  version of the Licker, but like the Licker project it 
  became too uncontrollable and it has since been 
  classified as a rogue project. Still the G-baby is the core 
  of much of the active G-virus experimentation, and it 
  helped refine the current G-Tyrant project. 
   
  
   
   
  15
   
   
  It was created by injecting the G-virus into a G-type, 
  just as the Licker was made by injecting an already 
  infected with the T-virus.  
   
  The G-Baby is slow and bulky but very powerful and 
  deadly constantly vomiting out smaller G-babies. 
   
   
  G-Type 
  Large G-virus BOW/mutation  
  Hit Dice: 10d12+32 (152 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 18 (-1 size, -1 Dex, +10 natural) 
  Attacks: 4 Claws +10 melee 
  Damage: Claw 2d8+5 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Mutative, regeneration 
  Saves: Fort +6, Ref +3, Will +6 
  Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 1 
  Feats: Toughness, multiattack 
  CR: 10 
  Sanity Loss: d4/d8 
   
  The G-type was created by injecting the G-virus directly 
  into a human. The first G-type was William Birkin, the 
  “father” of the G-virus. When Umbrella operatives 
  attacked the facility beneath Raccoon city, William  
   
  Birkin injected himself with the G-virus, and became the 
  first G-type. Since then Umbrella has experimented with 
  the G-type and perfected it into the G-Tyrant. 
   
  The G-virus is highly mutative, and the problem with all 
  G-virus research and experimentation is that the 
  subjects keep mutating uncontrollably. Only the G-
  Tyrant has been altered to control the mutations. 
   
   
   
  G-Tyrant 
  Large G-virus BOW  
  Hit Dice: 11d12+56 (188 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 22 (-1 size, -1 Dex, +14 natural) 
  Attacks: 2 Claws +14 melee 
  Damage: Claw 2d10+7 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Mutative, regeneration 
  Saves: Fort +6, Ref +3, Will +6 
  Abilities: Str 25, Dex 9, Con 19, Int -, Wis 11, Cha 1 
  Feats: Toughness, multiattack 
  CR: 13 
  Sanity Loss: d4/d8 
  
   
   
  16
   
   
  Controlled mutation: The G-Tyrant is a Tyrant created 
  by the G-virus rather than the T-virus. The G-Tyrant has 
  been enhanced to have control over its cellular 
  mutations. This means that it doesn’t mutate as the G-
  type, but it can as a full round action spend d20 hp to 
  gain a mutation from the mutation table. 
   
  The G-Tyrant was created the same way as the regular 
  Tyrant, except it was made by using the highly mutative 
  G-virus. The G-Tyrant is used rarely as it resembles a 
  human less than the standard Tyrant. The missions 
  assigned to the G-Tyrant are usually rogue BOW 
  extermination missions when the incident can be 
  contained. 
  It 
  has 
  proven 
  highly 
  effective 
  in 
  exterminating runaway Lickers in the remote research 
  and testing facilities where containment is not a 
  problem. 
   
   
   
   
   
   
   
  Hunters 
  Medium T-virus BOW  
  Hit Dice: 5d12+14 (74 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft. 
  AC: 17 (+3 Dex, +4 natural) 
  Attacks: 2 Claws +12 melee, bite +7 melee 
  Damage: Claw 1d4+8, bite 1d8+4 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +7, Ref +8, Will +3 
  Abilities: Str 20, Dex 17, Con 14, Int 3, Wis 12, Cha 7 
  Skills: Spot +7, Listen +8, Jump +6 
  Feats: Multiattack 
  CR: 6 
  Sanity Loss: 0/d4 
   
  The hunters are genetically altered humans infected 
  with the T-virus. These reptilian like creatures are 
  lightning fast and deadly, but not very intelligent. Their 
  sole purpose is to hunt down and eliminate humans or 
  animals infected with the T-virus; however, they are not 
  scrupulous about who or what they kill.  
  These deadly creatures are usually kept in secure cells 
  and only unleashed in case of massive contamination 
  danger. 
   
   
  
   
   
  17
   Licker 
  Medium T-virus BOW  
  Hit Dice: 5d12+14 (74 hp) 
  Initiative: +4 (Dex) 
  Speed: 40 ft. 
  AC: 18 (+4 Dex, +4 natural) 
  Attacks: 2 Claws +7 melee, tongue +12 melee 
  Damage: Claw 1d4+8, tongue 2d8+5 
  Face/Reach: 10 ft. by 10 ft./15 ft. 
  Special Attacks: Infectious 
  Special Qualities: Spider climb, regenerate 
  Saves: Fort +6, Ref +9, Will +3 
  Abilities: Str 19, Dex 19, Con 14, Int 3, Wis 11, Cha 7 
  Feats: Lightning reflexes, alertness. 
  CR: 6 
  Sanity Loss: 1/d4 
   
  Spider climb: The licker can climb any surface by 
  digging its massive claws deep into almost any surface. 
   
  The licker is created by injecting the T-virus directly into 
  an already infected human. They are one of the most 
  favored of the BOW projects as they are somewhat 
  controllable and with their chest piercing tongue they 
  are extremely deadly.  
   
   
   
   
   
  Moth 
  Large T-virus Mutation  
  Hit Dice: 5d8+10 (50 hp) 
  Initiative: +1 (Dex) 
  Speed: 20 ft., 60 ft. fly (good) 
  AC: 14 (-1 size, +1 Dex, +4 natural) 
  Attacks: Bite +6 melee 
  Damage: Bite 1d3+6 poison 
  Face/Reach: 5 ft. by 10 ft./5 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +6, Ref +2, Will +2 
  Abilities: Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11 
  Feats: None 
  CR: 3 
  Sanity Loss: 0/d4 
   
  The Giant Moths are examples of how the T-virus 
  affects some animals. These creatures are just like 
  ordinary moths, only 50 times bigger and poisonous 
  due to the T-virus. 
   
  
   
   
  18
   
   
  Maw beast 
  Large G-virus Mutation  
  Hit Dice: 18d12 (216 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 30 (-1 size, -1 Dex, +22 natural) 
  Attacks: Bite +18 melee (grapple +6),  
  Claw +13 melee 
  Damage: Bite 2d10+6, claw 1d6+2 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Mutative, regenerate 
  Saves: Fort +6, Ref +5, Will +6 
  Abilities: Str 33, Dex 9, Con 22, Int 3,  
  Wis 11, Cha 1 
  Feats: Multiattack, power attack 
  CR: 15 
  Sanity Loss: 1/d8 
   
   
   
  The Maw beast is a mutative state between the G-type 
  and the Devourer. The Maw beasts has never been 
  attempted to recreate, and those that appear are 
  usually the result of G-types having consumed infected 
  DNA such as other BOW or zombies.  
   
  The Maw beasts are not as fast as the G-type, but they 
  are more durable and tend to grapple their victims with 
  their big maw, where they slowly digest the victim by 
  injecting it with virus-infected mucus.  
   
   
  Nemesis 
  Large T-virus BOW  
  Hit Dice: 14d12+85 (253 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 26 (-1 size, -1 Dex, +18 natural) 
  Attacks: Grenade launcher +4 ranged, 
  2 Slams +18 melee 
  Damage: Grenade launcher 3d6 fire, 
  Slam 2d10+9 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: None 
  Special Qualities: Regenerate 
  Saves: Fort +4, Ref +3, Will +4 
  Abilities: Str 29, Dex 9, Con -, Int -,  
   
   
  Wis 11, Cha 1 
  Feats: Power attack 
  CR: 14 
  Sanity Loss: 1/d8 
   
  
   
   
  19
   
  The Nemesis is Umbrella’s most effective BOW. It was 
  created by taking a human infected with mutating T-
  virus and injecting him with Tyrant DNA and more T-
  virus. The result was a super Tyrant. Though the Tyrant 
  is more intelligent and often used for recovery missions, 
  the Nemesis was designed for one purpose. 
  Extermination. The Nemesis is often made from elite 
  UBCS operatives, thereby getting a super Tyrant with 
  the ability to handle weaponry. 
   
  The first Nemesis type was seen at Raccoon city where 
  it was sent to kill all remaining STARS members. Since 
  then it has been inserted in many seek and destroy 
  missions globally.  
   
   
  Plant type A 
  Medium T-virus BOW  
  Hit Dice: 2d8+6 (32 hp) 
  Initiative: -1 (Dex) 
  Speed: 10 ft. 
  AC: 13 (-1 Dex, +4 natural) 
  Attacks: 2 tentacles +3 melee (grapple +2) 
  Damage: Tentacle 1d6+2 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +6, Ref -1, Will +0 
  Abilities: Str 14, Dex 8, Con 16, Int 2,  
  Wis 11, Cha 9 
  Feats: None 
  CR: 3 
  Sanity Loss: 0/d4 
   
   
   
  The plant Type A was created by genetically altering 
  plants and injecting them with the T-virus. They are 
  slow and easy to kill, but in the wild they are virtually 
  impossible to spot, thus making them all the more 
  deadly. 
   
  Plant type B 
  Medium T-virus BOW  
  Hit Dice: 2d8+6 (32 hp) 
  Initiative: -1 (Dex) 
  Speed: 10 ft. 
  AC: 13 (-1 Dex, +4 natural) 
  Attacks: 2 tentacles +3 melee (grapple +2) 
  Damage: Tentacle 1d6+2 poison 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Poisonous 
  Saves: Fort +6, Ref -1, Will +0 
  Abilities: Str 14, Dex 8, Con 16, Int 2,  
  Wis 11, Cha 9 
  Feats: None 
  CR: 3 
  Sanity Loss: 0/d4 
   
  The Plant Type B is very similar to the Plant Type A, 
  except it has a more red color and is poisonous. All 
  attacks from the Plant Type B are poisonous. 
   
   
   
   
  
   
   
  20
   
   
  Spiders 
  Medium T-virus mutation  
  Hit Dice: 2d8+2 (18 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft., climb 20 ft. 
  AC: 14 (+3 Dex, +1 natural) 
  Attacks: Bite +4 melee  
  Damage: Bite 1d6 poison 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Infectious 
  Special Qualities: None 
  Saves: Fort +4, Ref +3, Will +0 
  Abilities: Str 11, Dex 17, Con 12, Int -,  
  Wis 10, Cha 2 
  Skills: Climb +12, Hide +10, Jump +6, Spot +8 
  Feats: Weapon finesse (bite) 
  CR: 2 
  Sanity Loss: 1/d4 
   
   
  Like the moth, the spider is one of those creatures that 
  grow to huge sizes when subjected to the T-virus. As 
  their size increases so does the lethalness of their 
  poison.  
  Though the spiders are weak and easily killed, they are 
  very dangerous when they get up close. 
   
   
   
   
   
   
   
  Scuttlers 
  Medium G-virus mutation  
  Hit Dice: 3d12+24 (60 hp) 
  Initiative: +3 (Dex) 
  Speed: 30 ft., climb 10 ft. 
  AC: 14 (+3 Dex, +1 natural) 
  Attacks: Bite +4 melee, tongue +9  
  Damage: Bite 1d6+3, tongue 2d8+5 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Infectious 
  Special Qualities: Zombie 
  Saves: Fort +4, Ref +3, Will +0 
  Abilities: Str 13, Dex 17, Con 12, Int 8,  
  Wis 10, Cha 2 
  Skills: Climb +12, Hide +10, Jump +6, Spot +8 
  Feats: Weapon finesse (bite), weapon finesse (tongue) 
  CR: 3 
  Sanity Loss: 1/d6 
   
  The Scuttlers is another G-virus project gone wrong. In 
  an attempt to create a mutative super soldier, Umbrella 
  injected pregnant women with the G-virus and removed 
  the infected embryo from the women and nurtured the 
  embryos in a separate hatchery, where they were fed 
  G-virus with their nutrient. The result was a highly 
  predatory mockery of humanity that resembles part 
  licker part spider.  
  The scuttlers were originally destroyed as a failed 
  project, but later the project was reopened and used for 
  active insertion into conflict hot-zones as expendable 
  soldiers. 
   
  
   
   
  21
   Umbrella UBCS 
  Medium Human  
  Hit Dice: 4d6+6 (30 hp) 
  Initiative: +5 (+1 Dex, +4 Improved initiative) 
  Speed: 30 ft. 
  AC: 17 (+1 Dex, +6 flak vest) 
  Attacks: G36 auto rifle +6 ranged* 
  Damage: G36 auto rifle 2d10 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: None 
  Special Qualities: None 
  Saves: Fort +6, Ref +0, Will +2 
  Abilities: Str 14, Dex 8, Con 15, Int 14,  
  Wis 12, Cha 14 
  Feats: Point blank shot, precise shot, improved 
  initiative 
  CR: 5 
  Sanity: 65 
   
   
   
  (*) – This includes Armor check penalty and Laser 
  gunsight. 
   
   
   
  The UBCS is Umbrella’s own elite task force made up 
  by highly trained elite soldiers with state of the art 
  equipment. 
  All UBCS operatives are equipped with the HK G36 
  automatic rifle with x6 scope and laser gunsight. They 
  also carry a standard UBCS uniform, which includes a 
  black flak vest. 
   
  When the UBCS are inserted on missions they often 
  divide into teams with various assignments. These may 
  include demolitions experts, security systems experts, 
  snipers carrying the Colt Accurized rifle and standard 
  assault troops. 
   
  UBCS operatives assigned to sniper duty carry the Colt 
  Accurized Rifle fitted with a x9 power scope with 
  infrared and laser targeter. With armor check penalty 
  and gun equipment bonuses, the UBCS snipers will hit 
  on a +6 ranged attack modifier. 
   
  All UBCS operatives carry Stim-guns with 1 of each 
  injection capsule. 
   
   
  
   
   
  22
   
   
  Tyrant 
  Large T-virus BOW  
  Hit Dice: 11d12+85 (217 hp) 
  Initiative: -1 (Dex) 
  Speed: 20 ft. 
  AC: 22 (-1 size, -1 Dex, +14 natural) 
  Attacks: 2 Slams +14 melee 
  Damage: Slam 2d10+7 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Mutative, regeneration 
  Saves: Fort +6, Ref +3, Will +6 
  Abilities: Str 25, Dex 9, Con 19, Int -, Wis 11, Cha 1 
  Feats: Toughness, multiattack, power attack 
  CR: 12 
  Sanity Loss: 1/d8 
   
  The Tyrant was the first of the BOW projects to attempt 
  the creation of a controllable human mutational super 
  soldier. It was created by genetically manipulating a 
  human and then injecting it directly with T-virus. 
   
  The first Tyrant project was created at the Raccoon city 
  mansion facility and was released before completion by 
  Albert Wesker. This caused the Tyrant to kill Wesker 
  and go rampant in the facility.  
  That Tyrant project was considered failed and was 
  destroyed, but it did not take Umbrella long to perfect 
  the Tyrant from the data collected from the mansion 
  Tyrant. 
   
  The perfected Tyrant project is very controllable and 
  extremely deadly, though not as deadly as the larger 
  Nemesis project, and is used mainly for insertion in 
  areas where the UBCS cannot operate due to 
  Biohazard.  
   
  The first successful Tyrant mission was the retrieval of 
  the G-virus from the Raccoon city facility and the 
  support of UBCS operatives in containing the incident 
  following the T and G-virus outbreak in Raccoon city. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  23
   Zombies 
  Medium T-virus Zombie  
  Hit Dice: 2d12+3 (27 hp) 
  Initiative: -1 (Dex) 
  Speed: 30 ft. 
  AC: 11 (-1 Dex, +2 natural) 
  Attacks: Slam +2 melee, bite +2 melee 
  Damage: Slam 1d6+1, bite 1d4+3 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Infectious 
  Special Qualities: Zombie 
  Saves: Fort +0, Ref -1, Will +3 
  Abilities: Str 13, Dex 8, Con -, Int 3, Wis 10, Cha 1 
  Feats: Toughness 
  CR: 1 
  Sanity Loss: 1/1d6 
   
  Zombie: The zombies are ordinary humans that have 
  become infected with the T-virus, and like most T-virus 
  Zombies, it can be killed instantly with a called shot to 
  the head. The zombie is a Medium sized creature and 
  gets a +4 to Armor Class if target for a called shot. 
  If hit with a called shot to the head the zombie will die 
  instantly as it cannot function without its brain. 
   
   
   
   
   
   
   
   
   
  The Zombies are ordinary humans who have been 
  infected with the T-virus. The T-virus stimulates the 
  electrical pulses that remain when the body dies, giving 
  the corpse basic motor functions, but as the brain is 
  effectively dead, the animated corpse is driven by the 
  basic need to feed.  
  People infected with the T-virus while alive will slowly 
  start to die as a result of the T-virus’ mutative abilities 
  thus turning them slowly into zombies. Corpses that 
  have been dead for no longer than a few months may 
  still turn into zombies when subjected to the T-virus, as 
  their residue electrical pulses may not have dissipated 
  entirely. 
   
  The zombies are slow and fairly easy to kill, but they 
  tend to come in large numbers, which makes them 
  dangerous beyond comprehension.  
   
   
   
   
   
   
   
  
   
   
  24
   Security systems 
  With big secrets comes the need to guard them, and 
  with secrets as big as those the Umbrella Corporation 
  have you need some very advanced security systems.  
  The following is just a short list of security systems that 
  are often found at various facilities. 
   
  Disabling security systems: Security systems are 
  there to protect something, but you will often find 
  yourself in need of getting past those systems to find 
  answers or simply to survive. Each system has a 
  different way of disabling it, and they all require a 
  Disable device skill check. Characters with the Security 
  systems feat will automatically gain bonuses to these 
  checks. 
   
  Gun drones 
  The gun drones are fully automated medium caliber 
  machineguns fitted with motion detective sensors that 
  allow them to swiftly target and destroy any moving 
  object within their designated target area.  
  The gun drones are often used in high security areas 
  where traffic is limited.  
   
  The gun drones fire 7.62x51mm rounds on full 
  automatic bursts at anything within their target area 
  (usually a corridor or room), dealing 2d10 damage pr. 
  shot. The drones have a +9 ranged attack modifier and 
  a range of 60 ft. (the range of the motion sensor). 
   
  Disabling: The gun drones can be destroyed by a 
  successful hit to AC 20 to the sensor.  
   
  The gun drones – like many other security systems – 
  rely on computers to run them, and finding the main 
  security console will quickly allow you to disable the 
  gun drones with a successful Use computer skill check 
  (DC 15). 
   
   
  Biohazard containment chamber 
  When dealing with biohazardous material you will 
  usually need to pass through a biohazard disinfection 
  chamber. These rooms are used to decontaminate 
  personnel with a lethal gas. Anyone who enters a 
  decontamination chamber without proper safety gear 
  will suffer a slow suffocating death at the hand of the 
  disinfectants.  
   
  Anyone who enters a B.C.C. without protective suits 
  must endure the decontamination process, which lasts 
  for d8 turns. Each turn they must make a fortitude save 
  (DC 17) or suffer d4 suffocating damage.  
   
  Another version of this decontamination chamber is 
  sometimes used as access chambers to high security 
  areas. Anyone who enters the chamber must produce 
  the proper identification in the shape of a pass card, a 
  handprint scan or retinal scan etc.  Failing to do so will 
  flood the room with lethal gas. These versions have a 
  duration of d10 turns and do d6 suffocating damage if a 
  fortitude save (DC 20) is failed. 
   
  Disabling: The decontamination chamber and the 
  security chamber can both be disabled with a Disable 
  device skill check (DC 25). Of course, there is a certain 
  time limit as they can only be disabled while inside. 
   
  Laser grid 
  The laser grid is a vicious trap made by high-powered 
  laser beams that form a moving grid that cuts through 
  steel as well as flesh and bone. These security systems 
  are only used in conjunction with very high security 
  areas and require a large computer to run. 
   
  Anyone who enters a corridor with a laser grid will 
  trigger it. All exits will be sealed and the grid will 
  activate. As the grid changes its pattern and movement, 
  the target must make d4 consecutive reflex saves (DC 
  3d6+5) or suffer 4d10 damage. 
   
  Disabling: The only way of disabling a laser grid is to 
  turn it off at the main console (usually situated in the 
  immediate proximity such as the next room, or in a 
  main security control room). Doing so requires a 
  successful Use computer skill check (DC 15). 
   
  
   
   
  25
   Story ideas 
  To get you started right away, we have created a short 
  list of story ideas that can be used as single story plots 
  or combined to form large campaigns. These are not 
  scenarios in them selves, but merely plot ideas for you 
  to turn into your own unique adventures. 
   
   
  The dying child 
  An Umbrella researcher in charge of a remote T-virus 
  research facility learns that his son is slowly dying from 
  cancer. In an attempt to save his son, the scientist uses 
  the T-virus to create a cure for his son. However, his 
  noble intentions become a horrid nightmare as the cure 
  proves not only to cure the cancer, but it uses the 
  cancer cells to mutate the young boy into a twisted 
  mockery of his childish human shape. The creature 
  then infects the entire facility, and a new Raccoon city 
  incident may be waiting to happen if nothing is done. 
   Bodyguards 
  A high-ranking Umbrella official is in danger of being 
  kidnapped (or assassinated) by operatives from a 
  rivaling corporation. The players must act as 
  bodyguards for the Umbrella official while learning the 
  dark truth about why he is in such danger. What does 
  the documents he carries around in his briefcase all the 
  time contain?  
   
  The prisoners 
  The players wake up in a strange prison with little 
  memory of what has happened and why they are there. 
  Once in a while they notice people in military gear enter 
  the prison compound and retrieve prisoners who are 
  never seen again.  
  What goes on in the large buildings on the other side of 
  the wall? What happens to the prisoners, and what will 
  happen to you? Can the players unravel the mystery of 
  their capture and the dark fate that awaits them before 
  it is too late?  
   
   
   
   
   
   
   
   
   
   
   A different kind of war 
  The characters take the role of soldiers on a combat 
  mission that quickly turns into a nightmare, as their 
  enemies suddenly don’t stay dead when they are shot. 
  Is it some strange new type of weapon the enemy has 
  gained possession of or is the entire mission really a 
  suicide mission designed to field test the latest BOW? 
   The ghost town 
  As the players learn of a ghost town where all the 
  people are missing, they embark on a mission to 
  investigate the town. What dark secrets does the town 
  hold? Where are all the people, and what is that 
  moaning sound that keeps getting louder? 
  A controlled outbreak of the T-virus in a small town 
  results in the entire population being turned into 
  zombies. Can the players escape the nightmare and 
  can they keep the zombies from spreading? And what 
  will happen if they can’t? 
   
   
   
   
  
   
   
  26
   Final words 
  This supplement was created by Resident Evil fans for Resident Evil fans and is not intended to be sold or otherwise 
  used for personal profit. All names, characters and places mentioned are © Copyright respectively and not intended to 
  portrait actual living or (un)dead persons.  
  We hope you will enjoy playing the game as much as we did writing it.  
   
  This supplement can be included into Call of Cthulhu games or it can be used to play all Resident Evil only games or 
  even included into other d20 games.  
   
  Have fun, and remember…  
   
   
   
   
  J. D. Davidsen (Mnyogha) 
  M. B. Hansen (MadMaxim) 
   
   
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/d20/Call of Cthulhu d20 - Resident Evil - The Umbrella Files.pdf