PDA

View Full Version : I Chose... RAPTURE!



RelentlessImp
2007-10-14, 09:10 PM
Okay, so this proves I have played WAY too much Bioshock since I got the game. Feel free to comment!

Splicer
Looks like this little fish just had his cherry POPPED!

Splicer is a term that refers to anyone who has cut their genetic code with the strange tonics known as plasmids, developed by Ryan Industries and Fontaine Futuristics. Plasmids are dangerous, but put them in a person and they become even MORE dangerous.

HD: d8
Skill Points: 6 + INT modifier (x4 at first level)
Skills: Choose 6 + INT modifier to become class skills.
Armor and Weapon Proficiencies:
A Splicer chooses, at first level, up to four weapons they are proficient with (excepting Exotic weapons) and gain proficiency with light and medium armor.

Eve and Plasmids: A Splicer gains Eve points as indicated on the table below. Bonus Eve points come from a high Wisdom modifier (Wis Modifier * 2).

Splicer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Eve

1st|
+0|
+2|
+0|
+2|Basic Plasmids, Combat Tonic, Engineering Tonic|15

2nd|
+1|
+3|
+0|
+3|Basic Plasmid|20

3rd|
+2|
+3|
+0|
+3|Basic Plasmid, Combat Tonic|25

4th|
+3|
+4|
+1|
+4|Basic Plasmid|30

5th|
+3|
+4|
+1|
+4|Basic Plasmid, Engineering Tonic|35

6th|
+4|
+5|
+2|
+5|Initiate Plasmid|40

7th|
+5|
+5|
+2|
+5|Initiate Plasmid, Combat Tonic|45

8th|
+6/+1|
+6|
+2|
+6|Initiate Plasmid|50

9th|
+6/+1|
+6|
+3|
+6|Initiate Plasmid, Engineering Tonic|55

10th|
+7/+2|
+7|
+3|
+7|Initiate Plasmid|60

11th|
+8/+3|
+7|
+3|
+7|Apprentice Plasmid, Combat Tonic|65

12th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid|70

13th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid, Engineering Tonic|75

14th|
+10/+5|
+9|
+4|
+9|Apprentice Plasmid|80

15th|
+11/+6/+1|
+9|
+5|
+9|Apprentice Plasmid, Combat Tonic, Engineering Tonic|85

16th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|90

17th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|95

18th|
+13/+8/+3|
+11|
+6|
+11|Adept Plasmid|100

19th|
+14/+9/+4|
+11|
+6|
+11|Adept Plasmid|110

20th|
+15/+10/+5|
+12|
+6|
+12|Adept Plasmid|120
[/table]

A first-level Splicer gains 2 Basic Plasmids, and then Plasmids as the chart indicates. At every level they gain a new form of Plasmid (6, 11, 16) they gain two of that level.

A Splicer may swap out any Plasmid they know for another they have purchased already with Adam at any Gene Bank located in Rapture.

They may also gain knowledge of any Plasmid at any time by spending Adam at a Gatherer's Garden.

A Splicer chooses what type of plasmids they are proficient with at first level, which determines how many plasmids and tonics they can equip at any time, out of 14 points assignable. If, for instance, a Splicer chooses 6 Plasmid, 3 Engineering Tonics, 5 Combat tonics, they may equip up to 6 Plasmids, 3 Engineering Tonics and 5 Combat Tonics at any given time.

Basic Plasmids:

Incinerate!
Eve Cost: 3
Save: Reflex half/negates
Set your enemies ablaze with the new INCINERATE plasmid from Ryan Industries!
-
Save: See text.
As a swift action, a ranged touch attack that does 1d6 fire damage/Splicer level, half for reflex (DC 15 + 1/2 Splicer level + Dexterity modifier), and then burns for 1d4 rounds for 1d4 damage/Splicer level each round, reflex negates (DC 20 to put themselves out).

Telekinesis
Eve Cost: See text
Reach out and touch someone with the new TELEKINESIS plasmid from Ryan Industries!
-
This plasmid has three forms of operation; a sudden thrust, a grasp, and a throw.

Sudden Thrust
Eve Cost: 6
Save: See text
A pure form of telekinetic power manifests from the Splicer's being, striking the foe full in the face. As a swift action, this deals 1d6 bludgeoning damage/Splicer level, and forces the target to make a DC 15 Strength check, or be pushed back 1ft/Splicer level.

Grasp
Eve Cost: 1/second
Save: See text
As an immediate action, a Splicer with this plasmid may grasp an object thrown at them, with a succesful Reflex save (DC 10 + 1 per thrower's Strength bonus). This cannot catch projectile weapons. After grasping the object, the Splicer may make a Throw attack (see below) as a ranged touch attack.

Throw
Eve Cost: 0.5/pound of object per second
Save: None
As a swift action, a Splicer may pick up a nearby object and launch it at a foe as a ranged attack 15ft/Splicer level away. This deals 1d6/pound of object to the struck foe.

Winter Blast
Eve Cost: 5
Save: Fortitude negates
Freeze your foes in a block of ice, with the WINTER'S BLAST plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may manifest an utterly cold blast of ice that freezes a foe in place for 1d4 rounds, making them helpless. A succesful fortitude save keeps the foe from being frozen (DC 10 + 1/2 Splicer level + Dexterity modifier).

Insect Swarm
Eve Cost: 10
Save: Reflex negates
Conjure a bee's hive of trouble for your foes with the new INSECT SWARM plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may create insects from the micro-organisms that charge their body, creating a Fine swarm of insects to occupy the same five-foot square as an opponent. A succesful reflex save allows them to take a five-foot step backwards out of their square, not provoking any attacks of opportunity as they move away from the insects. If they cannot step back, they move to the closest unoccupied five-foot square. If this involves passing through a square occupied by an enemy of theirs, they provoke an attack of opportunity.

The Insect Swarm deals 1d4/Splicer level a round, and forces Concentration checks in order to aim a weapon properly. DC is 10 + 1/2 Splicer level (minimum 1) + Constitution modifier.

The swarm has 20hp and 15AC. A fire generated from a flamethrower or similar device (or Incinerate) disperses them instantly.

Electro Bolt
Eve Cost: 4
Save: See text
Conjure a fist full of lightning to strike down your foes and supercharge machines with the new LIGHTNING BLAST plasmid from Ryan Industries!
-
As a standard action, a Splicer may conjure a blast of lightning from their hand, dealing 1d10/2 Splicer levels to a single target, reflex save for half (DC 10 + 1/2 Splicer level + Dexterity modifier) as a ranged touch attack. This charge of electricity can also charge a generator or engine. If it is thrown into a puddle of water, the damage becomes 1d12/Splicer level to everything at least ankle-deep in the water, allowing no reflex save.

Target Dummy
Eve Cost: 10
Save: Will negates
Confuse your enemies with a swift application of the new TARGET DUMMY plasmid from Fontaine Futuristics!
-
As a standard action, a Splicer can create a duplicate of themselves up to 30 feet away. A foe must make a successful Will save (DC 10 + 1/2 Splicer level + Wisdom modifier), or aim their next attack at the duplicate. If they succeed their Will save, they ignore the duplicate.

The Target Dummy lasts 1 round/Splicer level, forcing a new Will save each round.


Initiate Plasmids:

Incinerate! 2
Eve Cost: 15
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d10/Splicer level, and save becomes 10 + Splicer level + Dexterity modifier.

Electro Bolt 2
Eve Cost: 14
Save: Reflex half
-
As Electro Bolt, but the damage rises to 2d8/2 Splicer levels and save becomes DC 10 + Splicer Level + Dexterity modifier.

Hypnotize Big Daddy
Eve Cost: 25
Save: Will negates
In trouble? Call for big daddy with HYPNOTIZE BIG DADDY from Ryan Industries!
-
This conjures a pheremone that smells like a Little Sister, causing a Big Daddy to protect you as if you were one of them. This functions only on Bouncers and Elite Bouncers. This lasts for 1d4 rounds/2 Splicer level. A successful Will save (DC 10 + Splicer level + Charisma modifier) pisses the Big Daddy off, so you better run.

Cyclone Trap
Eve Cost: 10
Save: See text
Want to give your enemies a surprise? Lay a trap for them with CYCLONE TRAP from Fontaine Futuristics!
-
As a standard action, a Splicer can lay a trap in a five-foot square. If anyone enters that square, if they fail their Reflex save, they are launched 20 feet into the air; if they collide with a ceiling, they suffer 1d10 damage. The velocity of the whirlwind causes 2d4/Splicer level damage to anyone who enters it. A succesful reflex save (DC 10 + 1/2 Splicer level + Wisdom modifier) allows them to step around the trap. A Spot Check, DC 20, can spot a Cyclone Trap and gives a +5 circumstance bonus to succeed the save.

Winter Blast 2
Eve Cost: 18
Save: Fortitude negates
-
As Winter Blast, but for 1d4 rounds/Splicer level, and save becomes 10 + Splicer Level + Dexterity modifier.

Telekinesis 2
Eve Cost: See text
Save: See text
-
As Telekinesis, except as follows:

Sudden Thrust 2:
Eve Cost: 12
Save: See text
As Sudden Thrust 2, except the Strength Check rises to DC 20.

Grasp 2:
Eve Cost: 3/second
Save: See text
The Reflex save becomes easier, becoming 5 + 1 per thrower's strength bonus.

Throw 2:
Eve Cost: 1.5/pound of object
Save: None
As Throw, except 20ft/Splicer level, and 1d10/pound of object.

Enrage
Eve Cost: 22
Save: Will negates
Confuse your foes and make them attack their friends with the ENRAGE plasmid from Fontaine Futuristics!
-
Full-round action; Enrage causes a single foe to become Enraged for 1d6 rounds; roll a d% at the beginning of the Enraged character's turn. 01-10, attack the Splicer who inflicted Enrage on them with whatever they can, or close with them. 11-20, attack nearest friendly target. 21-50, scream in rage. 51-70, flee as quickly as possible. 71-100, attack nearest target, friendly or hostile. A succesful Will save negates the Enrage, and they get a new save each round they are inflicted. The Will save is DC 10 + 1/2 Splicer level + Charisma modifier.

Security Bullseye
Eve Cost: 20
Save: Reflex negates
Confuse your foe's security systems and turn them against them with SECURITY BULLSEYE from Ryan Industries!
-
As a full-round action, a Splicer can hurl solidified Adam as a ranged touch attack at an opponent. If it hits, all security systems nearby target the struck foe, with all the bad things associated with it. A successful Reflex save avoids the Security Bullseye.


Apprentice Plasmids

Disintegrate
Eve Cost: 30
Save: None
Clear your way with DISINTEGRATE from Fontaine Futuristics!
-
As a standard action, Disintegrate dissolves 20ft/level of inorganic material, or more specifically, stone, cement and steel, making paths where no paths exist. All windows and tunnels in Rapture are protected against this, to keep angry people from flooding corridors or Rapture in its entirety.

Lurking Death
Eve Cost: 40
Save: None; see text
Sneak up on an unsuspecting opponent and show them why they need to pay better attention to their surroundings with LURKING DEATH from Fontaine Futuristics!
-
As a standard action, a Splicer can coat their weapon in plasmids. On a successful attack against an opponent who is unaware of the Splicer, they deal an extra 1d6/level of sneak attack damage.

Cloak of Mist
Eve Cost: 30
Save: Will negates; see text
Make your opponents forget all about you with CLOAK OF MIST from Fontaine Futuristics!
-
As a standard action, a Splicer using Cloak of Mist becomes invisible, and remains that way for 1 minute/Splicer level or until they attack. If used in combat, all those hostile to the Splicer who can see them must make a Will save (DC 10 + Splicer level + Charisma modifier). If successful, they see through the Cloak of Mist, until they lose sight of the target.

Hypnotize Big Daddy 2
Eve Cost: 50
Save: Will negates
-
As Hypnotize Big Daddy, but the save becomes DC 15 + Splicer level + Charisma modifier. This lasts for 1d4 rounds/level.

Cyclone Trap 2
Eve Cost: 33
Save: Reflex; see text
-
As Cyclone Trap, except the damage from colliding with the ceiling becomes 1d10/level, the velocity damage from entering it becomes 2d6/Splicer level, the save rises to 15 + Splicer level + Wisdom modifier. Spot Check remains DC 20.


Adept Plasmids:

Eve of Destruction
Eve Cost: 40
Save: Fortitude partial
See your foes fall before your fingers with EVE OF DESTRUCTION from Fontaine Futuristics!
-
As a standard action, a Splicer can hurl a plasmid as a ranged touch attack. If it hits, the target must make a Fortitude save (DC 15 + Splicer level + Intelligence modifier) or die. If the Fortitude save succeeds, they take 3d6 damage instead.

Incinerate! 3
Eve Cost: 36
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d12/Splicer level, and the burning lasts 1d6 rounds/Splicer level. The Reflex save becomes DC 13 + Splicer level + Dexterity modifier.

Electro Bolt 3
Eve Cost: 34
Save: Reflex half
-
As Electro Bolt, but the damage becomes 2d8/Splicer level and the save becomes DC 15 + Splicer level + Dexterity modifier.

Winter Blast 3
Eve Cost: 38
Save: Fortitude negates
-
As Winter Blast, but the helpless state lasts 1d6 rounds/Splicer level and the save DC becomes DC 10 + 1 1/2 Splicer level + Dexterity modifier.


More Plasmids, as well as Engineering Tonics and Combat Tonics, to come!

RelentlessImp
2007-10-14, 09:12 PM
Gatherer's Garden
A plasmid vending machine created and placed in many places around Rapture, these machines carry commercial-grade Plasmids and Tonics. Money does not work in them; only Adam. They carry a variety of plasmids and tonics for purchase.

Eve
Created by a splicer's body, they begin to generate an energy called Eve, which can be used to power Plasmids. This recovers on its own at a rate of 1 Eve/minute, or it can be artificially boosted by an Eve hypo.

Eve Hypos
These carry varying amounts of engineered Eve which can be used to hyper-accelerate the regeneration of Eve. Injecting a Eve hypo is a move action. They come in four flavors:
Small Eve Hypo: Regenerates 5 Eve. Cost: $20R.C.
Medium Eve Hypo: Regenerates 15 Eve. Cost: $60R.C.
Large Eve Hypo: Regenerates 30 Eve. Cost: $150R.C.
Full-Flavored Eve: Regenerates 60 Eve. Cost: $300R.C.

Pricing Plasmids and Tonics
Purchasing Plasmids and Tonics at a Gatherer's Garden costs Adam, which can be found in Rapture. 30% of all people's wealth comes from Adam, as they are paid in both money and Adam, with Adam being rarer and far more valuable.

Gatherer's Gardens take into effect how strong a plasmid or tonic is. It uses several different pricing schemes for Plasmids and Tonics.

Plasmid Prices
Plasmids: 10 Adam for every die of damage or health.
Insect Swarm: Insect Swarm is a plasmid that doesn't do damage directly; its cost is 20 Adam.
Winter Blast: Winter Blast is a useful Plasmid, but does no damage. However, due to its versatility, it costs 50 Adam.

Tonic Prices
10 Adam for every +1 they give to a skill check.
15 Adam for every +1 they give to an attack roll.
17 Adam for every +1 they give to AC.

Exchange Rate
1 Adam = $30R.C.
$50R.C.=1 Adam

Tonics coming soon.

Korias
2007-10-14, 09:16 PM
Add the following: HD, Skills, Skill Points, Proficiencies.

Is there a stat that they can boost the amount of EVE they have?

I'll start working through the Plasmids now.

RelentlessImp
2007-10-14, 09:25 PM
Add the following: HD, Skills, Skill Points, Proficiencies.

Is there a stat that they can boost the amount of EVE they have?

I'll start working through the Plasmids now.


Done, done, done and done.

Also now done.

Korias
2007-10-14, 09:34 PM
What is Adam? How is it Gained? Where can it be Used?

RelentlessImp
2007-10-14, 09:38 PM
What is Adam? How is it Gained? Where can it be Used?

Adam is created by implanting a sea slug into a living being; little girls work best, for optimum amounts of Adam. As for how it's gained, that's left up to the setting, year of Rapture it's in (1948-1959 would be easy, 1960 and after would be rarer), and it can be used at Gatherer's Gardens, as indicated above (though briefly).

Korias
2007-10-14, 09:43 PM
Whats it's mechanic? How much does a Plasmid Cost? On average? Per syringe thingy?

RelentlessImp
2007-10-14, 09:46 PM
Whats it's mechanic? How much does a Plasmid Cost? On average? Per syringe thingy?

Unfortunately I have no mechanic for determining a Plasmid's or Tonic's cost, yet, in Adam. I'm still working on that. And it'd be per dose, one dose enough to rewrite a being's genetic code enough to allow them to use the plasmid or tonic.

Vadin
2007-10-14, 10:11 PM
Unless you plan to write up a bunch of stats for everything else in Bioshock, might I suggest some of these plasmids be made a tad less setting-specific. This class has a lot of potential for use outside of a Bioshock game, but the plasmids that only work on Big Daddys and such are a bit of a deterrent.

RelentlessImp
2007-10-14, 10:17 PM
Unless you plan to write up a bunch of stats for everything else in Bioshock, might I suggest some of these plasmids be made a tad less setting-specific. This class has a lot of potential for use outside of a Bioshock game, but the plasmids that only work on Big Daddys and such are a bit of a deterrent.

I was planning to stat up Bouncers, Elite Bouncers, Rosies, Elite Rosies and others, just haven't had time (Bioshock obsession is slowly wearing off).

There are other plasmids coming, as soon as I can think them up. Most of them can be used outside of a Rapture game (where are you going to get/explain the Eve though?), I just figured including most (if not all) of the ones in Bioshock would be a good place to start.

Vadin
2007-10-14, 10:20 PM
You could just call it energy, and change plasmids to 'morphs' or somesuch.

Icewalker
2007-10-14, 11:08 PM
Seems...a little OP, although I'm not the best at measuring this.

Whatever. Awesome idea, pretty well-put together, but it is set up to need it's own custom setting as well. I suggest either making the rest of the setting as you mentioned, or adapting it to make sense outside of Rapture.

RelentlessImp
2007-10-15, 12:56 AM
Thuggish Splicer
Medium Humanoid (Human)
Hit Dice: 1d8+2 (6)
Initiative: +2
Speed: 30ft (5 squares)
Armor Class: 12 (+2 Dexterity)
Base Attack/Grapple: +2/+2
Attack: steel pipe +4 melee (1d6+2) or revolver +4 ranged (1d8+0)
Full Attack: steel pipe +4 melee (1d6+2) or revolver +4 ranged (1d8+0)
Space/Reach: 5ft/5ft
Saves: +4 Fort, +2 Ref, +1 Will
Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 4
Skills: Concentration +4, Craft Ammo +4, Hide +4, Listen +4, Move Silently +4, Spot +4
Feats: Weapon Focus (revolver)
Equipment: revolver, steel pipe, 10 revolver rounds
Eve: 10
Plasmids: electro bolt, incinerate!
Driven half-crazed by the large doses of Adam and disfigured horribly, this splicer attacks anything that moves. Clad in blood-stained clothes, with a steel pipe in one hand and a revolver in the other, he seems to have forgotten he can command plasmids.

Combat: A Thuggish Splicer never uses his plasmids; the remarkable amount of Adam he has consumed has caused him to forget he has them, or to forget how to use them. He usually charges in, lead pipe leading the way, or when he shows a glimmer of intellect, he stands back and shoots his pistol.

Bouncer
Medium Construct
HD: 3d10+20 (35)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 18 (+3 Dexterity, +4 Natural, +1 Armor)
Base Attack/Grapple: +2/+2
Attack: Drill-Arm +7 melee (1d8+5), Drill Charge +10 melee (1d8+9)
Full Attack: Drill-Arm +7 melee (1d8+5)
Space/Reach: 5ft/5ft
Special Attacks: Drill Charge, Dizzying Stomp
Special Qualities: Construct traits (vulnerable to Hypnotize Big Daddy), damage reduction 5/armorpiercing, darkvision 30ft, low-light vision
Saves: +2 Fort, +5 Ref, +4 Will
Abilities: Strength 20, Dexterity 16, Con --, Int 12, Wis 14, Charisma 16
Skills: Move Silently -10, Hide -10, Intimidate +9, Gather Information +8, Jump +9
Feats: Weapon Focus: Arm-Drill, Power Attack, Improved Overrun
Environment: Rapture
Organization: Solitary, Duo (With a Little Sister)
CR: 4-ish?
Treasure: Pistol Rounds, ~$30R.C. (Rapture Currency)
A terrifying golem that all in Rapture stay clear of, especially when they're escorting a little sister. They generally don't attack, unless someone threatens the Little Sister they're escorting, or them directly.

Combat: A Big Daddy does not attack someone first, unless they have been driven mad by their surroundings. They protect the Little Sisters, whom produce and gather Adam. However, when enraged, they will dizzy their opponents with a terrifying stomp that shakes the area around them (inflicting the dizzied status effect). If their opponent is more than 10 feet away, that gives them room for their devastating Drill Charge, in which they charge the opponent and swing their drill-arm. However, as this is the most basic Big Daddy, they go down fairly easily to someone armed with a shotgun (while in close) or armored-piercing revolver or machine gun rounds.

RelentlessImp
2007-10-15, 01:09 AM
Elite Bouncer
Medium Construct
HD: 6d10+20 (50)
Initiative: +5
Speed: 30ft (6 squares)
Armor Class: 22 (+5 Dexterity, +4 Natural, +3 Armor)
Base Attack/Grapple: +4/+4
Attack: Drill-Arm +10 melee (1d8+6), Rifle +9 ranged (1d8+0, armor piercing)
Full Attack: Drill-Arm +10 melee (1d8+6), or Rifle +9 ranged (1d8+0, armor piercing)
Space/Reach: 5ft/5ft
Special Attacks: Drill Charge, Dizzying Stomp
Special Qualities: Construct traits (vulnerable to Hypnotize Big Daddy), damage reduction 10/armorpiercing, darkvision 40ft, low-light vision
Saves: +4 Fort, +7 Ref, +4 Will
Abilities: Str 22, Dex 20, Con --, Int 14, Wis 14, Cha 18
Skills: Hide -10, Move Silently -10, Intimidate +14, Gather Information +14, Jump +14
Feats: Weapon Focus (Drill-Arm), Power Attack, Improved Overrun, Cleave, Point Blank Shot
Environment: Rapture
Organization: Solitary, Duo (Little Sister)
CR: 8
Treasure: Armor-Piercing Pistol Rounds, ~$50R.C. (Rapture Currency)
An even deadlier, cunning Big Daddy than the standard Bouncer, they escort Little Sisters to more high-risk areas deeper inside Rapture.

Combat:
Like Bouncers, they do not attack unless they or their Little Sister escort are threatened, but when they do attack, the difference between them and a lower-rank Bouncer becomes clear. They perform a dizzying stomp with more regularity, and fire their rifle at their dizzied foes, before closing in with a charge, at which point they are free to fire directly into the face of their foes.

RelentlessImp
2007-10-15, 01:35 AM
Rosie
Medium Construct
HD: 10d10+20
Initiative: +7
Speed: 30ft (6 squares)
Armor Class: 27 (+7 Dex, +6 Natural, +4 Armor)
Base Attack/Grapple: +7/+7
Attack: Grenade Launcher +14 ranged (1d12, 1d8 splash, frag grenade) or unarmed +17 melee (1d10+10)
Full Attack: Grenade Launcher +14/+9 ranged (1d12, 1d8 splash, frag grenade), unarmed +17/+12 melee (1d10+10)
Space/Reach: 5ft/5ft
Special Attacks: Dizzying Stomp
Special Qualities: Construct traits (vulnerable to Hypnotize Big Daddy 2), damage reduction 15/armorpiercing, darkvision 40ft, low-light vision
Saves: +3 Fort, +10 Ref, +5 Will
Abilities: Str 30, Dex 25, Con --, Int 16, Wis 14, Charisma 22
Skills: Hide -10, Move Silently -10, Intimidate +18, Gather Information +16, Jump +20
Feats: Weapon Focus (Grenade Launcher), Point Blank Shot, Power Attack, Improved Bull Rush, Run, Rapid Reload (Grenade Launcher)
Environment: Rapture
CR: ~13-14
Treasure: ~$150R.C. (Rapture Currency)
A deadlier Big Daddy than the Bouncer series, these Big Daddies escort Little Sisters into even more dangerous areas that have become unsafe, even for Little Sisters, where the pressure of the ocean has begun to crack the glass holding the ocean at bay.

Combat:
Rosies, like all Big Daddies, are not naturally aggressive. They are, however, much more dangerous than lesser versions. This is in no small way made up by the fact that they carry grenade launchers loaded with fragmentation grenades that they use to deadly effect.

Korias
2007-10-15, 06:20 AM
As it was said, I'd change Hypnotize Big Daddy and Enrage Big Daddy to Hypnotize and Enrange Construct.

As for the Adam mechanic... Perhaps have it as a droppable currency, Like Gold Peices. That should solve that problem. And when you want to buy more Plasmids, Tonic, and other goodies, you must pay in Adam AND Gold, as Materials and Compensation for doing the work.

So One Basic Plasmid Dose would be, for example, 15 Adam and 10 GP, just like a normal potion is 25 GP. Use that formula: For every 25 GP you would price a plasmid, change it to 15 Adam and 10 GP. Always fufill the Adam cost first, so a Plasmid that was 80 GP normaly is 50 Adam, 30 GP.

RelentlessImp
2007-10-16, 09:10 AM
Elite Rosie
Medium Construct
HD: 15d10+20
Initiative:
Speed: 30ft (6 squares)
Armor Class: 34 (+10 Dex, +8 Natural, +6 Armor)
Base Attack/Grapple: +11/+11
Attack: Grenade Launcher +21 ranged (2d10 armor piercing, RPG) or Drill-Arm +23 melee (1d8+12)
Full Attack: Grenade Launcher +21/+16/+11 (2d10 armor piercing, RPG) or Drill-Arm +23/+18/+13 (1d8+12)
Space/Reach: 5ft/5ft
Special Attacks: Drill Charge, Dizzying Stomp, Mine the Perimeter
Special Qualities: Construct traits (vulnerable to Hypnotize Big Daddy 2), damage reduction 20/armorpiercing, darkvision 40ft, low-light vision
Saves: +5 Fort, +15 Ref, +10 Will
Abilities: Str 35, Dex 30, Con --, Int 20, Wis 20, Charisma 26
Skills: Hide -10, Move Silently -10, Intimidate +22, Gather Information +22, Jump +25
Feats: Weapon Focus (Grenade Launcher), Point Blank Shot, Power Attack, Improved Bull Rush, Run, Rapid Reload (Grenade Launcher), Weapon Focus (Drill-Arm), Improved Overrun
Environment: Rapture
CR: ~15-17
Treasure: ~$300R.C. (Rapture Currency)
The most terrifying of the Big Daddies, the Elite Rosies are Little Sister escorting terrors. They have a commanding presence; all in Rapture know not to anger an Elite Rosie.

Combat: Like all Big Daddies, the Elite Rosie does not attack unless provoked, or the Little Sister is in danger. Carrying a grenade launcher loaded with RPGs, which the Elite Rosie can reload quickly, it uses these to deadly effect. It can also mine an area with proximity mines launched from the grenade launcher, which it does as the Little Sister begins to harvest Adam. It takes a DC 15 Spot check to notice a proximity mine, with a +5 circumstance bonus if you saw the Elite Rosie fire it. Proximity Mines deal 1d10 concussion damage in a 10-foot radius. When angered, it will fire RPGs at whoever has angered it. If they close in, the Elite Rosie will perform a Dizzying Stomp, then Drill Charge.

RelentlessImp
2007-10-19, 01:27 PM
As it was said, I'd change Hypnotize Big Daddy and Enrage Big Daddy to Hypnotize and Enrange Construct.


Enrage is not setting-specific, it works on almost any humanoid.

RelentlessImp
2007-10-19, 01:43 PM
The Setting
(d20 Modern, Tech Level 4, bits of 5)

The year is (1941-1959); Andrew Ryan, tired of the annoyances of the world which try to clamp down on the highly intelligent, has built a city for those whom are bright. Those who have something to offer the world that nobody else does will find it a city where they can truly spread their wings.

Rapture is a large city; built beneath the Atlantic, the only clue of its existance is a lighthouse above the sea. A bathysphere awaits in the lighthouse to take those who wish to enter Rapture beneath the sea and into the city itself, along with an educational video that will tell them about Rapture.

Entry into Rapture is not very difficult - one merely needs to find the lighthouse and enter the bathysphere. Once there, however, they may be somewhat confused about the state of Rapture. The city itself is a little over a kilometer in circumference, with waterproof tunnels and bathyspheres connecting the city together.

Rapture is divided into several large parts; Neptune's Bounty, Arcadia (which contains Farmer's Market), Fort Frolic, Olympus Heights, Apollo's Square, Point Prometheus, Central Control, the Haphaestus Core, and others.

Living quarters are assigned based on one's contributions to Rapture and one's preferences. As such, one can pick whichever part of Rapture they want to live in (excepting Central Control and the Haphaestus Core) and expect to live there. However, their contributions to Rapture as a society determines just how nice their living quarters are.

Players in Rapture may work for Frank Fontaine of Fontaine Futuristics, whom wants to topple Ryan Industries and take over Rapture. Or they can work for Andrew Ryan of Ryan Industries and against Frank Fontaine.

A good example of an adventure set in Rapture would be X number of characters being invited to Rapture for something they have to offer to Rapture itself, where they are greeted by Andrew Ryan and Frank Fontaine and introduced early to them. Afterwards, they can be called upon by both or either to work for them, to root out their opposition.

Alignment in Rapture is not an issue; you are supposed to be free of the petty morality that keeps people in line. What does matter, however, is whom you follow; Ryan Industries or Fontaine Futuristics. You can be Independent and not follow either - they will still ask for the best and the brightest to assist them, regardless of their personal feelings.

With the sweat of your brow, Rapture can be your city, too. -Andrew Ryan

Jacob_Gallagher
2007-10-19, 02:36 PM
If you're going to make a Bioshock RPG, make it more like System Shock 2. Add in weapon degradation and the like. I also suggest you make the plasmids have real effects on the characters- using plasmids should start to turn them into splicers. I'm really disappointed that they simplified the game in order to appeal to the FPS crowd.

RelentlessImp
2007-10-19, 03:50 PM
If you're going to make a Bioshock RPG, make it more like System Shock 2. Add in weapon degradation and the like. I also suggest you make the plasmids have real effects on the characters- using plasmids should start to turn them into splicers. I'm really disappointed that they simplified the game in order to appeal to the FPS crowd.

I was going to start adding in degradation of the body and mind with plasmids, just not sure where to start with it; 5 plasmids? Six? Plasmid of a certain strength having certain effects on physical and mental? It's a difficult line to determine.

Bandededed
2007-12-27, 02:08 AM
If you still don't know how to deal with adam, I would suggest just using the system from the game itself. Little sisters carry 160, full if harvested, half if rescued.

Costs can just be copied, unless you have anything not used, and then you can always guess based on the rest of the costs.

Edit: If your going with the degredation idea, I'd suggest at least allowing a save (Fort, probably) or some such thing.

Lyinginbedmon
2007-12-27, 05:08 AM
I notice there aren't any stats for the Little Sisters. Now, in BioShock you can't attack them and they're nigh invulnerable, but in D&D there's hardly a truth in saying players won't try.

Bandededed
2007-12-27, 11:44 AM
Little sisters are literally invincible, because of the sea slug that is embedded in their stomachs. These slugs allow them to "Regenerate any wound instantly"(from bioshock audio diary), which would basically be taken care of if you gave them regeneration like the tarrasque.

Edit: also, wouldn't the damage redux on big daddy's be /armor piercing and electric or exploading? They seem to be weak against exploading buck, and should you use the chemical thrower, you can take them out with less than a full clip of electric gel.

Reanchi
2010-01-20, 10:40 AM
May i take this and tweak it for my own game? 'm thinking instead of playing as splicers, you play more the role that Jack did in Bioshock. If i were to play the way you have it set up, id most likeley tweak it to work with the Paranoia system than a D20, great idea though!

duders307
2010-12-09, 12:05 AM
you forgot to add the brute splicer, rumbler bigdaddy, alpha series bigdaddy, lancer bigdaddy, and big sister. please to add these to the rpg.

Milo v3
2010-12-15, 02:13 AM
Would you kindly allow me to say my opinion?
Note: You don't need to answer that as you must do it anyway.

Now..... I think this is great but what about D20 Modern. I think if you take a few bits from that this could all be sped up.

Also personally I think that every time a character with the Splicer Class levels up they have to do a Will save. For example: DC = new Splicer Level + 1 for every plasmid & tonic in the characters system. And if you using a Upgraded version of a Plasmid it counts as it level instead of just 1.
E.g. a level 5 splicer with a level 3 Electrobolt and Level 2 Incinerate only would have a DC of 10.
If you fail you go insain and become a NPC controlled by the DM. (But that may be to cruel)

arguskos
2010-12-15, 02:14 AM
Hey Milo, I'm sure the OP is going to be happy about your advice, but it's worth noting that this thread was three years of age. They frown on Thread Necromancy here. Just a heads up for the future. :smallcool: