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46  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: September 21, 2008, 06:37:45 PM
Some haunting videos that I found.

This is one of the best Bioshock videos I have ever found.
http://www.youtube.com/watch?v=YdDiAr1KdXc

Now because Hellgate: London deserved something cool
http://www.youtube.com/watch?v=_T4lzDUxNlk

And for all my tech support bretheren
http://www.youtube.com/watch?v=BcQ7RkyBoBc
THE WEBSITE IS DOWN !!!!!!!!

And Mr T puts the T in IT
http://www.youtube.com/watch?v=tW1S2tsxVHg

Everyone has seen the movie in the clip (Equilibrium) but the group that did this one V.A.S.T was quiet good.
http://www.youtube.com/watch?v=N-bOTRMfDcs

47  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: September 21, 2008, 06:04:53 PM
Engineering Tonics

Alarm Expert (Engineering tonic)
You slip through between security alarms like they are not there.

Benefit: you reduce a failed Hacking attempt chance to cause an alarm by 5 points.

Drawback: You are jumpy when alarms are triggered, The first round after an alarm is triggered you are at -2 to initiative

Alarm Expert 2 (Engineering tonic)

Benefit: You reduce a failed Hacking attempt chance to cause an alarm by 5 points

Drawback: You are very jumpy when alarms are triggered, The first round after an alarm is triggered you are at -4 to initiative

Clever Inventor (Engineering Tonic)
Your mind moves quick and helps avoid wasted resources.

Benefit: When using invent stations you may reduce the number of each item needed to craft something by 1 to a minimum of one.

Drawback: your mind works too fast to relax, you receive a -4 to resolve checks for R&R.

Focused Hacker  (Engineering Tonic)
Your mind sees the machine work at its speed

Benefit: You reduce the overload chance on a failed hacking attempt by 5.

Drawback: You are losing touch with people as machines start to make more sense. You get a -2 to all Networking and Impress checks.

Focused Hacker 2 (Engineering Tonic)
Your mind is starting to move faster than the average machine at work.

Benefit: You reduce the overload chance on a failed hacking attept by 7

Drawback: You are losing touch with people as machines start to make more sense. You get a -4 to all Networking and Impress checks.

Hacking Expert  (Engineering Tonic)
Your mind knows how the designer works

Benefit: You gain a +3 to any skill check related to hacking a terminal or machine in Rapture

Drawback: Your obvious skill starts to breed arrogance towards the established order of things. You gain a -2 to all Bureaucracy checks.

Hacking Expert 2  (Engineering Tonic)
Fight the system anyway you can

Benefit: You gain a +6 to any skill check related to hacking a terminal or machine in rapture.

Drawback: Revolution is the only way to go, you gain an automatic reduction of the disposition of anyone in a position of authority over you.

Prolific inventor (Engineering Tonic)
Your great skill alows you to get more out of less.

Benefit: You gain double the amount of any crafted items when crafting

Drawback: your mind is starting to get out of touch with reality, you receive a -2 to will saves.

Speedy Hacker (Engineering Tonic)
You sacrifice accuracy for speed

Benefit: Time for any hacking attempt reduced by 1 minute.

Drawback: Speed has a price, the DC of any hacking attempt increases by 5.

Speedy Hacker 2 (Engineering Tonic)
They say speed kills, you are out to prove them right

Benefit: Time for any hacking attempt reduced by 1/2.

Drawback: Go big or go home in a box, the DC of any hacking attempt is increased by 10.

48  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: September 21, 2008, 03:29:12 PM
All combat plasmid conversions completed. Please let me know what you think while I get ready to do the Tonic listing next.
49  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: September 20, 2008, 11:32:54 AM
Gene Tonic Overview

Tonics are ADAM upgrades that make changes to the way your body and mind interact with the physical world. Think of them as genetic modifications for effiency with certain physical or mental tasks. A few tonics directly influence plasmid effectiveness. These are almost like secondary upgrades to the plasmid itself.

Each Tonic provides a benefit and some provide drawbacks. All of these can stack.
Also each Tonic increases ADAM dependancy by 5 and unlike Plasmids you may stack lower lvl versions of the same tonic and thier effects and penalties stack.

Bloodlust (Physical Tonic)
Benefit: While this tonic is equpped any Melee or Unarmed attack that hits and does leathal damage recovers 2 vitality and 2 EVE points. This can not take you above your maximum.

Drawback: This tonic increases your overall aggression making it difficult to resolve a situation peacefully. All Bureaucracy, Streewise, and networking checks are made at a -3 penalty.

Booze Hound (Physical Tonic)
Benefit: Normally Drinking alchohol reduces your EVE pool by a certain amount. Now that is reversed and you gain an amount of EVE equal to what you would normally lose.

Drawback: First you may not get drunk due to alchohol consumption it is processed too quickly to affect you. Second each drink you imbue in an one hour time frame causes a -1 penalty to Resolve and Athletics checks as your body is busy trying to process this alchohol.

EVE link (Physical Tonic)
Benefit: Any use of recovery items like First Aid Kits restores 1d8 EVE in addition to any vitality restored.

Drawback: Reduce the healing provided by any restorative Item to your vitality by 1 point to a minimum of zero. As part of the healing strength is diverted to recover your EVE supply

EVE link 2 (Physical Tonic)
Benefit: Any use of recovery items like First Aid Kits restores 2d8 EVE in addition to any vitality restored.

Drawback: Reduce the healing provided by any restorative Item to your vitality by 3 point to a minimum of zero. As part of the healing strength is diverted to recover your EVE supply.

Extra Nutrition  (Physical Tonic)
Food restores both your body and your spirit.

Benefit: You may recover EVE from eating a meal up to 3 times per day you may recover 1d8 EVE when you stop to eat.

Drawback: ADAM dependancy is increased by an additional 1 point

Extra Nutrition 2  (Physical Tonic)
Food restores both your body and your spirit.

Benefit: You may recover EVE from eating a meal up to 4 times per day you may recover 2d6 EVE when you stop to eat.

Drawback: ADAM dependancy is increased by an additional 2 points

Extra Nutrition 3  (Physical Tonic)
Food restores both your body and your spirit.

Benefit: You may recover EVE from eating a meal up to 5 times per day you may recover 3d8 EVE when you stop to eat.

Drawback: ADAM dependancy is increased by an additional 3 points

Medical Expert (Physical Tonic)
You can make the most out of a bad situation

Benefit: any item that recovers vitality or wounds has its final total increased by 20% IE you muliply the amount healed by 1.2.

Drawback: ADAM dependancy is increased by an additional 1 point

Medical Expert 2 (Physical Tonic)
You can heal even faster from first aid.

Benefit: any item that recovers vitality or wounds has its final total increased by 40% IE you muliply the amount healed by 1.4

Drawback: ADAM dependancy is increased by an additional 2 points

Medical Expert 3 (Physical Tonic)
Healing items can almost bring you back from the dead.

Benefit: any item that recovers vitality or wounds has its final total increased by 60% IE you muliply the amount healed by 1.6

Drawback: ADAM dependancy is increased by an additional 5 points

Natural Camouflage (Physical Tonic)
Desciption: The character may stand still and blend into his surroundings like a chameleon.

Benefit: If the character does not move or attack for 1 full round you gain a +7 bonus to any Sneak roll and may attempt a sneak in plain sight with no cover. This bonus is lost if you move or attack at all.

Drawback: ADAM Dependancy is increased by an additional 10 points.

Security Evasion (Physical Tonic)
Description: your body emits a weak scrambling field to confuse security systems.

Benefit: Security cameras, turrets, and bots have a penalty of -2 to spot you.

Drawback: ADAM Dependancy is increased by an additional 2 points.

Security Evasion 2 (Physical Tonic)
Description: your body emits a strong scrambling field to confuse security systems.

Benefit: Security cameras, turrets, and bots have a penalty of -3 to spot you.

Drawback: ADAM Dependancy is increased by an additional 3 points.

SportBoost (Physical Tonic)
Your body is optimized for speed

Benefit: Base speed increased by 5ft.

Drawback: ADAM Dependancy is increased by an additional 2 points.

SportBoost 2 (Physical Tonic)
Your reflexes are much faster than normal.

Benefit: You gain a +2 to reflex saves and a +2 to initiative.

Drawback: ADAM Dependancy is increased by an additional 2 points.
50  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: May 25, 2008, 01:13:29 AM
Sorry for taking so long work has been a killer.

My thoughts on plasmids is this, You do not "HAVE TO" have them to be in Rapture, they just make things easier at times.

To be honest I did more damage with all of the weapons in the game than I ever did with plasmids.  Although I do admit the Static shock 1 and 2 retroactive damage tonic was a favorite combo.

Here is how it starts for PC's, they start with the following options.

1 max slot for Attack Plasmids
1 max slot for Engineering tonics
1 max slot for Physical Tonics
1 max slot for Combat Tonics

EVE raiting counts as Vitality that can only be spent on powers but is not refillable without EVE injectors. It starts with a raiting equal to your Constitution + Wisdom.

Skill in using plasmids is just like the 2.0 Psioncs rules with one skill to use them all but equiping a plasmid gives you the Focus in the ability without having to buy it. The only thing you can do with skill points is increase the max skill showing your experience in using the powers.

These can each be upgraded via ADAM upgrades at the stations in Rapture.  Including number of available slots (Max 5 each), Increase of EVE pool (not sure of how much I want to do per upgrade or for max yet), and Max Wound/Vitality increases.

Why do you ask starting the characters so weak on the Plasmids and tonics? Simple, the main character in the game was (not to spoil things) Unique in why he was able to use so many plasmids at once to start.  Most splicers only had a few slots at a time and some had no attack powers at all.

The power to the People stations are easy, I stat up upgrade uption gadgets and weapon add-ons for the weapons in the game and go from there. With a limitation that each station only can be used so many times before deactivation.
51  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: May 22, 2008, 01:02:38 PM
Reserved for ADAM upgrade and EVE info

ADAM upgrades involve using ADAM to gene splice your own body to improve overall performance or tailor it to use tonics and Plasmids.

ADAM dependency are thresholds that start to erode both your body and mind as they are breached. Eventually causing total madness and or uncontrolled mutation.

The more modifications made to your body the higher your ADAM Dependancy rises, I based the idea off of the cyberpschosis concepts in Cyberpunk.

ADAM dependency thresholds are determined by adding your Wisdom and Charisma together.

As you pass each threshold you start to gain more and more defects, mental issues and finally permanent derangement's. Of course with Fragile minds this just got a lot easier to use. Simply create a unhinged subplot of ADAM dependency that can cause multiple physical and mental issues. With the stress rules and info provided I will be working on tiers of mental/physical issues that accumulate until the character is no longer functional and becomes a ravening monster.

If you are over your ADAM threshold you need to start making Resolve (Wis) checks at the following difficulties and intervals.

At 1x+ - 2x your dependency threshold DC 20 Resolve check to avoid further complications with an interval of 1 day.

At 2x+ - 3x your dependency threshold DC 26 Resolve check to avoid further complications with an interval of 12 hrs.

At 3x+ - 4x your dependency threshold DC 32 Resolve check to avoid further Complications with an interval of 6 hrs.

At 4x+ your dependency threshold your character has reached its limit of how far they can hold on to their minds and bodies mutations. Within 1 hr of reaching this threshold the character becomes a crazed mad man and becomes a Special NPC under the control of the GM or a Special NPC that is played by the player with the GM's permission.

It is possible to save a person that has been lost but it requires capturing them alive and extracting the ADAM, plasmids, and Tonics to get them back under threshold.

Only a few areas in Rapture is this even possible and it requires a Complex check of Medicine (Int) DC 30 for Surgery with the Special Gear: (Rapture med bay) tag. Then after removal a Medicine (Wis) DC (10+ remaining ADAM dependency) Therapy check. Then the player must make a Resolve (Wis) DC (equal to Remaining ADAM dependency) check to regain his mind.

Any failed Resolve check during an interval causes a roll on the table of Sproing with a bonus equal to your current ADAM dependency. All afflictions gained stack.



In order to stave off the effects of ADAM dependency the character must consume and store as much ADAM as his current dependency rating. This ADAM can not be used for anything other than this purpose to be effective. If it is spent on upgrades or new tonics at a station then it is considered spent and no longer helping you resist degeneration.

EVE is a glowing bluish serum that you inject into yourself which allows the use of Plasmids. It's found throughout the city of Rapture in hypodermic needles. It is similar to "mana" in fantasy RPGs. Eve Hypos can be bought at most Circus of Value vending machines.

EVE is a modified version of ADAM, and while ADAM gives the ability to carry plasmids in the body, EVE gives the power to use them. It was probably developed by Dr. Suchong, in his study of Plasmids and genetic modification.

A characters starting EVE pool is equal to the total of his Constitution and Wisdom scores. This pool is only accessible after the character injects the first Plasmid into themselves. This pool does not normally restore itself naturally and must be restored via EVE injectors found in Rapture. Each EVE injector fills the pool to maximum per use.

ADAM upgrades

In order to enhance the body of the characters via the Gather's Garden vending machines ADAM must be Spent/Used. The costs are as follows and each machine may have its own list of what upgrades are available.

Additional Combat Plasmid slot (Max 5) 100 ADAM.....Allows the character to have 1 more combat plasmid to equip available to him.

EVE Pool upgrade (Max of 5 upgrades) 80 ADAM.....Each upgrade of this type Allows you to Multiply your Pool by the number of upgrades +1. IE if you have a Con of 14 and a Wisdom of 14 with 1 upgrade you now have an EVE Pool of 56. Two upgrades would increase it to a max of 84.

Health Upgrade (Max of 5 upgrades) 80 ADAM.....Each upgrade of this type increases the characters Vitality by 10 and Wounds by 3

Tonic Slots (All types Max of 5 per category) 80 ADAM.....Each upgrade of this type allows the character to have an additional Tonic of the selected category equipped.

Now the dirty little secret of this system, As the GC you control access to the amount of ADAM, number of tonics available, and number of Little Sisters to save (or harvest if you swing that way). So you control how much of this will be accessible, be forewarned including too much of this stuff could make your game spiral out of control as the ADAM dependencies rise to critical lvls causing characters to begin to lose control of their actions more and more often.
52  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: May 22, 2008, 01:02:05 PM
Reserved for Minion creation

Security Bot
Initiative IV
Attack Bonus IV
Defense Bonus IV
Resilience Bonus II
Damage Save Bonus IV
Competence Bonus II

Qualities: Achilles Heel (electricity) -3xp,  Construct +8, Flight 20ft movement +4xp, Minion +2xp, Tough 1 +5xp

Armed with an equivalent of MAC M11 .380 ACP and a search light.

Total XP 36


 
53  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: May 22, 2008, 01:01:48 PM
Reserved for Plasmid conversions

Base rules for Plasmids of any kind.

1. Equiping an installed plasmid is 1/2 action

2. Each plasmid has an EVE cost assosiated with it that must be available to activate the power in question.

3. Using an EVE injector is 1/2 action and drawing it without quick draw or special gear is always 1/2 action. So to use an injector under normal circumstances is 2 half actions.

4. Plasmid Use is a new Skill that must have skill points in it to show your personal mastery of using Plasmids. This is not a focus skill since you can only have so many plasmids equipped at a time and you may switch them out at certain times I did not want to bother with a focus skill too.

5. All plasmids have a visible effect of some kind when equiped and can be spotted by anyone making a DC 10 spot check

6. Your psion lvl is equal to your character lvl.

7. If psionics are being used calculate your psion lvl for each class of power separately and your EVE may not be used for Psionics nor can Vitality be spent for Plasmids.

8. Unless listed all Plasmids have an instantanous duration, that means that unlike some Psionic attack powers that can be used more than once in a single activation of the power most of these are activated just once and must be paid for each time.  This was done to balance the powers out in compairison to a psionic user that must focus much more of their character around thier powers.

9. Every Plasmid that is equiped on the character increases its ADAM dependancy by 5 points.

Combat plasmid descriptions



Power mechanics

Cyclone Trap (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 6
Range 50ft 

The Cyclone Trap is an active Plasmid that lays a trap, invisible to everyone but yourself, that violently throws anyone who steps on the trap into the air, before crashing back to earth and causing significant damage to the victim. When selected, Cyclone Trap manifests as a delicate air pocket that Jack carefully maintains by twirling his fingers.

You may create a trap in one 5ft square that will Inflict 2d6 + 1d6 every 2 lvls of Falling damage to one target. The target may make a reflex save of (10 + 1/2 character lvl + psion bonus) to take 1/2 damage from this attack. Noticing the trap requires a DC (15 + Psion bonus) spot check in combat or DC (10 + Psion bonus) Search check if combat is not in progress.  The trap will last 5 minutes unless triggered or canceled by the user.

Electrobolt 1 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 9

Range 25ft x5 Error 1-2, Threat 19-20, Damage 2d4 + 1d4/3 lvl Electrical damage**

The arm of the user crackles with electrical energy and the user can once per round as a half action fire a bolt of electricity at a target as a ranged attack. If fired into a body of water anyone standing inside of the water in a (5ft x Psion bonus) takes Lethal damage = to the amount of electrical damage done. The target may make a reflex save of (10 + 1/2 character lvl + psion bonus) to take 1/2 damage from this attack.


Electrobolt 2 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 15

Range 25ft x5 Error 1-2, Threat 19-20, Damage 2d6 + 1d6/3 lvl Electrical damage**

An improved version of Electrobolt with increased damage, the user can once per round as a half action fire a bolt of electricity at a target as a ranged attack. If fired into a body of water anyone standing inside of the water in a (10ft x Psion bonus) takes Lethal damage = to the amount of electrical damage done. The target may make a reflex save of (10 + 1/2 character lvl + psion bonus) to take 1/2 damage from this attack.

Electrobolt 3 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 21

Range 25ft x5 Error 1-2, Threat 19-20, Damage 2d6 + 1d6/2 lvl Electrical damage with takedown quality**

The ultimate evolution of the Electrobolt power, the user can once per round as a half action fire a bolt of electricity at a target as a ranged attack. If fired into a body of water anyone standing inside of the water in a (15ft x Psion bonus) takes Lethal damage = to the amount of electrical damage done. The target may make a reflex save of (10 + 1/2 character lvl + psion bonus) to take 1/2 damage from this attack.

Enrage (Wis; CNC, Combat Plasmid)
1 half action • Base Error Range 1 • Vitality Cost: 3
Range 10ft x5

The users hand sprouts a glowing red ball of fluid, once per round as a half action you may make a ranged attack, if the attack hits then the target makes a Will save = (DC15 + your psion bonus). If the save succeeds the target immediately knows someone is tampering with their mind, and gains a cumulative +2 bonus on all saves against all further uses of this power used by that character until the end of the scene. If the target fails they are enraged for rounds equal to your psion bonus.

Incinerate (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 9

Damage  2d4 +1d4/3 psion levels** Fire, Error  1-2, Threat  n/a, Range  10 ft. × 5

When equiped, Incinerate manifests as burnt flesh on users hand and lower arm, which radiates waves of heat and the occasion burst of flame.  Once per round as a half action the user may make a ranged attack if successful the target takes fire damage listed and is set on fire until they put them selves out somehow or a number of rounds equal to Psion bonus has passed. At the initial version of this power multiple uses of this power do not stack with themselves you reroll damage and use the higher amount. Counts as having AP 4 due to temperature

Incinerate 2 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 15

Same as Incinerate 1 except that now the power will stack one time with itself for more damage if used twice on the same target and doubles the AP to 8.

Incinerate 3 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1 • EVE cost: 21

Same as Incinerate 2 except that now the power will stack up to three times with itself for more damage if used multiple times on the same target and adds 4 AP each use.

Insect Swarm (Cha; Hands-On, Combat Plasmid)
Full round action • Base Error Range 1 • EVE cost: 10

Damage 2d4 +1d4/3 lvls lethal, Error 1-2, Threat n/a, Range 40ft

Bees appear to rip of your arm and crawl over it when equiped, When used make a psion power check and the power will last the bonus in rounds.  All enemy targets in a 25ft area are assualted by the swarm automaticly. Once the swarm has targeted an ememy they will continue to follow the target attacking for the duration of the power unless they dive into water or take some other drastic action. Each round the target may make a reflex save of (10 + 1/2 character lvl + psion bonus) to take 1/2 damage from this attack.

Insect Swarm 2 (Cha; Hands-On, Combat Plasmid)
Full round action • Base Error Range 1 • EVE cost: 17

Damage 2d6 +1d6/3 lvls lethal, Error 1-2, Threat n/a, Range 45ft

Advanced version of Insect swarm with increased range and damage

Insect Swarm 3 (Cha; Hands-On, Combat Plasmid)
Full round action • Base Error Range 1 • EVE cost: 22

Damage 2d6 +1d6/2 lvls lethal, Error 1-2, Threat n/a, Range 50ft

Ultimate evolution of Insect swarm with increased range, damage, and the target also takes 1/2 the damage inflicted as stress damage.

Winter blast (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 9
Range 15ft x 5

The users arm turns a icy blue and frosts over giving off wisps of steam. First the user makes a ranged attack against his target, If it hits then the target must make a fortitute saving throw DC (10 +psion bonus +1\2 character lvl) if the target fails it is considered "Frozen" for 1 full round.

The "Frozen" condition doubles your characters current DR but then all damage inflicted while under this condition then is inflicted directly to wounds. This simulates your ability to shatter your opponents that are frozen.

 
Winter blast 2 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 16
Range 15ft x 5

An improved version of Winter Blast that freezes the target longer per shot. On a failed save the target is frozen for 2 rounds.


Winter blast 3 (Dex; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 22
Range 15ft x 5

Ultimate evolution of Winter blast that freezes the target an amazing 3 full rounds on a failed save.

Target Dummy (Cha; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 6
Range 40ft

A strange glowing orb appears in your hand when equiped. Make a Psionc check, power lasts for a number of rounds equal to Psionic bonus. Pick a 5ft hex within range, any hostile target that gets within 50 ft of the decoy must make a Will save DC (10 +psion bonus +1\2 character lvl) or mistake the decoy for you. This power is voided for any target you directly attack.

Security Bullseye (Cha; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 6
Range 20ft x 5

A strange glowing orb appears in your hand when equiped. Make a Psionc check, power lasts for a number of rounds equal to Psionic bonus. Make a ranged attack against target, if successful the target will trigger any security cameras to summon attack bots against them. During this time security cameras will ignore the user and focus on the target.

Hypnotize Big Daddy (Cha; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 8
Range 20ft x 5

A strange glowing orb appears in your hand when equiped. Make a Psionc check, power lasts for a number of rounds equal to Psionic bonus. Make a ranged attack against target, if successful the Big Daddy must make a Will Save DC (10 +psion bonus +1\2 character lvl) or be charmed for the duration of the power and violently defend you from any attackers. If you attack your charmed Big Daddy for any reason the power is voided.

Hypnotize Big Daddy 2 (Cha; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 10
Range 20ft x 5

An improved version of the power that lasts longer. Duration on a failed save is twice your Psionic bonus.

Telekinesis (Cha; Hands-On, Combat Plasmid)
1 Half Action • Base Error Range 1-2 • EVE cost: 8
Range 20ft x 5

Debris  2d6 +1d6/2 psion levels  Falling damage  Error 1-2  Threat 19-20 

Your arm glows with a strange blue field when equipped. This power is identical to Poltergist with one exception. The Grasp power can be used to pull any object that is 100lbs or less toward you that can be then launched as a debris attack. If the object hurrled with the Debris attack can explode it counts as a second attack using the force of the explosion as its own damage roll.
54  Community / License to Improvise / Re: Spycraft: Bioshock conversion on: May 22, 2008, 01:01:32 PM
Hacking

Hacking the electronics in Rapture is one of the major methods of survival. Due to the almost paranoid amount of turrets and security that has been left on aggressive mode exploration of Rapture is beyond merely dangerous.

Basic rules:

Hacking DC starts with Computer check of 10 taking 1 minute. This can be hustled reducing time of hacking to 1 full action at a difficulty of +10.

Failure by 5 means an "Overload" occurs doing 1d6 vitality per Agent lvl modified by security zone level.

Failure by 10 or more triggers an "Alarm" that summons Security bots to the area.

Errors: 1 Action die spent Stuns the character for 1 full round in addition to the damage or Alarm
2 Action die spent allows you to apply both overload and Alarm at the same time.
3 Action die spent includes both Overload/Alarm then also damages the item forcing a Repair check using electronics DC 10 + security level modifier. This repair takes at least 10 minutes.

There are 3 zones of security depending on region of Rapture you are currently in.

Level 1 - Civilian sector and common areas (IE parks/Entertainment): These zones represent the lowest security lvl. They contain the least amount of turrets and as a response hacking cameras, Vending machines, and the few turrets is much easier that the more secure zones. Be aware that Turrets/Security bots are always more difficult to hack than the average zone lvl.

No modifier to security Difficulty

Level 2 - Production/Industrial zones: These areas deal with the infrastructure of Rapture itself or is one of the major production companies within Rapture. Due to the value and need to protect these zones they were equipped with a higher grade of security.

Security modifier of DC +10 to any hacking attempt

Level 3 Secure areas of heightened importance (IE Little Wonders, Sinclair Industries, Fontaine Fishery, ect)

Security modifier of DC +15 to any Hacking attempt and increase damage from Overload to 1D8/Agent lvl

Level 4 Critical secure areas (Rapure central control and other maximum security areas)

Security modifier of DC +20 to any hacking attempt, damage is increased from Overload to 1D8/Agent lvl and increase number of security bots summoned from Alarm by 3.
55  Community / License to Improvise / Spycraft: Bioshock conversion on: May 22, 2008, 01:00:58 PM
So after giving a long thought on this I think I can start work on this finally.

If anyone has not played the game they should even if it is a FPS just for the story if nothing else.

Basic concept is best told by the Wiki for it
http://bioshock.wikia.com/wiki/Storyline

"Built in 1946 by Andrew Ryan, Rapture was designed to be entirely self-supporting, with all of its electricity, food production, water purification and defense systems powered by undersea volcanic openings. At one point, it is learned that Rapture's population numbered several thousand at its peak during the early 1950s, composed of those people Ryan viewed as the "best examples" of mankind.

A scientific discovery upset the balance of the society. Two scientists studying squid like creatures dwelling deep in the reef discovered a species of sea slug that could secrete stem cells. These could be used to enhance one's body, improving physical or mental capabilities, curing diseases and healing injuries. A young entrepreneur named Frank Fontaine invested early on in the research to gain control over the material. The substance, dubbed "ADAM", became so sought after in the society, that it became the dominant currency of the city. A "full-scale genetic arms race" broke out between Ryan and Fontaine as Fontaine's monopoly on ADAM threatened the current social structure. Ryan eventually won, but everyone in the city was permanently changed. During the war, it was discovered that ADAM could be used to modify one's body, combining technology and mutations to adapt and survive the conflict, but losing their humanity in the process. During the conflict, all natural sources of ADAM were destroyed, which eventually resulted in a major shift in the "ecology" of the city, as all inhabitants had become biologically dependent on ADAM to survive. On December 31, 1958, attacks with biological weapons lead to the downfall of Rapture's society, and the city fell into a state of disrepair. "

This sets the stage for our conversion there are multiple elements to consider.

1. Plasmids are special serums made from processed ADAM that introduce special stem cells into your system, allowing for genetic modification and real time mutation, giving you what some might call "super powers".

This can be adapted from the already existing Psionic rules with some tuning of the existing powers to match the flavor.

2. Genetic "Tonics" these modifications to your structure provide a constant benefit or bonus to your physical ability, a specific skill, or a Plasmid power. These are broken into 3 types.

Physical Tonics
Combat Tonics
Engineering Tonics


Each one looks like it can be set to add a bonus about equal in power to a feat choice.

3. ADAM is the raw form of the unstable stem cells harvested and processed from a type of sea slug parasite. It acts like a seemingly benign form of cancer, destroying native cells and replacing them with the unstable stem versions. While it is this instability that gives it its amazing properties, it is also what causes the cosmetic and mental damage. In the end the instability of the stem cells means that the user will have to take in more and more ADAM just to keep back the tide.

This is one of the hard ones if you include the use of ADAM on characters then you both have to balance the benefits with a degenration of the physical and or mental health of the character.

One method I have been balancing is to create a chart of available upgrades you can do using ADAM to yourself. Then you keep a running total of how much they have used and apply a flaw of some kind when they break certain thresholds.

4. Big Daddies, or Protectors, are the gargantuan defenders of the Little Sisters. They are outfitted in enormous diving suits and carry a large drill or a rivet gun. They are extremely powerful, but will not attack the player unless provoked. They are called Mr. Bubbles and Mr. B by the Little Sisters.

This one is easy, create a powerful minion wearing a Diving Hard suit with 16/16 DR. Depending on which model it is determines its weapons.

5. Little Sisters are young girls, appearing to be 7-10 years old, who have been genetically altered and mentally conditioned to reclaim ADAM from the dead. Little Sisters are always accompanied by a Big Daddy. They are completely immune to damage and have no offensive attacks. Attacking them, however, will incur the wrath of their Big Daddy protector.

This is the stuff that freaks out most people that play the game. You have a hard choice here do you allow a mechanic that allows for children to be murdered in the name for power or keep it PG - 13 and make sure the only option the characters has is the "Savior" route.

But regardless you can allow a mechanic to harvest ADAM or place it in key locations to allow its use and even control its importance to the story/mission.

6 Splicers, also known as Aggressors, are the main enemies that Jack encounters over the course of the game. The remains of Rapture's human population, they are the result of a planned attack by Atlas (Fontaine) on New Year's Day, 1959 to end the civil war between him and Ryan. They apparently murdered the sane population. Many of them still wear Masquerade Ball masks, and Atlas asks, "I wonder why they wear masks? Maybe it's because they have a shred of humanity left, and they're ashamed of what they've become." Apparently due to the biological weapons attack, they have become biologically dependent on ADAM to survive. Wandering the corridors and the tunnels of Rapture, they search for ADAM, usually in the form of Little Sisters.

Again I see another use of the wonderful minion system to create a varity of splicer types. No major changes or upsets here.

Almost any other part of the game can be delt with inside the rules with no major changes. Combat, skills, or gadgets all can have a place inside unchanged.


As I stat out the conversions I will add them to this Thread both as a post and as an edit to the original to keep it all in one place.
56  Community / License to Improvise / What ever happened to Beatdown and other awesome ideas? on: May 21, 2008, 12:34:37 PM
Over a year ago we were teased by an idea so cool it blew me away.  I could only hope it has not been forgotten. Maybe absorbed into another product or something that can be pushed out like Back to Basics?

I know you guys are overworked but inbetween waiting for the new Spellbound, Fantasycraft, or any of the other massive ideas its starting to hurt my players that want to move in new directions that the system does not cover exactly. Now I have no problems with homebrewing new material but I have seen a taste of what my players want in many things hinted from this company.

So since you are so hamstrung on people/time/money is it possible to open the table to more help from the forums, we got a vested interest in seeing this material and many of us are willing to help out for free as long as our names are in it as contributors.
57  Products / Spycraft 2.0 / Edge and what does it mean? on: January 01, 2008, 02:30:08 AM
Ok from what little I can make out from the World on Fire book "Edge" is some kind of force related to The Eternals effect on items they tried to imbue with thier power.

I see it as an extension of minor manipulation of the universe around you, specificly probability or what some people call luck.

Does anyone else have anything more to add to it?
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