Hey guys, new to this whole mailing list thing...
GURPS Bioshock. A quick Google search leaves me no actual results. I was
quite surprised thinking that GURPS would already has converted said thing but
it has not. I am running an infinite worlds campaign at the moment and just to
take a break for high powered characters, so PCs are playing as what appears to
be a completely separate campaign (When it actually isn't *evil grin*) as
investigators to find the missing little girls. A trail of clues lead to
well...u'know... Rapture. Most of the players have played the game. So I had
it take place after Bioshock 1. (Havent played 2 but I'm fine with spoilers).
These 100 point characters basically see what Jack sees in Bioshock 1's start.
(Youtube video here: http://www.youtube.com/watch?v=J47ENHSomc8) However the
twist is in the video is at the end of the Andrew Ryan speech the Pod suddenly
wildly goes off course.
I was curious what the GURPS community thinks bout this. Bioshock is
excellent conversation. Plasmids sound pretty easy to convert but I just need
help with them and splicers. The way I see it is splicer templates would
probaly have slightly lower IQ, but high perception. Because you gotta be able
to be good at spotting to survive but don't have to be the brightest.Dex. I'm
unsure about the number on this. HT unsure too. Strength I assume you gotta be
slightly strong to survive such a city. Pretty sure they would have the skill
Splicing, Urban Surival. They would also have disadvantage probaly something
along the lines of paranoia and addiction to ADAM. 50 points sound about right
for a base template?
Next Plasmids. Most would be easy. Its just figuring out the right numbers. Plasmids such as Incarcerate! would be easy. Slight area effect with some after burn? I would think budget would be to keep it to 25-50 points because PCs will get their hands on it.I would like to stat out sonic boom, enrage, ice, electrobolt. These ones seem to be a bit more trickier. Sonic Boom could be done by say making cone and no wounding. Its just getting the numbers right which is why I need help.
Hoping for some help. Thanks guys. Also its late at night for me so forgive and grammar mistakes I make.
I'm going to pull out my copy of GURPS Powers here... and page
references will be for that book, unless otherwise noted...
List of plasmids:
http://www.gamesradar.com/xbox360/bioshock/news/bioshock-plasmid-guide/a-20070816153557220084/g-20060426172349312080
http://www.scribd.com/doc/273694/bioshock-manual-en
I)
Try modular abilities. pp. 62-64 (B71)
They are comparable to Chip Slots, taking a small fixed amount of time
to change between them. Add the enhancement +100% includes physical adv
and skills.
As a GM, you'll have to see how many points would be normal for such a
pool to accomplish the cinematic action. (Perhaps 25-50 points per
level per power.)
II)
To power them, buy an Eve Energy Reserve (p. 119). 3/point
with the limit Abilities Only -10%
III)
All the plasmids below should have -10% Plasmid limit (As something
could theoretically jam/detect plasmid use). Those with continuing
effects buy limited time, increasing per level. Add Costs Fatigue(Eve),
as appropriate per level.
Electrobolt
Try an innate attack with Burn Surge attack such as the Arc from p. 139
which has Burn, Surge, Stnning, Variable, Reach C.
Telekinesis
Easy. p. 82.
Incinerate
An innate attack with Burn such as the Fire Bolt from p. 139 which "sets
fires and cooks flesh".
Winter Blast
A cinematic stunning attack with a vulnerability for a short duration
(increases by level). The base might be a Freeze Ray (from p. 137) but
add an follow-up effect of Fragile (Brittle) p. B136).
Enrage
either Suggest (from p. 149) with a limitation of "go berserk".
or perhaps an Affliction Beam (p. 39) with Berserk (Battle Rage), with
the roll value tripled for "always on".
Security Bullseye
Assuming there's some sort of signal that will cause the autosystems to
attack, a simple illusion over your enemies should suffice. So, Illusion
(p. 94), Independence +40% (you don't have to concentrate), Mental (only
in the perception of a single target), -80% security system only.
Cyclone Trap
A small tornado? No problem. Check out Twister, p. 137. (Note that
there's errata on it). Next.
Target Dummy
Another Illusion with Independence (p. 94), with a limit of -80% "only
of self, not moving." with a linked Invisibility (p. 56) (with affects
machines +50% and Can Carry Objects to Heavy Encumbrance + 100%, +20%
extended)
Insect Swarm
As noted in Allies (p. 41), insect swarms are best described as an
innate attack with area effect, mobile, persistent, homing, mobile. Add
a limit of some sort for the fact they are indiscriminate.
Hyptotize Big Daddy
A simple Suggest from p. 149 with a visible limitation (p.112). Perhaps
Cosmic as there is no roll to resist.
Nice exercise. Is it worth proceeding further?
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