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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