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RPG Laboratory

BioShock Roleplay

These are just Ideas I've had for creating a BioShock rpg during a spontanious brainstorming sesh.
Being that this is my first time doing such a herculean task, I would be very relieved if I could make this into a collaboration with some others with more experiance than I.

d100 system?
3d6 system?
gamerist or narrativist?
adam instead of exp
BRP skill advancement
Classes or classless?
racial character options (norm,splicer, b.daddy,etc.)?
Definately a moral/sanity system.
EVE is used much like 'vitae' point from VtR

Plasmids have upgrade system

list of plasmids

Enrage

This can be used to make the target feel extreme rage and attack the nearest thing.
potency and longevity increase per level

Electro Bolt

A burst of electricity at your fingertips.
Strength and range increase per level. Chain hits may occur after a certain number of
increases

Incinerate

User hurls fire balls at enemies.
Also used in melting ice.
Intensity, range and AoE increase per level.

Sonic Boom

Use this to create a powerful blast of air,
knocking enemies in front of you off their feet.

Telekinesis

Mental manipulation of objects. Distance from, and weight of affected objects increase per
upgrade.

Cyclone Trap

A trap which sends anyone who walks over it flying into the air.
Longevity and power increase per plasmid upgrade.

Hypnotize

The clue is in the name. Effectiveness and duration of effect increase per level.

Insect Swarm

Unleash a barage of hornets onto your victim with this plasmid. Range, AoE and power increase per level.

Security Bullseye

Whoever feels the wrath of this plasmid instantly becomes a target for security cameras and mounted gun turrets,
creating a helpful diversion. Duration of effect increase per upgrade

Target Dummy

Another tool of distraction. Summon the illusion of a dummy to distract foes.
Duration and effectiveness increases per level bought.

Winter Blast

Freeze anything that lies in your path. Power and Longevity increase per level.

Gen Tonics are bought with ADAM points like Plasmid, but offer passive abilities.
They often only posess one level to two levels unlike Plasmids.

List of Gene Tonics (both from the game, and hopefully even some original)
still in brainstorming.

If any one has any suggestions or want to be an active part of this, let me know in the comments.
Thanks

Hacking & Sneaking

There's plenty of interesting combat systems for RPGs already. If we just need classes (norm, little sister, etc.) and special powers (plasmids, tonics) that's nothing. Fuzion, Basic Role Playing, FUDGE, FATE, Organic Rule Components, PDQ, Impresa, etc. Basic Role Playing has the benefit of not having changed much over the years so it still feels like an old game for a setting that is supposed to be in the 1960s.

But there were two activities in the game that are worth special systems, hacking and sneaking.

I think hacking should be done so that you have a certain number of rolls to accumulate a certain amount of success. World of Darkness games do this for picking locks and I know it seems lame when you tell it to people, but it does add an amount of tension when you're running out of rolls and you still need some successes, so I'd suggest something like this.

Sneaking could be done with contested rolls, but I'd like to see something more interesting, especially like, if a PC is sneaking up on a turret, it doesn't make a whole lot of sense for the turret to roll it's "alertness" or whatever. (It makes a little bit of sense, since presumably there are better turrets and worse turrets, but they aren't alive so it feels weird.)

Sneaking would be ideal if there was a choice for the player, like if the player makes a roll and then has to decide to go with it, or roll again. Maybe some sort of blackjack type of thing. I want to get over my opponents ability to notice me, but if I get too high, I'll go at the wrong time and be seen. Or maybe you can accumulate stealth to get over the sum of everyone's awareness, but if you fail a roll, or fail two in a row or something, then you are discovered.

I'm not sure really the best way to do this stuff, but I think those are the two things you have to address to make a fun and interesting Bioshock RPG.