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The last thread went well, why not have another one?
>>
To the anon who was working on a new homebrew, how's that going?
Did you decide on your dice system?
>>
We need more plasmids and gene tonics. The more of them that seem as they started as none-combative and then were changed to be combat focused the better.
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>>43221491
I'm starting to think it might be the other way around, weapons grade plasmids being marketed for domestic use
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>>43219967
Honestly I'll admit, I always had a strange fascination with playing an incredibly mutated splicer who looks like something Dr. Moreau would cook up while high, but still be an okay guy.

Though that may just be my usual desire to play monsters as not evil.

Link to previous thread? What's all been discussed so far?
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>>43222121
Probably won't work, but here
>>43081579
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>>43222121
>What's all been discussed so far?

Some dice mechanics, new splicer types, a bit of ideas of how to run a campaign in rapture (pre fall, civil war, post fall, etc.) and so on.

More general discussion if anything.
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>>43222121
Depending on the gm, you might be able to pull that off
I'd allow it as long as you were still as crazy as any other splicer
>>
SOMEONE RUN A GAME
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tfw no Bioshock minis
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>>43223772

While I do already run one game, I might be able to run a second in a week.

Only trouble is, I'm kind of a Forever GM and wanted to play myself. Also it might take me some time to work out a homebrew for this, though I would work off what the threads have already suggested.
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>>43221220
Going with d6s after flipping a coin for a tie breaker. I'm still in the process of writing things up. Skills are what's currently in the pipe. Once they're done I'll get some basic Pladmids, Tonics and weapons done up so folks can pick at it.

What Plasmids, Tonics and Weapons would folks like in the alpha draft? Electrobolt, Incinerate, Sports Boost, Armored Shell, the Pistol, Pump Action Shotgun and Tommy Gun are what's currently lined up, but I can add two more items in each category to start I think.
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>>43223921
I'd be okay with a dmpc
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>>43223964
I'd suggest either double barrel shotgun or launcher and the crossbow
Some combination of eve saver, wrench lurker, natural camouflage, fountain of youth, or melee (drill) specialist
And for plasmids, winter blast, insect swarm, or enrage (possibly replaced with hypnotize)
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>>43224063
Eve Saver and Lurker are good ideas for Tonics. The other three might be better served as later additions when the system's gone through a few adjustments though.

Going with Hypnotize, due to the Plasmid system being an upgrade one in much the same vein as Bioshock Infinite's Vigors were.
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>>43224365
Are you only adding hypnotize?
What upgrades did you have in mind for the other plasmids?
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>>43223972
In this case I think a DMPC would fit in, if you've got the players as outsiders to the city, and the DMPC is a native who can help them adjust.
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>>43224448
More meant that Using Hypnotize as a base over Enrage. Haven't really decided what Plasmids to add in otherwise. Probably won't make a decision until I'm done writing up Skill details.

Plasmids will have a base use, and a trap/charge use. Each should have 2 upgrades, and then a third upgrade for full investment much like how Weapons did in Bioshock 2. Details are limited since I'm still hacking out combat a bit too, so I don't have much in the way of ideas.
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>>43224502

Kinda railroady but the 'DMPC' could just easily be a voice in the radio sort of thing you got in both games.

The real question is though; What sort of campaign and plot or adventure hooks could you slap into this game? I would say that, if I was running the game, there are still small pockets of mostly sane people and a few of their pet splicers they keep for firepower around the city, kind of like Peachy's crew from Fontaine Fisheries.
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>>43222121
What kind of delusion would a splicer have to have to end up being helpful?
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>>43224750
>Plane crashes
>There is more than literally one single survivor
>They decide to rake refuge in the strange lighthouse nearby in the middle of the ocean
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>>43224934

A bit like the housewife character from Bioshock 2's multiplayer.

As long as it thinks the party members are family, it won't attack them. That won't stop her from calling big daddies dogs or little sisters dollies or whatever such insanity they go spewing.

And besides, if the players are newly spliced splicers they aren't going to have the extreme degeneration of Rapture's citizens. They all have been doing this for over a year, combined with all the shock from the civil war and so on. Survivors who already know they are in a shitty situation may know better.
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>>43225183
It always made me wonder exactly what they were doing that the citizens are all hideous insane mutants but the player can turn themselves into a total posthuman with a laundry list of powers for no ill effect.
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>>43225333
Jack was a test tube baby with genetic modifications at an early age. I don't think he was much more than five at best when the game took place. He was likely built up with the intent of heavy splicing so that Fontaine could use him against Ryan.

Subject Delta? Alpha series Big Daddies are all already spliced up into monstrous freaks. Can't tell because of the suit though...
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>>43225333
>>43225403

Both of these.

Also, like I said up here, they are NEWLY spliced. Rapture splicers have been running around for months or years. It's like a meth or crack head in our world too; the guy who does it the first time, even though its just as bad for him he won't show nearly as bad signs of it until time has passed.
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>>43225183
Man, I wish Infinite actually made tonics have an effect on people. The early concept art and gameplay videos had the game being much weirder than it ended up being.
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>>43225403
Just saying, but Big Daddies should absolutely be playable characters in this setting.

Not for every campaign, but exist as a player class, either to be used as powerful antagonists, given out to one player to help be the heavy hitter, or just 'fuck it big daddy campaign'.

Could be well balanced out by other individuals having important technical skills to keep things working, or very specialized powers because of specific genetic cocktails, in order to make it balanced, with Alpha series able to be the heavy hitter for the team but with few vital skills beyond pointing sticks at things to make them dead.

Damn I need to replay Bioshock 2 sometime, playing as Delta ripping stuff up was so much fun.
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>>43225466
So basically if you don't go crazy overboard constantly over a long period, using tonics and plasmids to solve every single problem and swap them out like new hats every week for a year you won't devolve horribly?

Because I personally don't think it's good for gameplay if you punish the players too hard for making use of vital supplies in a tense and violent environment.
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>>43225480
>'fuck it big daddy campaign'
Party spends entire session making whale noises and gesturing wildly.
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>>43225514

True, but much of the effects of Adam won't be immediately noticeable or even important at first. For instance, when one of your player-characters starts noticing boils growing on their thighs and their face sagging and shit they'll be grossed out and even a bit sad and pity themselves; but they're more worried bout surviving. The insanity thing is also there but that could be obfuscated.

Additionally; as people in this thread have said, it might even be a sort of character Archetype to be a splicer. Like maybe a few gene tonics and a plasmid is stable, but anything beyond that gets into heavy splice zone. One character could be a 'class' of character who is really focused on splicing up as much as they can. Other characters could focus on other skills, like tinkering and hacking, another could be a gunner, another a big dady and what have you.
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>>43225763
You could do it on a point system, with plasmids being worth more than tonics, and differing levels of mutation set at different point thresholds
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>>43225763
Yeah, based on the stuff I personally saw in Rapture while playing there, there were a lot more tonics and plasmids than we saw in the game for all kinds of cosmetic and pointless stuff, and absolutely no health regulation or requirements of any kind.

So careful use should be made safe, or perhaps have a time limit where if they wait a certain time between applying new tonics and such they are safe? It seems that going splice-happy and trying to have a dozen different things at once is what makes people go bad.
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>>43225958
http://bioshock.wikia.com/wiki/ADAM_Explained
It's also Adam itself. This Audio Diary pretty much explains why fighting to control Adam is next to impossible. It's not something that can be maintained with any effective means when the populous lives an almost hedonistic lifestyle. Not to mention how people were made fearful and violent by an ongoing turf war, and those that tested the rawest cuts of some Plasmids through the Sinclare Solutions program, be it for battlefield tests or otherwise...

It might've been possible to maintain Adam usage for a select few, but it is highly unlikely that most of Rapture had this sort of mental fortitude with the pressure mounting in all different directions, both external and internal as well. Even if you play it safe and do it a little at a time, you'll still need to intake Adam regularly or risk the deterioration of your new cells.

The concept of used Adam is disgusting at a thought, but holds interesting gameplay quirks in regard to sanity degradation. Even Jack saw ghosts after all... Shame they decided to cut the visions from Delta's storyline... Would've been neat to see what drove all these psychos into a giant hug puddle with the Rapture Family.
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>>43225958

Yeah, they even saw that over a 'Rapture Reminder' in the medical pavilion.
>Hey Mary, why so blue?
>I feel sick, can't get any sleep, and I'm even seeing things that aren't there!
>You need to slow down on the splicing Mary, remember- a smart splicer is a happy splicer!

So slower induction of Adam into the body could lower the negative effects of all the splicing.
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Just spitballing here, but based on the normal starting maximum tonics and plasmids a person can is 8 total, if we use Jack as a benchmark.

So its 2 Plasmids, 2 physical tonics, 2 combat tonics, and 2 Engineering tonics. I'd say that Plasmids should cost double each, and maybe more heavily upgraded stuff could cost more too.

So going by a rough baseling; that means if you filled out the above maxmimums it would be 10 Plasmid slots total, so perhaps if people get their maximum modification number from two stats; then average stats could be 5 each.

Just an idea to keep the ball rolling on whatever homebrew is being cooked up.
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>>43227568
I think it would be better to use the bioshock 2 method for tonics, a limited amount of slots that can be equipped however the player wants
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>>43225333
Because the entire game takes place over like, a single day. The fucked up splicers you see around the city have been that way for a year almost.

If there was like, a timeskip in game, the player character would be fucked up after splicing too.
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>>43227844
This is how I was planning to do it for the new homebrew. I found myself having a hard time choosing some physical tonic slots, and certain engineering tonics were nigh useless. I never had a problem coming up with a build in Bioshock 2 though. It seems to lend itself better to a gaming feel.
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>>43228061
Does your system allow for dual wielding weapons/plasmids?
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>>43228166
I'm planning for it to. Can't wield the same Plasmid more than once, but otherwise dual wield away.
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>just finished playing bioshock 2
>went back to bioshock
>forgot they switched the buttons for rescue and harvest
I almost harvested a little sister
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>>43228729
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>>43228604
How are you planning on handling 'undercharging' tonics./plasmids Like the iconic way of using a fire one to light a cigarette. Are those just assumed to be something you can do with any Fire-based power?
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>>43228781
I always assumed the means to use a plasmid for more passive capabilities costed no Eve. Using Telekinesis best fucking Plasmid EVER btw to just pick things up and carry them around was costless, but would deduct it to send objects careening through the air at high speeds.

To this, you can use Plasmids for non combat purposes assuming you have the actions to do it. If it's a non combat scenario, just roll with it and do what you want within the context of the story and scene, cause using crunch in a narrative manner is cool and you should totally be doing it in a Rapture setting.
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>>43228886
That's good to hear. Still might be good to put a line about it in the rules to clarify scope of such things.
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http://strawpoll.me/5807417

Stuck on how to do combat. Vote here and help me make my damn mind up.
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Anyone have any starting builds in mind?
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>>43229042
I'll let this run over night. Bed time for now.

>>43229262
For a tabletop system, or in one of the games?
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>>43229262

I'm not sure what you mean, considering there is no set system we seem to have decided on yet, but I'll post what I always use when I replay Bioshock 1.

>Plasmids
Electro-bolt
Incinerate
Telekinesis
Enrage
Insect Swarm

>Combat tonics
Armored Shell
Armored Shell +
Damage Research
Damage Research +
Wrench Jockey +
Wrench Lurker +

>Physical Tonics
Boozehound
Sportboost
Sportboost +
Natural camoflague
Medical Expert +
Medical Expert ++

>Engineering
Speedy Hacker
Speedy Hacker +
(never cared about these)

Obviously, this would be the kind of build for a max/high level Bioshock RPG character, and if I was actually playing or running a game of it these would be more various and interesting.

Like, make a plasmid that gives you big ass claws when you go into a fight, but unfortunately also come out when you get mad. Or a plasmid that lets you breath underwater; not super useful to swimming out into ocean pressure, but if a tunnel gets flooded that could work.
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>>43225480
There are lots of things Delta is capable of in the game that could be cut without anyone objecting.
It would probably be fine to restrict their ability to change weapons,the drill certainly doesn't look like somthing that could be removed mid battle. Lots of the tonics don't really make sense for someone in full body armor to use and that same armor would probably make hacking far harder.
Also it sounds fun to play as a character that only makes expressive howling and grunting noises.
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>>43229401
>>43229437
Hypothetical rpg setup
Let's say up to 3 weapons or plasmids (total number of weapons and plasmids can't be higher than 3) and 4 tonics (nothing rank 2 or higher)
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>>43229619

Those numbers seem kind of arbitrary, but alright.

Weapons & Plasmids
>Pistol
>Electro-Volt
>Incenerate

Gene Tonics
>Electric Flesh
>Human Inferno
>Armored Shell
Eve Saver

Here's a really generic, rough and tumble survivor guy.
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>>43229619
Maybe each weapon has a weight, players can only carry so much and there are certain tonics that increase how much they can carry.
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>>43229713
Well, I was trying to think of the equivalent of a newly created rpg character
Mostly just guessing really
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>>43229740
Maybe if it's a rules heavy system
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Okay then, let's try something else, freeform build, pick whatever you want, grab all the plasmids, nothing but weapons, or every single tonic you can get your hands on
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>>43229851
tbh if I was to play, I'd want to try to get through it without using any plasmids, just conventional weapons and maybe bots.
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Ideas for tonics
[unnamed]: if the user equips a weapon in the same hand as certain plasmids, the plasmid's effect can be added to the weapon for double the cost
Plasmid Specialist: significantly reduces the cost of plasmids, but you can no longer equip weapons
Disappearing Act: when hit, release an elemental nova and turn invisible for a short time (requires elemental storm and natural camoflage)
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>>43229964
>Disappearing Act: when hit, release an elemental nova and turn invisible for a short time (requires elemental storm and natural camouflage)

So its a Houdini that also explodes?
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>>43230018
Yep, pretty much
Kinda the idea behind the name
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>>43229900
It feels like guns and other mundane skills should be good enough that a character that doesn't want to use Plasmids or tonics should be at least somewhat viable.
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>>43229964
Plasmids that could apply to the unnamed tonic:
Incinerate
Winter Blast
Electro Bolt
Any other suggestions?
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Here's a few tonics of my own.

>Sassy Surgeon
Gives the user a seemingly supernatural sense of the position and general health of a targets organs. The idea behind this plasmid was to give surgeons and doctors and easier time with healing and diagnosis, but has become extremely popular since the Fall of Rapture due to its extremely useful combat applications. The tonic automatically lets the user calculate things like the targets gender, apparent age, body mass, and even splicing habits to get a good idea about the positioning of their heart, lungs, liver, and other organs that could be open for a dangerous attack. This tonic lets the user make called shots to internal organs without a penalty.

>Salty Dog
Allows the user to drink salt water and later excrete it without difficulty. Originally it was designed to let people just drink ocean water instead of purified water for a cheaper way to get stuff to drink, and as such wasn't popular in pre-war rapture. Now though it is actually pretty useful and people are trying to get hands on the stuff; and since it bombed before there are probably crates of it left over somewhere.

>Tightrope
This tonic gives the user an almost supernatural level of balance. They can be on one leg, on a tightrope or small pole, and still not be knocked off by various attacks or moving. They can also cross small gaps with ease, jump across stepping stones without difficulty and so forth. This is part of the tonic/plasmid pack that spider splicers use to keep competitive.

>Night Owl
Probably an unsung hero of tonics; this tonic cancels the human bodies need for sleep. The title is actually a bit misleading, instead of 'sleeping' whenever the user is relaxed but tired the brain goes into this weird auto-sleep cycling mode that goes from one bit to the other based on whatever they aren't using. Causes extreme dependency on the drug and Adam in general though.
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>>43230128
That first one seems incredibly useful even outside of the called shot thing. Mechanically, it could easily give a bonus to medical checks, let you see through disguises easily, maybe even detect other sorts of lies depending on how accurate it is.

Boiling it down to 'called shot bonus' really undersells it.

I like the others as well. Particularly Salty Dog, as that's a nice set-up for a quest rather than just an awesome power.
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>>43230128
I wonder if you could juryrig a waterbreathing tonic by mixing salty dog with fountain of youth
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>>43230211

Yeah, certainly. I'd make it rare and expensive though, due to how powerful and useful it could be.

>>43230305

I would certainly allow it. I would love players who try to mix and match tonics at U-Invent stations; just combine some of that shit with Enzymes and rare samples and some Adam and you've got some tonics coming your way. However any jury-rigged tonic would give 2x the plasmid blues/splicing sickness and the more advanced it is would multiply it even more.
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>>43230305
It'd be neat if there were more tonics or plasmids that combined in interesting ways like that, rather than just making a tonic for everything.

Like, say one that turns you light as a feather to let you jump really high, combined with telekinesis in order to lift yourself and effectively fly.
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>>43230354
>>43230365
I love the idea of mixing tonics and plasmids to create something new, that was part of the idea behind Disappearing Act
I wonder what other plasmids and tonics you could mix together
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>>43230399
Undertow and Fountain of Youth might combo nicely, assuming you could target yourself with it and depending on the costs involved.
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>>43225480
>>43229459
Funny thing is, I feel that if one opens up Big Daddies as a "playable class" then you need to account for the different types of big daddies unless you want everyone to just be differently fitted Alphas.

How exactly it works would need to be determined by the Gm.

I admit I wanted to run a Bioshock RPG once set in an alternate timeline where Rapture got about ten more years of good growth before everything went to hell and sides started forming.
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>>43230399
Wait, idea, walking inferno+firestorm: taking or dealing fire damage ignites you, causing heavy fire damage to everyone within melee range for a short time
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>>43229619
Weapons & Plasmids
>Pistol
>Shotgun
>Winter Blast

Gene Tonics
>Hacking Expert
>Speedy Hacker
>Armor Shell
>Fountain of Youth
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>>43230509

Is there any reason you'd include Big Daddies other than the early models? They're the only sentient ones.
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>>43229964
>>43230128
These are pretty interesting, lemme see if I can't think of a few... (or just stela a few from unused tonics)

>Smart Hacker
Hacking attempts are now easier but each one cost a bit of EVE. (could be modified so players could give up more and more EVE to make things just a bit easier)

>K.O. Blows
Melee attacks now have a (better) chance to knock enemies back or send weaker ones straight to the floor

>Hydroplaning
This allows its user to move faster over puddles of water. (this was really popular among maintenance crews or people in poorer parts of the city. Does not work on ice)

>Sixth Sense
Tired of people getting the drop on you? Sixth Sense gives you a knack for knowing what's behind your back or around the corner! Just don't be disappointed about the lack of 'surprise parties'. (WARNING: may cause paranoia)

>Edison's Brilliance
Need a light without the heat? Try out this tonic to get all of Incinerate's light and more without any of the heat! (Popular in pre-war Rapture, less so during the war.)
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>>43230590
First of all, it's sapient.

Roaches have sentience (awareness of their physical surroundings and the ability to react) but only humans are known to have sapience. (derived from "sapiens" meaning "wise", refers to our ability to develop complex thoughts)

Second of all; you have a fair enough point, I suppose. Though it might not be too outlandish that maybe some groups might try to alter the Big Daddy process to potentially have all the benefits with... less of the side effects.

There's plasmids and tonics for everything afterall.

>All those horrible tonics meant to improve sexual prowess

Disturbing... but intriguing.
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>>43230703
>some groups might try to alter the Big Daddy process

How many locations are even capable of that? Unless I'm mistaken, only two are shown in the games and in bad condition, it's not like anyone can just pop round to the corner store and become a Big Daddy.
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>>43230746
Well, admittedly, that becomes a matter of the GM's. Like I said, my own idea of a Bioshock RPG involved Rapture getting five-ten more good years before shit hit the fan.

But, I'm also a horrible enabler of terrible character concepts being a source of many myself.
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spear gun or ion laser?
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>>43230911
I like laser. Because lasers.
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>>43230911
Spear gun for gameplay, seeing as it gives you functionally unlimited ammo, but the ion laser for design and visual effects (the self-adjusting lenses are pretty cool)
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>>43231025
>I like laser. Because lasers.
I read it as. I like lasers, Because i like lasers.
>I agree. I also like lasers because i too like lasers.
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>>43225709
heh.
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>>43229042
Next vote between the two decides it.

>>43229964
>[unnamed]: if the user equips a weapon in the same hand as certain plasmids, the plasmid's effect can be added to the weapon for double the cost
Elemental Shot is going to be my vote for a name. I actually really like this one. I might add it in later.

>>43230911
Yes.
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>>43231717
holy shit man you like lasers?! lasers are like my main jam bro
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>>43225183
>>43225466
its a bit more than that though, remember people were using them for quick cosmetic surgery, and as they had a harder and harder time getting adam their bodies began to literally fall apart, as well certain mad doctors constantly expatriating on them.
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>>43234505
I for one am partial to kinetic weapons, but lasers are undeniably awesome.
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>>43230675
>Wall Crawler
This allows the user to clime up even the steepest of walls and ceilings with out the use of hooks the spider splicers use ironically.

>vintriloquest's assistant
A minor tonic, It allows the user to throw his voice or make noise MUCH further away than can normally be done. Useful in entertainment events pre-war, during the war and after ward it helps to distract foes or pass information.
>>
Combat Skills it is then.

>>43236789
>Ventriloquist's Assistant
Yoinking so hard. This + Decoy needs to be a thing
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>>43237141
Pheromone vat #9
One of the first product made to work with ADAM. Considered a prototype and not fully inteded to give to the public. It producest a field of 'hidden scent' that makes other people to be far more friendly to the user. foes won't attack you on sight if close. They will counter attack if attacked by user.

Pheromone vat#10
Same history as vat#9 but members of the opposite sex will find the user to be irresistible and will do anything to please the user. They can be given commands. But if they leave the zone for too long, they may slip free from influence.
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>>43237556
#10 sounds pretty much like Animal Magnetism. Does seem like it would be an interesting way to increase the power of mind control Plasmids though.
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>>43237924
I can see if you have both equipped with Animal Magnetism, you could turn a normally hostile foe of the opposet sex right into a financial body guard (like Hypnotize Big Daddy). PR wise, it could also make other who won't talk to you or help you open up. Or get laid if you go that way But the problem is they have to breath the air near you, if they are in a dive suit or behind a glass wall, they are not affected.
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>>43237924
>Tunnel Rat
a new splice (not sure what type it would be) That would allow the user to re-contort their body to fit into the vent system of Rapture where others simply couldn't fit in. By pass locked doors or get into area you normally couldn't reach.
>>
Gimmick build I thought up
Fastball Special:
Hypnotize
Security Command
Gravity Well
Telekinesis
>>
>Ryan's legacy
Considered one of the most blasphemous splice in Rapture that even most of the crazies in this leaky bucket would not take. It is to take DNA from one person into another person so that they would fool genetic scanners and pass key system. The one who equip this will get a LOT of memories from the sample the user is trying to spoof. The result is that the original personality might become either influenced by what the person he or she is spoofing, delusions, split personality, and at the very worse in certain situations, the sample will over take the user and BECOME the sample mentally and later body wise as the DNA over writes the user's. The result usually ends badly in all sorts of way.

How ever, before the war, this splice was used by spies, agents, and the desperate. during and after the war, a few people realized how powerful and needed those revitalizer devices (respawn points) Andrew Ryan left behind everywhere as well as getting access to the bathyspheres. Those who did, had a better time of it.
>>
For those of you planning on joining whatever games start up
Think of a basic concept for your character
Got it?
Now, how would they act towards:
Tenenbaum
Atlas
Cohen
A splicer (type of your choice) that seems friendly
Elizabeth
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>>43244826
Wut?
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>>43244421
>Tenenbaum
Ha! A woman scientist?!

>Atlas
Why is he tearing down the city from the inside? Doesn't he realize he's in a reverse-fishbowl, basically?

>Cohen
Never was one for the arts myself, but this strange fellow is completely beyond me. What kind of culture are they pushing down here?

>Friendly splicer
I say friend, you simply must tell me how you ended up that way.

>Elizabeth
Didn't play the DLC, no clue what she's like in Rapture.
>>
http://strawpoll.me/5816538

Another poll. Hopefully we're not too divided on this one...
>>
So we've got plenty of Plasmid/Tonic ideas, but what about weapons? Any cool gun ideas people have?
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>>43249488
I feel like the games pretty thoroughly cover all the major weapon archetypes except maybe Sniper Rifles. I suppose you could try to come up with more re-purposed industrial tools.
>>
>>43249488
There's already a lot of sources to draw on for firearms fitting the period. Any other variations would probably be with experimental firing methods or ways to make them function more safely in an underwater environment.

I could see crossbows being extended upon as an alternative to firearms. There's a lot of benefits to them, and depending on what sort of tech they're upgraded with they could have some nice repeater variants. Ammo for them is easier to make, they function properly underwater, and they're relatively quiet.
>>
>>43249488
Ok so it's like a gun. But the bullets it shoots have special coral (deep sea, ADAM, the weird glowing kind from 2 that doesn't have to do with ADAM, whatever) in them. Just a small shard or shards in the bullet, or maybe the bullet tip is made of the stuff.

Either way, when it comes into contact with X (water is an easy one, but heat also works), it rapidly grows and expands to the rough dimensions of a ping pong ball but all coral-y and spikey. The idea is you shoot someone and inside them it grows and rips them up inside, and is really painful and difficult to remove. Or you could make a grenade out of the stuff, and more than just a bunch of shrapnel that could be dangerous, a chunk of it could be inside, and boom you've got a big chunk of coral grown that you can hide behind or use to block a doorway or something.

Alternatively for more nasty implications, make it normal/slow growing so when they get shot they just think it was a normal bullet, but the coral slowly grows inside them and doesn't really have a maximum size it can reach.
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>>43250107
That's twisted. Between that and getting shot with crystallized sea salt, why bother with bullets?
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>>43250233
Bullets are a lot easier to make, as are guns, and are much more common.

I would imagine these kinds of weapons and ammo, to be quite rare and near impossible to make without the right facilities.
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>>43248595
Loose and simple movement rules it is.
>>
bump
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>>43234480
Maybe rework it to also require weapon upgrade? Like an EVE induction channel that can charge one clip of ammo on a gun or a few hits worth on a melee weapon?
That way if someone in the party has the tonic, then they can spend EVE to give special ammo to to another party member too. Call the tonic Plasmid Donor or something
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While everyones talking about a Rapture play-through in a Bioshock setting, i was thinking about roleplaying in Bioshock infinite's setting.

Maybe play as a undercover Vox spy or maybe a "Pilgrim" who just arrived and getting adjustted to things in Columbia
>>
Is anyone going to do a game then? There's clearly interest/players.
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>>43256421
The interest is high its just that a system hasn't really been made/perfected enough to be used

But i would gladly join a beta playthrough of it
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I really like the whole multiverse aspect of the Bioshock series, it's a great excuse to throw in random 'lost in the multiversal bleed' items in any other campaign. I might even include a lighthouse.
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>>43255808
It'll likely be a 50% Eve cost ability to charge a clip with a Plasmid ability for X rounds (X likely equal to the Plasmid's level).

The weapon upgrade idea seems a bit of a complication for something that should be simple but costly to use.

>>43256518
Hopefully it won't be too much longer before I have something workable for folks to pick at. Maybe a week or two more if I keep making good headway. There are random ideas floating around in the tank that haven't been set to paper yet, but if folks want to ask questions, I wouldn't mind giving an abridged preview of some thing I'm considering.
>>
>>43256518
Why not just use another system in the meantime?
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>>43256072
Well, hopefully any system would have alternate weapon/vigor/gear lists fir columbia
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>>43256586
How are you handling the plasmid system and are you working on vigors as well?
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>>43256909
Plasmids fall into two catagories; Drinkable and Injectable. Drinkables hold less risk of prolonged use than Injectables do, but they are not permanent additions to your Plasmid roster. Though they do not take up a slot, you cannot have more than two Drinkables in your system at a time. Drinking a new Plasmid will force you to overwrite one of them if you have two already. You keep a Drinkable in your system for X days before the genetic details revert and you lose it. The idea is that Drinkables are safer to use, since you don't require Adam to obtain them, but your options with them are limited as you can't purchase upgrades for them, and you have to keep finding or buying them to retain access to them.

Injectables are slot based, needing you to visit a Gene Bank to rearrange them. You need to acquire and use Adam, which runs the risk of Cosmetic and mental damage due to use, but they're added to your potential line up permanently, and you can upgrade them for stronger effects.

Plasmids deduct Eve based on a percentage. Each Plasmid has a regular effect, and a charged/trap effect. Charged effects cost more Eve to use, but are more utility minded, and will tend to do more damage if they deal in damage.

Plasmids all have two upgrade options. If you take both, you have the ability to purchase a third upgrade option for the investment. The number of upgrades you have determine the level of the Plasmid for any effects that refer to it (Example: Incinerate with one upgrade option would be a Level 2 Incinerate).

The details are still sketchy as to Eve costs and Plasmid Cost, but this is the long short of it at a glance.
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>>43257340
Speaking of plasmids is there a chance of mutation for prolong use?
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>>43257549
Absolutely. Cosmetic damages come from increasing how much Adam you have taken into your system, the risk growing greater and greater the more you have. Insanity comes from not in taking a set amount of Adam within a certain time frame, the set number growing each time. It loops into itself as it did in the series, breeding dependency and increasing side effects. Mutations may occur if you build up and focus on certain Plasmids most prominently. A splicer who focuses on Electrobolt or Shock Jockey and other Electricity based Tonics, for example, might grow electrified crystals on their body, and begin to release electricity from their body unconsciously. Absolute abuse of this sort of Plasmid and Tonic combo might even transform a Splicer into a being of pure electrical energy (think the Electric Gremlin in bloodthirsty splicer form).

I'd encourage GMs and Players to come up with wild ways to manifest Adam abuse and how Plasmids and Tonics affect it. Brutes and Spiders are perfect examples of how a Splicer's body can changed based on their preferred Plasmids, so it should be something that's played with.
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>>43257549
tbh it shouldn't be a chance, but an inevitability.

Just a matter of time after use.
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>>43257665
>>43257549
>>43257671
Vigors also have mutations towards them, they are just harder for them to happen.

For Slate he had to drink like a dozen bottles of Shock jockey for even anything to happen
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>>43257844
I'll leave that to GM and Player choice should they choose to play with the concept of "Vigor Junkies", at least in the beginning. If there's a call for it, I may toy with concepts for rules regarding mutations due to Drinkables at a later date when more of the system and content has been fleshed out.
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>>43257928

Originally, in the first bioshock gameplay trailers, ammo AND plasmids seemed to be more scare. In the trailer the controller used a plasmid that increased running speed for but a moment to duck behind a bar counter when being shot at by a turret. I remember this because I was watching this trailer and hype as fuck for the full game to come out, way back in like 2006 and shit.

Also they changed the game a lot since then, but its a classic video that could go well with consumable vigors/plasmids.

https://www.youtube.com/watch?v=yTWu6xZHAg8
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>>43259402
The scarcity of materials will be GM fiat. Some folks will want a high powered game where they can splice nuts, and others will want a gritty sort of experience where they have to survive against a much better equipped opposition. The system should have a base function, but be able to serve both purposes and anything in between.

Though, if you want my personal opinion on it, the scarcity of materials should be based on the point in the war the story is set in. At the beginning, things should be easy to find, then harder as things go on.
>>
Are you guys going to create another world setting or stick with colombia/rapture world?
Since the theme is about failed utopia, we can create a setting in the beginning or climax of the new world like What if the German/USSR win and create utopia?
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>>43263149
Personally I think Rapture offers a lot more story possibility, with lots of survival stories and society building.

Colombia is a cool setting but I don't know what kind of story you'd put there unless it was in the future after everything's gone to shit and there are just scattered survivors clinging to life on burned out barges.

But then it's just Rapture in the sky.
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>>43263149
>USSR wins the race to the moon
>due to unprecedented technological advances, they create the first lunar city
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>>43263840
>potential setting: Columbia where Chen Lin died and Booker and Elizabeth disappeared without a trace
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>>43264566
>Without a regular supply of munitions, the Vox movement dies out
>With Elizabeth gone, there isn't a future potential risk with the tower buildup
>Peace returns to Columbia

gg no re
>>
>>43265720
That... Fuck.

The one world that turned out legitimately happy and stable was the one we left.

Or at least as happy as you can get with virtual slavery and racism on display.

Maybe things changed for the better.
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>>43265720
>implying
>the Lamb disappears after being seen in Finkton
>Comstock goes on the warpath, claims Fink himself is behind it
>Columbia Peacekeepers vs Fink machines
>Vox take advantage of the chaos, loot weapons from Peacemakers and Moterized Patriots
>Columbia is engulfed in a war between three factions
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>>43266085
>>43266218
>Implying
>Within the year Comstock dies of his cancers
>Potential power grab between some major players, but generally a bloodless and peaceful transition
>Overtime, Columbia becomes a more tolerant, less firebrand religious society
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>>43266218
That doesn't make sense because Booker did get to her before they reached Finkton, and it was well-known.

So it while they would have disappeared in Finkton, it would make sense that the "False Prophet" led her astray. Can't blame Fink for that, at worst his assistant comes clean that Fink assisted Booker right before the end, but otherwise Elizabeth going missing can't be pinned on Fink. It'd just be a situation of the prophecy coming true, of Booker coming and taking Elizabeth away.
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>>43266344
Well, can't argue with dubs
But yeah, I was just kinda rapid-firing ideas
Still a fair chance fink might be seen as columbia's judas
>>
Personally, I'm more interested in the Columbia Comstock left for Rapture. That would be an interesting setting. Would Lady Comstock be left in charge? Would Fitzroy's revolution overthrow the rich and create an anarchist world of different sorts of slaves? Would Fink seize control and turn the entire city into a labor camp?
>>
Wait, what happens to Songbird I'd there's no Elizabeth?
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>>43266405
That's fair, but then he wouldn't have support in some sort of resistance or uprising. He might try to hole himself up in his building, but eventually people within Finkton would just band together and knock down the doors.
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>>43266451
Don't forget about Slate
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>>43266510
Very true. without Comstock to suppress him, he could be a very dangerous player. Lord, that Columbia must be a civil war worse than the one with him...
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>>43266451
Unless I am mistaken, there isn't a universe shown in-game, where the Vox are successful if Booker isn't also around to help them.

Like, the one we see where the Vox more or less managed to plunge the city into anarchy, it's because that universe Booker came to Columbia but Elizabeth was gone, so he hooked up with Daisy and together they actually accomplished something.

So yeah, the Vox on their own, no guns and no Booker, seem pretty useless.
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>>43266566
Though on a second thought, without Comstock successfully bringing Elizabeth to BaS's Columbia, Lady Comstock has no reason to be assassinated. If she is placed in charge of the Founder's with the disappearance of her husband, what would become of the Vox without Fitzroy? Being framed for her murder was what put Daisy on the path to becoming a revolutionary in the first place.
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>>43266703
>If she is placed in charge of the Founder's with the disappearance of her husband, what would become of the Vox without Fitzroy?

Firstly, without Comstock, I think it would be very likely that Lady Comstock would only remain as a religious figurehead rather than actually given power. This is early 20th century after all.

Second, I may be wrong but I believe the Vox only exists *because* of Daisy, as in she started it. Without her being framed, she wouldn't start it to begin with.
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>>43266763
Wait, so we have a columbia with no comstock, no elizabeth, and no vox
Does that make slate the "rebel leader" in this?
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>>43266763
> I may be wrong but I believe the Vox only exists *because* of Daisy, as in she started it. Without her being framed, she wouldn't start it to begin with.

A racial uprising in Columbia was inevitable at a glance, but the Vox could've taken a less aggressive form without any real fire to it. It might've been a political movement at best, or a rag tag group of criminals at worst.

Though, it also begs the question as to what would be of the Luteces in that Columbia. No Elizabeth means no attack on New York, which doesn't prompt any reason for them to have died in that world outside of radical alterations...

Is Slate the only dissident in that Columbia at this point? Without Comstock there anymore, does he even have a reason for his rebellion?
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>>43266923
I don't think there would be a rebellion, is what I'm saying. Columbia is effectively brutal at maintaining its oppression, but it would probably end up mirroring real life, where social change just happened on its own at a slow rate.
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>>43267024
>Without Comstock there anymore, does he even have a reason for his rebellion?

Exactly, wasn't Slate pissed off to begin with, because of how Comstock was treating the veterans and the museums?
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>>43267120
He didn't like the supposed falsifications of past wars Slate participated in, claiming Comstock never once participated in a war with him. This is, of course, wrong, but Comstock strips Slate of his rank and brands him a traitor guilty of sedition.

In a way, I suppose this could still occur, but the lack of Comstock's presence could mean Slate and his men have no reason to ally with the Vox in order to take over the museum.

To that though, Comstock's absence might make things worse on his front, giving him a firm ground years later to stand on concerning his slander about Comstock. I suppose it's a coin toss how Slate's story would unfold in that Columbia.
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>>43267393
>Slate and his men have no reason to ally with the Vox in order to take over the museum.

I thought Slate and his gang were completely separate of the Vox. I don't remember them wearing any of the same clothes or colors, and I don't recall any mention of their respective people cooperating.

Correct me if I'm wrong, but I thought the Vox were a general rebel undercurrent, while Slate and his gang were just a sudden but violent uprising, isolated to Soldier's Field. Kind of stupid IMO that Soldier's Field was closed to the public because of Slate, but it was fine for the public to be in the rest of Battleship Bay, literally right next door. Like ISIS taking over Tomorrowland in Disney, and they just cordon off the paths to it, and keep the rest of the park running.
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>>43267598
It's mentioned in a voxophone, if I remember right
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>>43267598
http://bioshock.wikia.com/wiki/Comrades_of_Necessity

It wasn't exactly a pleasant alliance, but they saw Comstock as the common enemy, and held off any distaste of the others group to fight what was the bigger threat.

They did send soldiers to take back the Hall of Heroes, kick Slate's men out of it and arrest them, but a large chunk of them turned against Comstock if I recall correctly.
>>
Interesting. Has anyone else remembered /tg/'s own two Bioshock-inspired settings? The Tree of Life and the City of Tomorrow?
The first one involves a gigantic tree in an underground cave, where Soma, the setting's Adam, is created. It's also the refuge of Victorian pre-Darwin evolutionists who kidnaps children to work for them.
The other is more what if Walt Disney managed to build a city on the moon by convincing Oppenheimer and some other scientists to follow him.
>>
I once had an extremely vivid and detailed bioshock-esque dream (with a bit of New Vegas's Sierra Madre) where there was this massive mansion owned by a eccentric inventor where a nuclear war trapped party guests in, and a century or so later their descendants are living in the semi-ruined building where the automata staff still think there's a party going on. So there's tribes of people living in different areas of the medium/large-town-sized mansion, scavenging food from the buffets that are kept stocked, and combat has to be done in a manner that the security system will accept as a duel to prevent it breaking up the fight with extreme prejudice.
>>
I thought this was /tg/, not /v/
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>>43269609
There is discussion here of adapting this setting for tabletop. You may go now.
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>>43269665

>Implicating there is any sort of discussion in this thread
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>>43269702
>now here is proof of selective evolution - deprived of actual discussion in its original habitat, the /v/ulgar poster can no longer determine what is considered a discussion, and thus perceive everything as shitposting. As a side effect, they shitpost more often than non-/v/ posters - excepting /pol/ and /b/.
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>>43269171
I haven't heard of those, could you explain further?
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>>43271256
I figured I shouldn't feed him any more than I did with that reply, but yes; this moron apparently got lost on his way to /v/ and decided to demonstrate in this thread how much pointless whining and shitposting improves a board. To wit, it doesn't, which is largely the reason why /v/ is the way it is.

Pissant wannabe forum police get on my last nerve. Think the thread's off topic? Report it as such. It doesn't get deleted? There's your answer.
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>>43269171
>>43271740
I remember City of Tomorrow, occasionally tool around with my own variation on the concept, a couple ideas for my version include;

1.) founder is an expy of Walt Disney, compared to Andrew Ryan and Comstock, this guy is overall mostly in the right morally, although not without his flaws and gray spots, among the "Legitimate" factions on the Lunar City(never did come up with a good name for it) his is the closest to a "Good" one

2.) the other so called "Bigwigs", various giants of industry and entertainment who helped the founder create the Lunar City, compared to him they are mostly various shades of gray and black

3.) there's several "Underground" factions as well, haven't thought much about them though(at least one is going to be a bunch of hippies that's for sure)

4.) the Lunar City discovered the Dimensional Travel method from Infinite very early in the city's existence and has plundered multiple dimensions for anything valuable or useful(this includes several versions of Rapture, due to this ADAM derived Biotech is one of the most common forms of Super Science in the city, with Plasmids and Tonics being very easy to find, with it even being legal to buy them from stores in most parts of the city)

5.) the Lunar City is basically in a Cold Civil War situation between it's various factions, partly out of necessity(after all when you're in space you need to be careful), so the city is still mostly intact, at least in terms of not being exposed to Vacuum, although plenty of areas have gotten run down for various reasons

6.) there may or may not be Aliens around

7.) Lunar City was founded in the late 40's, default point for the setting would be the 70's

8.) Lunar City is basically an open secret back on Earth, not that hard to find out about it, but actually getting there is complicated unless you have a contact up there(or find out where one of the "Lighthouse Rockets" are located and hijack it for yourself)
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>>43272747
Sounds awesome. Not entirely on board with the whole alien angle. I'd have to be sold on that.
>>
I prefer Bioshock 2 to Bioshock 1.
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>>43274622
I do as well. Mechanically, it works better. The combo builds function cleaner, and enemies were more impressive to look at. Research was also a lot more fun with how it worked.

Speaking of, how do folks think Research should function in the PnP? Should it be a skill check, or something else?
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>>43274622
I agree. While it had a few things I didn't like (mostly changing the keybinding of the interaction button), I found that they improved most of the things that they changed. The duel-wielding makes using plasmids easier, the upgrades system makes you focus more, and there's more reason to not just rescue the sisters. Though the final battle was kinda disappointing.
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>>43276420
>>43275364
I prefer the story too. Bioshock 1 has a nice twist that's now legendary but it's really the story of one guy blundering through a really bad day.

Bioshock 2 is the story of someone who's lost everything including their humanity trying to save the one thing in the world that they truly, genuine love.
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>>43274622
Me too. Better gameplay, better graficks, some locations were better, and better story. Not that the story of 2 was particularly amazing, but 1 didn't exactly have a story.

1 is still fantastic, I just prefer 2.
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>>43244421
>Rapture citizen (blue collar worker) turned survivor

>Tenenbaum
Bitch, this is your fault!

>Atlas
Now there's a champion of the people!

>Cohen
Fucking queen faggot! If I had chance, I'd wring that damn, scrawny, white neck of his!

>Elizabeth
Well, ain't you a pretty dame. Stick close to me, lady, ol' Rick will keep you safe from the nasty splicers.
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>>43279148
Yeah that's my complaint, Bioshock 1 basically has no story, something I'm realizing as I replay it now because of this thread. It really just is the story of one guy being constantly told what to do by different people with no actual motivation, just doing what the game commands.

Which is really effective once as kind a commentary on what a videogame asks of the player and what the player does with and for the game, but it's not much of a story.
>>
GIME A GAME BOSS
>>
I would absolutely love to play an Alpha Series big daddy, though would this system require that I have a Little Sister or could I be freed from the co-dependence through some plot effect?
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>>43282357
Some Alpha Series were simply made in an effort for Security, so you could likely play one of those.
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>>43282357
I think it would be pretty cool to play, and one of the characters in the group is a Big Daddy.

You can get a pretty wildly disparate party in the setting.
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>>43282384
Yeah that works.

I like the idea of playing a tough bruiser who can only communicate through grunts and hand-gestures, though he has this one whale he talks to in their shared whalesong language.

Play him kinda like the character of the second game, tough and brutal in combat but motivated by gentle protective instincts and his whole motivation for following the party is because he was ordered to protect the city and they're part of the non-crazy population so he's still following the last orders he was given with all his mute mutant heart.
>>
How would you roleplay a little sister and big daddy combo?
Do you play as both? as the little sister giving "orders"?
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>>43269171
>>43272747
That sounds like a neat thing to include. Gives a bit more variety in terms of places the game can be set.
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>>43282474
Probably not really possible, since they exist to perform a simple, rote task.

If you wanted to get a little creative maybe and change things up you could, like a Little Sister that wasn't completely conditioned because she was too old or special or something, so retains her sentience (but still a hunger for ADAM). Maybe then you could do something, like she can attract a Big Daddy in the area for a short while, till it realizes she isn't a "normal" Little Sister and isn't properly doing her job, so moves on to find another.
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>>43282474

>Roleplaying potential of a Big Sister?
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>>43282551
You could probably mimic it fairly well with enough usage of Hypnotize Big Daddy. Their programming is genetic, so it shouldn't notice she isn't acting properly.

There would be size difficulties with fitting it through doors and such.
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>>43282474
>>43282551
>>43282631

You could play off the little sister as being a bit matured mentally or physically, perhaps she was lying about her age when she was inducted into the program or the long years with Adam have changed her a lot; she's actually grown up enough to use some basic weapons and decision making for herself, but she still feels this VERY strong biological need to recycle and process Adam.
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>>43272747

I like the idea of this, but it has to be falling apart somehow, and more importantly I'm not sure how I feel about tying in Bioshock's plasmids and vigor into it.

Whenever I think about any of these settings; they have to be falling apart and full of dangerous mutant robots and stuff.
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>>43285256
They're the POWER OF THE FUTURE!

Created by SPACE AGE TECHNOLOGY!

Sold at bright vending machines with COLORFUL HEROIC MASCOTS!

The instruction manual should be in the form of a superhero comic book.

NEATO!
>>
>>43285393

I like that, but I think the name could be something better then Plasmids or Vigors.

Implants and Augments sound a bit too dark for this setting's propaganda.

Maybe they should be called something like Wonders or Astonishments?
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>>43285467
Yeah something optimistic and space-agey.

I think they should be applied in brightly colored pills, because pills were considered all futurey and scientific.

Remember when our food was going to come in pill form? Those were the days.
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>>43285467
I'd go with wonders, astonishments sounds too long, wouldn't work for marketing
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>>43272878
well if there were actual Aliens, and not say some other explanation(experiment gone wrong, particularly odd strain of Splicers, escaped sapient animatronics from the Disneyland/World expy that's one of the central areas of the Lunar City and so on), then they'd be played up as something that pretty much no one has any real idea about

>>43282500
yeah been something I've been tooling with for a while

>>43285256
>>43285393
>>43285467
>>43286544
>>43288406
well the idea is that it varies from area to area, some regions are basically completely normal(you are more likely to run into issues with Security Forces than with Splicers), while plenty are mostly functional but with varying degrees of wear and tear(so everything might be all rusty and graffiti covered, and there's Splicers out and about, but unless someone does something very stupid you aren't going to end up sucking vacuum), and yeah there'd be a couple areas that are completely wrecked, but they'd be a rarity

also figured they'd be given a different name as branding by the Lunar City corporations, just calling them Plasmids and Tonics(and I guess Vigors too) for simplicity reasons, especially since functionally they'd be the same as their Rapture and Columbia counterparts in how they work

also there would be plenty of robots and other forms of Super Science around, ADAM derived Biotech is simply the one most commonly accessible to players


one last thing, not completely sure on what system I'd use for this(not counting any homebrew that might emerge from these threads), although I'd say Savage Worlds, and Gamma World 7th Edition both sound like solid options with some tweaking
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>>43272747
I love this, though, frankly, I'd kind of prefer if it was on Mars myself.

>>43269171
No, but now I want to make one.

First thing that comes to my mind is mashing up a bit of Fallout into it.

The City is underground, and basically like a massive version of a Fallout vault built to protect civilization in some form in the event of a nuclear war.

I'm seeing that as the thing was built and time went on, the populous within became increasingly paranoid of various things which could compromise the safety of vault city, and that paranoia, along with something else (I'm thinking mutual psychic powers, mostly telepathy in the form of vague, empathic 'mind reading') leading to ruin within.

>>43285256
I'm still so fucking mad they moved the Rockey Pods off the platform.

>>43282357
>>43282384
>>43282424
And always remember: in the Bioshock setting, there are MULTIPLE Universes, even multiple versions of the same world (Elizabeth draws from a lot of "alt columbias" in most gameplay), so an Alt-Rapture wouldn't be too far off.
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>>43279679
>forgetting the friendly splicer
>>
You guys know what would make for an interesting game?
all splicer party
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>>43293703

That's literally what the party would have to BE.

Each one can have different weapons, plasmids, and tonics, but that's part of the game. It's an arms race, but not to see who can build the biggest bombs or guns, but who can become less of a man and more of a monster.
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>>43293911
not everyone who uses Plasmids and Tonics is a Splicer anon
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>>43294629
I was under the impression that it was just a matter of time before they crossed the threshold into splicerville.
>>
Playing these games again reminds me how sad I am that my family genuinely believes in Objectivist ideals as part of their greater worldview.
>>
Bump
>>
I must say you impress me again /tg/
I'm one of the permanent drawfags in this board, if you ever need something for this setting, just shout it in the thread.
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>>43297051
A Big Sister PC having shed her armor and wearing normal clothes, if you care to.
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>>43297051
Maybe some updated designs for the plasmids' physical effects, keeping the vigors from infinite in mind?
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>>43297051
Not to burden you terribly, but think you might try your hand at rendering how you imagine the cities described here >>43272747 and/or here >>43290832 might look?

>>43292973
So I did... Can't really think of anything decent beyond a "hello".

Now, for the hell of it, what would an Audiodiary entry from your character "sound" like and be about? Bonus points if you use Vocaroo.
>>
It seems to make sense to me that, in a City of Tomorrow type setting, all the different magical power and upgrades would stand to be included in a Bioshock game, plus the mad science and super science stuff of other worlds.

So we could see;
>Plasmids
>Gene Tonics
>Vigors
>Cybernetic Implants
>Friendly/intelligent Robots
>Hovercraft technology
>Atomic Everything

Anything I'm missing here?
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>>43301686
Lasers?
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New homebrew guy here. Figured I'd give folks a preview example of a Plasmid from the first wave. This and more will be included in the alpha draft sometime next week.
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>>43305595
Do you have any more?
Weapon info would be nice too
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>>43305595
I like it. Looks quite professionally done.
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>>43306395
Here's Decoy. I'll be working on a few more before switching to weapons and other items. Still toying with weapons mechanically, since they have a few more fiddly bits compared to Plasmids, but I'll post a few examples from there too once I start making some headway on them.
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>>43271688
The first one is actually named Nature's Ladder.
http://suptg.thisisnotatrueending.com/archive/24346225/

Another idea for a Bioshock setting would be: what if Bioshock is set in the current postmodern world? Where and what would the City be? What would the Lighthouse actually be? What ideology would prevail and ultimately corrupted as the City's utopia crumbles?

Another idea that popped: Bioshock Soviet Union. What if early on in the revolution, the Soviets were almost defeated, and some of them went to found a Bioshock utopia deep in Siberia's underground? Back on the surface, Soviets got better and went on with their revolution, but the Siberian guys cut themselves off from the outside world. Better yet, make it on one of the islands in the North Sea. Fast forward to the 1980s when the Soviet Union is declining, and the MC is tasked by his KGB boss to investigate a potential ally to revitalize the Soviet Union...
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>>43307259
I'd say make weapons more versatile (ammo types, upgrades) as a counter to the raw power of the plasmids
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>>43309539
It was the general plan. Plasmids are strong as shit, but limited in power due to needing Eve. Weapons will be a bit more general purpose, with upgrade potential to add stopping power to them.

Ammo is still a mystery on how I'll make work specifically, but what else is an alpha draft for if not testing?
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>>43309564
If you mean things like antipersonell and armor piercing, just give it a damage bonus against certain types, with solid slug getting both, but being very rare
If you mean looting, I'd say 50-100% of a base clip, tonics like scrounger and arms race could increase this
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>>43309564
well you could borrow an idea from Gamma World 7th on how it handles Guns and other Weapons that use specialized ammo that can't be reused or easily made; basically in GW if you use a Light or Heavy Gun type weapon only once in an encounter it doesn't impact your ammo reserves at all, but if you use it more than once in an encounter you are completely out of ammo afterwards until you find or buy more, even if you only fired twice(of course the way it's set up you're free to fire a weapon as much as you want, cause you only run out of ammo once the encounter is over), I figure for this Bioshock Homebrew you'd want to tweak it slightly since weapons would be a lot more granular than in Gamma World, so maybe have the Ammo Threshold vary on weapon type(so you can fire a pistol say 3-6 times in an encounter before risking running out, but a Grenade Launcher only once or twice before risking running out), and also be counted separately between different ammo types(so you might run out of regular Pistol ammo, but still have some Anti-Armor rounds left)
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>>43307737
Postmodern Bioshock-city's ideology could either be a transhumanist "the world may go to shit but machines will save us yay!" cyberpunk-esque deal, a conservative(?) attempt at stopping the 'spreading degeneracy' in society (Imagine /pol/'s dreams come true), or some sort of oppressively egalitarian Tumblr wonderland where no feelings must be hurt, smiles must be had all around, everyone is the specialest snowflake and anyone acting in ways resembling the evil backwards outsuide world is shamed and stomped into submission.
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>>43311581
The latter sounds like that game about happiness drug
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>>43311650
We Happy Few? Now that you mention, it kinda does
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>>43311686
Speaking of emotionless, Equilibrium setting is good too.

I am thinking of setting with extreme religious city... hmmm.
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>>43309939
Gamma World was the rough idea for ammo in the market. Ammo is bought, sold and found on a per battle basis (a box of 12 shotgun shells being 12 fights worth of ammo), with rarity based on what sort of a feel the GM wants of the game in regard to grit. Unlike Gamma World, each fight uses Ammo, even if you only fire one shot. The classic Bioshock feel of having to scrounge up resources to survive should be present even in higher powered games.

>>43309862
Ammo types is more what I meant. I'm still playing with the idea of weapon and element resistance, so I'm still kind of batting around ideas to try and get a starting point down.
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>>43256527
How shameful! A girl dressed like that! Clearly a hussie.
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>>43225333

regular drug (like cocaine, opium) + overuse of cosmetic splicing + overuse of normal splicing = severe mental and physical degregation
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New homebrew guy here. A quick preview of some of the work being done on weapons.
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>>43313622
Yeah it seems that splicing has a lot more than just the stuff we see in the games.

Personally I still think that the best approach is that if you go slow and let each modification have time to stabilize without adding and removing things constantly it should be safe.

But that's mostly because I don't like mechanics that punish players with things beyond their control for doing what's required to proceed in a game, essentially getting better plasmids and tonics is the equivalent to leveling up so I don't think they should be penalized as long as they're rational about it.
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>>43297859
>>43298607
How is this suppossed to look?
>>
How do I properly describe Rapture's cityscape?
Its underwater Art Deco madness is arguably the most beautiful and interesting thing in the whole game.
How would I transfer the "graphics" from the game, to the tabletop?
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>>43314008
Describe the strong points, like the glass bridges crossing from building to building in midair (water), the strong masses and delicated curves around every building and the giant neon signs illuminating the depths and the buildings around.
And check art decó cities and see what inspire you.
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>>43313883
That and we see a big difference in the Burial at Sea DLC.

There are people up in Rapture proper teleporting around and bragging about their plasmids and splices who all look perfectly normal and are completely sane, Ryan has people on his hit squad that are basically Houdini splicers in combat armor, all the usual powers, but their dialogue and actions are those of sane, rational, professional soldiers without a hint of madness or ill health.

At the same time Atlas' minions down in the prison are the usual deformed freaks, so obviously there's a way to do it safely and be sane and stable, considering that you have teleporting waiters throwing around elemental powers in their job without any kind of consequences, and presumably have been for quite some time.
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>>43314047
That sounds about right. I suppose studying the game and real buildings is the key to this.

Thing is, when playing Bioshock for the first time, it was straight up haunting.
From that first panorama of Rapture after Andrew Ryan's speech, to walking around the shiny halls of Fort Frolic, the entire game is filled with a wet, crushing, classy decreptitude, something real Art Deco buildings do not have (or I haven't seen).

Although, in the end, it goes beyond just visual description, and reaches the atmosphere establishing department.
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>>43314191
>something real Art Deco buildings do not have
Check florida and the old parts of LA

You can always check for the Bioshock artbook, it is beautiful. I may have some .rar around, I can upload it somewhere if you guys like...
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>>43314240
>Check florida and the old parts of LA
There's only so much you can do when all you have is Google Images.

>I can upload it somewhere if you guys like...
DO IT
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>>43313938
Well, I can't edit anything together, so here's some links
Some plasmids from bioshock
http://vignette3.wikia.nocookie.net/bioshock/images/3/37/Incinerate%21.png/revision/latest?cb=20100115031114
http://vignette1.wikia.nocookie.net/bioshock/images/8/85/Winter_Blast.png/revision/latest?cb=20100115032345
http://vignette4.wikia.nocookie.net/bioshock/images/0/0e/Security_Bullseye.png/revision/latest?cb=20100115031611
And some vigors from bioshock infinite
http://vignette1.wikia.nocookie.net/bioshock/images/8/8c/Vlcsnap-2013-03-20-18h05m08s125.png/revision/latest?cb=20130323205251
http://vignette2.wikia.nocookie.net/bioshock/images/8/86/Tumblr_mlqxxbLMil1s9flg6o1_500.png/revision/latest?cb=20130621145621
http://vignette4.wikia.nocookie.net/bioshock/images/7/7a/2013-03-27_00009.jpg/revision/latest?cb=20140105202634
http://vignette3.wikia.nocookie.net/bioshock/images/f/f2/2013-03-27_00409.jpg/revision/latest?cb=20130328111919
The vigors are, overall, more visually dramatic
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>>43314611
Awesome, great adition to my reference folder, but the question remains what do you want me to do with it?

>>43314292
Check Mega
#!nplUwaQB!dAI5RuOl8_WS2cUPknjtxpn8lIGTr4f2K6ovjTvfcQU
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>>43314761
Oh, take a couple plasmids of your choice and bring their physical effects up to vigor levels
I'm giving you free reign aside from that
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>>43314158
The secret is simple, constant injections of ADAM.

Plasmids are perfectly safe... until you run out. That's when you pay the piper.

The player is always rolling in the stuff, so it doesn't come into play for them, but for that teleporting waiter? He'd better hope his supply doesn't dry up.
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>>43314824
I'm finishing something for the drawthread, I'll work on this in a few.
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>>43315288
Is that documented? I know there's an addiction element but do you need to keep getting ADAM just to maintain yourself or do you just keep wanting to splice up more? Or does ADAM just feel really good and you want more?

It's a bit ambiguous in my opinion, whether you need it or not. After all in Colombia there's basically no addictive side to the Vigor use even though they're literally the same thing as Plasmids, just in drinkable form.

It seems more that ADAM itself is addictive but the splices don't seem to be, as you don't see a bunch of strung out addicts running around Colombia.
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>>43314611
Also it's worth noting that the visual effect changes with the level of the plasmid. lvl 1 incinerate looks like that, lvl 2 has a flame burning on the fingertip, and lvl 3 has the flame be blue.
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>>43316555
Oh, yeah, I just figured the base was the best reference
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>>43316555
>>43316748
I really liked how they handled leveling up Plasmids in Bioshock 2, being able to level Electro Bolt from a stunning little zap to an awesome and destructive sith lightening attack.

Though they did totally break the game, just finished replaying it and I barely had to fire a shot in the last battle between mini-turrets, hacked turrets, two elite sentry drones a mind controlled Alpha Series and Elanor.
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>>43313824
Small detail but perhaps it should be cylinder capacity, since it's a revolver? Unless you had something in mind like a magazine fed revolver, for more capacity.
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>>43316799
Good catch. Changed.
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>>43313824
Hypothetically speaking, if a player were to create an elemental charge (seen earlier in this thread) or elemental roulette (chance for random elemental effect on shots), could that just add a second stack of burning?
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>>43317096
Burning effects stacked in the games, so yes, instances of ongoing Fire damage will stack in the system as well.

The functionality of ongoing Fire damage Plasmids (like Incinerate) and Burning Shots for tracking the duration of the ongoing damage is different though, so Burning Shots might only end up giving 1 or 2 extra rounds of double Fire damage depending on how good you roll 6s. Still, extra damage is quite nice indeed if you're looking to run a fire build.
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>>43315288
It seems that overuse and then cold turkey withdrawal is the biggest problem here.

Jack had some work done on him sure, but nothing to indicate an immunity to the negative affects of splicing, and canonically he lives to a ripe old age while looking perfectly normal, so there obviously has to be ways to use it responsibly.
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>>43230066
Hypnosy
Or Teleportation power you never used but found in Bioshock 2
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>>43230675
>(WARNING: may cause paranoia)
So GM gives you warnings of what is behind the corner and 50% of them are true?
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>>43290328
Not Aliens just people that can survive in space without suit thanks to shitton of mutations
But make this a secret,a failed experiment. Maybe they went mad? Maybe these guys are creating own spaceships and stealing cows from Earth?
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>>43317366
>teleport
>moves user to a random point on the map
>channelled
>teleports target to random point on or outside map
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>>43313938

Big Sisters in game are aged up Little Sisters who thanks to the ADAM slugs in their body have been protected from the physical deterioration of massive ADAM consumption/use, but not the mental deterioration. Overtime, gathering work as a Little Sister causes them to lose their minds, till by puberty/young adulthood they revert to basic instinct, bestial behavior; in the games most often violence and rage, when the main character or NPCs interfere with Little Sisters or the general wellness of the city too much. The massive and longterm consumption of ADAM makes them physical, mental (psychic and telekinetic abilities), and plasmid powerhouses but mindless and directionless. So the antagonists had the bright idea to suit them up, and turn them towards threats to the city and the overall flow of ADAM.

Assumedly, underneath the armor they would just look like older, (young) adult versions of Little Sisters. Sans armor they'd probably be dressed in Rapture/time-period appropriate clothing. It's worth noting that the only "Big Sister" shown in game out of armor has undergone massive conditioning and numerous medical and gene procedures to retain her sentience and normal, healthy appearance. The other Big Sisters are not nearly so fortunate.

>Typical, armored Big Sister
http://vignette3.wikia.nocookie.net/bioshock/images/1/11/Big_sis_concept_all.jpg/revision/latest?cb=20130705193751

>Little Sister examples, anyone's guess what they would look like as young/adult women
http://vignette4.wikia.nocookie.net/bioshock/images/f/fb/Bioshock_2_little_sister_by_narutox79-d31fuzv.jpg/revision/latest?cb=20130514072742

http://vignette1.wikia.nocookie.net/bioshock/images/8/8b/Little_Sister_Butterfly.jpg/revision/latest?cb=20100312001232
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Speaking of the space city-what will be this setting Big Daddies/Songibird? Ayylmao splicers or some robots?
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>>43317706
The big daddies of this setting could be security bots
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>>43317607
I was thinking rather
>normal
Teleport target to yourself (maybe after save not to make it OP)
>channeled
Teleport target far,far away
>Trap (not really)
You can reactivate this to teleport to the point where you set trap,if its not far away
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>>43314158
>>43315288
>>43316166

As I remember, there are more than one audio tapes in the games, as well as spoken conversations which speak to the nature of ADAM and ADAM addiction.

Tennenbaum herself aptly describes it as a "benign cancer" which replaces cells of the host with stem versions, capable of whatever plasmid or gene feats the person wanted. The problem is that without a regular supply and intake of ADAM, those cells begin to go awry and behave like proper cancer, the way you see splicers in the games like mitosis just went into overdrive and their bodies are deteriorating into lumpy, bloated and sagging tumorous masses. If you've got that constant supply of ADAM though, which could be expected while Rapture is a properly functioning city but not when it's fallen, then you don't have to worry. This is shown both pre and post fall of the city, how people before the war are completely normal, and after in the ADAM shortage you've got the splicers. A very helpful clue to support this, perhaps unintentional but certainly in-game, is Sander Cohen who as the warden of an entire portion of the city would have easy access to ADAM. He's a definite splicer, but his appearance while disheveled, is relatively normal and healthy.

The kicker and main concern though, which I may be mistaken on, is that I recall there being mentions and talk that overtime it takes more and more ADAM to stave off the negative effects. Probably as more and more of the users body is replaced by the ADAM cells, but a person who used a plasmid just once might only need a little ADAM to remain healthy at first, but even if they never again used plasmids or altered their genes, they would eventually need more ADAM than they used to in order to maintain that same level of health.

Basically on ADAM overall, several characters described it as a medical nightmare, but an amazing business opportunity because your customers become addictively dependent on you for ADAM supply.
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>>43317676
I don't know how badly the Big Sisters are really messed up. They are at least sane enough to carry out the abduction missions on the surface to make more Little Sisters, and are the Family's agents sent on specific missions, they're basically assassins who hunt your ass down for messing with the ADAM supply in a region, so they don't seem like mindless berserk to me. Certainly savage but I always saw them as having clear objectives and were able to use clever tactics like luring you in front of a huge window and then breaking it to escape.

>>43317706
I don't think robots would be a good idea. The whole thing about Songbird and the Daddies is that they were once human and still have some twisted degree of emotion to them, the enemies in Bioshock have usually been varying degrees of tragic villain or pitiable monster.

Robots wouldn't fit in that vein because they would be easy to destroy without a twinge of emotion for the players unless you made them slaves to programming and scream about how they just want love, and that might seem kinda cheesy.
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>>43317856
Don't think you should be able to teleport other people/things. The teleport thing made sense because the user's body has the appropriate genes to be able to teleport, rather than some power to teleport matter in general. Unless I missed out, never in the games are teleporting splicers ever able to move anything other than themselves.

Plus from a balance perspective being able to move other people/things could get broken easily when at any given time just a few feet away behind a wall of glass is the ocean.
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>>43317922
All very well thought out, it still doesn't explain why Jack can leave Rapture behind and never suffer any negative affects of being spliced to the gills, or why there isn't such a crisis in Colombia despite their Vigors being made with ADAM and basically just being drinkable Plasmids.

I guess it's ambiguous enough that it could be taken either way depending on preference,
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>>43317945
>>43317823
Very advanced AI controlled robots called "The Utopians"
In reality they are criminals that are brainwashed,imbued with tonics increasing their mind capabilities and connecting them to other with same treatment,kind of like Dr. Gilbert Alexander in Bioshock 2. Finally their brains are removed and placed within metal bodies.
And thus City of Tommorow "big daddies" are created.
What do you think?
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>>43317945
>They are at least sane enough to carry out the abduction missions on the surface to make more Little Sisters, and are the Family's agents sent on specific missions, they're basically assassins who hunt your ass down for messing with the ADAM supply in a region, so they don't seem like mindless berserk to me. Certainly savage but I always saw them as having clear objectives and were able to use clever tactics like luring you in front of a huge window and then breaking it to escape.

I had assumed that to always just be their basic "programming" either by Sofia or just instinct, like a rote task they've been trained to or just follow, much in the same way Big Daddies just follow some basic conditioning. Certainly in their missions, either abduction on the surface or just hunting people down, subtlety isn't in their toolkit. Correct me if I'm wrong, but outside of cutscenes or scripted portions of gameplay (like the resort in the beginning), which could be chalked up to focusing on game atmosphere or just trying to show the player a cool/spooky time rather than a comment about what they are capable of, Big Sisters in-game normally do nothing else other than go into a berserk fury and beeline for you trying to kill you in whatever way they can. They don't stalk or set traps for you, they just scream when they get close as an announcement of their coming, and the moment they see you go straight for you.

I could imagine they have "modes" so that they are more like Big Daddies and more manageable, and normally just meander around the city or wait for orders or threats while sitting in Persephone or wherever else is the hub. When they aren't able to form sentences or speak coherently however, and can't even say words in favor of just constant screaming, I question their sanity and sentience. That, and at least Dr. Alexander has words to say on the matter, describing them as "feral".

http://bioshock.wikia.com/wiki/Growing_Up
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>>43318334
Ah, interesting, I never found that recording I guess. Personally I just would want to avoid them being completely mindless because that's not interesting in my opinion. You can see them swimming about outside buildings, watching you, I believe, at least I've heard such things to the affect.

But I think I agree with you in how they act, a kind of combination of being extremely focused and completely berserk, hunting down assigned targets with pinpoint precision and then going completely apeshit on them when they get close.

After all the one we see in the beginning is on a mission clearly to recover the Little Sister who ran off to revive you, and breaks off combat once that objective is completed, so they seem at least capable of knowing when it's a good time to break off and retreat rather than fight a pointless battle.
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>>43318283
>big daddies with superintelligent hivemind
Sounds like a tpk waiting to happen
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>>43318031
For Jack, I was always under the assumption that either he was specially conditioned (genetically perhaps) to not suffer the long term side effects of ADAM use since Fontaine probably forsaw that he'd need to use plasmids to complete the job. Alternatively and much more simply, I personally believed that Tennenbaum just fixed him up at some point before or after they all went to the surface. She gives Jack the tonic to be able to completely cure and heal Little Sisters, so I imagine she could pretty easily whip up something to fix him. Plus, one has to imagine there has got to be a way to reverse or remove the effects of ADAM on the body, even if it isn't well-known, restricted or prohibitively expensive. If anyone could do it though, I imagine it to be her.

As for Columbia, I'd take anything from it with a grain of salt, since the game wasn't entirely completed and properly fleshed out, having undergone many and last minute rewrites. I'd refer to cut content and concept art from the game, which shows Vigor "junkies" with negative effects of excessive and/or long term usage. Not to mention as I recall, besides voxophones in-game, there being interviews with Ken Levine where there is described a difference in perception of Plasmids and Vigors in Rapture and Columbia respectively. In Rapture they're an integral part of the society and a ton of people clearly use them such that it's a major business sector. In Columbia, it seems they're treated as something of a curiosity, but generally not partaken by the common person. Compare and contrast Rapture where most if not all enemies are Splicers, whereas in Columbia they're generally normal people, and something like "Call the Fireman!" is a big deal to get Vigor-ed up person down there to deal with a problem.

Either way, it's certainly all ambiguous, but I think there are examples and clues in the games and otherwise from which people can draw their conclusions and offer reasonable explanations.
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>>43318702
They are not connected,they just have memories of eachother. They have to share them manually kinda like a Bene Gesserit
>>
I can't be the only one who always felt sorry for the Big Daddies, I know I need to free the Sisters but I never wanted to have to kill any of the poor things.

Probably the worst for me is in Dionysus Park, you can find a rather adorable recording from a little boy who had a crush on a Little Sister and told her where to find a gift he left for her. If you go there you find a dead big daddy who presumably died somehow while going to retrieve it, thankfully I didn't have to fight him.

Or how you see in Burial at Sea that they got the pair-bond to finally work not because of some genetic imprint or hypnosis, but just because a Little Sister helped a Big Daddy who was sick and dying and he devoted himself to protecting her, presumably this was somehow replicated, or maybe they used ADAM to pass the memory along.

What I'm saying is I just want to play a simpleminded gentle giant who can only communicate in whale noises, gesticulation and giving people gentle pats.
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>>43318580
>Personally I just would want to avoid them being completely mindless because that's not interesting in my opinion.

Within the context of the game, either vidya or RPG, as usage as enemies it can fit the bill I think. If you want to have a sentient one as an enemy, NPC, or reformed playable character, you could easily handwave it with some appropriate explanation.

You raise some pretty interesting other points though, and makes me think Big Sisters having "modes" like Big Daddies makes more sense. They are capable of a little more finesse in their basic task than Big Daddies are, but are much more simple and brutal in the execution of their tasks. Like Big Daddies have their wander mode which is just "Search for Little Sister by wandering around or going to the metal tunnels", protect mode which is just "Guard Little Sister while gathering and be on the lookout for threats, warning them to keep distance if need be", and kill mode which is just "Remove threats to Little Sister and establish a safe space, if need be removing her altogether". Big Sisters seem to have a broader range of tasks beyond just wander/protect/kill, such as stalk, gather ADAM themselves, rescue a Little Sister from danger and bring her to Persephone, go to the surface and kidnap, etc... though when they commit to the task, there isn't a detailed or faceted set or orders or conditioning to follow, just "FIND.", "GATHER.", "KIDNAP.", "KILL.", etc...

I guess in a sense, Big Daddies are like a screwdriver and every problem is a screw, they can only do a few things but do it well. Big Sisters are like a multitool attached to a sledgehammer, they can do a lot of things but it's always heavy handed with massive, brutal force wielded with reckless abandon and no concern of collateral effects. Then again, I guess it all comes down to how you balance what characters say about them in-game, with what you see of them and how they act in-game.
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>>43319006
>I can't be the only one who always felt sorry for the Big Daddies,

I'm pretty sure everyone did, they're supposed to be pitiable.

>tfw Mark Meltzer's story
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>>43319076
Yes, this works, I think this 'modes' method of governing their actions is a lot better than just being pissed all the time.

You can see them swimming around outside if you look out some windows, they'll observe you from a distance, totally passive and so subtle you'll probably not even notice them.

Then when you start messing with local ADAM production they switch from 'stalk' mode to 'kill' mode and start screaming in rage and hunting you down.

Personally I think that's a lot scarier, something that can be so manic and chaotic, jumping all over the place and throwing rocks and fireballs, but also capable of patience and subtlety up until they need to attack.

They strike me as the kind of monster that would be content to sit perfectly still, staring at you without moving, for hours on end as you look back at them, then the moment you put a toe out of line or drop your guard start howling like a banshee and turn the entire room into a hurricane of telekinesis and fire.

Contrasting scarily competent silent tracking and distant observation with instantly entering animated manic rage.

If you use one in a game, go watch some Slenderman first for inspiration, the horror that watches you silently from a distance, so brazen and uninterested in your minimal threat it'll just stand or sit there, staring at you with a glassy porthole eye. Unnerving and uncaring, until you do something unfortunate enough to attract its attention and its gaze snaps onto you, then the calm, still scene breaks into complete chaos and screaming.
>>
You know, I wonder exactly what it is about the Big Sisters that makes them break down like that.

My personal theory is that their conditioning isn't going bad, so much as it's wearing off. This is a girl who's grown up convinced the world is an idyllic paradise of gold and white, with elegant lords and ladies having a forever wonderful party, with rose petals and butterflies and their wonderful Daddies to be their knights in shining armor.

What could be more damaging than if that illusion started to break in small ways, letting them glimpse the reality and simply being unable to accept it, convinced that their targets are the things that are making things go wrong.

They're so upset because their perfect fantasy world is slowly falling apart in front of their eyes and they're unable to cope, you're just one more monster ruining their world and maybe, just maybe, killing you will make things right again.
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>>43319634
I thought it was because all that ADAM they're consuming has all sorts of DNA of other people but more importantly, memories.

After like 10-15 years, they've probably got the memories and near-personalities of hundreds of people in their heads, pulling at their minds from all directions.
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>>43319319
>just being pissed all the time.

Not to nitpick, but there's a distinct difference between "feral" and pissed all the time. Feral animals, feral people even are not pissed all the time. Though I think the doctor guy also said they're angry/violent all the time too, as well as feral.
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>>43319872
Well it's I think the difference between collecting it and using it themselves, they collect a lot but it's all to dump off later. It seems to take years for them to get enough passive exposure to replicate the plasmids the ADAM was used to carry.

Though again it depends on how much ADAM affects the sisters, as all those memories would probably affect their worldview of their prefect paradise.
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More preview content from the guns. Who doesn't love the Shotgun?
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>>43319319
>Then when you start messing with local ADAM production they switch from 'stalk' mode to 'kill' mode and start screaming in rage and hunting you down.
>Personally I think that's a lot scarier, something that can be so manic and chaotic, jumping all over the place and throwing rocks and fireballs, but also capable of patience and subtlety up until they need to attack.

It's probably worth noting though, at least as I understand it, that it is not a conscious decision they make. They don't willingly stalk or think "I'm going to follow and observe to learn about this person", and they don't willingly decide to kill or think "Ah! There, he just stepped over the line, time to kill him.", they just do without thinking. While wandering they notice something of interest, and if their "mode" or task allows, then they'll stalk it. Neither Big Daddies nor Big Sisters are sentient, they follow a basic programming, Big Daddies are just governed by their conditioning while Big Sisters are governed by instinct. Big Sisters are just a little different because their programming is more complicated.
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>>43319977
>Upgrades cost money

Are these upgrades different from Power to the People machines? Or would those have their own unique possible upgrades?
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>>43320093
Different guy but personally I think the Power to the People wouldn't work here.

They only give out one upgrade at a time and it's possible that in an RPG the characters could lose their weapons, so I think that it would be better to cost money.
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>>43319929
Some of the characters talk about yields though, so the Little Sisters definitely absorb at least some of the ADAM the collect. I believe it's the slug that factors into that, explaining the girls' strange appearance and traits like super fast healing.

Also correct me if I'm wrong but I seem to recall an audio diary, where one of the characters talked about hearing a Little Sister singing a song she could not have normally known and must have picked up from someone else's memory.
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>>43320137
I think it could be fair to a character who chooses to forgo plasmids entirely and focuses only on conventional weapons. Like a rare but powerful benefit, normally they just pay for upgrades but maybe once per part of the city if they're lucky they can find one and it might provide a free upgrade, or some powerful unique one that they can't get normally by just paying for.

As for losing weapons, that's just part of the risk.

Just a thought.
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>>43320093
Power to the People stations are going to be rare, their locations possibly quest rewards. Their specific functions are still under the microscope though, since basic weapon upgrades don't seem like appealing rewards, so they might indeed do something special.

Regular weapon upgrades can be bought from El Ammo Bandito machines much like they were in Burial at Sea 1. A local Bandito can be a boon in more ways than one in this regard.
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>>43320472
I'd say let the players choose from a short list of special upgrades, maybe even customs
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Stencil ready, now let's give it some upgrades.
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>>43320472
>>43322426

Yeah something like that. If there's normally 3 conventional upgrades per weapon for cash from typical machines, then maybe P2P machines offer 3 unique upgrades, so that the player has to do a little bit of thinking since they don't know if they'll find another P2P machine again.
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>>43322426
>>43322639
Again, not too sure what they'll do. They likely won't be part of the alpha draft until we've gotten a hang of how guns should be working.

>>43322539
Electro Bolt, Decoy and Gravity Well are my votes,
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>>43322539
voting for either incinerate or winter blast, security bullseye/command, and gravity well
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>>43322539
Voting for Insect swarm, murder of crows, and enrage.
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>It's the later stages of Rapture, a little divergent from the games
>Only one Little Sister left
>players are playing Big Daddies, all have sworn to protect her
>enemies are whacked-out splicers, completely batshit insane and loaded with enough plasmids to seriously fucj shit up
>later in the game you have to deal outside military forces showing up to take a look or deal with the main plot of Bioshock and fight Subject Delta or choose how to interact with Eleanor

Would you play Teeg?
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>>43323539
>murder of crows
he's making plasmids as visually impressive as vigors
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>>43323685
Well I feel silly for not reading close enough.
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>>43323597
I'll play anything once.

I saw someone talking about a game they played in Rapture set another ten years after 2, where the computer in the DLC assumed Ryan's personality and tried to run what little was left of the city. The player characters had to try to go down to set off a main reactor or something to destroy the city once and for all, all the while two competing teams of KGB and CIA were pilfering the place and trying to find "Ryan".

So the players had to fight really far gone splicers, Russian and American black ops agents, and stuff. I remember something about the leader of the American team splicing up and going mad with power.
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Someone up the thread asked for character concepts?

How about this, a character specialized in infiltration deception and sweet talking, lots of stealth, disguises and negotiation, the consummate party face and rogue.

He got all his plasmids and tonics from looting an old sex store.
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>>43323195
Proto Winter blast

>>43323685
>visually impressive
Not sure if I can mate.
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>>43324565
You already are
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>>43325074
Wow, this is really good already! I'd love to use some of these for the pdf once I'm ready to compile it.
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>>43324565
3.0
>>43325139
Sure thing mate. I have other stuff to do, so this will came slowly, but feel free to use it.
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For those who have played infinite, what were your two favorite weapons and vigors, and your ideal gear set?
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>>43325409
I liked the upgraded repeater, and the hand cannon. I barely remember the vigors, maybe the horse one?
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>>43325409
Carbine+Sniper rifle, I always made sure to upgrade my shields over the others so I could hang out, line up the perfect shot, and then drop into cover.

Really made better by getting the gear item that reduces shield recharge time by half.

For Vigor, my favorite was always Murder of Crows to get that CC going, but the one I loved the most was Shock Jockey.

I had gear that would give me Salt on a chance if I killed a target with a vigor, or if they were under a vigors affect.

Another gave a chance for someone with a vigor affect on them to do an AOE explosion of that affect.

So I'd Shock Jockey one target and then start popping headshots with my carbine and every third kill sparks an AoE shockwave that stuns them all again.
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One more preview of weapons before bed. Gotta include this little number, right?
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>>43325626
My fellow columbian
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>>43327304
of course, now all you need are the crossbow and launcher (the chemical thrower doesn't seem as important)
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>>43328315
>>43327304

Doing weapons from the second game?
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>>43219967
I don't really know /tg/

I played through all three bioshocks game for the first time this year and I feel that while it's a good setting for vidya it just doesn't work for tabletop roleplaying
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>>43328315
They are on the list for inclusion.

>>43328380
Yep. I'm even looking to include the Ion Laser (most awesome weapon ever) at some point.
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>>43329053
I think there's a lot of storytelling opportunity there but that you'd have to do something completely different from how the games work, IE run about from place to place while receiving instructions, at least for the first two.
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Which city was better?

Rapture or Colombia?

I vote Rapture.
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>>43330609
I prefer Rapture myself. I don't recall thinking much of Columbia as a location. Rapture was an interesting setting because you could tell it was beneath the ocean on the sea bed. It stood out, and the presence of the ocean was known through it's leaks and the windows displaying the ocean around you. Columbia looks like any old city until you hit a bridge connecting two platforms together, or had to ride the sky rails. It wasn't very impactful visually to me.

Not to mention Rapture had so much more going on in it. The class war scenario, while appropriate, is tired and done. Without Elizabeth, Columbia would be devoid of the strange sort of fascinations Rapture had in spades to offer. I suppose time and budget cuts are ultimately to blame on that, but Columbia felt so bare and unpolished in the end...
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>>43330986
Huh, interesting. You can say Rapture has its focus on the City, while Columbia's focus is in the Girl. Who's betting that the next Bioshock game's focus will be the Lighthouse?
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>>43323597
>>43323875

I'd play it.

Suppose Rapture in 1980, the Cold War is heating up again and the CIA and KGB decide to get serious figuring Rapture out. Most of the city is completely lost, with perhaps 1/3rd of the city's blocks inhabited by survivors. The goal of the game would be to a) kill off the remaining splicers (as a survivor) and b) defend the city from both Russians and American infiltrators. The latter are better armed and organized, and have the benefit of newer weapons technology (lighter, deadlier battle rifles compared to bioshock's more 1920s era arsenal).

To spice things up, let's assume the Cold War goes hot near the end of the game and you can explore the destroyed surface. But that's more Fallout than Bioshock. The final endgame is your party fighting against US government made big daddies in the Pentagon or something, ala the final level in Destroy All Humans
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>>43331083
To be fair, I think the biggest point Rapture had going for it was it's location. We see the sky every day, and we know there's not much up there at all. The plentiful ground space to walk on took away from that I believe.

Under the ocean, though, there are still mysteries to the average person. Most folk would be marveled to even have a game taking place in the water, let alone one where we're exploring a modern day Atlantis with walking space. The ruined nature also adds to it. Exploring broken locations is much neater than those locations intact. I recall being more interested in the surrounding areas of Columbia when they were falling apart because it's.different than something I see every day.

It's a shame that Bioshock 2 only displayed the open ocean as a connection from hub to hub. Ocean combat would've been fun as fuck.
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>>43330986
One thing that Colombia has going for it as a setting is what drives the people there.

In Rapture basically everyone we meet after the fall are insane drug addicts who can no longer perceive reality properly. Before that in Burial at Sea some were certainly evil, most were ruthless, but the majority of the population just seemed like people who enjoyed their society and practiced a kind of brutal honesty and fairness.

Colombia had basically everyone be on board with its evil, making casually racist comments and being hateful bigots not because they're being deceived or misled but because they genuinely believe it.

In Rapture, the evil people screaming for your blood and brutally murdering innocents are insane drug addicts who cannot tell right from wrong.

In Colombia the evil people screaming for your blood and brutally murdering innocents are completely sane and rational, and are committing atrocities purely out of loyalty to their ideology.
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>>43330609

Rapture, because Columbia doesn't make any sense. Also Rapture looks cooler.

https://www.youtube.com/watch?v=_c2LM-xIvSg

https://www.youtube.com/watch?v=VdNhwb7iuI4
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I enjoy Rapture's urban aesthetic more than Columbia's Disneyland aesthetic.

On a side note, a big issue with GTA IV was that the city was shit to walk around. Granted it's grand theft AUTO but having more human-scaled (compared to car-scaled) areas would have been nice.
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>>43331168
The bottom of the ocean also had the chance to be more interesting because there's stuff down there. In that you can't have any unknown things up in the sky, but who knows what's lurking in the depths.

There's a... thing... outside the final level of Bioshock 2, some kind of glow radiating up from a deep ocean trench, prisoners in the wards go crazy and kill themselves, splicers sit around rocking back and forth and crying, not even noticing a battle around them, audio logs talk about there being things in the ocean watching them when they're not looking, something scratching at their mind.

It wasn't explored in the game but developer notes say the original intent was for there to be some kind of 'biomass' deep in the pit that caused the sea slugs to mutate and produce ADAM in the first place, some kind of lovecraftian thing that was the source of all this madness, lurking unseen below the city in the deepest darkest pit possible.

You can't have a strange unknown lurking around a sky city, because there's nowhere for it to be.
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A bit update of the next, Incinerate.
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>>43331176
Agreed, but not really prevalent to the environment or the technology displayed. The characters were indeed the most interesting thing about Columbia, and in that I suppose it gave a cause to have a hero who was interesting enough on his own to have a personality, rather than just be an avatar for the player.

But as a place, Columbia doesn't strike me as well as it should. It feels less like a city in the clouds than a city that just so happens to be in the clouds. It made the surroundings in it uneventful, where Rapture not only painted a picture with it's people, but also it's setting. In that, it clicked in a way Columbia didn't for me. The setting didn't feel as one with the intent somehow.

>>43331238
The glowing sphere should've been expanded on more, but then again, so should some other things that were cut from Rapture. I was sad that Little Brothers were dropped. The idea of not fighting a Big Daddy to get to the Adam, but the children themselves, was an interesting concept that should've remained. Sexy as the Big Sisters were, they're not as imposing a thought as a feral little boy screaming like hell throwing fire at your face.

>>43331288
The burning is love
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>>43331288
Looks more like Devil's Kiss to me.
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>>43331331
Well... >>43323685

And since I´ve only played the first Bioshock I barely know what Devil's Kiss is.
>>
It is worth noting on the subject of plasmid-hand-impressiveness versus vigor-hand-impressiveness is that Infinite had the advantage of years of hardware advancement for graphics to take advantage of. I expect that the difference was more a function of that than anything intentional.
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>>43331359
Hey, not criticism, I just thought that's what it looked like. Bits of flesh missing, exposed bones, that's how it looks.
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>>43331179

Yeah this outlines a lot of my own problems with Infinite.

The biggest flaw in that game was that the Booker/Comstock relationship seems to have had no thought put into it at all and falls completely apart when you think about it, in fact Comstock is the biggest flaw with Infinite in my opinion.

Let's look at the villains.

Ryan: A driven and visionary businessman with clear skills in management and ruthless business acumen, creates his society by finding like-minded people who already believe as he does and bringing them together. Ultimately flawed in that he doesn't seem to understand his own beliefs or motivations as his core drives and desires are incompatible with what he preaches but he can't seem to realize that. Conflicts between his personal beliefs and professed ideology lead to his downfall. Ultimately unable to accept reality and chooses death rather than the breaking of his delusion.

Lamb: A terrifyingly flawless villain in my opinion, doesn't seem to take any actions that undermine her own position, believes to the core of her soul in what she's doing and is wholly given to her ideology. Her only failings are a seeming inability to understand the mindset of her opponents and consistently misinterprets their drives and wants, ultimately failing to account for the power of the selfish drives she disdained.

Comstock: A cult leader who seems to have assembled thousands upon thousands of fanatically loyal followers to a religion he invented on the spot just by talking a lot. A horrifically racist man who slaughtered Indians by the dozen to prove he wasn't related to them despite guilt over killing Indians being the whole reason he sought religion in the first place. We only know a few of the major decisions he makes regarding running the city but every single one of them seems intent on sabotaging his own city and hampering himself as much as possible.
>>
The ship is sinking, people
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New thread?
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>>43331359
Devil's kiss is the infinite equivalent of incinerate, but instead of igniting your enemies, it turns your flesh into napalm-like grenades
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>>43332206
Thanks mate.

I'll post this anyway, and in the next thread too, I guess.
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New thread
>>43332824



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