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File: BioshockHomeBrew.png (1.03 MB, 1280x466)
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I made us a Logo Edition
Previous Thread: >>43453917
Discussion thread for Bioshock PnP system being homebrewed currently. Be it setting, mechanics or even discussion of the original games themselves.

We didn't rise enough last thread. Let's try and fix that.
>>
gime da splicer pussi b0ss
>>
Revised this a bit, since it seemed pretty slim and lacking in details. I'm not missing any pertinent status effects, am I?
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>>43540626
So, Um. Yeah.
https://www.youtube.com/watch?v=jPirb9hwBDU
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>>43541663
Much as I like giving Elanor a happy ending, I've always had a fondness for the redemption ending where Delta sacrifices himself instead of letting Elanor absorb him..
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>>43540655
does splicer have pusspuss?
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>>43541959
Got to imagine there are some pretty crazy sex enhancing plasmids.

Just imagine the possibilities.
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Posting some Bioshock miniatures I've been working on.
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>>43544363
And a new pic, college is getting in the way of further progress.
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>>43544363
>>43544433
>[Approving whale noises]
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>>43540626
What do you do in a Bioshock game anyways?
>>
Rise
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>>43544663
Pretty much the same thing as the game, but with more people and no floating objective markers
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>>43544663
The video games? You shoot things and use genetic super powers. The PnP? You and friends help a GM to create a story about playing splicers and or non splicers, typically resolving your problems by shooting thing and/or using genetic super powers. It's just like most other table tops.

>>43544363
>>43544433
That's bad ass man! I wish I had sculpting talents, or even 3d modeling...
>>
Drawfriend, are you here?

Cheesecake is not pie, captcha
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Adjusting a few things with better clarification of what certain status terms mean. Here's a look at the updated Electro Bolt.
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>>43549739
Just wondering, what do you think of the elemental shot tonic?
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>>43551838
Random elemental effect when shooting? I liked it. Not going to be wave 1 material, but nice enough to include the further along testing goes.
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>>43551928
That was a different one, but I'm glad you liked it
Basically, it let you equip a plasmid and weapon in the same hand, and let you add it's effect to the weapon (maybe at the cost of the secondary usage?)
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>>43552472
Ahh, that one. I liked that one as well, but also not wave 1 material. Need to see how Plasmid usage plays out before we can fiddle with that little idea. Will definitely add it in later though.
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>>43552571
Awesome!
And i'd recommend creating a table for plasmid/tonic mixing once you get to wave 2
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>>43552693
For new effects like how Brute splicers came about? Nah, I'll leave that to GMs and players to come up with. Might collect ideas and put them into a document if folks want though.
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>>43552988
I'd be okay with that
Assuming there are one-handed and two handed requirements, I would recommend adding a tonic that allows two handed weapons to be equipped one handed, because who doesn't want to dual wield shotguns?
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>>43553136
Ooh, I like that. Adding it to the list.
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>>43553258
I actually have a slightly more fleshed out idea for it, with that being one of it's upgrades
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>>43553368
I'm all ears, man. Don't keep us in suspense
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>>43553368
Firm Handshake (alternate name: Steady Hands, Firm Grip)
each rank taken improves accuracy by (amount) and decreases recoil by (amount)
(Special upgrade 1) using both hands on a one handed weapon can increase it's accuracy by an additional (amount) and decrease it's recoil by an additional (amount)
(Special upgrade 2) two handed weapons can be equipped in one hand, but their recoil is increased by (amount)
(Special upgrade 3) ???
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>>43553549
Wow, that's mighty strong. Accuracy and Recoil adjustments should be small, since all rolls are made with d6, and Recoil never goes above 2 per additional shot. I get it was designed to work with the 2nd special, but in that case the 2nd special should be the base effect instead.

Loving the idea overall though, just needs a bit of a tweeking first.
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>>43553549
I like the ones that weren't designed with combat in mind, but found effective use in combat.

Like some guy actually bought a plasmid to help him with the opening handshake to try to get a job, and it ended up helping him in the war with wielding weapons.
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>>43553676
Fair enough, I just figured there needed to be more to it than the one effect, maybe include upgrade 1as one of the special upgrades?
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>>43553747
Not just handshakes, it's also good for opening jars
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>>43553757
At a glance, I'd run it like this...

[Firm Grip] (4 Slots)
Effect: Using a Plasmid while wielding a Two Handed weapon costs no additional Action Points.
Special - Akimbo: Wielding a One Handed weapon in each hand increases your Fire Rate with those weapons by +1.
Special - Steady Handshake: Lower the Recoil on all wielded weapons by -1.
Special - Two Fisted: You can wield Two Handed weapons as though they were One Handed, but you cannot use Plasmids while doing so.

Of course, Tier 4 Tonics are powerful, and their specials must be specialized since you can't get another selection of their bonuses. You made something more along the lines of a Tier 3 Tonic, which I like, but not sure what sort of an effect would call for multiple levels of purchase.
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>>43554003
Oh, well I guess the dual plasmid charged shotgun build I had in mind is a bust
Oh well, at least I can dual wield launchers if I want
Oh, by the way, are you going with the bioshock or bioshock 2 model? Or are you statting both?
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>>43540626
What core systerm are we using we basing it off? D20? FATE? One Roll Engine.

The gentleman gamer on YouTube made a word of darkness bioshock home brew that's worth checking out. Not the the storyteller system is anything to be recomemed by the rules for vampire's blood magic and addiction work perfectly for 'splicing.
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>>43554150
Well the idea of the Tonic that can let you use Plasmid effects to charge shots would still work, you just can't use Plasmids proper that way.

I'll cover weapon wielding next. To bed for now.

>>43554176
It's a d6 dice pool system. I've been posting snipits of stuff as I flesh everything out, so feel free to check out some of the older threads if you'd like.
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>>43554424
Oh pretty cool. Is that a success based system or a roll and keep?
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>>43554474
Roll 4 or higher for a success. 1 Success nets you a success on whatever action you're attempting, but a roll of 2 or 1 will take a success away, starting from the highest number success and going down.

Damage is based on how many successes you roll with an attack skill, so you may just graze an enemy, or knock them for a loop with a good hit depending. I tried to keep it a bit loose like this since gunplay in PnP games is generally pretty complex or shitty otherwise. I wanted something crunch that wouldn't be so crunchy it's hard to learn.
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>>43554424
Y'know what, why not do both?
dual plasmid charged launchers
high eve upkeep, but so worth it
Also, if you make big daddy weapons usable, you should probably make them exeptions to dual wielding
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>>43554885
There are heavy weapons that can't be held without the use of both hands, so no Plasmids with them. It's up to each player what sort of fire power they want to pack.
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>>43554550

Roll 4 or higher for a success. 1 Success nets you a success on whatever action you're attempting, but a roll of 2 or 1 will take a success away, starting from the highest number success and going down.

Hmm.. that's odd. Successive at 4 but minus at two or one, means you get very little improvement per dice. Mathematically it would be the same and quicker just to make sixes successes and other numbers are ignored. The only difference is you can't get result of below zero.
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>>43555146
That doesn't leave much room for higher numbers of successes though. Might not be netting too much often, but it's hard to roll a shit load of 6s when your dice pool can grow up to 12 or higher depending. Rolling lots of 4s and 5s isn't too hard though. 4 and 3 seemed the middle ground to come up often in pre testing, which is why I made 2 and 1 drain since I wanted sixes to do special things as your abilities and equipment improve.

Honestly though, I'm just spitballing ideas at a wall and seeing what sticks. I've no doubt that much of the system will go through a revision or two before it exits alpha stages. Hell, dice used might even get changed... Won't know until we take a shot at it.
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I'm guessing you already have character creation figured out, right?
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>>43555568
Yea, that was one of the first things to go actually. I've spoiled a bit of it, but not much. Here's a bit more.

Actually bed time this time...
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>>43555696
You've more than earned it
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So, anyone have any ideas for plasmids or tonics?
Any build ideas?
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>>43554424
Weapon grip rules as promised. This updates the existing material on weapons, and will be found in the same section in the compiled rule book.
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>>43544363
Any close ups of the Big and Little Sisters? They look fanfriggingtastic.
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>>43555405
If ones and twos are cancelling out successes then you're still gonna get the same odds. There are three numbers on the die (4,5,6) which help you and two) that hinder (1,2). You'll have to do a lot of subtraction with such a system to get the same overall results. Just something to keep in mind

The big difference which I think is interesting actually, is that while your over all odds improve with each die, you also increasing negative successes.
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>>43558529
Hmmm... Point taken. Honestly, I'm not all that good with numbers, so the mathematical side of things tends to elude me.

What do you suggest then, to make a d6 system that uses the same sort of basic concept as what I have, and that has the potential for special stuff to happen with certain rolls? I wanted to keep the result of 6 special in a way, but make it hard to pin those results down regularly. Maybe just make 1 be the deduction number?
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>>43558659
Simple solution would be to only subtractions on a 1 yeah. That makes less subtraction for the players (eveyone knows ones are bad after all) and has added effect of increasing the odds of success per die as well if that's what you're after.

Personally though I do like how levelling up is a double-edged sword if you want to throw critical failures at the players. Each extra die means you increasing the possibility of totally with below zero successes. The greater your ability with something the more able you are to screw it up.
>>
Rise
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>>43558806
Well, at a certain point, some action might not require a roll when you achieve a certain rank. Attacks always will, but they're special like that.

I actually like the idea of 1s being the base for deductions. Allows some debilitating effects to raise it to 2, making such effects impactful without being too painful.
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>>43558405
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>>43560787
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Rise!
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What was you Favorite weapon in the first game?
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>>43563990
I had a certain fondness for the crossbow. Enemies lategame had too much health but a fully upgraded crossbow with incendiary bolts took them down easily without expending rare ammo.
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>>43563990
For the first game, I was always partial to the machine gun, if you could afford to not give a shit about ammo.
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>>43563990
The wrench with all the relevant tonics was extremely good against splicers. Otherwise I usually used the crossbow for splicers.

Cancelling the lag/animation after firing the crossbow by switching to the grenade launcher, firing that, then switching back to the crossbow and repeating is broken against bosses and Big Daddies. I'm pretty sure it's the highest DPS you can sustain for a reasonable amount of time (i.e. not counting things like blowing up 6 proximity mines all at once).

In Bioshock 2 the drill was much more broken than the wrench was. I barely found myself using anything else by midgame (even against Big Daddies/Sisters).

On the topic of combat in Bioshock 1: I wish splicers would flinch from taking damage, or at least die quicker. I felt like you could kill splicers very quickly and safely (especially considering the abundance of items and money making lost resources negligible), but you often took damage just because they got a potshot or two off before they died. I suppose if you actually used plasmids or set up traps (Cyclone Trap, mines, etc.) rather than just shooting them then you could kill them without taking damage, so I shouldn't be complaining and expecting it to work more like a traditional shooter; but I don't like sniping an unaware splicer in the head with the crossbow and having them survive and immediately retaliate. Maybe a tonic with a damage boost against unaware opponents that applied to guns and not just the wrench would've been nice.
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>>43564175
>Enemies lategame had too much health but a fully upgraded crossbow with incendiary bolts took them down easily without expending rare ammo.
This was likely part of my problem come to think of it; I didn't use incendiary bolts when probably would've worked fine, and they're reasonably common so running out wouldn't be a problem.
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>>43563990
The grenade launcher, nothing's better then oneshotting everything that isn't a big daddy
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>>43560320
Yeah that having 1 as the base works well.

Personally I like the idea of the fumble more the higher you're skilled as well but I doubt others would. Maybe you could have a will stat to negate critical fumble range?
>>
The zelda rpg had an interesting design philosophy of being a *tabletop version* of the Zelda gameplay rather than just an RPG set in the zelda will be universe.

Maybe we should just do that? Health is the same as in the game. Flat number with weapons and items. Stats are the same. Carry limit is by item rather than weight. Hacking playing pipe dream.
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>>43566985
Hmmm I'm gonna go with no.
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>>43566985
Carry limit will be by item rather than weight, but mostly in the sense that nothing the players will carry is heavy enough to weight them down generally.
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I'm sure lots of folks were waiting for the details on this.
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>>43569092
Thanks for including rules for thrown weapons
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>>43540626
I played in a con game of a Bioshock Homebrew system, it was not very good. It was just a 3.5 reskin.
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>>43570595
I recall a guy wanting a knife throwing build. Add that and grenades in and I'd be foolish not too.

>>43570632
No worries about that here. This is pretty far from modern day D&D as far as systems go.
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>>43570699
That would be me, actually
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>>43571005
Any suggestions on throwing based Tonics? Having a hard time actually coming up with something for it...
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>>43571077
Well, there could be a tonic that allowed you to draw weapons more quickly, assuming that's a mechanic
Or would organic pockets fall into that category?
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>>43571077
Maybe one derived from the teleporting tonics, that let you create mini-portals big enough for a single small object (like a knife) to pass through. So you can throw a knife in front of some bloke and get a backstab kill.
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>>43571129
Well, the Swift Retrieval special is certainly useful for that. I could make something for thrown weapons specifically though. With Grenades being a thing it could have applications aside from your build idea alone if someone wanted to play a Nitro Splicer or something similar.
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>>43571187
Didn't catch this in time. I like this idea actually. Needs a bit of work, but definite application. Thanks!
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Do melee weapons have upgrades?
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What would you think of allowing players to make more high tech melee weapons, with the help of u-invent stations
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>>43573228
There's only so many ways you can smack someone in the face.
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>>43572260
Not in the games but I think they should. Dying Light is an example of how to do some really fun and creative melee upgrades.
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>>43571077
Maybe something that let's you richochet the object off of a person or wall to hit someone else, either out of your vision or to damage both of them.
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>>43572260
>>43574238
I considered something like a Dead Rising sort of melee upgrade system, but all in all, I don't think there will be much need for it. Between melee booster Tonics and Gears (When I get to Gear), melee folks should be more than fine.
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>>43543056
I just got here, but yeah.
There could very easily be a myriad of sex plasmids, from simple stamina enhancers to the freaky shit, tentacles, toggleable hypersensitivity, etc.
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>>43577203
Just imagine...
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>>43577146
Seems just a little unfair though to afford gun players upgrades, but none for melee players.

Even something as simple as adding elemental damage, poisoning a weapon, or just making it sharper or something.
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>>43577589
>>43577146
Idea, if you manage to find something like a sword, you could cannibalize a chemical thrower and make a shishkebab with three possible elements
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>>43577589
The problem is there's nothing really to melee weapons to adjust on outside of what Tonics and Gear will be doing for players.

Now, I'm not saying I won't EVER add anything in, but it won't be wave 1 content. I need a good idea for stuff to do first, which is the biggest limiter. Melee weapons are nondescript unlike firearms, so it's hard to offer upgrades at a glance to what is more or less anything the player can hold in their hands that fits the bill.
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>>43577757
Plus there's this thing, which is more or less carte blanche to do anything you can think to do anyways. Just doesn't seem like something that has much requirement outside of this...
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>>43541959
NO!!!!!!!!!!!!!!!!!
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>>43577589
Well in the vidya, melee doesn't have upgrades but has a ton of tonics associated with it while there are few if any tonics that affect ranged combat.
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>>43579756
What about someone who wants to avoid splicing altogether?
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>>43579786
Then you're in the wrong city and should probably grab a gun.
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>>43579786
Gear and >>43577967 will be how you survive. Best come up with some awesome tech melee ideas if you're going that way.
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>>43581097
Well, considering they're at roughly the same point for technology, you could always take a few ideas from fallout
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Rise
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>>43577203
And all of them WILL be repurposed from their original intent.

>tentacle grower
Why hold just two guns when you can hold EIGHT
>toggleable hypersensitivity
Human sonar skin with added bonus of feel no pain when hit, good combo with an armorskin/regen plasmid
>three tits
One more distraction for the enemy, especially so if you're a male using this particular plasmid
>hyperviagra
O hey neat, free melee weapon! Combo with aforementioned toggleable hypersensitivity and armored skin, and give your enemies the big dick problem.
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>>43584497
Rule 34, here we go.
>>
Thread saved. These threads should be saved soon after they get going. They are too good to be left unsaved.
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I'm sure a few people will want to know about this.
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Rise!
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>>43589577
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>>43584497
What about a plasmid you could zap people with to remove their clothes? That's useful if they're wearing armor, and even more so if they need it to survive he current environment.
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>>43590726
>warning: do NOT use on big daddies
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Okay, dual weapons guy, can't decide betweend dual shotguns or dual grenade launchers
Any thoughts?
Also, if shotguns, pump action or double barrel?
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>>43584497

Gender Bender Plasmid, inspired by the scandalous Rapture hit novel of the same name.

Rather than a genotype additive plasmid, it is a single-use modification plasmid, similar to such cosmetic surgeries performed in the Medical Pavilion by such greats as J. Steinman. After injection of the plasmid, the subject will progressively feel sicker and feverish as their base chromosomes and body undergo dire alterations. After about 3-6 hours the subject will lose consciousness and enter a light coma state. Over the next 18-24 hours, they will undergo the necessary genetic and physical changes to attain that of the opposite sex. The subject will awaken and feel groggy for another day or so, and they may go through fits of nausea and temporary illness for weeks after due to being unused to the different physiology and particularly hormones. But the change is complete, and the subject has attained their desired form, be it XX or XY.

Warning: This plasmid simply remakes the subject as if they had been born of the opposite sex. It is no guarantee that they will suddenly become attractive in their new form, or have the social and mental appropriateness to suit it, it simply alters the subject into "male" or "female" but not "man" or "woman". For a successful transition, further assistance is recommended, in the form of counseling and therapy for the subject to understand and become used to their new sex. And of course, cosmetic options are always available, if the subject's new sex is not as physically attractive as they had thought they would be or had hoped.
>>
Rise
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>>43560787
>>43560810
Bloody gnarly. What's the base model for the little sisters?

>>43562673
Wrench. Wrench every time.
So many good tonics to boost it's head cracking potential. Plus the Zap n' Whack combo is perfect for taking down just about anything barring a big daddy.
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>>43596010
Opps, Was meant to quote >>43563990 not >>43562673.
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A bit of Plasmid work this evening.
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>>43540626
I made this several years ago after Bioshock 2 came out. It's based on D&D 4E, or more specifically 8th Edition Gamma World. Enjoy.
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>>43597947
Neat stuff! I like the idea behind hazards. Might implement it into the new. Thanks for sharing!
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>>43598709
Great. I haven't read the entirety of your homebrew but you may want to keep Adam and Eve effects and upgrades relatively simple. Plasmids should, by and large, be simple enough to write out on an index card or something of similar size. Consider 4E D&D's Power Card system as an example of how diverse powers are handled properly. For even better examples, look at the Psion class from 4E, which uses resources to enhance the effect of their powers, giving each of them three different effects to choose from.
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>>43597947
Shit, I remember you from the GitP forums. I'd nearly forgotten this project. It's been a while.
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>>43599093
Years, yeah. I was working on it with someone who more or less dropped off the face of the planet, so it stalled the creative process. Maybe one day I'll finish it but right now I'm working on a different system for an original campaign setting.

Interestingly enough, both Deadly Waters and the one I'm working on currently are inspired by two different editions of D&D. They also take very different approaches to how they 'hack' the game, while both being classless.

My current system is in late alpha and should be released sometime in the next few months.
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>>43590726
Probably some kind of cloth-devouring plasmid, I guess. Generates heat that burns away cotton, latex etc. Gets used to strip armor from foes by eating away the cloth/leather bindings from the armor, as it cannot eat the metal.
An alternative branch would be to increase the heat generated, so you can burn people in their clothing/armor.
>>
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>>43598938
I like to think most are. The presentation of Plasmids is simple enough for ease of use, but complex enough as abilities to offer tactical applications beyond what's written at a glance.

Telekinesis is probably the only Plasmid that has more than 3 lines at most to it, for obvious reasons. Even then I think it could be abridged down if a player so desired.
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>>43602270
There should be a stipulation that using compressive launch on an explosive object will cause it to detonate
>>
Rise
>>
>>43602918
Do you mean immediately? Because explosives detonate when thrown normally anyways.
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>>43605006
Yeah, it should either detonate (worst case) or lose it's explosive property (best case)
If you quash a frag grenade, at best it won't work right
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>>43605225
Well, I don't think anyone in their right mind would drag a gas tank over to blow it up in their face, but you did give me an idea, so here's a little adjustment.
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Because who doesn't love stuff?
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Does anyone else think it'd be completely possible to build something like the shishkebab or power fist in rapture?
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Bump
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Rise
>>
Rise
>>
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A look into the hold Adam has on the body. I might spoil more on the consequences of Adam usage if folks are interested enough.
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>>43614500
I don't really understand this section, mostly the difference between internal adam, external adam, and the times you don't specify which, as well as how the capstone works. Actually, I don't really understand any of it. Could you explain in more detail?
>>
Page 10? No.
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>>43614746
Internal Adam is what Adam is in your body to be spent. Total Adam is how much Adam you've made Internal. External Adam can be traded for favors or goods from other citizens, or shared with party members.

The Capstone counts your Total Adam, and once you hit a certain amount of Total Adam, will raise. The Capstone is used as the primary mechanic to determine when you should be making checks to see if your appearance or sanity values go down.
>>
Do you have rules for u-invent machines and inventing?
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>>43618417
There are lots of skills that could let players craft things like Ammo and what not. I'm going to run it without U-Invent for the first wave because of this, to see if those will suffice.
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>>43618603
If that's the case, i'd say go for something like a bonus to the roll if done at a u-invent machine
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Rise
>>
Rise!
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A look at Adam, which might help to make the Capstone mechanic more understandable.
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...And the Capstone mechanic again, with more clarified text for ease of use.
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Looking forward to the insanity and deformity section
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>>43625260
Not gonna be too long a wait!
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>>43625380
Is there a time component to this? Because turning into a deformed splicer isn't something that happens overnight.
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>>43625380
Whoops! The penalty is suppose to be +5, not -5. The point is to make it harder to roll under your Appearance Score the further you become deformed...

>>43626003
See >>43623649 . It might take months for you to begin to show signs of insanity and deformation, but it's not a question of if, but when...
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One of the parts of physical changes people were really adamant about including. Here's how to get mutations if you're eager to become a genetic freak.
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>>43627504
Okay, definitely going dual shotguns with channelled incinerate, going full ghost rider
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>>43627504
Wait, does that mean tier 4 tonics don't cause mutations or are they governed by the same rules as plasmids?
>>
http://strawpoll.me/5999248
Not sure what I should tackle next with some of the bigger shit, so I'll let folks decide for me.

>>43628647
For the moment, nothing. I've yet to really hammer down an idea for how Tier 4's work for mutation (doesn't help we only have the two currently), so nothing for them just yet. Might not be till Wave 2 unless I can decide on some more Tier 4 strength Tonics. Surprisingly difficult to decide if a Tonic is strong enough for only one level of effect.
>>
>>43629672
Elemental Roulette
Plasmid Charge
Elemental Storm
Maybe a tonic that allows you to hack from a distance?
Just a few off the top of my head
>>
>>43629672
>>43630046
Oh, and Disappearing Act
>>
>>43630046
>>43630071
>Elemental Roulette
This one's a Tier 3 actually.

>Plasmid Charge
>Elemental Storm
Not Wave 1. Gonna need to do some basic system touch ups with feedback before I can add them in comfortably, so...

>Disappearing Act
I don't recall if we discussed this, but my memory has been lack luster since the season started to changed. Remind me?
>>
>>43630393
One of the storm tonics mixed with natural camouflage, when damaged you deal (element) damage to surrounding enemies, and become invisible until the end of your next movement
>>
>>43630493
Ah, a cocktail concept. Sounds like wave 2 stuff sadly though.

I've got Scrounger and Arms Race lined up as T4s, but there are a few details I need to hammer out before I can add them in comfortably.

>>43629672
Don't forget to vote folks. I need ideas for what's next.
>>
>>43631682
Well, elemental roulette was originally a cocktail too, elemental storm + headhunter
>>
>>43632038
But the effect is more manageable as Wave 1 material. Being a cocktail concept doesn't necessarily make it exempt from being included in the first batch of stuff. Being something that would function better after testing some core mechanics does though.

I'll be sure to add lots of the stuff folks come up with in, but the system itself needs tested too. I'd like to knock a lot of that out before I add in too many fiddly bits.
>>
>>43632290
Okay then
So i'm guessing gear will be like tonics but without an effect on your adam capstone?
>>
>>43632357
The effects won't be as powerful since they don't have ranks, but I am opening up Gear slots to include concepts for gloves and ties so a player who doesn't want to muck around with Adam can have more gear to help them survive a bit more. They will generally be the hunted after all...
>>
>>43632541
Makes sense
I wonder what the gear would actually look like
>>
>>43633970
I kinda pictured steampunk style clothes. Lots of tubes and other mechanical parts sewn in.
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>>43634270
I always assumed they just had unusual patterns or colors, maybe odd styles
>>
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Working on T4 tonics until later tonight, to make sure folks get ample chance to vote. Here's Arms Race.
>>
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>>43635652
Here's Scrounger.
>>
Yay! Previously cut content!

>>43635652
>>43635745
The specials should each be priced at 100 Adam, not 50.
>>
>>43635834
Making novelty Tonics helpful!
>>
>>43636282
Wow, you're on a roll today
>>
>>43635834
So hacking is a limited time thing?
>>
Some tier 3 stuff, since I'm actually short on that rank too.

>>43636928
Yeah. I rather liked this particular part from the original prototype teaser. It seems to fit a survival based game like the PnP more.
>>
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An important Tonic for any Plasmid user.

>>43629672
Reminder to vote folks. We've only got 1 vote for the entire poll right now.
>>
Rise
>>
>>43638307
The rest of Tue thread is probably asleep
>>
>>43640505
*the
Weird
>>
What kinds of mutations do you guys think some plasmids or tonics would cause?
>>
Rise
>>
>>43629672
Next vote between the two winners gets it.
>>
>>43644706
Y'know what, i'll change my vote to enemies, we can deal with gear later
>>
>>43646220
We'll run with that then. I'll get to work. Should have something by tomorrow (maybe tonight, but no guarantees), so keep it alive till then folks.
>>
Rise
>>
>>43650002
>>
as a side note to anyone wanting to make their own homebrew bioshock, check out this.

http://suptg.thisisnotatrueending.com/archive/24346225/
>>
>>43650755
>>
>>43651797
>>
Any decent Bioshock art pages around? The wiki isn't being helpful. Stuff like all the vigors/consumables would make you an angel in my eyes.
>>
>>43654952
http://bioshock.wikia.com/wiki/BioShock_Consumables

The wiki works fine for this. Just gotta know what to look for.

Technical details being hammered out with regard to NPC/Enemy creation. I'll start posting previews as I make good headway on it. Might be a bit though, since food time is now.
>>
>>43653946
>>
Rise
>>
Rise
>>
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A quick peak at what's to come soon...
>>
>>43656460
>>
>>43659090
Maybe come up with an era-appropriate term for the levels?
>>
>>43661418
Would be neat. I'm open to suggestions
>>
>>43661756
Not sure since I'm not too familiar with language of that time. I want to say stuff like "Movers" and "Shakers" as an example, but it'd probably be better to just find out what terms they use in the games.
>>
>>43661756
well, you could call the lowest rank parasites
>>
Which would work better? 1940s or 50s slang?
>>
>>43662435
I like that idea.
>>
>>43662932
Probably 50s.
>>
>>43662932
don't know how accurate the wiki is, but rapture was declared habitable sometime between 45 and 50, so either would work, I guess you could mix them as you deem appropriate
>>
post faster
>>
First look at enemy templates, for when you need a general type of enemy instead of a fully fleshed out one.
>>
>>43662932
It is quite possible the Rapture residents have made their own slang.
>>
Rise
>>
>>43669096
You're including murder of crows?
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>>43673134
Yup. I'm including almost the Vigors actually. Not including Old Man Winter, because it's more or less just Winter Blast repackaged, but I've found the others different enough to put them in along side their Plasmid counterparts.
>>
[Angry Whale Noises]
>>
>>43673558
By that logic, isn't Murder of Crows basically just the bee swarm plasmid?
>>
>>43676842
It's a matter of inspiration. I couldn't really come up with anything I could do to differentiate Winter Blast from Old Man Winter, but I thought of ways to make Insect Swarm and MoC different from one another.
>>
>>43676894
Are there even birds in Rapture?
>>
>>43676914
Uncertain. I would imagine there might be in the Rapture Zoo, but who knows if there are any wild.
>>
Rise
>>
>>43677427
>>43676914
There should be chicken and turkeys at least. easy to transport to Rapture and to raise and breed for food. They can feed on grains, chopped up seaweed and food scraps and waste.

For that matter, pigs can also be brought down to Rapture for breeding and food stock. ... Now that I think about it. They may indeed be used to dispose of bodies of people who can't afford to bury their dead or cremate them. (among other ways to feed the pigs. Pigs WILL eat dead human bodies.)
>>
Details are hashed out, but I think I'll leave most of it at what I've spoiled already to give folks an idea of what to expect. Guess I'll start in on Gear tomorrow. Any in particular that folks would like to see done up/ideas for some new ones?
>>
>>43681846
Deady lungers, of course
>>
>>43681846
There was one that gave you a chance to have your gun refill without reloading
And another that increased your reload speed
>>
Rise
>>
>>43681846
something about falling or sprinting into an enemy deals damage or stuns them
>>
Rise
>>
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So how easily could this homebrew be used for Bioshock Infinite? Because I'm one of the few heretics who genuinely enjoyed the BSI world more than Rapture, and kind of feel like Rapture is a little over-done.

Overall there's more potential to be gotten out of "infinite universes with dimension hopping chicks in corsets" than "underwater city, plasmids, everyone dies." Has anyone considered possible Tear-using characters? If not, would that be too broken to stat?
>>
>>43688235either that or the gm would be required to have a version of elizabeth as a recurring npc
>>
>>43688235
Thanks to Ken though, you can do all the infinite universe tear bullshittery, in Rapture.
>>
Rise
>>
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Forgive the quiet morning. It was a lazy day today...

Here's the basics of Gear usage. Let me know if something needs clarifications or if there are errors in the text.
>>
Rise
>>
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>>43693785
Time for some Gear previews
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>>43695664
>>
>>43695924
>>
>>43696425
That's all for the moment. More later.

Any special requests? Ideas for Gear to fit the two new slot options?
>>
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>>43696594
Whoops... Forgot the image
>>
>>43696594
I forget the name, but it gave your gun a 50% chance to refill instantly when emptied
Another one gave you a stacking damage buff with every kill (up to 5)
Angry stompers could work too, would be great for survivability, if i'm thinking of the right one
>>
>>43696813
I was thinking of last man standing, not angry stompers, although they do have the same trigger
Angry stompers gives a damage boost when low on life, last man standing causes kills to restore your health when low on life
>>
Rise
>>
>>43699144
>>
Rise
>>
>>43702707
>>
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Some more Gear previews.
>>
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>>43705225
Semi free refills with every purchase.
>>
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>>43705296
>>
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>>43705392
One more after this for the moment.
>>
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>>43705637
Hope folks are liking what they see so far. I know the "no Adam" crowd wants plenty of ways to match wits despite the obvious disadvantages they'll be facing.
>>
>>43705690
Now we just need melee weapon upgrades and an adam free melee build might be viable
>>
>>43707684
You mean like >>43705637 and >>43693785 ?
>>
>>43708753
Oh, no, I mean actual upgrades for melee weapons, not just gear
No idea how that would actually work, though
>>
>>43709142
Probably >>43577967 , and coming up with them yourself. There's nothing really to upgrade for melee weapons aside from making them do neat things, so I'm not sure what I could add for a solid system for it...
>>
>>43709578
It would probably fall into an invention thing, I guess i'll have to try my luck at making a not-shishkebab
>>
Rise
>>
It just occurred to me that despite having posted several things that have this as a detail concerning them, I've never showed folks what it is or how it works. So, here's the details on Momentum.
>>
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>>43712085
....And perhaps it would help if I actually... Y'know... Post the damn shit...
>>
Rise
>>
>>43712106
I like this alternative to normal action/fate points.
>>
Rise
>>
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>>43718845
>>
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Adding in some Vigors to the Plasmid lineup. Still looking for ways to make Old Man Winter different from Winter Blast.
>>
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>>43721257
It's a hell of a thing.
>>
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>>43721587
This is the last one for the moment. Which Vigors should be next?
>>
>>43721587
If someone missed with this, would it be attempted murder?
>>
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>>43722235
>>
>>43721942
how about Undertow? you're literally under the sea
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>>43723931
Donezo.
>>
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>>43724758
Tweaked Electro Bolt to allow for more differentiation between it and Shock Jockey. Jockey's up next.
>>
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>>43724776
Three left after this. Would love to come up with a way to make Old Man Winter different from Winter Blast still though...
>>
Rise
>>
>>
Would you kindly introduce yourselves, it's quiet as a grave in here
>>
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Finally figured out a way to make Old Man Winter different from Winter Blast, so here it is!
>>
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>>43730636
And here's Winter Blast again, slightly revised to help make it an Old Man Winter distinct.
>>
>>43570699
Excellent.
>>
>>
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One last one for the evening. I'll do Devils Kiss and Bucking Bronco tomorrow, then get back to work on Gears.
>>
>>43730636
>>43730651
Well done
>>
Rise
>>
>>43736039
>>
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One Vigor left...
>>
Can you still activate traps by shooting them?
>>
>>43739694
Yes. It's a detail in the Plasmid use section that I only added in recently after playing through Infinite and remembering you could do that.

For the most part, Traps should trigger with enemy activation more often than not, since the game uses a loose positioning system and enemies simply need to approach you to trigger them. Still, I can see tactical advantage to using a traps offensively, so I made sure to include an option for it since some folks might want it..
>>
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Here's Bronco. Time to get back to Gear making after lunch.
>>
Rise
>>
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Two previews of some of the new Gears I've done up so far.
>>
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>>43743955
and this one.

Anyone got any suggestions for how to handle the skyline based Gears, since skyhook/airgrabber travel won't be used?
>>
>>43743974
You could change their trigger to movement, and have them roll a d%
>>
>>43745993
I like! Thanks dude!
>>
>>43746981
Happy to help
>>
Rise
>>
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>>43749651
>>
>>43749651
>>
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A preview of some of the newer Gears, with special thanks to >>43745993 for the inspiration.

1/4
>>
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>>43755211
2/4
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>>43755229
3/4
>>
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>>43755288
4/4

Small break for a bit.



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