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BIOSHOCK™ GAMES BY
2K GAMES
D&D™ BY
WIZARDS OF THE COAST
TABLE OF CONTENTS
INTRODUCTION……………………….………………………………………… 5
HOW TO PLAY……………..…………………………..………………………... 6
CHARACTER BUILDING……………………………………………….. 7
CLASSES…………………………………………………………. 7
LEVELING UP …………………………………………………….8
OPTIONAL LEVEL ZERO……………………………………….. 9
CLASS SPECIFICS………………………………………………….
TOPSIDER…….......……………………………………………………..11
THUGGISH SPLICERS…………………………………………………. 12
LEADHEAD SPLICER………………………………………………….. 13
NITRO SPLICER ………………………………………………………...14
SPIDER SPLICER……………………………………………………….. 15
HOUDINI SPLICER…………………………………………………….. 16
BRUTE SPLICER ………………………………………………………...17
THOUGHT LEADER……………………………………………………. 18
TECHNICIAN …………………………………………………………...19
ALPHA SERIES ………………………………………………………….20
3
RAPTURIAN TRAITS……………………………………………. 21
DIFFERENCES FROM D&D …………………………………………..21
ALIGNMENT AND BELIEFS………………………………………….. 21
BACKGROUNDS ……………………………………………………..22
SKILLS AND ABILITIES ………………………………………….26
CONSTITUTION ….………...………………………………………….26
STRENGTH………………………………………………………….…. 26
DEXTERITY ……………………………………………………………..27
INTELLIGENCE ………………………………………………………...28
WISDOM ……………………………………………………………….30
CHARISMA …………………………………………………………….31
ARM YOURSELF…...…………………………………….…………….34
WEAPONS…………………….………………………………34
SMALL WEAPONS ….………..……………………………………….34
LARGE MELEE WEAPONS…………..………..………………….…. 34
LIGHT RANGE WEAPONS ………..………………..………………..35
HEAVY RANGE WEAPONS ……..………...………………………...35
HAND-TO-HAND ……………..…...………………………………….36
PLASMIDS ………………………………………………..…..37
CYCLONE TRAP….………..………………………………………….37
DECOY……...………………...………………..………………….…. 37
ELECTROBOLT ………………………..……………..………………..37
GRAVITY WELL ………………...……….…..………………………...38
HOUDINI………………………..………….....……………………….38
HYPNOTIZE……………………...……………..………………….…. 38
INCINERATE……………………...…...……………..………………..38
INSECT SWARM …………………..………..………………………...39
SCOUT…………………………….…...……...……………………….39
SECURITY COMMAND……...……...………..………………….…. 39
SONIC BOOM …………...……………..…………..………………..39
TELEKINESIS ………………………………....………………………...40
WINTER BLAST……………………...……...……….………………….40
LITTLE SISTER ANTIDOTE……………………...……………………….40
4
INTRODUCTION
Would you kindly read this before you go on?
I knew I was in over my head with D&D when my character tried to purchase a book
from a shopkeeper in Waterdeep on my first large-scale adventure. I thought that I had
a sizeable amount of gold, but was laughed out of the store by the shopkeeper and
the DM when I threw all my gold on the counter and asked what I could buy with it.
I felt like I had no frame of reference for anything; I had just been dropped into this
world and my roleplaying and my choices were suffering because of it. I had no clue
what the world was like, what my character could and couldn’t do, names of places,
gods, regions, races, etc.. Asking your DM for knowledge all the time is exhausting,
especially when your character is supposed to know most of these things. NPCs would
drop names of towns that the DM assured me my character knew about.
After reading the DM’s guide… there was even more about the universe than I
could’ve imagined. Maybe I gave up too fast, but when you’re trying to play an
intelligent character while you yourself know next to nothing, you feel like a fool. I
haven’t given up on D&D, and honestly this project has helped me learn a lot.
So, about a year ago, my boyfriend asked if I had played Bioshock. I said no, I was a full
time musician and student for like, a decade, so I hadn’t had a lot of time to get
invested in video games time-wise or financially. So my first summer out of college I
finally played Bioshock. And I’ll be darned if it wasn’t just one of the best stories I’d ever
been told.
Rapture was one of the most fascinating fictional places I’d ever experienced, not just
because it’s under the ocean. In history, politics, characters, aesthetic, everything,
Rapture seemed like it had so much potential for story outside of the main plots of the
games. And I understood how the world worked, more or less; there was little guessing
going on. I was familiar enough with the world to carry on a conversation.
So one day my boyfriend says “I think I’d love like… Rapture dungeons and dragons. I’d
love to know how that would work, and play as whatever kind of splicer you want…”
And my brain just ran with it. We ran a quick, one-off trial campaign, and it was so
much fun that I had to beef up the mechanics and really turn this into something. So for
weeks on end this has been my project. And like I said, you can change any of this if
you decide to play, my feelings won't be hurt. There is always room for improvement.
And maybe the world isn’t ready for it yet, but here it is.
Enjoy!
6
HOW TO PLAY
You will need at least one of all of these dice: d4, d6, d8, d10, d12, and a d20. You will
also need your character sheet printed or on a laptop, as well as something to take
notes with. Maps of all playable areas of Rapture can be found on the Bioshock wiki.
(You of course are allowed to create your own areas, such as unique stores,
apartments, offices, or entire areas if you like.)
The good news is, a player doesn’t have to know much or anything about the Bioshock
franchise to play! It is of course advised that in this situation, the character is new to
Rapture.
Bioshock d20 more or less runs on the same mechanics as regular D&D. It is advised that
you are familiar-ish with the mechanics of D&D, or at least have a Player’s Handbook
handy. Many of the mechanics are simplified as there are no spells or spells lots, fewer
level-ups, and a more contained environment. For those new to D&D, here is a very
brief run-down on how the game works:
Your GM (Game Master, sometimes called DM or Dungeon master) will tell you what is
going on around you, what your character experiences. How you interact with the
world is up to you. Your job is to roleplay your character to the best of your ability, and
make choices based on what your character would do. The GM’s job is to tell a story,
guide you through the world, and make sure you have fun!
In combat, your GM will ask you to roll for initiative, to determine order of play. When it is
your turn, you get an action, a movement, and a bonus action, in any order you
choose. Movement is limited to your speed. Actions include making attacks and rolling
ability checks. If you want to attack, determine how you want to attack your enemy.
You will roll a d20 to attack. Add any attack bonuses you have. This number will go up
against your enemy’s armor class (AC). If it is higher than your attack roll, it will not hit. If
your attack roll IS higher than your enemy’s AC, you will then roll for damage. This is
deducted from their hit points (HP).
After everyone has had a turn, the next round starts. Combat continues until your
enemies have been defeated, somebody flees, or you die. Other circumstances can
be determined by your GM. (See COMBAT section for more details.)
The story goes as long as you think it should. There are no rules to storytelling or how your
character should act, but every action has consequences as it would in the real world.
CHARACTER BUILDING
The first thing to do before any adventure is to make an adventurer. The story of
Bioshock is the story of individuals, not just a city that went to ruin. Who are you, and
how do you intend to make Rapture your city?
CLASSES
Below is the list of classes your character may choose from. Mutliclassing isn’t necessary
the way it is in regular DnD 5e, as no class is limited to how many weapons they can
carry or how many plasmid/tonic slots they can purchase, with the exception of
Topsider. Multiclassing in Bioshock d20 would be too overpowering for any character. If
you don’t see exactly what you want, work with your GM to make your own class. Do
they exist in the game? How would they fit in the world of Rapture?
Almost all the classes are combat-driven, as Bioshock is inherently a combat game. If
you are playing for roleplay rather than combat, consider choosing a class without the
necessity of levelling up. Just like Bioshock, levelling up is meant to make you a more
formidable opponent. If you’d still like to level up, ask your GM about possible feats that
would enhance your character outside of combat.
Nitro A tank of a splicer with a unique set d10 Dexterity & Small
Splicer of proficiencies and destructive Constitution Weapons
tendencies.
Alpha A jack of all trades, a Big Daddy with d12 Wisdom & Heavy Range
Series mysterious origins. Strength Weapons,
Large Melee
LEVELING UP
Each class has their own unique features when leveling up. There are 5 levels to each
class, with an optional level 0 for characters who have just entered the world of Rapture
(see chart below). For each level beyond 1, a player may add 1 to their character’s
AC. For every level beyond 1, characters add +1 to their proficiencies.
Depending on their class and level, players are given a certain number of tonic and
plasmid SLOTS (Up to 6 plasmids and 15 tonics). Additional slots can always be
purchased with ADAM. If a player does not want to take the given plasmids or tonic
slots when they level up, they can choose not to. If they do this, they forfeit that slot and
will have to buy it if they want it later.
Each class is proficient in at least one weapon type, meaning at least a +2 to their
attack rolls with that weapon.
Additionally, the more splicing a character does, the more ADAM affects their bodies.
For each plasmid slot a character has, 1 point is subtracted from either their wisdom or
charisma scores and all corresponding abilities. For every 3 gene tonics, 1 point must be
subtracted from either their wisdom or charisma and all corresponding abilities.
If you’re an experienced D&D player and wonder why your level 1 character seems to
already have outrageous stats, don’t worry. Because of the condensed level system
and a character’s use of ADAM, big numbers early on are to be expected.
2) A kid who has grown up in Rapture finally turns 18 and enters the professional
workforce. She is probably proficient in Infrastructure as she’s been taking trains
to school for years and knows her way around the city. Perhaps she is also
proficient in creature handling, as she one day would like to be a biologist who
works directly with ADAM slugs.
3) A retired politician finds himself stranded in the Atlantic after his boat is caught in
a storm. He enters a mysterious lighthouse and minutes later finds himself in a
strange new city under the ocean. He is proficient in history as he spent his entire
career in the field, and maybe he knows how to properly and effectively
operate a gun or two due to his time spent in the first World War.
10
Unlike all subsequent levels, levelling up from zero does not require experience points,
but a formal or informal decision on the character’s part. They can choose whatever
class they like, regardless of whether or not it is related to their character’s origin in any
way. (For the sake of character building and storytelling, it is advised to find a way to
justify what class your character levels into.)
Topsider
Notable examples: Diane McClintock, Mark Meltzer
Whether or not they are new to rapture, a Topsider is reluctant to splice. They cannot
equip or use Plasmids without changing their class. They are masters of weapons and
survival. Typically the most level-headed of all the classes, they never consume enough
ADAM to be affected by it; their ability scores will never decrease. Topsiders may have
up to 3 gene tonics. If a Topsider wishes to use plasmids or more gene tonics, they must
change their class and adjust their stats accordingly.
However, a Topsider will be rewarded for their dedication. At level four, they can now
carry an additional Light Range Weapon for a maximum total of 4. At level five, their
preserved wisdom skill allows them to make an additional action in every other round of
combat.
1 +2 0 1
Thuggish Splicer
Notable examples: Charlie (“where ya goin’ charlie?”)
Thuggish splicers are masters of melee, beefed up with gene tonics every step of the
way. They are tanks who have no qualms about fighting up close and personal. As they
level-up, they become tanks very quickly, stacking and combining combat tonics until
they are unstoppable.
1 +2 0 3
2 +2 1 Combat Tonic 0 4
(Low-Level)
4 +4 1 Combat Tonic 1 6
(Mid-Level)
5 +5 1 Combat Tonic 1 7
(High-Level), +1d6
damage
13
Leadhead Splicer
Notable examples: Dr. J.S. Steinman, Daniel Wales
Leadheads are tonic-heavy, spliced cousins to Topsiders. Like Thuggish splicers, they
can retain most of their personality and sanity on the bare minimum of gene tonics,
while still being very powerful opponents.
1 +2 0 3
2 +2 1 Combat Tonic 0 4
(Low-Level)
4 +4 1 Combat Tonic 1 6
(Mid-Level)
5 +5 1 Combat Tonic 1 7
(High-Level), +1d6
damage
14
Nitro Splicer
Notable examples: Peach Wilkins, Silas Cobb
Nitro Splicers carry a grenade box, full of supplies for their explosive of choice, and as a
result are quite slow, and while armed have disadvantage on stealth checks. They
make up for this in their constitution and their ability to do damage. They are not the
most stable, and often would rather blow themselves up than give their enemy the
pleasure of defeating them. Their alignment is almost always chaotic, and are
excessively destructive. At level 2, having learned to maneuver their throws and cover
more ground, they receive advantages on attack rolls for every other turn. At level 3,
they have the ability to make their explosives even deadlier.
1 +2 0 2
2 +2 Advantages on attack 1 2
rolls every 2 rounds, 1
Combat Tonic (Low-Level)
5 +5 1 Combat Tonic 2 5
(High-Level), +1d6
damage
15
Spider Splicer
Notable examples: Simon Wales, Rose (“Is it someone new?”)
Spider splicers are swift and fast. They primarily attack with hooks that grow out of their
hands from constant ADAM regeneration, that can be used as melee weapons or
thrown. They also can use these hooks to climb walls and ceilings. They are often
difficult to spot, and beginning at level 2 will always have advantages on stealth
checks. They are unique in that they are proficient in both ranged and melee attacks.
At level 4, they will be able to attempt to dodge some attacks as a reaction, so long as
they can roll an acrobatics check higher than their enemy’s attack roll. Spider Splicers
can also leap large distances equal to their speed for one action.
1 +2 Spider Tonic 0 2
2 +2 Advantage on stealth 1 3
checks, 1 Health and
Safety Tonic (Low-Level)
4 +4 Dodge attempt as 1 5
reaction every 3 turns.
Houdini Splicer
Notable examples: Sander Cohen, Martin Finnegan
Houdinis are excellent plasmid-wielders, and are the most genetically modified of all
splicers. At level 2, Houdinis can choose between fire and ice attacks, and will receive
either Incinerate or Winter Blast depending on their choice. Once this choice is made,
all remaining choices of gene tonics must reflect their choice (for example a fire houdini
would take Fire Storm, an ice houdini would take Ice Storm, etc.). At level 4, the ADAM
in their bodies will make their attacks stronger.
1 +2 Houdini Plasmid 1 2
3 +3 1 Combat Tonic 3 4
(Mid-Level)
4 +4 +1d6 damage 3 5
Brute Splicer
Notable examples: Leo Hartwig
Brute splicers are huge, bulking forces of genetics. Rather than guns or plasmids, they
use their bodies as their weapons. Due to their immediately altered physical form, Brute
splicers can be quite overwhelming to converse or debate with. Though their charisma
suffers, they make up for it in combat with strength. By level 5 their attacks are almost
completely unstoppable. Because of their sheer size, redirection can often take a
moment. They can only attack every other round. (Other actions are allowed.)
1 +2 Brute Tonic 0 2
2 +2 1 Combat Tonic 0 3
(low-level)
4 +4 1 Combat Tonic 0 5
(mid-level)
Thought Leader
Notable examples: Andrew Ryan, Sofia Lamb
Thought leaders are idealists, and wish to hold positions of power around Rapture. They
have a chosen alignment to which they must always adhere. At levels 2 and 5, they are
given an additional point onto 4 ability scores of their choice, which can help to
counteract losses from small amounts of splicing. They are jacks of all trades and are
usually quite sociable. Often they are particularly knowledgeable about the workings of
rapture, both historically and politically. In combat, they are hands-off, being useful for
defense and motivating other players.
They can provide motivation by applying their own abilities to other player’s checks.
While in combat, once per round, they can either provide +1d4 to any other player’s
attack roll, OR can roll for another player’s skill check. This increases with each level. At
level 2, it becomes 1d6, 1d8 at level 3, 1d10 at level 4, and 1d12 at level 5. Outside of
combat, they can step in and roll for another player’s skill checks, 3 times per long rest.
This increases to 1 additional check for each level beyond 1.
1 +2 0 1
Technician
Notable examples: Charles Milton Porter, Reed Wahl
Technicians are masters of industry and technology, and prefer to stay out of the action
rather than engage directly. Machines hacked by technicians are deadlier and more
powerful than your average bot, receiving a +1d6 damage bonus compared to
machines hacked by non-technicians. Technicians also may have up to 3 hacked
machines at once and repair previously-hacked machines without a technology
check. They also have no need to visit U-Invent stations, and with the proper materials
can make anything from the U-Invent with a technology check greater than 17. At level
3, they are given an additional 1d6 when targeting machines, either to disable them
with a plasmid, to hit with the hacking tool, or to destroy them. At level 5, they receive
advantage on all technology checks.
Alpha Series
Notable examples: Subject Delta, Subject Sigma
Alpha Series are tanks, using large melee and heavy range weapons, and also have
the ability to use plasmids. Their personal histories are murky and distorted and do not
receive any background skills. Due to their already altered mental state, they will not
lose any wisdom or charisma from additional ADAM consumption, but begin
immediately with less charisma. Alpha Series are “released” for missions, and recalled at
the end of their missions. They do not require food or sleep.
An Alpha Series may choose to adopt a little sister at any given time. Little sisters are
more or less invincible (400 HP) and will give the player up to 40 ADAM per harvest,
depending on her remaining HP. For every 10 HP the little sister loses, the player will lose
1 ADAM from the harvest. A sister can only complete 2 harvests per long rest. A player
can only adopt one sister at a time, and only one sister per long rest. Alpha Series do
not require the Little Sister Antidote to rescue.
1 +2 -4 on all Charisma 0 2
checks
2 +2 1 Combat Tonic 1 3
(low-level), +1d6 attack
4 +4 1 Combat Tonic 2 5
(mid-level) +1d6
damage
5 +5 1 Combat Tonic 3 6
(high-level)
21
RAPTURIAN TRAITS
Because Rapture is so tied to the real world, you will have to build your character as a
person that COULD exist. That’s not to say you can’t get creative, but if you’re
accustomed to building D&D characters with crazy magical features you’ll have to
hold back a bit. Maybe your kobold paladin with the ability to speak to an evil deity
can be changed to a Simon Wales type, a hyper-spliced up industry
worker-turned-preacher who claims he can speak to some god. Your druid who hasn’t
left their forest home in a decade is one of the Saturnine cult members who never leave
Arcadia.
Politics play a VERY important role in the lives of Rapture citizens. Most of the characters
in the game are directly tied to some political belief or policy. Does your character care
for politics? Are they involved? Are they vehemently opposed to one system or
another? You don’t have to have perfect knowledge of capitalism, communism, or
anything else, in order for your character to be a supporter of the ideology. (Most
people in the real world don’t either!)
22
BACKGROUNDS
Backgrounds in the world of Rapture describe your character’s life before their
adventure began. It can describe their life on the surface, or their life in Rapture. It
typically involves something regarding their career, lifestyle, or personal history.
Backgrounds come with two associated skills, as well as an out-of-combat feature. Use
your background to answer questions as to why you’re in Rapture, how and where you
live, who you know, what you’re well-versed in, and how much money you might have.
You are absolutely allowed to create your own background if you don’t see one that
you like, so work with your GM to craft something unique for you. If you like a
background but don’t like one of the choices within it, feel free to choose something
that isn’t listed. If you don’t like the feature, work with your GM to create your own.
Many of the features here are lifted directly from the D&D Player’s Guide, so look there
for inspiration if needed!
Your background proficiencies and your class proficiencies do not stack. If there is
overlap, choose a different ability for your character to be proficient in.
Note: Alpha Series will not have a Background. It is up to the GM if they wish to let an
Alpha Series character discover their personal history, and therefore a possible
background. They will not retain that background’s skill proficiencies upon discovery.
Academic
You’re a professor, librarian, or just someone who spent a lot of time at a university. You
know quite a bit about your chosen field. You are more attached to semantics and
theory than you are practical application. Choose or roll for a field:
d10 Your specialization:
1. Sociology 6. History
2. Music/Musicology 7. Philosophy
3. Journalism 8. Economics
4. Psychology 9. Political Science
5. Art History 10. Literature/1 Language
Skills: History, Insight
Equipment: Small book of basic facts about their chosen subject given to them by an
old mentor, set of chalk in a small box, a watch worth $20 that looks nicer than it is.
Feature: Expertise
If someone asks a question about your chosen field, you have no need to roll a check
for it. You can immediately recall a fact, unless the GM tells you otherwise. If you don’t
know a fact for any reason, you know where to find the information or who to ask.
23
Blue-Collar
You’re an honest man making honest money. Whether you are comfortable where you
are or want to rise in the ranks, you work with your hands doing a lot of the dirty work
that “Rapture’s Best and Brightest” cannot or will not do. Choose or roll for a skillset:
d8 Your skillset:
1. Plumbing 5. Welding
2. Electrician 6. Sanitization
3. Carpentry 7. Factory Worker
4. Fisherman 8. Manual Laborer
Skills: Infrastructure, Survival
Equipment: Small tool kit for minor repairs, set of work gloves,
Feature: In This Together
Other working-class folks know your plight, and will play the system to attempt to ease
the burden of a poor man’s life, knowing that you’d do the same for them. At any one
restaurant or bar, an employee who recognizes you can offer you a free drink or
discounted meal, once a day.
Businessman
You are all about connections, and have worked and talked your way to your position.
Whether you’re a pencil pusher or out managing a storefront, the realities of economics
and sales are your every day. Choose or roll for your specialization:
d6 Business Role:
1. Manager 4. Marketing
2. Sales 5. Intern
3. Accountant 6. Customer Service
Skills: Persuasion, Insight
Equipment: stack of 50 business cards, a monogrammed ink pen worth $50,
Feature: “I know a guy”
If you or someone you know is looking for a job, a product, or a service for a business,
you will always know at least one person who can hook you up with something.
Additionally, mutually beneficial ideas you pitch to higher ups or other businesses will be
well-received most of the time.
Criminal
While there are no laws in Rapture, perhaps you have a skill for, shall we say, subverting
morality for personal gain. You walk around legality in one way or another. Maybe
you’re on Ryan’s hit list for being a suspected smuggler… or a confirmed smuggler.
Whatever it is you do, there are more than enough people who wouldn’t approve.
Choose or roll for your style of crime:
24
d8 Criminal Experience:
1. Kidnapping 5. Pickpocket
2. Grifting 6. Blackmailing
3. Burglar 7. Ring Leader
4. Murder-for-Hire 8. Smuggler
Skills: (choose 2) Deception, Sleight of hand, Stealth, Intimidation
Equipment: Lock picking set, 5 autohack tools (does not require hacking tool), and one
of the following: a set of pre-signed empty work orders, weighted dice, a crowbar
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of
other criminals. You know how to get messages to and from your contact, even in
public and even to the surface.
Entertainer
You’ve been on stage more times than you can remember. You know how to read a
crowd, and what people want to see. You can keep people in their seats at the show,
or out of them, if that’s what you’re going for! Choose or roll for your routine:
d6 Entertainer Routine:
1. Singer 4. Magician
2. Actor 5. Instrumentalist
3. Dancer 6. Stand-Up Comedian
Skills: Performance, Perception
Equipment: A poster from a past performance signed by everyone involved, and your
choice of a) a box of costume/disguise/stage makeup, b) a musical instrument, c) a
deck of cards and a set of poker chips.
Feature: By Popular Demand
You can always find a place to perform with an audience in public, including metro
stations, a restaurant or bar, or in a lobby somewhere. Your performance will usually
make you some amount of money, and strangers will take a liking to you when they
recognize you.
Researcher
Dedicating your life to the advancement of scientific exploration and the betterment of
mankind through it, you’re more or less an expert in the field of your choice. Choose a
scientific field to specialize in, though because of your education you will have a
working knowledge of all physical sciences. Choose or roll for your field of expertise:
d8 Field of Expertise:
1. Biology 5. Physics
2. Chemistry 6. Botany/Agriculture
3. Geology 7. Medicine
4. Genetics 8. Engineering
25
Socialite
You know the ins and outs of everyone who is anyone in Rapture. Some may call it
gossip, but to you socialization and connections are the key to success. You come from
a wealthy family and never find yourself short on resources or contacts.
Skills: Persuasion, Perception
Equipment: An expensive piece of jewelry worth $200, a family photo, a key to a private
bathysphere.
Feature: Position of Privilege
Because of your social status, if you are recognized, most people are inclined to
respect you. You are always welcomed with open arms in high society and important
circles. Most people will try to accommodate your needs and avoid your displeasure.
Getting in touch with notable people, or people in positions of power isn’t a problem.
Soldier
You served in your home country’s military long enough to know the rankings, the rules,
the etiquette, and perhaps some tactics. You still maintain discipline in all aspects of
your life. As each country’s military is slightly different, pick a branch (Army, Navy, etc.)
and rank, and determine if you were drafted or enrolled voluntarily.
Skills: Intimidation, Athletics
Equipment: military ID from whatever country they served, something small that used to
belong to a fallen enemy (a piece of a gun, a torn corner of a flag, etc.).
Feature: Military Rank
You have a military rank from your career as a soldier. Other former soldiers from your
country of origin, and often its allies as of the second World War, still recognize your
authority and influence, and they defer to you if they are of lower rank. You can invoke
your rank to exert influence over other soldiers and requisition simple equipment, or a
firearm, for temporary use. Social groups of ex-soldiers from your nation and its allies will
welcome you.
26
Constitution
Endurance and durability is the key in constitution. There are no skills associated with
constitution, but a good roll on a constitution check can push you beyond your normal
limits.
A room floods with freezing water. Can you hold your breath long enough
to get to an exit?
You’ve fallen on hard times and gone 3 days without eating. How much
longer can you go on?
Someone at the bar has challenged you to a drinking contest. Can you
drink an entire bottle of Arcadia Merlot and still walk home?
Strength
Strength is your ability “to lift, push, pull, or break something, to force your body through
a space, or to otherwise apply brute force to a situation.”
A lock that requires a key is around a gate or door you’d like to get
through. Can you break the lock?
A pile of rubble is blocking your path. Can you move it out of the way?
Athletics The Athletics skill is the part of the Strength skill that involves movement. It
involves running, climbing, swimming, etc.
A man initiates a physical altercation with you. Can you wrestle him
enough to restrain him?
You’d like a better vantage point of the theatre from the box seats. Can
you jump and climb up to the balcony?
27
Your bag was stolen right out of your hands! Can you run fast enough to
catch up with the thief?
Dexterity
The Dexterity skill involves “any attempt to move nimbly, quickly, or quietly, or to keep
from falling on tricky footing”.
A trap bolt is blocking your path through a room. Can you disable it
without injuring yourself?
You suspect your neighbor of hiding some dangerous secrets. Can you
pick their front door lock?
You’ve been tied to a chair for questioning. Can you get out of your
bonds?
Acrobatics The Acrobatics skill keeps you on your feet in a sticky situation, keeping you
balanced during acrobatic maneuvers.
A dead electrical wire is the only thing connecting the balcony you’re on
to a platform. Can you walk across it without falling twenty feet to the
floor below?
A splicer has covered the floor in ice as you chase him down a hallway.
Can you cross the ice without falling?
Sleight of Hand This skill deals with “manual trickery”, like the deception skill in a physical
form.
You see something shiny and mysterious in a woman’s bag. Can you lift it
without being noticed?
You are trying to win a game of poker at Sir Prize. Can you hide the ace in
your sleeve?
You know a man is guilty of stealing but you have no physical proof. Can
you successfully plant one of your belongings on him?
Stealth The Stealth ability is simple: can you sneak up on someone or slip away without
being noticed?
A security camera lurks in the corner of a room. Can you pass its line of
sight without sounding the alarm?
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Two splicers have their back to you. Can you sneak up and get the attack
advantage on them?
Intelligence
Intelligence is learned. This is your “book smarts” skill and knowledge gained from
experience. Memory, education, and deductive reasoning are involved in the
intelligence skill.
Technology (Previously Arcana) The technology skill is mostly used for hacking
machines, but can also be used to repair machines, identify what part of a machine
may be broken or missing, and the ability to properly use more advanced machines.
You need a medical kit but have no money. Can you hack this health
station to drop an extra medical kit?
You find a large, strange machine in an office. Do you know what this
machine does, and can you operate it?
History The history ability is your ability to recall historical events as you experienced
them, as well as anything you may have learned in an educational setting. History
includes politics, as they are deeply intertwined in the world of Rapture.
Someone begins a debate with you arguing that citizens must sacrifice
some liberty in exchange for security. Do you agree or disagree with them,
and can you cite examples to back up your point?
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A man mentions the New Year's Eve 1958 attacks. Do you remember
where you were that night and what events transpired?
Investigation Looking for clues and making deductions on them is what investigation is
all about. It is the active counterpart to the perception check and involves having a
goal in mind.
You take a photo of a splicer before killing them in battle. Can you find
and point out their weaknesses based on your observations?
You know this desk has a switch hidden on it that will open a secret
compartment. Can you find and activate the switch?
The floor tiles in Apollo Square have mysteriously broken. Can you identify
what caused it?
Infrastructure (previously Nature) The nature skill in D&D refers to natural cycles and
learned knowledge of plants and animals. As Rapture is a completely artificial
environment, the idea of Infrastructure will take its place. Infrastructure in Bioshock d20
refers to the workings of the city at large, a broad understanding of the culture, and the
systems that keep the city running. Someone who is new to Rapture will have little to no
Infrastructure skill, while someone who has lived in Rapture for the last decade will know
how things work around here, more or less.
You see a metro map with one of the stops crossed out and re-labeled in
red ink “PAUPER’S DROP”. Do you know what this stop is, and why it’s
called such?
The power goes out in your apartment. Do you know who to contact to
get it turned on?
A newcomer to Rapture asks you what that “large, strange man in the
diving suit” is doing. Can you correctly answer him?
Science (previously Religion) As religions are few and far between in Rapture, and
might fall more closely under the realm of history/politics, the science skill is a general
catch-all to replace it. The science skill can include a working knowledge of biology,
mathematics, chemistry, astronomy, etc.. The more education or experience required
to understand the subject, the higher you will need to roll for success.
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You need to create an explosive to get into a sealed-off room. Do you know
what chemicals will cause a reaction large enough to blow open the wall?
You and your coworkers are conducting a study and some advanced
calculations need to be made. Can you execute them?
You hear news of a nearby volcanic eruption on the surface. Do you know how
to prepare Rapture for a seismic event?
Wisdom
“Wisdom reflects how attuned you are to the world around you and represents
perceptiveness and intuition.” It might help to think of Wisdom as “street smarts”, the
ability to assess your situation and environment quickly.
You know that you should check the next room over for more information, but you have
a gut feeling that only trouble awaits. What course of action do you take?
Creature Handling (previously Animal Handling) There are not that many animals to be
interacted with in Rapture beyond common housepets, so this category has expanded
to include possible sea life as well as little sisters.
You are a big daddy working on repairing a leaking window when a squid
attaches itself to your helmet. Can you remove it without injuring yourself
or the squid?
You find a crying Little Sister in an empty corridor and her Daddy is
nowhere to be seen. Can you approach her without her running away?
Insight The insight skill is the interpersonal counterpart to investigation. Interpreting body
language and speech patterns and what they mean for a person’s intentions.
A stranger nervously approaches you asking for money for his sick wife,
and says he’s just lost his job. Do you believe him?
Medicine This skill has hidden uses beyond knowing how to use a medical kit on and
stabilize another person, so don’t dismiss it!
Perception The perception skill has a tendency to be overused, but deals with your
awareness of your physical surroundings. A perception check will measure your senses.
You enter a room you’ve never been into before. Do you see something
out of the ordinary?
You are walking home and a security alarm sounds suddenly. Did you trip
a camera, and are there bots coming for you?
You see two strangers enter your office. Can you hear what they are
talking about through the door?
Survival While Survival in D&D has far more natural associations, it can still be used in the
artificial world of Rapture. Assessing elemental hazards and safety issues are tied to the
survival skill.
A broken electrical wire is lying in a puddle, but isn’t sparking. Can you tell
if it is safe to walk through?
While digging through the trash in search of information, you find an open
bag of chips. Are they still safe to eat?
Charisma
The charisma skill involves your ability to present yourself through your words. Convincing
people to work with you, whether you tell them the truth or not, is most of what the skill
covers. It also deals with the ability to entertain and influence people.
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You step outside your apartment and find a large crowd gathering in
Apollo Square. Who would be the best person to talk to in order to find out
what’s going on?
You’ve been invited to a meeting with people outside your social circle
and socioeconomic class. Can you hold a conversation without sticking
out like a sore thumb?
Deception The deception skill is your ability to hide the truth in your words and actions. It
doesn’t necessarily imply malicious intent.
You are playing a friendly game of poker with your friends, knowing for a
fact that you have the worst hand at the table. Can you hide your bluff?
You’re trying to get into Andrew Ryan’s office and have acquired a
guard’s uniform. Can you successfully disguise yourself?
You’re about to steal a very expensive bottle of wine from Sinclair Spirits,
and now you’re being questioned by the cashier. Can you lie to her face?
Intimidation This ability measures your “attempts to influence someone through overt
threats, hostile actions, and physical violence.”
Fontaine has asked you to interrogate a man he has captured and
suspects as being a weasel for Ryan. Can you get information out of him?
A splicer approaches you with a gun, demanding you hand over any
ADAM you have on you. Can you convince him to back down?
Performance This ability is very straightforward in its uses, and involves entertaining an
audience with music, storytelling, or some other art form.
Desperate to make an extra couple bucks just to feed yourself dinner, you
put out a hat at the train station and start plucking at your old guitar. Are
you entertaining enough for people to throw you some cash?
A very powerful businessman enters your place of business and you’d love
to know his secrets. Can you seduce him enough to make him slip?
You’ve decided to run for a political office and need to show people that
you know what is best for Rapture. Can you give a convincing and
powerful speech to the public?
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The political conversation at the dinner party has become heated and
you need to diffuse some tension. Can you make your colleagues laugh
with your convincing impression of Andrew Ryan?
Persuasion It might help to see persuasion as a more positive and proper counterpart to
deception. Persuasion isn’t as negative as it sounds. The persuasion skill can help you
win friends and make polite requests.
Your party needs to speak with a powerful politician, but their secretary
has insisted that they are busy at the moment. Can you convince them to
let you speak with them immediately?
Some drunk patron is about to get violent with the door guy at Eve’s
Garden. Can you talk him down before he gets himself or anyone else
injured?
Your new coworker is very nervous on their first day on the job. Can you
convince them that they have nothing to worry about?
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ARM YOURSELF
Whether or not you splice, Rapture can be dangerous. Make sure you’re ready!
WEAPONS
While in both Bioshock games you are allowed to carry every weapon available,
Bioshock d20 is about realism, unless you and your GM agree otherwise. Your character
can only carry a certain number of weapons at a time. Choose an option below:
1) Small Weapons (unlimited)
2) 1 Large Melee Weapon
3) 3 Light Range Weapons
4) 1 Heavy Range Weapon
5) 1 Heavy Range, 1 Large Melee (Alpha Series class only)
Because of the fairly enclosed environments in Rapture, weapon ranges are more or
less irrelevant. That being said, it is up to your GM’s discretion if you try to use a weapon
in an unconventional way. (Ex: trying to snipe someone with a shotgun, trying to throw a
wrench, using a weapon with a fire-damage ammo within 5 feet, etc.)
Each ammo type’s damage is per bullet used. Make sure to roll for each one. (This does
not apply to Ion Cells, Drills, or Chemical Throwers, use damage listed per attack.)
Small Weapons:
● Hooks, Knives, etc. (melee, or thrown)
○ One Action = up to 2 stabs or throws
■ Each stab does 1d4 damage.
■ Each throw does 1d6 damage.
● Hand Grenades, Molotov Cocktails (15 box)
○ One Action = One Throw
■ Each does 3d6 damage in 5 ft range.
■ For Molotov Cocktails 25% chance of catching fire.
Hand-to-hand
● Punches
○ One Action = 1 punch
■ Each punch does 1d4 damage
● Brute Splicer Attacks
○ One Action = 1 hit/throw
■ Charge, 3d6 damage, knocking target back 10 feet, plus stunning
for 1 turn on failed DC 15 CON save.
■ Throwing a large object, 4d6 damage, target must make DC 15
DEX saving throw, upon failure, incapacitates target for 1 round.
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PLASMIDS
Plasmids, while mostly used as weapons in the game, can be used for day-to-day tasks
as well. They cost EVE to use, and ADAM to purchase them. They can be exchanged for
other plasmids you’ve purchased at a Gene Bank, if you run out of slots. Your GM might
choose to reward you with certain Plasmids, or limit what you can purchase up front to
keep you from becoming too overpowered early on. Even if you have higher level
plasmids, you can always cast lower levels. Plasmids with * next to them do not require
an attack roll.
Because of the fairly enclosed environments in Rapture, plasmid ranges are more or less
irrelevant. If you can see who or what you’re aiming at, you can attack.
Cyclone Trap*
1 action, costs 9 EVE 3 sq. ft trap of wind on the ground. The trap exists for 3
rounds. It is visible only to you and your allies. Does not affect Security Bots,
Turrets, or Big Daddies. When a trap is triggered, it throws the target 20ft into the
air and deals 3d6 damage when the target hits the ceiling or floor. Maximum of 2
active traps may be set at one time by one person. Casting Cyclone Trap any
number of times after will remove and replace active traps with new ones.
NOTE: If casting cyclone trap underneath an enemy immediately, the player
must make an attack roll and immediately triggers the trap.
Cyclone Trap 2 is identical to Cyclone Trap 1, and costs 15 eve,
deals 4d6. It can also be paired with other plasmids to make unique traps
that do damage equivalent to the two plasmids together.
Decoy*
1 action, 9 EVE Instantly creates a single decoy target on a spot on the ground.
The decoy target is an illusion that hostile enemies (including splicers, turrets,
security bots, and big daddies) will regard as an enemy. A maximum of one
decoy target may be used at a time by the same person. Casting Decoy any
subsequent number of times will remove and replace the active decoy target
with a new one. The Decoy lasts for 2 turns before disappearing. All attacks
simply pass through the decoy.
Decoy 2 costs 15 EVE and reflects all damage back at the attacker, lasts
for 3 turns.
Decoy 3 costs 24 EVE and heals the caster for all damage directed at it,
lasts for 4 turns.
Electro Bolt
1 action, 6 EVE creates a bolt of electricity that strikes a target enemy or object. If
it hits, Electro bolt deals 1d6 damage and target is stunned for 5 seconds (1
round). When stunned, the target’s AC is cut in half. Using Electro Bolt on bodies
of water will cause them to be electrified for 5 seconds (1 round). All targets in
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contact with the water (including caster and allies!) will take 12d6 damage in
addition to being stunned for as long as the water is electrified. Electro Bolt can
also be used for minor repairs such as combustible objects, door switches, etc. for
3 eve.
Electro Bolt 2 costs 15 eve, can be used to stun multiple targets within 10
feet of each other for 10 seconds (2 rounds), and deals 3d6 damage to
each target.
Electro Bolt 3 costs 24 eve, can be used to stun multiple targets within 10
feet of each other for 20 seconds (3 rounds), and deals 3d6 damage to
each target.
Gravity Well
1 action, 12 EVE Creates a black, dense ball that can be thrown at or near a
target in range. Any person or object within 30 ft will be drawn towards it
instantly, and will be stunned and unable to move for 2 rounds, or 10 seconds.
Gravity Well 2 costs 18 eve. Can be charged up to create an invisible trap
on the floor, and activates when walked over.
Houdini*
1 action, 15 EVE Allows user to teleport to another spot within 40 ft, emits a cloud
of red dust. If user wishes to be unseen, target must make a perception DC 15
check.
Hypnotize
1 action, 12 EVE Creates a ball that can be thrown at a target in range. It does
not affect big daddy, electronic devices, or brute splicers. Otherwise, if it hits the
target, the target must make a DC 15 Wisdom saving throw. Upon failure, target
becomes hostile to other enemies in the area for 1 minute.
Hypnotize 2 costs 18 eve, WIS DC is 17. The target will become your ally,
fighting alongside you for 3 minutes.
Hypnotize 3 costs 24 eve, WIS DC is 20. Brute Splicers and Big
Daddies can now be hypnotized. Lasts for 5 minutes.
Incinerate
1 action, 6 EVE Instantly lights on fire a targeted enemy or object. If it hits, the
targeted enemy or object takes 2d6 damage instantly. Each turn, the enemy or
object takes 1d6 additional fire damage for 3 turns, unless the fire is extinguished.
Objects located in the environment may also be ignited. Incinerate can also be
used for minor purposes for only 3 eve.
Incinerate 2 costs 12 eve, igniting everything within a 5 ft radius of the
user, fire damage increases to 4d6 to each target and 2d6 each round for
4 turns.
Incinerate 3 costs 18 eve, can be used to ignite multiple targets, and fire
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damage increases to 6d6 to each target and 3d6 each round for 5 turns.
Insect Swarm*
1 action, 9 EVE Creates a swarm of wasps that exist for 2 turns. The swarm will
move around the room until a target is found. Target must make a DC 12
Constitution check at the beginning of each turn. Upon failure, the swarm does
4d4 damage. Upon success, the swarm does 2d4 damage. Each turn the swarm
does another 2d4 damage. IIf target dies before the Swarm expires, the Swarm
will find a new target for the duration of its life.
Insect Swarm 2 costs 15 eve, exists for 4 turns, deals 4d4 damage. Multiple
targets can now be affected.
Insect Swarm 3 costs 18 eve, exists for 6 turns, deals 6d4 damage. Corpses
of enemies killed by the swarm will become swarm traps.
Scout*
1 action, 12 EVE Allows you to turn into a “ghost” and leave your real body
behind (vulnerable to attack). You have access to other plasmids, but not
weapons. In ghost form, up to 3 actions can be made in combat. If your physical
body is attacked, Scout is immediately terminated and you will return to your
body. Scout has a maximum range of 120 ft, with blurred vision at 100 ft.
Venturing further than 120 ft will terminate Scout.
Scout 2 costs 24 eve, allows you to hack devices in ghost form.
Security Command
1 action, 6 EVE Creates a ball that can be thrown at a target in range. If it hits,
the ball covers the target with a blue, photoelectric substance and immediately
draws the attention of any security devices within 120 ft for 3 turns, or 15 seconds.
It can be used on splicers or big daddies. Even though the effect is temporary,
Security Devices will continue to attack the target even after the plasmid’s effect
wears off. Using Security Command on a non-hostile or unaware target does not
alert the target to your presence, and does not initiate combat.
Security Command 2 costs 15 eve. It will summon a
friendly security bot for you for 2 minutes, or 6 turns, up to 2 security bots at
a time.
Security Command 3 costs 18 eve. It will summon friendly
elite security bots who will serve you until they are destroyed, up to 2
security bots at a time.
Sonic Boom
1 action, 9 EVE Instantly emits a shockwave from your hand that sends people
and objects flying backwards 40ft. Upon impact, the target takes 2d6 damage, if
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hitting a wall, 3d6 damage if hitting a large object. The GM can determine
damage for alternate scenarios.
Sonic Boom 2 costs 18 eve. Pushes back targets 100ft, and deals 4d6
damage if hitting a wall, 5d6 damage if hitting a large object.
Telekinesis
1 action or reaction, 6 EVE Instantly picks up and pulls in a movable object.
Objects held by Telekinesis can be thrown as an action, dealing 3d6 damage on
impact. If used as a reaction, must pass a Perception saving throw greater than
the opponent’s attack roll, and will deal the attacker’s attempted damage
back at them. Telekinesis can also be used to lift small objects (collectibles) for 1
eve, medium objects (corpses) for 2 eve, and large objects (furniture, rubble
piles) for 3 eve.
Telekinesis 2 costs 12 EVE to throw objects and thrown objects deal 8d6
Damage.
Telekinesis 3 costs 24 EVE to throw objects and thrown objects deal 12d6
damage. You can also pick up live enemies on successful attack. When
thrown, they take 12d6 damage on impact, and whoever/whatever they
impact takes that much damage as well.
Winter Blast
1 action, 9 EVE Instantly freezes a target enemy or object. If it hits, the target
takes 2d6 damage. Target must make a DC 15 CON saving throw. Upon failure,
the target is frozen in place, unable to move or act for 10 seconds (2 rounds).
While frozen, the target is vulnerable to all damage types, except for fire. Killing
frozen enemies before they thaw shatters them, leaving behind no corpse to
loot.
Winter Blast 2 costs 15 EVE Target takes 4d6 damage, DC 17 Con saving
throw, upon failure and remains frozen for 20 seconds (or 3 rounds).
Winter Blast 3 costs 24 EVE Target takes 6d6 damage, DC 19 Con saving
throw, upon failure and remains frozen for 1 minute (or 4 rounds).
Note: It is up to your GM if you are required to use this plasmid in order to rescue
Little Sisters.
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GENE TONICS
Gene tonics are passive, often similar to feats, and will take effect as long as they are
equipped. They can be exchanged for other gene tonics you’ve purchased at a Gene
Bank, if you run out of slots. You can have as many from each section as you want
(similar to Bioshock 2). Your GM might choose to reward you with certain Gene Tonics,
or limit what you can purchase at a Gatherer’s Garden. See the appendix for prices.
COMBAT READY
Low-Level
● Armored Shell: +2 armor class
● Melee Lurker: +5 on all stealth checks
● Static Discharge: Emit burst of electricity (2d6 damage) in 3 ft range when struck
by melee attacks, with 25% chance of shocking your opponent for one turn.
● Drill Specialist: Your plasmids will use HALF of the EVE (rounding down) that they
normally require, but the only weapon you may use is the Drill.
Mid-Level
● Armored Shell 2: +4 AC (stacked +5 AC)
● Heavy Hitter: +2 attack bonus on melee attacks, +5 damage bonus
● Electric Flesh: Immune to electrical attacks, increases electricity damage by 40%
● Elemental Sponge: Damage from elemental attacks gives you +2 eve
● Fire Storm: Emit burst of fire (2d6 damage) when struck by melee attacks, within a
3ft range.
● Ice Storm: Emit burst of ice (2d6) when struck by melee attacks, with a 50%
chance of freezing opponent for 2 turns.
● Freezing Melee: All melee attacks have 50% chance of freezing enemy for 2
rounds.
● Walking Inferno: Decrease fire damage you take by 50%, increase fire damage
you deal by 50%.
High-Level
● Blood Lust: +1 Health, +1 EVE for each point of damage done with melee
weapon
● Headhunter: Any attack roll higher than a 17 does twice the damage, if it hits.
● Natural Camouflage: Standing still allows you to become invisible. In combat,
you may become invisible as your major action, as long as you don’t take your
movement action after
● Elemental Storm: Emit random burst of fire, ice, or electricity (1d6 damage) when
struck by melee attacks. Roll a d6 to determine what it is. 1 or 2 - Electricity, 3 or
4- Fire, 5 or 6 - Ice
● Elemental Vampire: Highest Level elemental attacks give you 50% of your
opponents lost HP.
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High-Level
● Deadly Machines: Hacked bots and turrets do 25% more damage.
● Hackers Delight 2: Every successful hack gives you +4 Health and +4 Eve
● Safe Cracker 2: Lower safe and combination lock constitution by 4.
● Short Circuit 2: Electrical attacks disable security devices permanently.
● Shorten alarms 2: Reduces duration of security alarms to 1 turn.
● Vending Expert2: Reduces prices in vending machines by 20%.
LIVELIHOOD ENHANCEMENT
While these tonics do not play a part in the Bioshock games, many do exist in-universe,
for the average, non-adventuring person to better themselves. ADAM provides the
opportunity to become who you really want to be! If you have a specific want of a
tonic that doesn’t necessarily exist, or that would increase a specific skill, work with your
GM to create one. If it feels too big of a request, they may require that you sponsor a
genetic researcher or commission a plasmid manufacturer to make it for you.
● Brain Boost: Your ability to learn and recall information increases. +3 to all
intelligence checks.
● Slim-Down: Your body quickly removes excess fat. -2lbs to character’s weight
everyday. If this is equipped, your HP will not increase upon leveling up.
● Animal Magnetism: Changes your body’s pheromone composition to make
people more attracted to you. +3 to all persuasion checks.
● Poker Face: Hide your bluffs more easily! Roll for advantage on all deception
checks.
● Hemingway’s Helper: Your writing speed increases, allowing you to get more
done in a shorter amount of time. In addition, you receive a +1 to all insight
checks.
● FreshHair: Regrows hair on a balding head. +1 to all charisma checks.
● Instant Piano Prodigy: Your hands become accustomed to moving quickly and
accurately over piano keys, allowing you to progress faster in learning the skill. In
addition, you receive a +1 to all dexterity checks.
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GAME MECHANICS
CURRENCIES
MONEY can be earned by working a job, or found in small quantities in the world. Each
character can start with some money, depending on their social status, job, or at the GM’s
discretion. While the story of Rapture does take place from 1947 to around 1970, prices are
quite inflated as life in Rapture is quite expensive. For simplicity’s sake, prices for items are
roughly equivalent to the modern day.
ADAM is difficult to find, but necessary to purchase Gene Tonics, Plasmids, and their
respective slots. ADAM, once spent, cannot be transferred between characters or players.
ADAM can be found by Little Sisters, but seldom in the world. ADAM is stored in small vials
on the person until spent (consumed). Depending on the timeframe that the campaign is
set, ADAM can be purchased at a Fontaine Futuristics storefront for a hefty price.
CONSUMABLES
FOOD can restore your health by very small amounts. Each food item restores 1 HP. Entire
meals can restore 5 HP. In combat, eating an object uses 1 action.
ALCOHOL can restore your health, at the cost of eve. Each drink will restore 2 HP and
cause you to lose 2 EVE. After every drink, a player must roll a Constitution check. A player
must roll higher than 10 for the first drink, 14 for the second, 18 for the third, and 20 for the
fourth. If the player fails the constitution check, the player becomes INTOXICATED. When
intoxicated, a player rolls for disadvantage on every ability check, saving throw, and
attack roll. Intoxication lasts for 2 turns per drink consumed, or 5 minutes per drink
consumed. In combat, having a drink uses 1 action.
CIGARETTES can restore EVE at the cost of HP. Each cigarette increases 1 EVE in exchange
for 1 HP. A character can smoke as many cigarettes at one time as they choose, and can
also carry cigarettes on them.
RESOURCES
MED KITS and EVE HYPOS refill the remainder of the character’s meter. Each character can
carry up to 5 of each. Health and EVE Stations cost $15, unhacked. Using them in combat
takes 1 action.
AMMO must be kept track of by the player. It is admittedly a complicated system that
involves a lot of writing and rewriting, but it's an accurate and honest system that mirrors
the games. Each weapon has its own properties.
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U-INVENT
Certain ammo types that are hard to come by can be “invented” or purchased at
U-Invent stations. No skill checks are necessary to make these exchanges. Each exchange
of materials makes 1 magazine of the coshen ammo. Other unlisted ammo types may be
created at the GM’s discretion. U-invent stations may be hacked and all have a DC of 17.
If hacked, all material numbers greater than 1 are reduced by 1.
Special Upgrades:
Rivet Gun: 50% chance that target will catch fire on a hit. 2d6 fire damage for 2 rounds.
Drill: Uses 50% less fuel overall.
Grenade Launcher: You take no damage from your own grenades.
Chemical Thrower: Uses 50% less ammo.
Shotgun: Increases your max bullets per action from 2 to 4.
GATHERING
Alpha Series who are members of the party can choose to adopt a Little Sister to gather
ADAM. When the sister has found an angel, you will have to defend her as she gathers. You will
automatically enter 5 rounds of combat, with more and more enemies approaching until she
is done. When she is finished gathering, you will have to fend off any remaining enemies, but
no more will initiate combat.
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Certain machines (turrets, security bots, etc.) can be weaponized. Weaponized Machines
have unlimited ammo as long as the player has provided at least one magazine of the
preferred weapon type. Weapon types and ammo types cannot be changed without an
additional technology check equal or higher to the machine’s DC.
Machines do have HP equivalent to twice their DC. When a machine reaches 0 HP it will
explode (causing 3d6 damage to anyone or anything in a 5 foot range) and be unrepairable,
BUT the weapon mounted on it can be reclaimed. Machines can be repaired by the player (1
action) before it reaches zero HP if they roll a technology check that is equal to or higher than
the machine’s DC.
Each character can have up to 2 hacked machines at any given time. Hacking any new
machine will disable a previously hacked one. Technicians may have up to 3 hacked
machines, and also receive a +1d6 damage bonus to all successful attacks.
Turrets and security bots may be weaponized with any of the following:
○ Machine Gun Standard Round - 3d4 damage
○ Machine Gun Antipersonnel Round - 3d6 damage
○ Machine Gun Armor-piercing Round - 3d6 damage
○ Frag Grenade - 4d6 damage
○ Heat-Seeking RPG - 3d8 damage
○ Ion Cell - 4d6 damage
○ Electrical attack - 2d6 damage, stun for 1 round (does not need a weapon or
ammo)
The remote hack tool can also be used with the following stats:
● Remote Hack Tool
○ One Action = 1 Dart (roll to hit the machine (must be 10 or higher), then perform
tech. check) (1 magazine)
■ Remote (9)
■ Auto hack, bypasses the technology check (4)
■ Mini Turret with 20 HP and does 1d6 damage every turn (4)
If a hacked camera spots an enemy, 2 security bots at a time will appear at the end of the
round of combat. If not in combat, bots will arrive 20 seconds after the alarm has been
tripped.
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RESEARCH CAMERA
Research cameras are difficult to find, but can be an invaluable tool. Unlike in the game, a
research camera does not take up a weapon slot but is instead just an item to be carried on
the person. Also unlike in the game, the research camera will not have immediate effects. A
player may take a picture of an enemy or machine (1 action) and store it in the camera, and
then later perform an investigation check on that picture (1 action). Whatever the player rolls
is tallied up and kept track of for research benefits. For every 20 points collected, the player
gains +1 to all attack rolls against that enemy’s class, up to 100 points. For every 50 points
collected, the GM may reward you with a Gene Tonic of their choice.
If you and your GM decide to use the research camera mechanic in your campaign, keep
and maintain this page with your character sheet.
RESEARCH BONUSES:
Splicers Points ATK Bonus
Thuggish ____/100 _____
Leadhead ____/100 _____
Nitro ____/100 _____
Spider ____/100 _____
Houdini ____/100 _____
Brute ____/100 ____
COMBAT
Just like in regular D&D, a round of combat takes about 6 seconds of game time, no matter
how long it takes in real time to decide, roll for, and execute attacks. Each participant
involved in combat will take a turn, and once everyone has had their turn, the next round will
begin. See the D&D player’s guide for rules on surprise, initiative, etc.
An action can be many things, but will mostly include the use of a plasmid, weapon, or the
act of hacking a turret or otherwise performing a skill check.
A bonus action can be reloading your weapon, refilling your health, or refilling your eve.
Due to the nature of the video games, reactions are limited to saving throws to see if you are
affected by a certain ammo type or plasmid.
ARMOR AND AC
As with regular D&D, humans have a base Armor Class of 10. Certain attributes such as a
person being pregnant, being a child, etc. will lower their AC. Armor can be purchased, or
your character can start with some, at the GM’s discretion.
As you level up and add more ADAM into your body, you will become more resilient. Add +1
to your AC every time you level up.
ENEMIES
In the Bioshock games, your opponents will never run out of resources. The GM can decide if
they want to keep track of enemy supplies, or play as the game does. Big Daddies, Turrets,
and Security Bots will never run out of ammo.
There are two enemy sheets included in this mechanics manual (SEE APPENDIX):
The first is the Standard Enemy Sheet, which is almost identical to the character sheet save for
a few minor changes (nobody cares if this random leadhead splicer is proficient in Medicine,
etc.). Any notable loot (U-Invent parts, etc.) can be listed there. This enemy sheet has space
for more weapons, all spaces to keep track of Ammo, EVE, and HP. The Standard Enemy sheet
also allows for this NPC to make death saving throws. (This is a more in-depth way to play.)
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The second is the Lite Enemy Sheet, which reduces the enemy NPC down to 2 weapons, 2
plasmids, and the few Gene Tonic Slots that their class requires depending on level. (This is the
recommended way to play as it is far less to keep track of and will feel more like playing the
game.)
Any developed NPCs will have their own character sheet, should they follow you into combat
or go into combat against you.
From the player’s guide: “Massive damage can kill you instantly. When damage reduces you
to 0 hit points and there is damage remaining, you die if the remaining damage equals or
exceeds your maximum HP…. IF damage reduces you to 0 hit points and fails to kill you, you
fall unconscious. This unconsciousness ends if you regain any hit points.” An example of
regaining hit points would be if another player uses a medical kit on you.
If you begin a turn at 0 hit points, you must make a death saving throw, which is not tied to an
ability score. See the player’s guide for more information on death saving throws and
stabilizing.
It is up to the players and the GM if Vita-Chambers will be used in a particular campaign. If the
campaign relies on these specific characters for the story, having Vita-chambers “turned on”
would be advised. Vita-Chambers work in d20 as they do in the games, respawning an
unconscious player by setting the player back a few rooms at most while also ending combat.
That being said, depending on the plasmid (or tonic!) the attack might resemble a spell in
shape and size. Cyclone Trap is a cylinder, Incinerate is a line, Electric Flesh is a sphere, etc.
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BIOSHOCK d20
NAME: __________________________________ INTOXICATED: Y N
LV:____ CLASS:________________ AGE: _____ METRO PASSES: 1 2 3
ALIGNMENT: ________ HIT DIE: _______ 4 5
RESOURCES
HP CURRENT:_________ HP MAX: ________ MED KITS: _________ MED KIT MAX: ________
EVE CURRENT: _______ EVE MAX: _______ EVE HYPOS: _______ EVE HYPO MAX: ______
MONEY: __________________ ADAM: ________________
SKILLS
CONSTITUTION _____ (____) STRENGTH _____ (____) DEXTERITY _____ (____)
INTELLIGENCE _____ (____) WISDOM _____ (____) CHARISMA _____ (____)
PLASMIDS:
1) ______________ EVE _____ ATK BONUS: ________ EFFECT __________________________
______________________________________________________________________________
a) EVE _______ EFFECT_____________________________________________________
b) EVE _______ EFFECT _____________________________________________________
GENE TONICS:
1) ________________________________
EFFECT:_________________________
________________________________ 9) ________________________________
________________________________ EFFECT:_________________________
2) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 10) ________________________________
________________________________ EFFECT:_________________________
3) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 11) ________________________________
________________________________ EFFECT:_________________________
4) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 12) ________________________________
________________________________ EFFECT:_________________________
5) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 13) ________________________________
________________________________ EFFECT:_________________________
6) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 14) ________________________________
________________________________ EFFECT:_________________________
7) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________ 15) ________________________________
________________________________ EFFECT:_________________________
8) ________________________________ ________________________________
EFFECT:_________________________ ________________________________
________________________________
_______________________________
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WEAPONS:
AMMO: in the chamber/total bullets magazine size/max bullets
U-INVENT ITEMS:
_____ ALCOHOL _____DISTILLED WATER _____ RUBBER HOSE
_____ BRASS TUBE _____ GLUE _____ SCREW
_____ BATTERY _____ KEROSENE _____ SHELL CASING
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RESOURCES
HP CURRENT:_________ HP MAX: ________ MED KITS: _________ MED KIT MAX: ________
EVE CURRENT: _________ EVE MAX: _______ EVE HYPOS: ________ EVE HYPO MAX: ______
MONEY: __________________ ADAM: ________________
SKILLS
CONSTITUTION _____ (____) STRENGTH _____ (____) DEXTERITY _____ (____)
INTELLIGENCE _____ (____) WISDOM _____ (____) CHARISMA _____ (____)
WEAPONS:
AMMO: in the chamber/total bullets magazine size/max bullets
1)_________________________ ATK BONUS: ________ UPGRADED:
A) TYPE ________________ DAMAGE: _________ AMMO: _____/______ ______/_______
B) TYPE ________________ DAMAGE: _________ AMMO: _____/______ ______/_______
C) TYPE ________________ DAMAGE: _________ AMMO: _____/______ ______/_______
ARMOR: ____________________________________________________________________________
IMPORTANT LOOT: ___________________________________________________________________
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GENE TONICS:
1) ________________________________ ________________________________
EFFECT:_________________________ 6) ________________________________
________________________________ EFFECT:_________________________
________________________________ ________________________________
2) ________________________________ _______________________________
EFFECT:_________________________ 7) ________________________________
________________________________ EFFECT:_________________________
________________________________ ________________________________
3) ________________________________ _______________________________
EFFECT:_________________________ 8) ________________________________
________________________________ EFFECT:_________________________
________________________________ ________________________________
4) ________________________________ ________________________________
EFFECT:_________________________ 9) ________________________________
________________________________ EFFECT:_________________________
________________________________ ________________________________
5) ________________________________ ________________________________
EFFECT:_________________________
________________________________
PLASMIDS:
1) ______________ EVE _____ ATK BONUS: ________ EFFECT __________________________
______________________________________________________________________________
a) EVE _______ EFFECT_____________________________________________________
b) EVE _______ EFFECT _____________________________________________________
2) ______________ EVE _____ ATK BONUS: ________ EFFECT __________________________
______________________________________________________________________________
a) EVE _______ EFFECT _____________________________________________________
b) EVE _______ EFFECT _____________________________________________________
3) ______________ EVE _____ ATK BONUS: ________ EFFECT __________________________
______________________________________________________________________________
a) EVE _______ EFFECT _____________________________________________________
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EVE Hypo 25 20
Chechnya Vodka 3 2
Potato Chips 3 2
Napalm (1 mag) 75 57
Coffee 5 5
Pep Bar 8 6
Note: Not all vending machines will have the same items. It’s up to your GM what is in
each machine.
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EL AMMO BANDITO
00 Buck (1 mag) 54 41
Napalm (1 mag) 75 57
Note: Not all vending machines will have the same items. It’s up to your GM what is in
each machine.
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Incinerate 60
UPGRADES COST
Incinerate 2 80
Plasmid Slot 100
Incinerate 3 150
Gene Tonic Slot 25
Telekinesis 60
Telekinesis 2 120
Telekinesis 3 200
Cyclone Trap 60
Houdini 100
Hypnotize 60
Hypnotize 2 120
Hypnotize 3 160
Insect Swarm 60
Insect Swarm 2 80
Security Command 50
Security Command 2 75
Winter Blast 60
Ice Storm 35
GENE TONIC ADAM
Freezing Melee 20
HEALTH AND SAFETY
Walking Inferno 40
Scrounger 10
Blood Lust 50
Booze Hound 40
Headhunter 50
Cure-All 30
Natural Camouflage 100
EVE Expert 50
Elemental Storm 100
EVE Link 30
Elemental Vampire 100
EVE Saver 50
Spider 75
EVE Saver 2 75
Brute 75
Extra Nutrition 20
Medical Expert 25
MAN OVER MACHINE ADAM
Proud Parent 50
Careful Hacker 25
Sportboost 30
Careful Hacker 2 50
Sportboost 2 50
EZ Hack 55
Demanding Father 50
Hardy Machines 50
Fountain of Youth 100
Hurried Hacker 45
Safecracker 50
COMBAT READY ADAM
Safecracker 2 75
Armored Shell 20
Hacker’s Delight 30
Armored Shell 2 45
Hacker’s Delight 2 50
Melee Lurker 30
Security Evasion 45
Static Discharge 40
Handyman 60
Drill Specialist 75
Short Circuit 35
Heavy Hitter 50
Short Circuit 2 65
Electric Flesh 35
Machine Buster 45
Elemental Sponge 75
Shorten Alarms 25
Fire Storm 35
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Shorten Alarms 2 50
Thrifty Hacker 50
Vending Expert 20
Vending Expert 2 50
Deadly Machines 75