Plasmids

This section will cover all things, plasmid. Plasmids, according to the bioshock series, is a sort of stem cell harvested from a rare breed of sea-slug. The cells have the ability to perfectly replace missing cells in a human body, and even re-write the human genome. It is through this science that plasmids, gene tonics, and general mutations have been born in rapture. The unfortunate side-effect to consuming so much of this material is a mixture of mental and physical degredation. But enough with the history lesson, on to the super powers!

Plasmids

First, a list of plasmids in the system, and how they will function both in and out of combat. Any following terms that are not common in d20 systems will be explained at the end of the “plasmids” segment of this section of the wiki.

Cyclone Trap

  • ADAM Cost: 60
  • EVE cost: 95
  • Damage Code: Varies (special) (minimum 1)
  • Duration: Until Trigged
  • Other Information: Cyclone trap is a whirling ball of invisible air that the manifestor controls with a small consistant twirl of his finger. No more then 5 of these can be set at a single time, and each do a special amount of variable damage. The cyclone trap cannot be placed on uneven flooring such as water, broken ground, and the like.
  • Special: When an enemy of size 0 or lesser comes within melee range of the trap (touches) they are flung high into the air, dealing 10 pressure damage per 3 feet less then the total distance to the ceiling. Example: The trap can only throw an enemy 6 feet times the manifestors Charisma modifier. If a ceiling is 10ft high, and the manifester can launch a single enemy 12 feet in the air, then they would effectivly do 1d6 damage. (Smaller spaces make the trap more effective).

Cyclone Trap +

  • ADAM Cost: 80
  • EVE cost: 120
  • Damage Code: Varies (special) (minimum 1)
  • Duration: Until Trigged
  • Other Information: Same as Cyclone Trap.
  • Special: The cyclone trap+ sends the enemy upwards to a total of 8 feet times the manifestor’s charisma bonus. (Effectivly causing an increase in damage).

Electrobolt

  • ADAM Cost: 90
  • EVE cost: 95
  • Damage Code: 5d10+50 electric damage (Special)
  • Target: Single
  • Duration: One Shot
  • Other Information: The electrobolt plasmid is a marvel in modern science. Ever felt like electrocuting your best friends and neighbors? You really shouldent have felt that way, but regardless it’s here. A series of electrical lines and sparks traces the manifestors hand. When the plasmid is utilized a single, double, or triple arc of lightning bolts burst from the manifestors fingertips, electrocuting the single target chosen. In order to succesfully hit a target you must make a ranged touch attack against their reflex defense score.
  • Special: An target hit succesfully with the Electrobolt is stunned for 1d4 rounds. Melee attacks against an opponant stunned in this way deals +400 damage. Mechanical enemies hit wih electrobolt (including big daddies/ sisters) are stunned twice as long as normal. Machenes stunned in this way grant anyone trying to hack it a +1 circumstance bonus for every “round” the target is stunned to the check.

Electrobolt +

  • ADAM Cost: 140
  • EVE cost: 110
  • Damage Code: 10d10+50 electric damage (Special)
  • Target: Single
  • Duration: One Shot
  • Other Information: Same as Electrobolt, however the stun duration increaeses to 2d4 rounds.

Electrobolt ++

  • ADAM Cost: 180
  • EVE cost: 135
  • Damage Code: 10d10+100 electric damage (Special)
  • Target: Single
  • Duration: One Shot
  • Other Information: Same as Electrobolt, however the stun duration increaeses to 3d4 rounds.

Incinerate!

  • ADAM Cost: 85
  • EVE cost: 50
  • Damage Code: 1d4-1×6 fire damage (Special) (minimum 1)
  • Target: Single
  • Duration: 1d4 rounds
  • Other Information: Incinerate! Ignite your enemies from a distance, with the power of FIRE. Your hand is coated in heavy flames, having the side-effect of illuminating small areas, as well as burning the flesh from your bones. Thanks to the curative properties of ADAM, however, you’ll be fine. Incinerate ignites a single target (represented as snapping your fingers, waving your hand, or in some way motioning towards them with your hand) in heavy flames. The flames last for 1d4 rounds, and does damage per second. Incinerate can ignite any combustable materials weaker then metal.
  • Special: Incinerate deals 1d4 minus 1 damage per second of ingame time. (Or, 1d4-1×6 damage per round). Despite the seemingly low duration of each use, the plasmid not only cost little EVE to use, but it’s over-all damage can become a real problem. Incinerated enemies remain on fire until the duration ends, they die, or they douse the flames somehow.

Incinerate! +

  • ADAM Cost: 110
  • EVE cost: 70
  • Damage Code: 1d4-1×6 fire damage (Special) (minimum 1)
  • Target: Single
  • Duration: 1d6 rounds
  • Other Information: Same as Incinerate!

Incinerate! ++

  • ADAM Cost: 150
  • EVE cost: 90
  • Damage Code: 1d4-1×6 fire damage (Special) (minimum 1)
  • Target: Single
  • Duration: 1d8 rounds
  • Other Information: Same as Incinerate! +

Winters Blast

  • ADAM Cost: 60
  • EVE cost: 80
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: 1 round
  • Other Information: Winters Blast, “Don’t get caught without this powerful self-defense tool at the ready. Give your foes the cold shoulder with Winter Blast!” Your hand becomes coated in thick ice, iciccles jutting from your wrist and knuckles.

Special: Winters Blast is an effectivly non-lethal plasmid. Designed to freeze enemies in a solid layer of ice. However the ice is thin, and will only freeze enemies for a couple seconds. Winter Blast takes a ranged touch attack versus an opponants fortitude defense. While enemies are frozen in this state, they take 200x (double) damage from any ranged attacks, and 400x (quadruple) damage from melee attacks. Machenes take no bonus damage in this way, however they do grant anyone attempting to hack them a +2 to the check. (This is cummulative with Tonics/ Electrobolt)

Winters Blast +

  • ADAM Cost: 100
  • EVE cost: 90
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: 1d4 rounds
  • Other Information: Same as Winter Blast

Winters Blast ++

  • ADAM Cost: 140
  • EVE cost: 105
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: 2d4 rounds
  • Other Information: Same as Winter Blast +

Telekinesis

  • ADAM Cost: 90
  • EVE cost: 80
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: One shot
  • Other Information: “Pick up big stuff with your mind. Throw them at your enemies. What else do you need to know?” With telekinesis you can empower your brainpower to over power those powerful foes! With just a thought you can lift small objects, and toss them like a pro football star!

Special: Telekinesis does no immediate damage, however it CAN be used reflexsively. Use Telekinesis to lift objects weighing 1/10 your own body weight! Using telekinesis is a swift action when avoiding incomming projectiles, however it is a standard action to launch “held” objects. You must make a ranged attack to hit any target with a thrown object. Any object lifted or thrown in this way cannot weigh more then 1/10 your own weight, and can be no larger then 3 cubic feet. Objects can be thrown as far as you can see, but cannot bypass any material they normally could not. You must have one hand free to use Telekinesis.

Telekinesis +

  • ADAM Cost: 140
  • EVE cost: 100
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: One shot
  • Other Information: Same as Telekinesis except the maximum object weight cannot exceed 1/2 your own body weight. Any lifted or thrown object cannot be larger then 6 cubic feet.

Telekinesis ++

  • ADAM Cost: 180
  • EVE cost: 140
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: One shot
  • Other Information: Same as Telekinesis + except the maximum object weight cannot exceed 1.5x your own weight. Objects of any size and shape can be lifted, as long as it does not exceed the weight limits.

Hypnotise

  • ADAM Cost: 150
  • EVE cost: 200
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: 1 minute
  • Other Information: With the hypnotise plasmid you can turn enemy into ally! When using the plasmid you must target a single opponant/ally. The target has to make a will defense save Vs. your Wisdom + Character Level + 10 or become your temporary ally. If the check is succeeded then the enemy is not your direct ally, but will not attack you personally. Machenes cannot be affected with Hypnotise, and big daddies/sisters get a +5 bonus to the will defense check. Only a single target can be affected by hypnotise at a time.

Enrage!

  • ADAM Cost: 60
  • EVE cost: 40
  • Damage Code: Varies (Special)
  • Target: Single
  • Duration: 1 minute
  • Other Information: “Developed for use in today’s uncertain environment, ENRAGE! will make your victim forget what side he’s on, and attack anyone nearby. Just make sure ‘anyone’ isn’t you!”

Special: Enrage does not directly damages enemies, however it can force enemies to turn on one another. Enrage can be used more then once while another use is still active. Using enrage is a swift action that can be used on your turn only. Enrage will force enemies to attack everyone and everything BEFORE it attacks you. Anything that can be a threat to the target will be delt with before it focuses on you once more. Only 5 uses of enrage can be used at a single time.

Plasmids

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