Bioshock DND Campaign Ideas


Playable Races

Thuggish Splicers- Melee weapon based Splicer

Traits

+2 to STR and +1 to Con

Alignment– Most splicers are chaotic, but those who aren’t as spliced up may be neutral

Size– Thuggish splicers are the same size as non-spliced humans. Your size is medium.

Speed-Your base walking speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Savage Attacks– When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Relentless Endurance: When you are reduced to 0 Hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

Leadhead Splicers- Long range gun using Splicer

Traits 

+2 to WIS and +1 to DEX

Alignment– Leadhead splicers tend to be more neutral than thuggish.

Size– Leadhead Splicers are human sized. Your Size is medium

Speed– Your base Walking Speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sense for Danger– You have proficiency in the perception skill

Gunslinger– Your skills in wielding ranged weapons is exceptional. Increase your Dex, Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Nitro Splicers- Explosives experts with a short fuse

Traits

+2 to Intelligence and +1 to Dexterity

Alignment– Nitro Splicers are almost always Chaotic due to their explosive natures.

Size– Nitro Splicers are usually a little taller than other splicer variants. Your size is medium.

Speed– Your base walking speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Thick Skin– You have resistance to damage caused by explosives

Menacing– You have Proficiency in the intimidation skill

Spider Splicers- Blade and hook wielding splicers that like to climb on the walls and ceilings

Traits

+2 to Dexterity and +1 to Wisdom

Alignment– Spider Splicers can be Chaotic or Neutral, but are more likely to be Chaotic.

Size– Spider Splicers are the tallest and gangliest of Splicers. Your size is medium

Speed: Your base walking speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gangly Claws– You can climb walls and ceilings at the same climbing speed as your walking speed.

Peekaboo!– Climbing on the walls and ceilings lets you know where all the good hiding spots are. You have proficiency in stealth checks.

Fearless: You are immune to the Frightened condition.

Houdini Splicers- Teleporting Splicers with an affinity for the arts and elements

Traits

+2 to Charisma and +1 to Constitution

Alignment– Houdini Splicers lean towards Chaotic, but can be neutral and rarely can be Lawful.

Size– Houdini splicers are average human size. Your size is medium.

Speed: Your base walking speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Teleport Plasmid– Houdini Splicers have the ability to teleport in a puff of red smoke. Once during your turn, you may use a Bonus action to teleport to an unoccupied space within 30ft that you can see. You can teleport as many times as you have Cha Mod (minimum of 1) before you have to restore it with a long/short rest.

Theatre Nerd– Houdini Splicers are masters of the arts. They’re proficient in Deception Checks.

Brute Splicers- Overly muscular titan of a splicer, favors ramming and beating

Traits

+2 to Strength and +1 to Constitution

Alignment– Brute Splicers are big, loud, and angry. They’re mostly chaotic, but can be neutral.

Size– Brute Splicers are around 6-7ft of pure muscle. Your Size is Medium.

Speed: Your base walking speed is 30ft

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Spliced up Muscles– You have proficiency in athletic checks

Relentless Endurance– You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Former Alpha Series- The oldest model of Big Daddy, capable of using plasmids and free from their conditioning 

Traits

+2 to Dexterity and +1 to Strength

Alignment– Alpha Series Big Daddies are typically calm unless provoked, and lean towards Neutral with some being Lawful.

Size– Alpha Series are large, but they’re the smallest of the big daddies being around 7 feet tall. Your Size is Medium.

Speed: Your base walking speed is 30ft.

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Scuba Armor– You’re bound in a scuba suit that protects you from harm, for better or for worse. Your AC is 14 + your Con mod

Air Tanks– Your Scuba suit provides you protection from the pressure of the ocean. You can breathe underwater.

Flexibility– Being the least bulky and most flexible of the big daddy models helps you move around better. You are proficient in Acrobatics checks.

Languages– You can understand common but not speak it due to your larynx being completely fricked up during the procedure that made you into an Alpha series.

Native Rapturian- A resident of Rapture that isn’t super spliced up, knows the city like the back of their hand and is capable of holding themselves in a gunfight

Traits

+2 to Wisdom and +1 to Charisma

Alignment– Native Rapturians know not to break the laws, else Ryan’s men will come knocking. Native Rapturians are mostly Lawful, with some leaning to Neutral.

Size– Rapturians are people, like normal people and not spliced up. Your size is Medium

Speed: Your base walking speed is 30ft.

City Slicker– You know a lot about the city of Rapture. You can proficiency in two of any of these, Technology (Arcana), History, Investigation, Perception, or Insight.

Pew Pew– You have proficiency in using the Pistol and Machine Gun

Topsider- An outsider from the surface, they have the potential of either being a strong plasmid user or a weapons wielder. Great at hacking technology. 

Traits

+2 Intelligence and +1 Dexterity

Alignment– Topsiders are mostly neutral, but can be lawful.

Size– Topsiders are normal since they don’t have ADAM on the surface. Your size is medium.

Speed: Your Base Walking speed is 30ft.

Tech Savvy– You’re proficient in Technology (Arcana) checks

Great Potential– You start off with +1 tonic slot

That Darned Sweater– You’re resistant to cold damage

Oceanic Explorer- A scuba diver/oceanic scientist who found themselves in Rapture, they know how the ocean works and are good at survival skills. 

Traits

+2 Intelligence and +1 Strength

Alignment– Oceanic Explorers are Mostly neutral, but can be chaotic or lawful depending on why they’re here.

Size– You’re a people. You’re a Medium.

Speed: Your Base Walking Speed is 30ft.

Ocean Nerd: Working by and in the ocean has taught you a lot about the water. You have proficiency in Survival and Nature.

Strongarm– You have proficiency in melee weapons

 

Former Little Sister- A girl who’s been cured of her little sister conditioning, she’s not very strong but her plasmid skills are often more impressive than a splicer’s.

Traits

+2 Constitution and +1 Wisdom

Alignment: Former Little Sisters are typically neutral or lawful, but will more often take after the alignment of their former or current Big Daddies.

Size: Most Former Little sisters are around 4 to 5 feet tall since they’re all around 8 to 13 years old. Your size is Small.

Speed: Your base walking speed is 30ft

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Regeneration– The ADAM in your body allows you to regenerate, however not quite at the same level as a normal Little Sister. When Combat ends, you regain 3 HP.

Former Big Sister- Much like a Big Daddy, but more sneaky, fast, and takes less hits. 

Traits

+1 Dexterity and +1 Strength

Alignment: Big Sisters lean towards Chaotic or neutral, doing whatever they please.

Size: Big Sisters are around 5 to 6 feet in height. Your Size is Medium.

Speed: Your base walking speed is 40ft

Darkvision– Living in a dark oceanic city made you used to the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sister Armor: You’re bound in a flexible armor, similar to a big daddy’s. Your AC is 12 + Con mod.

Scuba Tanks: You’re protected from drowning by your suit. You can breathe underwater.

Haunting: You have proficiency in Intimidation

Sister Screech: You can use an action to screech, causing every creature within 60’ to make a DC 15 Wisdom save. On a success, they are unaffected, on a fail, they have the frightened condition for 1 turn. Creatures that have already made this save within the last 6 hours are unaffected.

Plasmids

Plasmids take up Plasmid Slots. Players start off with either 2 or 3 open slots and can purchase more (up to 6) at Gatherer’s Gardens for ADAM. Players can buy more plasmids than they are able to use and swap them around at Gene Banks.

Electro Bolt

(Range: 120ft, Casting Time 1 action)

Instantly releases a bolt of electricity that strikes a target enemy or object that you can see within range at the cost of 6 EVE. If the target is a creature, make a ranged Plasmid attack against it. On a hit, the target enemy is stunned for 5 seconds. Using Electro Bolt on bodies of water will cause them to be electrified for 5 seconds (1 round). All targets in contact with electrified water (including caster and allies) will take 3d8 lightning damage, in addition to being stunned for however long the water is electrified.  While stunned, creatures are vulnerable to all damage. Electro Bolt can be used to detonate explosives and open short-circuited doors.

Electro Bolt 2 is similar to 1. Users can charge up a stronger bolt for 12 EVE that can stun an enemy as well as any other enemies within 5 feet of them. Electrocuting Water causes it to be electrified for 10 seconds.

Electro Bolt 3 can be charged for 24 EVE and will have the same effects of Electro Bolt 2 while also dealing 6d8 Lightning damage. Electrified Water lasts for 20 seconds.

Incinerate!

(Range: 120ft, Casting Time 1 action)

Instantly ignite a targeted enemy or object that you can see in range at the cost of 6 EVE. If the target is a creature, make a ranged Plasmid attack against it. On a hit, the targeted enemy is engulfed in flames, taking 1d4 damage instantly. The enemy takes 1d4 damage every round that the enemy is on fire. The enemy can take one action to put themselves out. Incinerate will negate the effects of Winter Blast and vice versa.

Incinerate 2 is the same as Incinerate 1, except that it costs 12 EVE and the damage is 3d4, and it lasts for 1d6 rounds. Any enemy that is within 5 feet of the explosion will also be set on fire.

Incinerate 3 is the same as Incinerate 2, except that it costs 24 EVE and the damage is 4d6, and lasts until they roll a high enough saving throw. Any enemy within 10 feet of the explosion is also set on fire.

Telekinesis

(Range: 30ft, Casting time 1 reaction)

Instantly picks up, draws in, and steadily levitates a movable object that you can see within range. Objects held by Telekinesis can be thrown as an action at the cost of 6 EVE, dealing 4d6 bludgeoning damage. In addition to its combat benefits, Telekinesis can be used to draw in objects, lootable corpses, and searchable containers that would otherwise be unreachable. Holding an object that’s larger than tiny will provide cover. A small object will provide half cover (+2 to Armor Class and Dexterity Saving Throws) and a medium or larger object will give you three quarters cover (+5 to Armor class and Dexterity Saving Throws)

Telekinesis 2 is the same as 1, except throwing objects costs 12 EVE and deals 6d6 bludgeoning damage

Telekinesis 3 is the same as 2, except throwing objects costs 24 EVE and deals 12d6 bludgeoning damage. You can also lift and throw live enemies for 48 EVE, except for Big Daddies, Turrets, Security Cameras, and Brute Splicers. Make a ranged plasmid attack on the target. On a hit, the target is drawn to the user just out of arm’s reach.  When thrown, they take 12d6 bludgeoning damage when they impact something, and whatever they impact also takes damage. Can lift Frozen enemies.

Security Command

(Range 120 ft, Casting time 1 action)

Instantly creates a handheld globule (At the cost of 6 EVE) that you can throw (using the same action) at a target that you can see in range. Make a ranged plasmid attack. On a hit, the polyp splashes the target with a light blue liquid substance and covers it in photoelectric insects, immediately shifting the focus of Security Devices in the area towards the target for 30 seconds. Using Security Command on a non-hostile or unaware target will not make them hostile or aware of you.

Security Command 2 is identical to 1, but you can charge for one turn for 12 EVE, allowing you to summon a friendly flying drone for 5 minutes. After this duration, the drone flies off. The summoner can only have up to 2 drones at a time. (Those with the Handyman Tonic cannot use the summon to summon a permanent companion drone. Permanent Companion drones are only hacked)

Security Command is identical to 2, But you can charge for one turn for 24 EVE and summon an Elite drone for 30 minutes. You can only have up to 2 drones at a time.

(Summoning a drone in an area without security devices costs +5 EVE for every 30 feet that there isn’t a security device)

Insect Swarm

(Casting Time 1 action)

Instantly creates a swarm of insects (wasps) that exists for 30 seconds, at the cost of 12 EVE. It has AC 12, 23 HP, and a flying speed of 30 ft.The swarm moves to a target creature, an area you designate, or patrolling along a path that you choose.

Target a Creature. You send the swarm to a target creature, where the swarm moves 30ft every round to occupy that creature's space, where it then makes [its attacks], dealing [damage] until the target creature dies or it runs out of time. If the target creature dies before the time is up, they act as if under the command Guard an Area.

Guard an Area. You send the swarm to guard a 30ft radius centered around a point you can see. Any creature not designated as an ally that enters this area will be targeted as if through the command Target a Creature, but will return to the point you've designated once all non-ally creatures within the area are incapacitated. 

Patrol a path. You send a swarm to patrol in a pattern. Any creature not designated as an ally within 10 feet of the swarm as it follows that path will be targeted as if through the command Target a Creature, but will return to their patrol once that creature is reduced to 0 hit points.

 The swarm travels into different rooms and up stairs, making it useful for scouting. When a group of enemies is found, the swarm will pick a single target enemy and continuously attack them (Bites, Melee weapon attack: +3 to hit, reach 0ft, one target in the swarm’s space. Hit: 10 [4d4] piercing damage, or 5 [2d4] piercing damage if the swarm has half its hit points or fewer.) Until it dies, or until the time limit of the swarm runs out, causing it to disperse. If the target dies before the swarm disperses, it will immediately move to attack a new target. Insect Swarm has no effect on security bots and turrets or allies that you designate. You can only control one swarm at a time.

Insect Swarm 2 is the same as 1, except that it costs 24 EVE and exists for 1 minute. It also deals 8d4 piercing with its damage, or 4d4 with half or less of its HP. It can also target 2 enemies at once.

Insect Swarm 3 is the same as 2. It costs 48 EVE and lasts for 5 minutes. It deals 12d4 piercing, or 6d4 if at half health or less. If a target dies from the wasps, the swarm’s timer is reset.

Hypnotize

(Range 120ft, Casting time 1 action) 

Instantly creates a handheld globule (for 12 EVE) that you can throw (using the same action) at a target that you can see that is within range. Make a ranged plasmid attack. If the target is a Big Daddy, electronic device, Big Sister, or Brute splicer, the polyp has no effect. Otherwise, if it hits the target, the globule will burst on impact, and the target is splashed with a green liquid substance, forcing it to make a DC 15 Wisdom saving throw or be charmed by you for 1 hour. They will attack any creatures in the area, and if there are no other enemies in the area, they will still target you. This effect ends early if you or your allies do anything harmful to the hypnotized target.

Hypnotize 2 is identical to 1, except it costs 24 EVE to cast, the save DC is 17, the duration is increased to 3 hours, and you can target Brute Splicers for 1 hour. Hypnotized enemies will not attack you or your allies if hypnosis 2 or 3 is used.

Hypnotize 3 is Identical to 2, except that it costs 48 EVE to cast, the save DC is 20, the hypnosis lasts for 6 hours, Brute splicers are hypnotized for 3 hours, and you can target Big Daddies for 1 hour.

Cyclone Trap

(Range 60ft, Casting time 1 action) 

Instantly creates a stationary, swirling 3 foot square trap of wind on the ground at a spot that you can see within range at the cost of 6 EVE. The trap exists for 1 minute or until triggered. The trap is only visible to you and creatures you designate (who are immune to the trap), and is triggered immediately upon being stepped on, but does not affect Flying Drones, Turrets, or Big Daddies. When triggered, a trap violently throws the target 30 feet in the air and deals 4d6 bludgeoning damage when they hit the floor or ceiling. A maximum of 2 traps can be set by a person. Attempting to set up a third will remove the first one.

Cyclone trap 2 is similar to 1, but it can be charged with Electro Bolt for 1d6 lightning damage, Incinerate for 1d6 fire damage, and Winter Blast for 1d6 cold damage. Cyclone trap 2 deals 8d6 bludgeoning damage for 12 EVE.

Cyclone Trap 3 is similar to 2, except it can be placed on walls and ceilings and deals 12d6 damage for 24 EVE.

Decoy

(Range 120ft, casting time 1 action)

Instantly creates a single decoy target at a spot on the ground that you can see within range for 12 EVE. The decoy target is an illusion, a translucent image of you that splicers, hostile big daddies, hostile security bots, security cameras, and turrets will regard as an enemy. A maximum of one decoy can be maintained at a time by a person. Placing a new one will replace the old one. The decoy has a duration of 10 seconds before disappearing. The decoy does not have any health or impact points, all forms of attack against the decoy will simply pass through it.

Decoy 2 is the same as 1, except it costs 24 EVE, lasts for 1 minute, and reflects all damage dealt back to its attacker.

Decoy 3 is the same as 2, except it costs 48 EVE, lasts for 5 minutes, and heals the caster for however much damage the decoy takes.

Winter Blast

(Range 120ft, Casting time 1 action)

Instantly freezes a target enemy or object that you can see within range at the cost of 12 EVE. If the target is a creature, make a ranged Plasmid attack. On a hit, the target is frozen in place, unable to move or act for 10 seconds (or 2 rounds) after which the ice thaws enough for the target to break out and resume action. While frozen, the target is vulnerable to all types of damage. Should the target take damage equal to half of their remaining health, the target is shattered. Killing a frozen enemy before they thaw causes the body to shatter, making it impossible to loot the body.

Winter Blast 2 is identical to 1, but it can be charged for 1 turn for 24 EVE and can freeze opponents in a solid block for 30 seconds. Shattering the block will cause icicles to spray from it, causing all enemies around it to take 1d10 Piercing damage should it hit.

Winter Blast 3 can be used for 36 EVE and can be used to fire Icicles directly at enemies. On a hit, they must make a constitution saving throw or take 8d8 cold damage and be encased in ice for 30 seconds.

Scout

(Casting time 1 action) 

Allows you to turn into a “ghost” for 48 EVE, leaving your real body behind (and vulnerable to attack). Ghost form grants invisibility as well as the use of plasmids, but prevents access to your weapons. Your ghost must return to your physical body in order to proceed with normal action. If your body is attacked, Scout will automatically be terminated, forcing you to return to your body. Scout has a maximum range of 120 feet. Venturing beyond that causes your vision to blur, and continuing further will force you to return to your body.

Scout 2 is the same as 1, but allows your ghost to be able to hack devices.

Little Sister Antidote (does not take up a slot)- Allows users to cure little sisters, which will give them a small amount of ADAM. Little sisters that are cured are likely to leave gifts at Gatherer’s gardens later.

Gravity Well

(Range 120 ft, Casting time 1 action)

Instantly creates a handheld globule (at the cost of 24 EVE) that you can throw (using the same action) at a target that you can see within range. Make a ranged plasmid attack. On a hit, the target is hit with a super dense polyp that creates an orb that emanates a powerful attracting force within a 50ft diameter. The area within will draw items and enemies towards the center, and is difficult terrain that costs 2 feet of speed for every 1 foot of movement. The target that was hit with the polyp is stunned for the 20 seconds that the vortex exists, though anyone else dragged into or that enters the area of the vortex is not stunned. Anyone flying or crawling above the vortex is pulled down into it.

Gravity Well 2 is the same as 1, except that it can be used for 36 EVE and be activated if it hits a wall or floor.

Gravity Well 3 is the same as 2, except that it can be used for 60 EVE and will deal 12d6 Force damage to those in the center of the vortex, and 6d6 damage to those who are near the edges.

Gene Tonics

Gene Tonics are passive effects that are in constant effect. They take up Tonic Slots. Players start off with 5 open Tonic slots but can purchase more (up to 20) at Gatherer’s Gardens. They can purchase more than they are capable of using and swap them around at Gene Banks.

(Tonics with * marked are valid for beginning tonics as stated by specific Classes)

Armored Shell*– As long as this occupies one of your tonic slots, you gain a +2 to AC.

Armored Shell 2– As long as this occupies one of your tonic slots, you gain a +4 to AC.

Arms Race– As long as this occupies one of your tonic slots, When you roll investigation to find loot, you may add +5 to your roll.

Booze Hound– As long as this occupies one of your tonic slots, drinking alcohol no longer drains EVE. It now restores EVE for how much it would have drained.

Careful Hacker*– When you roll to hack a device, you get +1 to that roll.

Careful Hacker 2– When you roll to hack a device, you get +2 to that roll.

Cure All– When healing at a health station, the health station also restores EVE.

Deadly Machines – When you successfully hack a flying drone or turret and it becomes friendly, that machine deals an additional 2d4 piercing damage or 1d8 Bludgeoning damage with each attack.

Wrench Jockey – Your melee attacks deal an additional 2d6 bludgeoning damage.

Wrench Jockey 2 – Your melee attacks deal an additional 4d6 magical bludgeoning damage.

Electric Flesh– As long as this occupies one of your tonic slots, you have resistance to lightning damage, and lightning damage you deal ignores resistances. Additionally, whenever you make an attack or damage roll for an attack that uses lightning damage, you can treat any roll of 1 as a 2.

Electric Flesh 2– Identical to 1, except you’re immune to lightning damage and lightning damage you deal ignores resistances and immunities, and lightning damage is doubled against objects and creatures who do not have this tonic occupying one of their tonic slots.

Electrical Storm– As long as this occupies one of your tonic slots, if you are struck by a melee weapon, roll a 1d8, if 7 or 8, the enemy that struck you takes 1d6 lightning damage and is stunned for 5 seconds.

Elemental Sponge– As long as this occupies one of your tonics, whenever you are struck by an elemental plasmid (Electro Bolt, Incinerate, or Winter Blast), you restore 1d8 + Con mod EVE.

Elemental Storm– As long as this occupies one of your tonic slots, if you are struck by a melee weapon, roll a 1d10. Rolling a 5 or a 6 deals 1d6 fire damage, 7 or 8 deals 1d6 lightning damage, and 9 or 10 deals 1d6 cold damage. 

EVE link– As long as this occupies one of your tonic slots, when using a health pack, restores EVE equal to 1/4th of your total health.

EVE Saver*– As long as this occupies one of your tonic slots, increase your EVE point maximum by an amount equal to your level, and increase it by 1 for every level you gain.

EVE Saver 2– As long as this occupies one of your tonic slots, increase your EVE point maximum by twice the amount equal to your level, and increase it by 2 for every level you gain.

Extra Nutrition*– As long as this occupies one of your tonic slots, you gain a +1 bonus to the benefits of bandages, food, and drinks.

Extra Nutrition 2– As long as this occupies one of your tonic slots, you gain a +3 bonus to the benefits of bandages, food, and drinks.

Fire Storm– As long as this occupies one of your tonic slots, when you are struck by a melee attack, roll a 1d8. Rolling a 7 or 8 means the enemy takes 1d6 fire damage.

Fountain of Youth– While you are submerged in water, you are healed for 2 hit points and EVE points every 5 seconds.

Freezing Weapon– As long as this occupies one of your tonic slots, freezing an opponent causes them to be frozen for one more round. When making a melee attack, roll an additional 1d8. Upon a 7 or 8, the target is frozen for one round.

Hacker’s Delight*– When making a successful Hacking roll, restores 1d6 + Con Mod health 

Hacker’s Delight 2-When Making a successful hacking roll, restores 2d8 + Con Mod Health.

Handyman– As long as this occupies one of your tonic slots, hacking Flying Drones makes them your permanent companion. Also, you can expend any number of EVE points (up to your remaining amount) as an action, and your hacked machines within 5 feet of you regain double that amount of hit points. Once you do this, the hacked machine becomes sentient and communicates through beeps and whistles. You may also assign them any name that they will respond to.

Hardy Machines– As long as this occupies one of your tonic slots, hacked and friendly machines have 2d6 more health.

Ice Storm– As long as this occupies one of your tonic slots, if you are struck by a melee weapon, roll a 1d8, if 7 or 8, the enemy that struck you takes 1d6 cold damage.

Machine Buster– As long as this occupies one of your tonic slots, you deal double damage to enemy turrets, drones, and security cameras.

Natural Camouflage– As long as this occupies one of your tonic slots, standing still while out of combat will cause you to be completely invisible. Performing an attack or using a plasmid will remove the invisibility. Being moved counts as movement.

Security Evasion– As long as this occupies one of your tonic slots, security devices have a disadvantage to perception rolls towards you. 

Short Circuit– As long as this occupies one of your tonic slots, machines stunned by Electro Bolt are stunned for one more round.

Shorten Alarms*– Alarms are shortened by 20 seconds

Shorten Alarms 2– Alarms are shortened by 40 seconds 

Sports Boost*– As long as this occupies one of your tonic slots, your movement speed increases by 20ft.

Sports Boost 2– As long as this occupies one of your tonic slots, your base movement speed is doubled and once per turn, whenever you would make an attack, you can make two attacks instead.

Thrifty Hacker– As long as this occupies one of your tonic slots, the hacked price of items in Circus of Value’s and Ammo Bandito’s are reduced by 10%

Vending Expert– As long as this occupies one of your tonic slots, the base price of items in Circus of Value’s and Ammo Bandito’s are reduced by 25%

Vending Expert 2– As long as this occupies one of your tonic slots, the base price of items in Circus of Value’s and Ammo Bandito’s are reduced by 50%

Walking Inferno– As long as this occupies one of your tonic slots, you have resistance to fire damage, and fire damage you deal ignores resistances. Additionally, whenever you make an attack or damage roll for an attack that uses fire damage, you can treat any roll of 1 as a 2.

Walking Inferno 2– Identical to 1, except you’re immune to fire damage and fire damage you deal ignores resistances and immunities, and fire damage is doubled against objects and creatures who do not have this tonic occupying one of their tonic slots.

Brain Boost– As long as this tonic occupies one of your slots, When you roll for an Intelligence check, add +2

Brain Boost 2– As long as this occupies one of your tonic slots, when you roll for an Intelligence Check, add +4

Smooth Talker– As long as this tonic occupies one of your slots, when you roll for a Charisma check, add +2 

Smooth Talker 2– As long as this occupies one of your tonic slots, when you roll for a Charisma check, add +4

Four Eyes– As long as this tonic occupies one of your slots, when you roll for a Perception check, you may add +3

Iron Gut– As long as this occupies one of your tonic slots, when you roll for a Constitution check, add +2

Iron Gut 2– As long as this occupies one of your tonic slots, when you roll for a constitution check, add +4

Scary Face– As long as this occupies one of your tonic slots, you gain advantage on Intimidation rolls, but a disadvantage on persuasion rolls.

Better Harvesting– As long as this occupies one of your tonic slots, Harvesting a little sister grants 1d10 more ADAM (you sick monster)

Gratitude of a Child– As long as this occupies one of your tonic slots, rescuing a little sister grants 2d10 more ADAM.

Sucker Cups– As long as this occupies one of your slots, anyone trying to pull items out of your grip (such as by using Telekinesis) they roll at disadvantage.

Emergency Health– As long as this occupies one of your tonic slots, when you would hit 0 HP, you’re at 1 HP. You must perform a short or long rest before this Tonic can be used again.

Aqua Lung– As long as this occupies one of your slots, you can hold your breath for 1 extra minute (does not apply to Alpha Series or Big Sisters)

Strongman– As long as this occupies one of your slots, whenever you roll a Strength check, add +2

Strongman 2– As long as this occupies one of your slots, whenever you roll a Strength check, add +4

Periapt of Health– Provides resistances to diseases

Contortionist– As long as this occupies one of your slots, whenever you roll a Dexterity Check, add +2

Contortionist 2– As long as this occupies one of your slots, whenever you roll a Dexterity Check, add +4

3 Wise Men-As long as this occupies one of your tonic slots, whenever you roll a Wisdom Check, add +2

6 Wise Men– As long as this occupies one of your tonic slots, whenever you roll a Wisdom Check, add +4

Little Sister Sense– As long as this occupies one of your tonic slots, gain advantage on perception when a little sister is in the area. Does not activate if the only little sister in the area is one you’ve adopted.

OtherSense– As long as this occupies one of your tonic slots, gain advantage on perception when enemies are in the area.

Magic Hands– Gives user ability to dual wield plasmids, but prevents use of other weapons while dual wielding plasmids

Melee Master– As long as this occupies one of your tonic slots, all Melee damage is tripled, but prevents the use of weapons. (Plasmids are unaffected)

Machines

Gatherer’s Garden- Allows players to purchase Plasmids, Gene Tonics, Plasmid and Tonic Upgrades, and Slots at the cost of ADAM. Cannot be hacked.

Circus of Values- Basic vending machine that sells Health Packs, EVE Hypos, food, and a small range of ammo. Can be hacked for cheaper prices and some exclusive products.

Ammo Bandito- Vending Machine that sells ammo and weapons of all kinds. Can be hacked for cheaper prices and some exclusive products.

Bot Shutdown Panel- Can turn off Alarms caused by cameras for $20. Cannot be hacked.

Health Station- Restores some health for $30. Enemies can also use health stations. Can be hacked to cheapen the price, and enemies trying to use a hacked health station take 1d8 poison damage.

Gene Bank- Allows players to swap around Tonics and Plasmids that they have. Cannot be hacked.

Power to the People- Allows one weapon upgrade per person. Cannot be hacked.

Safe- Contains good loot, but requires hacking to open.

Hacking

Hacking allows you to turn machines in your favor. Players who wish to hack a device must make an Intelligence (Technology) roll. Failing to succeed the roll by a specified amount causes some mild damage, failing by more than the specified amount causes damage and sets off alarms. Successfully hacking a device grants the players special bonuses, such as turning turrets, drones, and cameras to your side, cheapening prices at CoVs and AB’s, and getting cheaper prices at health stations and making them poison enemies that try to use them.

You can either proximity hack by directly hacking the machine, or use a remote hack dart to hack from afar.

Consumables

Consumables are basic food and health items. They’ll either restore HP or EVE, or drain them depending on the item.

Health Packs and EVE Hypos

Small Health Pack: Heals 2d4 +2 HP

Medium Health Pack: Heals 4d4 + 4 HP

Large Health Pack: Heals 8d8 + 8 HP

Small EVE Hypo: Restores 2d4 + 2 EVE

Medium EVE Hypo: Restores 4d4 + 4 EVE

Large EVE Hypo: Restores 8d8 +8 EVE

Alcohol

Chechnya Vodka: Restores 3 HP but drains 3 EVE

Fine Gin: Restores 1 HP but drains 2 EVE

Lacas Scotch: Restores 1 HP but drains 1 EVE

McHale Gin: Restores 2 HP but drains 1 EVE

Moonbeam Absinthe: Restores 2 HP but drains 2 EVE

Moonshine: Restores 1 HP but drains 3 EVE

Old Harbinger Beer: Restores 3 HP but drains 2 EVE

Old Tom Whiskey: Restores 2 HP but drains 2 EVE

Red Ribbon Brandy: Restores 2 HP but drains 3 EVE

Tate Merlot: Restores 3 HP but drains 1 EVE

Non-Alcoholic Drinks

Coffee: Restores 3 EVE

Fresh Water: Restores 4 EVE

Hop Up Cola: Restores 2 EVE

Food

Creme-Filled Cake: Restores 2 HP

Canned Beans: Restores 5 HP

Canned Fruit: Restores 3 HP

Pep Bar: Restores 4 HP and 4 EVE

Potato Chips: Restores 2 HP

Potted Meat: Restores 4 HP

Can of Sardines: Restores 3 HP

Medicinals

Aspirin: Restores 3 EVE

Bandages: Restores 5 HP

Doc Holllcroft’s Cure-All: Restores 5 HP and 5 EVE

Vitamins: Restores 3 HP

Enemies

Thuggish Splicers

Medium Humanoid, any non-lawful alignment.

Armor Class: 12 (leather armor)

Hit points: 11 (2d8 + 2)

Speed: 30ft

STR: 12 +1

DEX: 12 +1

CON: 12 +1

INT: 9 -1

WIS: 10 

CHA: 10

Senses: Passive Perception 10

Languages: Any one language (usually common)

Challenge ? (25 XP)

Actions

Wrench: Melee weapon attack: + 3 to hit, reach 5ft., One target. Hit: 4 (1d8) Bludgeoning damage.

Lead Pipe: Melee weapon attack: + 3 to hit, reach 5ft., One target. Hit: 5 (1d10) Bludgeoning Damage.

Description: Thuggish Splicers are some of the most basic enemies in Rapture. Poor saps who mug people for their ADAM, they use simple melee weapons to strike. Keep your distance and fill them full of lead.

Leadhead Splicers

Medium Humanoid, any non-lawful alignment

Armor Class: 12 (leather Armor)

Hit Points: 12 (2d8 +2)

Speed: 30ft

STR: 12 +1

DEX: 12 +1

CON: 11

INT: 9 -1

WIS: 12 + 1

CHA: 9 -1

Senses: Passive Perception 10

Languages: Any one language (usually common)

Challenge ? (25 XP)

Actions

Pistol (Regular Pistol Rounds): Ranged Weapon Attack: +3 to hit, Range 80/320, One target. Hit: 5 (1d8 +1) Piercing Damage

Description: Leadhead Splicers shoot first and ask questions never. Fire at them fast before they fill you with bullets.

Houdini Splicers

Medium Humanoid, any alignment

Armor Class 10

Hit Points: 9 (2d8)

Speed: 30ft

STR: 10

DEX: 10

CON: 10

INT: 10

WIS: 14 +2

CHA: 12 +1

Skills: Acrobatics +4, Performance +2

Senses: Passive Perception 12

Languages: Any one language 

Challenge: ? (50 xp)

EVE: 12 

Plasmids: 

Unstable Teleport Plasmid: (Recharge 4-6) Houdini Splicers may use a bonus action to teleport, along with any equipment they are wearing or carrying, up to 30 feet to an unoccupied space that they are aware of. 

Incinerate FireBall: Houdini Splicers may use 6 EVE to launch a fireball at any one target within 60ft that it can see. The target must succeed a Dexterity saving throw or take 1d8 fire damage.

Actions: Club: Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage

Description: Houdini Splicers are the artsy nutjobs that often live near or in Fort Frolic. They like to confuse opponents before beating them senseless

Spider Splicers

Armor Class: 11

Hit Points: 13 (2d10 +2)

Speed: 30ft

STR: 14 +2

DEX: 12 +1

CON: 8 -1

INT: 7 -2

WIS: 10

CHA: 5 -3

Skills: Stealth +6

Senses: Darkvision 60ft. Passive Perception 14

Languages: Any one language

Challenge: ? (50xp)

Climbing: Spider Splicers can climb on walls and ceilings at the same speed as they walk.

Fearless: Spider Splicers are immune to the Frightened condition.

Actions: Sickle (Thrown Melee weapon attack) +2 to hit, reach 15ft.  1d4 Slashing Damage (Finesse, Light, Thrown (20/60))

Description: Hiding in the darkness and all over walls, these Splicers have flesh like melted candles and a mind like a crackhead. They will gut you like a fish if given the opportunity.

Brute Splicers

Armor Class: 15

Hit Points: 19 (3d8 + 6)

Speed: 30ft.

STR: 16 + 3

DEX: 14 + 2

CON: 16 + 3

INT: 5 -3

WIS: 11

CHA: 7 -2

Skills: Athletics +5

Senses: Perception 13

Languages: Any one language

Challenge 1 (200XP)

Actions

MultiAttack: The Brute Splicer makes 2 attacks with its Fists

Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rubble: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Description: Brute Splicers are big, loud, and nasty tough guys who really like getting buff without going to the gym. They will punch your face in and you don’t want that.

Nitro Splicer

Armor Class: 13 (Leather Armor)

Hit Points: 13 (2d10 +2)

Speed: 30ft

STR: 13 +1

DEX: 15 +2

CON: 12 +1

INT: 8 -1

WIS: 11

CHA: 10

Damage Immunities: Fire, Bludgeoning

Damage Weaknesses: Cold

Senses: Darkvision 60ft, Passive Perception 11

Languages: Any one language

Challenge: ? (100XP)

Death Burst: When a Nitro Splicer Dies, the explosives it is carrying will explode into a burst of fire. Each Creature within 10 feet must make a DC 11 Dexterity saving throw, taking 7 (2d6) Fire damage on a failed save, or half as much on a successful throw.

Actions:

Molotov Cocktail (Ranged Weapon Attack) +2 to hit, Range 30/120ft, One target, Hit: 6 (1d6 +3) Fire Damage.

Description: Nitro Splicers like to see things burn. They’ll run around setting everything on fire and making things explode. Try not to die.

Frosty Splicers

Armor Class: 11

Hit Points: 21 (6d6)

Speed: 30ft.

STR: 7 -2

DEX: 14: +2

CON: 10

INT: 9 -1

WIS: 13: +1

CHA: 12: +1

Skills: Perception +2 Stealth +3

Damage Vulnerabilities: Fire

Damage Immunities: Cold

Condition Immunities: Poisoned

Senses: Darkvision 60ft Passive Perception 12

Languages: Any 2 languages

Challenge: ? (100 XP)

EVE Points: 18

Death Burst: When a Frosty Splicer dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

Cold Blooded– Heat Seeking RPGs have a disadvantage against Frosty Splicers

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The Frosty Splicer exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Description: Frosty Splicers are addicted to the drinkable plasmid Old Man Winter. They’re frosty and cold hearted and want nothing more than to freeze everything.

Crunchy Splicers

Armor Class: 12

Hit Points: 21 (6d6)

Speed: 30ft

STR: 10

DEX: 17 +3

CON: 10

INT: 6 -2

WIS: 11

CHA: 15 +2

Skills: Perception +3, Stealth +2

Damage Immunities: Lightning

Condition Immunities: Poisoned

Senses: Darkvision 60ft, Passive perception 14

Languages: Any one language

Challenge ? (100XP)

EVE Points: 18

Death Burst. When a Crunchy Splicer dies, it explodes in a flare of lightning in a 10-foot radius. Creatures in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a successful saving throw, or half as much damage on a failed one.

 

Crystal Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) lightning damage.

Lightning Breath (Recharge 6). The Crunchy Splicer exhales lightning in a 15- foot line that is 1-foot wide. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.

 

Description: Crunchy Splicers are addicted to the drinkable Plasmid Shock Jockey. Electric crystals are bursting from their skin, and they have energy for days.

 

Devil Splicers

Armor Class: 11

Hit Points: 13 (3d8)

Speed: 30ft

STR: 7 -2

DEX: 15 +2

CON: 12 +1

INT: 8 -1

WIS: 11

CHA: 10

 

Damage Immunities: Fire

Damage Weaknesses: Cold

Senses: Darkvision 60ft, Passive perception 14

Languages: Any one language

Challenge: ? (100XP)

 

Charge: If the Devil Splicer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed: The Devil Splicer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Hot-Headed- Any time a creature launches a Heat Seeking RPG (Both Enemy and player) the RPG Will automatically target the Devil Splicer

Actions

Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

 

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

 

Description: Devil Splicers are addicted to the drinkable Plasmid Devil’s Kiss. They’re constantly at a roasty- toasty temperature and have grown some nasty horns. They like the devil because of this.

 

 

 

Bouncer Big Daddy

Armor Class: 15 (Natural Armor)

Hit Points: 33 (6d8 +6)

Speed: 25ft

STR: 15 +2

DEX: 11

CON: 13 +1

INT: 1 -5

WIS: 3 -4

CHA: 1 -5

Damage Resistances: Piercing, Bludgeoning

Condition Immunities: Frightened

Senses: Darkvision 60ft, Passive Perception 9

Languages: None

Challenge: 1 (200XP)

Brute: A melee weapon deals one extra die of its damage when the Bouncer hits with it (included in the attack).

Charge: If the Bouncer moves at least 30 feet straight toward a target and then hits it with a Drill attack on the same turn, the target takes an extra 5 (1d6 +2) piercing damage.

Drill: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description: The most common type of Big Daddy, Bouncers are big, drill wielding brutes made to drill rock and protect little sisters. 

Rosie Big Daddy

Armor Class: 16 (Natural Armor)

Hit Points: 34 (4d10 +12)

Speed: 25ft

STR: 16 +3

DEX: 12 +1

CON: 13 +1

INT: 1 -5

WIS: 3 -4

CHA: 1 -5

Damage Resistances: Piercing, Bludgeoning

Condition Immunities: Poisoned, Frightened

Senses: Darkvision 60ft, Passive Perception 15

Languages: None

Challenge: 1 (200XP)

Rivet Gun: (Ranged weapon attack) +4 to hit, Range 30/120ft, one target. Hit: 6 (2d6) Piercing damage.

Frag Grenade: (ranged weapon attack) 3d6 fire/bludgeoning on failed DC 15 Dex Save, or half that on success

Proximity Mine: (Ranged weapon attack) 3d8 fire/bludgeoning on failed DC 15 Dex Save, or half that on success. Only explodes if a creature comes into contact with it.

Description: Rosies are the maintenance workers of Rapture, riveting up walls and tubes to keep the leaks down. They’re not afraid to Rivet your skull if you come between them and their sisters.

Rumbler Big Daddy

Armor Class: 16 (Natural Armor)

Hit Points: 45 (6d10 +12)

Speed: 25ft

STR: 18 +4

DEX: 13 +1

CON: 15 +2

INT: 1 -5

WIS: 3 -4

CHA: 1 -5

Damage Resistances: Piercing, Bludgeoning

Condition Immunities: Frightened, Poisoned, Paralyzed.

Senses: Darkvision 60ft, Passive Perception 13

Languages: None

Challenge: 2 (450 XP)

Shockwave: The Rumbler can cause a tremor in the ground within range. Each creature other than the Rumbler in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Heat-Seeking RPG: (Ranged Attack) 3d8 Fire and Bludgeoning (Heat Seeking RPGs will have a +5 to hit)

Remote Mini-Turret: The Rumbler can use an action to deploy a miniature turret at one spot that it can see within a 30ft range. The turret has 10 HP and deals 1d6 damage to one target.

Description: Rumblers are explosive dads with the strength to match it. Rumblers aren’t immune to their own explosions however.

Alpha Series Big Daddy

Armor Class: 13 (Natural Armor)

Hit Points: 67 (9d8 + 27)

Speed: 30ft.

STR: 17 +3

DEX: 15 +2

CON: 13 +1

INT: 9 -1

WIS: 7 -2

CHA: 3 -4

Damage Resistances: Bludgeoning

Condition Immunities: Poisoned, Frightened

Senses: Darkvision 60ft, Passive Perception 15

Languages: Typically none, but a mentally stable one might know Sign Language.

Challenge: 2 (450XP)

EVE: 18

Aggressive: Alpha Series Big Daddies are Hostile upon seeing another non-machine, non-big daddy creature.

Reckless: At the start of its turn, the Alpha Series can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Quick-Melee: (Melee Weapon Attack) + 5 to hit, reach 5ft, one target. 6 (1d6 +3) Bludgeoning damage

Headbutt: (Melee Weapon Attack) +3 to hit, reach 5ft, one target. 7 (1d10 +2) Bludgeoning Damage

Elemental Burst: (Ranged Plasmid Attack) +3 to hit, Reach 10ft, AoE. 9 (1d12 +3) Cold, Lightning, or Fire Damage (roll 1d6, 1,2 for Cold, 3,4 for Lightning, and 5,6 for Fire) (Costs 6 EVE)

Description: Alpha Series are a failed line of Protectors made for protecting Little sisters. Their aggressive nature stems from their pair-bond, losing their little sisters caused them to go mad and into rages.

Lancer Big Daddies

Armor Class: 17 (Natural Armor)

Hit Points: 52 (7d8 + 21)

Speed: 25ft. 

STR: 15 +2

DEX: 11

CON: 13 +1

INT: 9 -1

WIS: 10

CHA: 1 -5

Damage Resistances: Bludgeoning, Fire, Piercing

Condition Immunities: Frightened, Blinded/Stunned, Poisoned

Senses: Darkvision 60ft, Passive Perception 14

Languages: None

Challenge: 2 (450XP)

Blinding Light: The Lancer can use his Laser to emit a blinding light in a 15ft radius around himself. All Creatures (Apart from Turrets, Flying Drones, and Cameras) must make a DC 15 Constitution Save or be blinded for one turn.

Laser Cell: (Ranged Weapon Attack) +2 to hit, Reach 15ft, One target, 6 (1d10 +4) Damage

Description: Lancers are the most Technologically advanced Big Daddy Rapture has ever seen. Usually seen around Minerva’s Den, these dads are big, tough, and pack a punch.

Gun Turret

Armor Class: 13 (Natural Armor)

Hit Points: 7 (2d6)

Speed: 0ft.

STR:  14 +2

DEX: 7 -2

CON: 15 +2

INT: 10

WIS: 5 -3

CHA: 1 -5

Damage Immunities: Poison

Condition Immunities: Frightened

Damage Resistances: Bludgeoning, Piercing

Senses: Passive Perception 10

Challenge: ? (25XP)

Hackable: Turrets are susceptible to being hacked. Players can make an Intelligence (Arcana/Technology) Check on a turret. Hack DC for a Gun Turret is 10, which will turn the turret friendly and target hostile creatures. Hacking with a roll of 18 or higher will give the turret an extra 1d4 to its attacks.

Machine Gun: (Ranged Weapon Attack) +2 to hit, Range 30ft, one target, 3d4 Piercing damage

Description: Gun Turrets are the most basic Turret one can find in Rapture. They stand guard in an area and shoot whatever’s suspicious.

Rocket Turret

Armor Class: 15 (Natural Armor)

Hit Points: 11 (2d8 +2)

Speed: 0ft.

STR: 16 +3

DEX: 7 -2

CON: 15 + 2

INT: 10

WIS: 5 -3

CHA: 1 -5

Damage Immunities: Poison

Condition Immunities: Frightened

Damage Resistances: Bludgeoning, Piercing

Senses: Passive Perception 13

Challenge: ? (50XP)

Hackable: Turrets are susceptible to being hacked. Players can make an Intelligence (Arcana/Technology) Check on a turret. Hack DC for a Rocket Turret is 15, which will turn the turret friendly and target hostile creatures. Hacking with a roll of 19 or higher will give the turret an extra 1d8 to its attacks.

Mini Rocket: (Ranged Weapon attack) +3 to hit, Range 25ft, one target. Hit: 3d8 Fire/Bludgeoning damage.

Description: Rocket turrets are much like Gun Turrets, but slightly tougher and shoots rockets. Be sure to hack it to give yourself an explosive ally.

Basic Flying Drone

Armor Class: 12

Hit points: 7 (2d6)

Speed: 30ft Flying

STR: 12 +1

DEX: 16 +3

CON: 11

INT: 5 -3

WIS: 5 -3

CHA: 11

Damage Immunities: Poison

Damage Resistances: Piercing, Bludgeoning

Senses: Passive Perception 10

Challenge: ? (25XP)

Hackable: Flying Drones are susceptible to being hacked. Players can make an Intelligence (Arcana/Technology) Check on a Drone. Hack DC for a Basic Flying Drone is 10, which will turn the drone friendly and target hostile creatures. Hacking with a roll of 18 or higher will give the drone an extra 1d4 to its attacks.

Machine Gun: (Ranged Weapon Attack) +2 to hit, Range 30ft, one target, 3d4 Piercing damage

Description: These are the basic models of flying drones, deployed when an alarm is set off from a Security Camera, or sometimes following a splicer. They may not be strong, but they’re relentless, and often come in large numbers.

Elite Flying Drones

Armor Class: 15 (natural armor)

Hit points: 13 (3d8)

Speed: 40ft Flying

STR: 17 + 3

DEX: 18 +4

CON:  11

INT: 13 +1

WIS: 5 -3

CHA: 12 +1

Damage Immunities: Poison, Fire

Condition Immunities: Frightened

Damage Resistances: Bludgeoning, Piercing

Challenge: ? (50XP)

Hackable: Flying Drones are susceptible to being hacked. Players can make an Intelligence (Arcana/Technology) Check on a Drone. Hack DC for an Elite Flying Drone is 15, which will turn the drone friendly and target hostile creatures. Hacking with a roll of 19 or higher will give the drone an extra 2d4 to its attacks.

Machine Gun: (Ranged Weapon Attack) +2 to hit, Range 30ft, one target, 4d4 Piercing damage

Description: Elite Flying Drones are more powerful than regular drones, and are harder to kill. Costs a lot though

Security Camera

Armor Class: 9

Hit Points: 10 (3d6)

Speed: 0ft

STR: 3 -4

DEX: 8 -1

CON: 11

INT: 10

WIS: 10

CHA: 6 -2

Damage Immunities: Poison

Skills: Perception +5

Condition Immunities: Frightened

Damage Resistances: Bludgeoning, Piercing.

Senses: Passive Perception 12

Languages: None

Challenge: 0 (10XP)

Alarm: The camera pans around a small area of 30ft in front of it, with a red light to signal where it is looking. If a creature stands within the red light, the camera’s light will turn white as a ringing noise is sounded. If the creature is still within the camera’s area of view by the next turn, the alarm will sound, and several flying drones will be summoned to attack for 60 seconds, after which the alarm will end, and the drones will fly off. 

Hackable: Security Cameras are susceptible to being hacked. Players can make an Intelligence (Arcana/Technology) Check on a camera. Hack DC for a Security camera is 10, which will turn the drone friendly and target hostile creatures. Hacking with a roll of 18 or higher will allow the camera to summon turrets for 90 seconds. A hacked camera will glow green instead of red.

Description: Security cameras are Ryan’s eyes and ears. They watch for suspicious activity, and if they see any, they will dispatch the drones.

Big Sisters

Armor Class: 17 (Natural Armor)

Hit Points: 82 (11d8 +33)

Speed: 40ft.

STR: 18 +4

DEX: 20 +5

CON: 11

INT: 15 +2

WIS: 14 +2

CHA: 17 +3

Skills: Acrobatics +3, Intimidation +4, Stealth +5, Perception +2

Senses: Darkvision 60ft, Passive Perception 12

Damage Resistances: Bludgeoning

Condition Immunities: Frightened, Poisoned

Languages: None

Challenge: 3 (700XP)

Sister Screech: The Big Sister lets out an ear piercing screech, causing every creature within 60’ to make a DC 15 Wisdom save. On a success, they are unaffected, on a fail, they have the frightened condition for 1 turn. Creatures that have already made this save within the last 6 hours are unaffected.

ADAM restoration: Big Sisters can, once per turn as an action, leech ADAM from another splicer creature or dead body within a 10ft. Range of the Big sister. Doing so will restore 1d10 +2 HP.

Amphibious: The big sister’s suit allows her to breathe underwater and air.

Big sister Needle: (Melee weapon attack) +5 to hit, range 5ft, one target. On a hit, 8 (1d8) Piercing damage

Rubble throw: (Ranged weapon attack) +3 to hit, Range 15ft, one target. On a hit, 10 (1d10 +5) bludgeoning damage.

Description: Big Sisters are the creation of one Sofia Lamb, made using the grown up Little sisters. Used to snatch girls from the surface, these creatures patrol the halls of Rapture, dispatching anyone they deem a danger.

Songbird

Armor Class: 20 (Natural Armor)

Hit Points: 110 (13d10 +39)

Speed: 20ft, 80ft Flying

STR: 20 +5

DEX: 10

CON: 16 +3

INT: 11

WIS: 5 -3

CHA: 6 -2

Damage Resistances: Bludgeoning, Piercing

Skills: Perception +4

Senses: Passive Perception 15

Challenge: 6 (2,300XP)

Multiattack: The Songbird makes two fist attacks.

Fist: (Melee weapon attack) +7 to hit, reach 10ft, one target. Hit: 13 (2d8 +4) Bludgeoning damage

Description: Songbird is a creature native to the floating city of Columbia. How it got into Rapture is unknown, but rumors of tears in thin air may have let this gargantuan creature through.

Wheelchair Dog

Armor Class: 12

Hit Points: 5 (1d8+1)

Speed: 40ft.

STR: 13 +1

DEX: 14 +2

CON: 15 +2

INT: 3 -4

WIS: 12 +1

CHA: 7 -2

Skills: Perception +3

Senses: Passive Perception 13

Languages: none

Challenge: ? (25XP)

Keen Hearing and Smell: The Wheelchair Dog has advantage on Wisdom (Perception) check

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.ks that rely on hearing or smell.

Description: Wheelchair dogs are the prototypes to the Gatherers that the little sisters would take over for. Often making for decent guard dogs despite their failure as gatherers, their fast movements and nasty bites are nothing to laugh at.

Ryan’s Security Officers

Armor Class: 11 (Leather Armor)

Hit Points: 32 (5d8 +10)

Speed: 30ft

STR: 15 +2

DEX: 11

CON: 14 +2

INT: 10

WIS: 10

CHA: 15 +2

Skills:  Intimidation +2, Investigation +3

Senses: Passive Perception 10

Languages: Any one language

Challenge: ? (100XP)

Pack Tactics: The Officer has advantage on an attack roll against a creature if at least one of the Officer's allies is within 5 feet of the creature and the ally isn't incapacitated.

Multiattack: The Officer makes two melee attacks.

Nightstick: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Pistol: Ranged weapon attack: +3 to hit, Reach 30ft, one creature. Hit: 4 (1d8) Piercing damage.

Description: Ryan’s Security keeps the peace in the civilized parts of Rapture. If someone acts up, or if Andrew Ryan simply doesn’t like that person, Ryan’s Security takes them away.

Specific Enemy Characters will more often be stronger versions of existing enemies. (EX Sander Cohen being a stronger Houdini Splicer)

Weapons

Melee Weapons

  1. Drill- deals 1d8 piercing damage, or 1d12 piercing damage at the cost of 10 Drill fuel (Exclusive to Alpha Series) (300 total drill fuel)

  2. Lead Pipe- 1d10 Bludgeoning Damage (Two Handed)

  3. Morning Star- 2d6 Piercing Damage (Two Handed)

  4. Shiv- 1d4 Piercing Damage (Finesse, Light, Thrown (20/60))

  5. Sickle- 1d4 Slashing Damage (Finesse, Light, Thrown (20/60))

  6. Wood Saw- 1d6 Slashing Damage (Finesse, Light)

  7. Wrench- 1d8 Bludgeoning Damage

  8. Knife- 1d6 Slashing Damage (Finesse, Light)

  9. Needle- 1d8 Piercing Damage (Exclusive to Big Sisters)

  10.  Shovel- 1d8 (one handed) 1d10 (two handed) Bludgeoning Damage

  11.  Harpoon- 1d12 Piercing damage  (Heavy, Thrown (50/100)) Martial

Ranged Weapons 

Pistol

A.Standard Pistol Round-1d8 Piercing

B. Antipersonnel Pistol Round- 1d10 Piercing to unarmored foes

C. Armor-Piercing Pistol Round- 1d10 Piercing to Armored Foes

(Ammunition, (Range 80/320), Light, Loading (Magazine 6))

Machine Gun

  1. Standard Auto Round- 3d4 Piercing

  2. Antipersonnel Auto Round- 3d6 Piercing to unarmored foes

  3. Armor-Piercing Auto Round- 3d6 Piercing to Armored foes

(Ammunition, (range 30/60), Loading, Two-handed, (Magazine 20)

Shotgun

  1. 00 Buck: 2d8 Piercing

  2. Solid Slug: 3d10 Piercing

  3. Exploding Buck: 2d10 Fire

(Ammunition, (10/20), Loading, Two handed, (Magazine 4))

Grenade Launcher

A- Frag Grenade: 3d6 Fire and Bludgeoning on failed DC 15 Dex Save, or half that on success

B- Proximity Mine: 3d8 Fire and Bludgeoning on failed DC 15 Dex Save, or half that on success

C- Heat-Seeking RPG: 3d8 Fire and Bludgeoning (Heat Seeking RPGs will have a +5 to hit)

(Ammunition, (range 60/120), Loading, Two-handed, (Magazine 4)

Chemical Thrower

A- Napalm- 3d4 Fire

B- Liquid Nitrogen- 3d6 Cold

C- Electric Gell- 3d6 Lightning

(Ammunition, (range 30/60), Loading, Two handed, (Magazine 20))

Crossbow

A- Steel-Tip Bolt- 2d10 Piercing

B- Incendiary Bolt: 3d12 Fire

C- Trap Bolt: 6d12 Lightning

(Ammunition, (Range 150/600), Loading, Two handed, (Magazine 5)

Rivet Gun

A- Rivet- 1d10 Piercing

B- Heavy Rivet- 2d12 Piercing

C- Trap Tivet- 4d10 Piercing

(Ammunition, (Range 60/120), Loading, Two Handed, (Magazine 12))

Remote Hack Tool

A- Remote Hack Dart- Allows Intelligence (Technology, which is functionally Arcana) check to be made to hack the targeted device.

B- Auto Hack Dart- Functionally the same as Remote Hack Dart but all rolls are counted as an automatic 20

C- Mini-Turret- Deploys a friendly, stationary Mini-turret at a spot within range that you can see. You can only have up to two turrets up at one moment.

(Ammunition, (Range 60/120), Loading, Two handed, (Magazine 1), Light)

Mini Turrets have 10 HP and cannot move. Deals 1d6 Piercing damage.

Molotov Cocktail

1d6 Fire damage

Ion Laser

A- Laser Cell- 1d10 Piercing damage

B- Thermal Cell- 2d8 Fire damage

C- Burst Cell- 6d10 Radiant Damage (requires 1 turn to charge)

(Ammunition, (range 60/120), Loading, Two handed, (Magazine 100))

 Weapon Upgrades

Weapons can be upgraded at Power to the People Stations. These stations, however, will only provide one upgrade per party member, after which the station will shut down permanently. The upgrades are free, but the stations themselves are rare around Rapture, so be sure in which weapons you want to upgrade. You can’t hack the stations.

Every weapon will have 3 upgrades. 2 basic upgrades that you can get in any order, and a third that you must have the first 2 on a weapon in order to unlock it. One must be dead sure on a weapon if they intend on getting that third upgrade.

Melee weapon Upgrades

Drill Upgrades

Fuel Consumption Decrease- Cooling Nozzles lubricate the drill, decreasing the amount of fuel used per use of the Drill from 10 to 5.

Damage Increase: Augers on the side of the Drill increase the amount of damage the drill puts out. When rolling the damage for an attack, you may add 1d8 more damage.

Reflector Plate: (Can only be upgraded once the other two upgrades are unlocked) A large electromagnetic dynamo is activated when spinning the drill. As an action, you may hold the drill in front of you and spin it for 5 fuel. This will deflect any melee attacks and bullets from pistols, machine guns, rivet guns, and shotguns back at their attacker. The attacker must make a DC 15 Dexterity throw, taking half damage on a success and full damage on a failure.

Lead Pipe Upgrades

Saw blade Addition- A Saw blade is welded to one end of the pipe. You can choose to do Slashing damage instead of Bludgeoning when attacking with the Lead Pipe.

Damage Increase- Weights are added to the pipe to give it more bashing power. When dealing damage, you may add 1d8 more damage.

Taser on a Stick: (Can only be upgraded once the other two upgrades are unlocked) A taser is taped to the end of the pipe. The Lead Pipe now also deals lightning damage, any creature hit by the pipe must make a DC 10 Con save or be stunned for 1 turn.

Morning Star Upgrades

Sharper Spikes: The morning star’s spikes have been sharpened as much as they can be. The Morning Star deals 1d6 more damage.

Extendable Chain: The handle now has more chain in it. The morning stars range is now 10ft.

Poison filled Sphere: (Can only be unlocked if the other two are unlocked) The Morning Star now leaks poison from its spikes. Any creature hit by the Morning star must now make a DC 10 Constitution Save or take 1d4 poison damage and be poisoned.

Shiv Upgrades

Sharpened Shiv: The Shiv has been sharpened to a dangerous point. The Shiv does 1d4 more damage now.

Hardened Handle: The blade has been made sturdier to resist breakage. Creatures with a resistance to piercing are no longer resistant to piercing when attacked with a shiv.

Plasmid Tubes: (Can only be unlocked if the other two are unlocked) Small tubes are attached to the outside of the shiv. The Shiv can be charged with a plasmid to deal the damage of the plasmid (Incinerate for Fire, Winter Blast for Cold, and Electro Bolt for Lightning)

Sickle Upgrades

Really Sharp Sickle: The Sickle has been sharpened (Like so many other melee weapons on this list lmao). The Sickle deals 1d4 more damage.

Grapple Barbs: The Sickle has barbs attached to the point. When performing a non ranged melee attack (Basically if you just-hit a creature without throwing the sickle) you can make a free contested athletics check to grapple the creature.

Bomb Shield: (This can only be unlocked if the other two are unlocked) The Sickle has been reinforced to prevent premature explosions. If a grenade, stick of dynamite or similar object is thrown at you, you can, with a successful DC 14 Dexterity saving throw, catch the explosive and hurl it at the creature who threw it. That creature takes full damage from it.

Wood saw Upgrades

Titanium Blade: The titanium blade in the Woodsaw allows it to be sharper. The wood saw deals 1d6 more damage.

Needle: A needle is added to the wood saw. You can choose to perform Piercing damage with the wood saw.

Liquid Nitrogen Tank: (Can only be unlocked if the other two are unlocked) The wood saw now has a separate tank to store Liquid Nitrogen ammo. Creatures hit with the Wood saw must make a DC 10 Constitution save or take 1d4 Cold damage and be frozen for one turn. 

Wrench Upgrades

Hard as Steel: The Wrench is made harder to prevent breakage. The wrench deals 1d8 more damage.

Shock ‘em and Clock ‘em!: When hitting a stunned creature with the wrench, the wrench deals 1d8 more damage to that stunned creature.

Bloodlust: (Can only be unlocked if the other two upgrades are unlocked) Dealing damage to any non machine enemy with the wrench will restore 2 points of HP and 2 points of EVE.

Knife Upgrades

Sharpened Blade: Much like everything else on this list with a blade, the knife is sharpened. The knife deals 1d6 more damage.

Yer Gettin Mugged, Kid!: While you have the knife equipped, you gain +2 to intimidation rolls.

Electric Grounder: (Can only be unlocked when the other two upgrades are unlocked) A lightning rod is built into the blade. Electric attacks towards you while you have the knife equipped are at disadvantage.

Needle Upgrades

Sharp Point: The needle is sharpened to a dangerous point. The needle deals 1d8 more damage.

Reinforced for Dad Stabbing: The needle is reinforced to prevent breakage. You have advantage against big daddies when attacking with the needle.

ADAM Healing: (Can only be unlocked when the other two upgrades are unlocked.) The needle can be used to heal the user. The user can heal for 1d8 HP from a dead body within 10ft. The user can do this 3 times before needing to perform a short or long rest.

Shovel Upgrades

Sharp Digger: The shovel has been sharpened far more than a shovel should ever be. Using the shovel one handed deals 1d8 more damage and using it two handed deals 1d10 more damage.

Basher: The underside of the shovel has extra reinforcement. As an action, you can attack with the underside of the shovel for 1d8 bludgeoning damage single handed or 1d10 two handed, and the target will be knocked prone.

POCKET SAND!: (Can only be unlocked if the other two are unlocked) Now you don’t need to dig to put sand in your shovel. As an action, you can shoot sand from the end of your shovel at a single target within 10ft. The target non-machine creature must make a DC 15 Dex save or be blinded for one turn.

Harpoon Upgrades

Sharp Harp(oon): The Harpoon is as pointy as can be. The harpoon deals 1d12 more damage.

Whale Piercer: The Harpoon is hardened for even the thickest of hides. Ignore all Piercing resistances. (but not immunities)

Metal Detector: (Can only be unlocked if the other two are unlocked) While you have the harpoon equipped, you have advantage on looting ammo.

Gun Upgrades

Pistol Upgrades

Ammo Accelerator: An Ammo accelerator Increases the damage done by the pistol. The pistol deals 1d8 more damage. 

Increased Clip Size: An auto-loading magazine effectively quadruples the magazine size of the pistol. The Pistol Magazine is now 24 bullets before reloading.

Super Piercer Bullets: (Can only be unlocked once the other two are unlocked) Pistol rounds are reinforced to prevent breaking within the body of the victim. When you successfully hit a non-machine, non-big daddy target, you may also roll to hit one other creature directly behind them. (This does not stack, IE you cannot also roll to hit the person behind the person behind the first person)

Machine Gun Upgrades

Reinforced Barrels: Reinforced barrels allow for increased muzzle pressure and a higher damage output. The Machine gun deals 2d4 more damage.

Recoil Reduction: A stabilizer reduces the kickback caused by firing the machine gun. You gain +2 to rolling to hit with the machine gun.

Bouncing Bullets: (Can only be unlocked once the other two are unlocked) A high density electrical field prevents shots from breaking up on first impact, causing them to ricochet. When you roll to hit a target and fail, you can choose to ignore the hit roll and automatically hit the target. You can only do this once before needing to perform a long or short rest. 

Shotgun Upgrades

Increased Clip Size: A double revolver mechanism improves the clip size. You can now fire 6 shots instead of 2 before needing to reload.

Damage Increase: A sawed off barrel increases damage of all ammo types. The shotgun deals 1d8 more damage.

Electric Generator: Kinetic energy from firing is used to charge several dynamos, randomly generating an electric shock. The shotgun deals Lightning damage. After successfully hitting a target creature, that creature must make a DC 10 Con save or be stunned.

Grenade Launcher Upgrades

Splash Damage Immunity: A shaped deflector prevents splash damage from your own explosives. You take no damage from explosives caused by you.

Increased Carrying Capacity: A larger ammo box means more bang for your buck. You can carry 6 of each type of grenade in one clip.

Cluster Bombs: (Can only be unlocked once the other two are unlocked) Additional munitions are screwed into each shot, causing secondary explosions in a wide radius. Great for clearing a room! After the initial explosion, more explosives are released which explode the next turn. (Initial explosion 5ft circle with 3 more explosives around that, also 5ft each. Secondary explosives cause 2d6 fire/bludgeoning damage.)

Chemical Thrower Upgrades

Decreased Chemical Consumption: A tapered nozzle reduces the ammunition consumption rate of the Chemical Thrower. The Chemical Thrower uses 10 ammo per use instead of 20.

Increased Range of Spray: A pressure-calibration hose increases the range of the Chemical Thrower. Range is increased to 60/120

Double Nozzle Sprayer: (Can only be unlocked once the other two are unlocked) A secondary nozzle allows you to spray two different types of ammo at once (this does take ammo out of both). This deals 4d6 damage of the two ammo types you’ve chosen. 

Crossbow Upgrades

Zoom: Additional scope allows you to aim with pinpoint accuracy. When you roll to hit, add +3

Bolt Breakage Reduced: Bolts are reinforced to prevent breakage upon hit. Steel-Tip Bolts are now recoverable. (Trap Bolts are always recoverable regardless of this upgrade)

Silent Bolts: (Can only be unlocked once the other two are unlocked.) Bolts are upgraded to prevent unnecessary sound. Missing a target does not alarm enemy creatures, nor does killing with a bolt.

Rivet Gun Upgrades

Solid Rivets: Rivets are less likely to break and are more solid. Ignore resistances to piercing when attacking with the Rivet Gun.

Increased Clip Size: You can now shoot 16 Rivets before needing to reload.

Heated Rivets: An internal heating mechanism heats rivets to a white-hot temperature before they are fired. When dealing damage to a creature, that creature must roll a DC 12 Con save or take 1d4 fire damage and be set on fire, taking 1d4 damage for every turn that the creature is still on fire.

Ion Laser Upgrades

Cell Consumption Decrease: Each use of the Laser uses 25 ammo instead of 50

Light Stabilizer: When rolling to hit a target creature, add +2 to your roll.

Blinding Flash: (Can only be unlocked once the other two are unlocked) You can use the Laser to emit a blinding light in a 15ft radius around yourself. All Creatures (Apart from Turrets, Flying Drones, and Cameras) must make a DC 15 Constitution Save or be blinded for one turn.

CAUTION: May ignite living creatures on repeated shots

Little Sisters and ADAM

You can choose to Rescue, Adopt, or Harvest Little Sisters. 

Adopting Little Sisters allows you to bring her with you as she searches out bodies with ADAM. Putting her down on an ADAM filled body will likely attract enemies, so be careful. A little sister can extract ADAM from up to 2 bodies before she must be Rescued or Harvested. Little sisters give 4d10 ADAM per Body.

Rescuing a little sister involves the use of the Little Sister Antidote Plasmid (Which does not take up a Plasmid Slot nor uses EVE). Players get 8d10 ADAM per rescued Little Sister. Rescued Little Sisters will be cured of their condition, and will leave the area via the nearest air vent. For every 3 Little sisters rescued, a gift will be left at the next Gatherer’s Garden that the players encounter. Gifts can contain up to 60 ADAM, $200, A Random Tonic, and Supplies such as Ammo and Health Packs/EVE Hypos.

Harvesting a Little Sister involves removing the sea slug implanted in the girl’s stomach, leading to her demise. Players get 16d10 ADAM per Harvested Little sister, but will not be left gifts at the gatherer’s garden. Harvesting Little Sisters is looked down upon by most sane people, but is recommended by those who are trying to survive.

Big Sisters can also carry up to 40 ADAM on them and as such can be looted from them when they are dead.

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