RelentlessImp
2007-10-14, 09:10 PM
Okay, so this proves I have played WAY too much Bioshock since I got the game. Feel free to comment!
Splicer
Looks like this little fish just had his cherry POPPED!
Splicer is a term that refers to anyone who has cut their genetic code with the strange tonics known as plasmids, developed by Ryan Industries and Fontaine Futuristics. Plasmids are dangerous, but put them in a person and they become even MORE dangerous.
HD: d8
Skill Points: 6 + INT modifier (x4 at first level)
Skills: Choose 6 + INT modifier to become class skills.
Armor and Weapon Proficiencies:
A Splicer chooses, at first level, up to four weapons they are proficient with (excepting Exotic weapons) and gain proficiency with light and medium armor.
Eve and Plasmids: A Splicer gains Eve points as indicated on the table below. Bonus Eve points come from a high Wisdom modifier (Wis Modifier * 2).
Splicer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Eve
1st|
+0|
+2|
+0|
+2|Basic Plasmids, Combat Tonic, Engineering Tonic|15
2nd|
+1|
+3|
+0|
+3|Basic Plasmid|20
3rd|
+2|
+3|
+0|
+3|Basic Plasmid, Combat Tonic|25
4th|
+3|
+4|
+1|
+4|Basic Plasmid|30
5th|
+3|
+4|
+1|
+4|Basic Plasmid, Engineering Tonic|35
6th|
+4|
+5|
+2|
+5|Initiate Plasmid|40
7th|
+5|
+5|
+2|
+5|Initiate Plasmid, Combat Tonic|45
8th|
+6/+1|
+6|
+2|
+6|Initiate Plasmid|50
9th|
+6/+1|
+6|
+3|
+6|Initiate Plasmid, Engineering Tonic|55
10th|
+7/+2|
+7|
+3|
+7|Initiate Plasmid|60
11th|
+8/+3|
+7|
+3|
+7|Apprentice Plasmid, Combat Tonic|65
12th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid|70
13th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid, Engineering Tonic|75
14th|
+10/+5|
+9|
+4|
+9|Apprentice Plasmid|80
15th|
+11/+6/+1|
+9|
+5|
+9|Apprentice Plasmid, Combat Tonic, Engineering Tonic|85
16th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|90
17th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|95
18th|
+13/+8/+3|
+11|
+6|
+11|Adept Plasmid|100
19th|
+14/+9/+4|
+11|
+6|
+11|Adept Plasmid|110
20th|
+15/+10/+5|
+12|
+6|
+12|Adept Plasmid|120
[/table]
A first-level Splicer gains 2 Basic Plasmids, and then Plasmids as the chart indicates. At every level they gain a new form of Plasmid (6, 11, 16) they gain two of that level.
A Splicer may swap out any Plasmid they know for another they have purchased already with Adam at any Gene Bank located in Rapture.
They may also gain knowledge of any Plasmid at any time by spending Adam at a Gatherer's Garden.
A Splicer chooses what type of plasmids they are proficient with at first level, which determines how many plasmids and tonics they can equip at any time, out of 14 points assignable. If, for instance, a Splicer chooses 6 Plasmid, 3 Engineering Tonics, 5 Combat tonics, they may equip up to 6 Plasmids, 3 Engineering Tonics and 5 Combat Tonics at any given time.
Basic Plasmids:
Incinerate!
Eve Cost: 3
Save: Reflex half/negates
Set your enemies ablaze with the new INCINERATE plasmid from Ryan Industries!
-
Save: See text.
As a swift action, a ranged touch attack that does 1d6 fire damage/Splicer level, half for reflex (DC 15 + 1/2 Splicer level + Dexterity modifier), and then burns for 1d4 rounds for 1d4 damage/Splicer level each round, reflex negates (DC 20 to put themselves out).
Telekinesis
Eve Cost: See text
Reach out and touch someone with the new TELEKINESIS plasmid from Ryan Industries!
-
This plasmid has three forms of operation; a sudden thrust, a grasp, and a throw.
Sudden Thrust
Eve Cost: 6
Save: See text
A pure form of telekinetic power manifests from the Splicer's being, striking the foe full in the face. As a swift action, this deals 1d6 bludgeoning damage/Splicer level, and forces the target to make a DC 15 Strength check, or be pushed back 1ft/Splicer level.
Grasp
Eve Cost: 1/second
Save: See text
As an immediate action, a Splicer with this plasmid may grasp an object thrown at them, with a succesful Reflex save (DC 10 + 1 per thrower's Strength bonus). This cannot catch projectile weapons. After grasping the object, the Splicer may make a Throw attack (see below) as a ranged touch attack.
Throw
Eve Cost: 0.5/pound of object per second
Save: None
As a swift action, a Splicer may pick up a nearby object and launch it at a foe as a ranged attack 15ft/Splicer level away. This deals 1d6/pound of object to the struck foe.
Winter Blast
Eve Cost: 5
Save: Fortitude negates
Freeze your foes in a block of ice, with the WINTER'S BLAST plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may manifest an utterly cold blast of ice that freezes a foe in place for 1d4 rounds, making them helpless. A succesful fortitude save keeps the foe from being frozen (DC 10 + 1/2 Splicer level + Dexterity modifier).
Insect Swarm
Eve Cost: 10
Save: Reflex negates
Conjure a bee's hive of trouble for your foes with the new INSECT SWARM plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may create insects from the micro-organisms that charge their body, creating a Fine swarm of insects to occupy the same five-foot square as an opponent. A succesful reflex save allows them to take a five-foot step backwards out of their square, not provoking any attacks of opportunity as they move away from the insects. If they cannot step back, they move to the closest unoccupied five-foot square. If this involves passing through a square occupied by an enemy of theirs, they provoke an attack of opportunity.
The Insect Swarm deals 1d4/Splicer level a round, and forces Concentration checks in order to aim a weapon properly. DC is 10 + 1/2 Splicer level (minimum 1) + Constitution modifier.
The swarm has 20hp and 15AC. A fire generated from a flamethrower or similar device (or Incinerate) disperses them instantly.
Electro Bolt
Eve Cost: 4
Save: See text
Conjure a fist full of lightning to strike down your foes and supercharge machines with the new LIGHTNING BLAST plasmid from Ryan Industries!
-
As a standard action, a Splicer may conjure a blast of lightning from their hand, dealing 1d10/2 Splicer levels to a single target, reflex save for half (DC 10 + 1/2 Splicer level + Dexterity modifier) as a ranged touch attack. This charge of electricity can also charge a generator or engine. If it is thrown into a puddle of water, the damage becomes 1d12/Splicer level to everything at least ankle-deep in the water, allowing no reflex save.
Target Dummy
Eve Cost: 10
Save: Will negates
Confuse your enemies with a swift application of the new TARGET DUMMY plasmid from Fontaine Futuristics!
-
As a standard action, a Splicer can create a duplicate of themselves up to 30 feet away. A foe must make a successful Will save (DC 10 + 1/2 Splicer level + Wisdom modifier), or aim their next attack at the duplicate. If they succeed their Will save, they ignore the duplicate.
The Target Dummy lasts 1 round/Splicer level, forcing a new Will save each round.
Initiate Plasmids:
Incinerate! 2
Eve Cost: 15
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d10/Splicer level, and save becomes 10 + Splicer level + Dexterity modifier.
Electro Bolt 2
Eve Cost: 14
Save: Reflex half
-
As Electro Bolt, but the damage rises to 2d8/2 Splicer levels and save becomes DC 10 + Splicer Level + Dexterity modifier.
Hypnotize Big Daddy
Eve Cost: 25
Save: Will negates
In trouble? Call for big daddy with HYPNOTIZE BIG DADDY from Ryan Industries!
-
This conjures a pheremone that smells like a Little Sister, causing a Big Daddy to protect you as if you were one of them. This functions only on Bouncers and Elite Bouncers. This lasts for 1d4 rounds/2 Splicer level. A successful Will save (DC 10 + Splicer level + Charisma modifier) pisses the Big Daddy off, so you better run.
Cyclone Trap
Eve Cost: 10
Save: See text
Want to give your enemies a surprise? Lay a trap for them with CYCLONE TRAP from Fontaine Futuristics!
-
As a standard action, a Splicer can lay a trap in a five-foot square. If anyone enters that square, if they fail their Reflex save, they are launched 20 feet into the air; if they collide with a ceiling, they suffer 1d10 damage. The velocity of the whirlwind causes 2d4/Splicer level damage to anyone who enters it. A succesful reflex save (DC 10 + 1/2 Splicer level + Wisdom modifier) allows them to step around the trap. A Spot Check, DC 20, can spot a Cyclone Trap and gives a +5 circumstance bonus to succeed the save.
Winter Blast 2
Eve Cost: 18
Save: Fortitude negates
-
As Winter Blast, but for 1d4 rounds/Splicer level, and save becomes 10 + Splicer Level + Dexterity modifier.
Telekinesis 2
Eve Cost: See text
Save: See text
-
As Telekinesis, except as follows:
Sudden Thrust 2:
Eve Cost: 12
Save: See text
As Sudden Thrust 2, except the Strength Check rises to DC 20.
Grasp 2:
Eve Cost: 3/second
Save: See text
The Reflex save becomes easier, becoming 5 + 1 per thrower's strength bonus.
Throw 2:
Eve Cost: 1.5/pound of object
Save: None
As Throw, except 20ft/Splicer level, and 1d10/pound of object.
Enrage
Eve Cost: 22
Save: Will negates
Confuse your foes and make them attack their friends with the ENRAGE plasmid from Fontaine Futuristics!
-
Full-round action; Enrage causes a single foe to become Enraged for 1d6 rounds; roll a d% at the beginning of the Enraged character's turn. 01-10, attack the Splicer who inflicted Enrage on them with whatever they can, or close with them. 11-20, attack nearest friendly target. 21-50, scream in rage. 51-70, flee as quickly as possible. 71-100, attack nearest target, friendly or hostile. A succesful Will save negates the Enrage, and they get a new save each round they are inflicted. The Will save is DC 10 + 1/2 Splicer level + Charisma modifier.
Security Bullseye
Eve Cost: 20
Save: Reflex negates
Confuse your foe's security systems and turn them against them with SECURITY BULLSEYE from Ryan Industries!
-
As a full-round action, a Splicer can hurl solidified Adam as a ranged touch attack at an opponent. If it hits, all security systems nearby target the struck foe, with all the bad things associated with it. A successful Reflex save avoids the Security Bullseye.
Apprentice Plasmids
Disintegrate
Eve Cost: 30
Save: None
Clear your way with DISINTEGRATE from Fontaine Futuristics!
-
As a standard action, Disintegrate dissolves 20ft/level of inorganic material, or more specifically, stone, cement and steel, making paths where no paths exist. All windows and tunnels in Rapture are protected against this, to keep angry people from flooding corridors or Rapture in its entirety.
Lurking Death
Eve Cost: 40
Save: None; see text
Sneak up on an unsuspecting opponent and show them why they need to pay better attention to their surroundings with LURKING DEATH from Fontaine Futuristics!
-
As a standard action, a Splicer can coat their weapon in plasmids. On a successful attack against an opponent who is unaware of the Splicer, they deal an extra 1d6/level of sneak attack damage.
Cloak of Mist
Eve Cost: 30
Save: Will negates; see text
Make your opponents forget all about you with CLOAK OF MIST from Fontaine Futuristics!
-
As a standard action, a Splicer using Cloak of Mist becomes invisible, and remains that way for 1 minute/Splicer level or until they attack. If used in combat, all those hostile to the Splicer who can see them must make a Will save (DC 10 + Splicer level + Charisma modifier). If successful, they see through the Cloak of Mist, until they lose sight of the target.
Hypnotize Big Daddy 2
Eve Cost: 50
Save: Will negates
-
As Hypnotize Big Daddy, but the save becomes DC 15 + Splicer level + Charisma modifier. This lasts for 1d4 rounds/level.
Cyclone Trap 2
Eve Cost: 33
Save: Reflex; see text
-
As Cyclone Trap, except the damage from colliding with the ceiling becomes 1d10/level, the velocity damage from entering it becomes 2d6/Splicer level, the save rises to 15 + Splicer level + Wisdom modifier. Spot Check remains DC 20.
Adept Plasmids:
Eve of Destruction
Eve Cost: 40
Save: Fortitude partial
See your foes fall before your fingers with EVE OF DESTRUCTION from Fontaine Futuristics!
-
As a standard action, a Splicer can hurl a plasmid as a ranged touch attack. If it hits, the target must make a Fortitude save (DC 15 + Splicer level + Intelligence modifier) or die. If the Fortitude save succeeds, they take 3d6 damage instead.
Incinerate! 3
Eve Cost: 36
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d12/Splicer level, and the burning lasts 1d6 rounds/Splicer level. The Reflex save becomes DC 13 + Splicer level + Dexterity modifier.
Electro Bolt 3
Eve Cost: 34
Save: Reflex half
-
As Electro Bolt, but the damage becomes 2d8/Splicer level and the save becomes DC 15 + Splicer level + Dexterity modifier.
Winter Blast 3
Eve Cost: 38
Save: Fortitude negates
-
As Winter Blast, but the helpless state lasts 1d6 rounds/Splicer level and the save DC becomes DC 10 + 1 1/2 Splicer level + Dexterity modifier.
More Plasmids, as well as Engineering Tonics and Combat Tonics, to come!
Splicer
Looks like this little fish just had his cherry POPPED!
Splicer is a term that refers to anyone who has cut their genetic code with the strange tonics known as plasmids, developed by Ryan Industries and Fontaine Futuristics. Plasmids are dangerous, but put them in a person and they become even MORE dangerous.
HD: d8
Skill Points: 6 + INT modifier (x4 at first level)
Skills: Choose 6 + INT modifier to become class skills.
Armor and Weapon Proficiencies:
A Splicer chooses, at first level, up to four weapons they are proficient with (excepting Exotic weapons) and gain proficiency with light and medium armor.
Eve and Plasmids: A Splicer gains Eve points as indicated on the table below. Bonus Eve points come from a high Wisdom modifier (Wis Modifier * 2).
Splicer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Eve
1st|
+0|
+2|
+0|
+2|Basic Plasmids, Combat Tonic, Engineering Tonic|15
2nd|
+1|
+3|
+0|
+3|Basic Plasmid|20
3rd|
+2|
+3|
+0|
+3|Basic Plasmid, Combat Tonic|25
4th|
+3|
+4|
+1|
+4|Basic Plasmid|30
5th|
+3|
+4|
+1|
+4|Basic Plasmid, Engineering Tonic|35
6th|
+4|
+5|
+2|
+5|Initiate Plasmid|40
7th|
+5|
+5|
+2|
+5|Initiate Plasmid, Combat Tonic|45
8th|
+6/+1|
+6|
+2|
+6|Initiate Plasmid|50
9th|
+6/+1|
+6|
+3|
+6|Initiate Plasmid, Engineering Tonic|55
10th|
+7/+2|
+7|
+3|
+7|Initiate Plasmid|60
11th|
+8/+3|
+7|
+3|
+7|Apprentice Plasmid, Combat Tonic|65
12th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid|70
13th|
+9/+4|
+8|
+4|
+8|Apprentice Plasmid, Engineering Tonic|75
14th|
+10/+5|
+9|
+4|
+9|Apprentice Plasmid|80
15th|
+11/+6/+1|
+9|
+5|
+9|Apprentice Plasmid, Combat Tonic, Engineering Tonic|85
16th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|90
17th|
+12/+7/+2|
+10|
+5|
+10|Adept Plasmid|95
18th|
+13/+8/+3|
+11|
+6|
+11|Adept Plasmid|100
19th|
+14/+9/+4|
+11|
+6|
+11|Adept Plasmid|110
20th|
+15/+10/+5|
+12|
+6|
+12|Adept Plasmid|120
[/table]
A first-level Splicer gains 2 Basic Plasmids, and then Plasmids as the chart indicates. At every level they gain a new form of Plasmid (6, 11, 16) they gain two of that level.
A Splicer may swap out any Plasmid they know for another they have purchased already with Adam at any Gene Bank located in Rapture.
They may also gain knowledge of any Plasmid at any time by spending Adam at a Gatherer's Garden.
A Splicer chooses what type of plasmids they are proficient with at first level, which determines how many plasmids and tonics they can equip at any time, out of 14 points assignable. If, for instance, a Splicer chooses 6 Plasmid, 3 Engineering Tonics, 5 Combat tonics, they may equip up to 6 Plasmids, 3 Engineering Tonics and 5 Combat Tonics at any given time.
Basic Plasmids:
Incinerate!
Eve Cost: 3
Save: Reflex half/negates
Set your enemies ablaze with the new INCINERATE plasmid from Ryan Industries!
-
Save: See text.
As a swift action, a ranged touch attack that does 1d6 fire damage/Splicer level, half for reflex (DC 15 + 1/2 Splicer level + Dexterity modifier), and then burns for 1d4 rounds for 1d4 damage/Splicer level each round, reflex negates (DC 20 to put themselves out).
Telekinesis
Eve Cost: See text
Reach out and touch someone with the new TELEKINESIS plasmid from Ryan Industries!
-
This plasmid has three forms of operation; a sudden thrust, a grasp, and a throw.
Sudden Thrust
Eve Cost: 6
Save: See text
A pure form of telekinetic power manifests from the Splicer's being, striking the foe full in the face. As a swift action, this deals 1d6 bludgeoning damage/Splicer level, and forces the target to make a DC 15 Strength check, or be pushed back 1ft/Splicer level.
Grasp
Eve Cost: 1/second
Save: See text
As an immediate action, a Splicer with this plasmid may grasp an object thrown at them, with a succesful Reflex save (DC 10 + 1 per thrower's Strength bonus). This cannot catch projectile weapons. After grasping the object, the Splicer may make a Throw attack (see below) as a ranged touch attack.
Throw
Eve Cost: 0.5/pound of object per second
Save: None
As a swift action, a Splicer may pick up a nearby object and launch it at a foe as a ranged attack 15ft/Splicer level away. This deals 1d6/pound of object to the struck foe.
Winter Blast
Eve Cost: 5
Save: Fortitude negates
Freeze your foes in a block of ice, with the WINTER'S BLAST plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may manifest an utterly cold blast of ice that freezes a foe in place for 1d4 rounds, making them helpless. A succesful fortitude save keeps the foe from being frozen (DC 10 + 1/2 Splicer level + Dexterity modifier).
Insect Swarm
Eve Cost: 10
Save: Reflex negates
Conjure a bee's hive of trouble for your foes with the new INSECT SWARM plasmid from Fontaine Futuristics!
-
As a full-round action, a Splicer may create insects from the micro-organisms that charge their body, creating a Fine swarm of insects to occupy the same five-foot square as an opponent. A succesful reflex save allows them to take a five-foot step backwards out of their square, not provoking any attacks of opportunity as they move away from the insects. If they cannot step back, they move to the closest unoccupied five-foot square. If this involves passing through a square occupied by an enemy of theirs, they provoke an attack of opportunity.
The Insect Swarm deals 1d4/Splicer level a round, and forces Concentration checks in order to aim a weapon properly. DC is 10 + 1/2 Splicer level (minimum 1) + Constitution modifier.
The swarm has 20hp and 15AC. A fire generated from a flamethrower or similar device (or Incinerate) disperses them instantly.
Electro Bolt
Eve Cost: 4
Save: See text
Conjure a fist full of lightning to strike down your foes and supercharge machines with the new LIGHTNING BLAST plasmid from Ryan Industries!
-
As a standard action, a Splicer may conjure a blast of lightning from their hand, dealing 1d10/2 Splicer levels to a single target, reflex save for half (DC 10 + 1/2 Splicer level + Dexterity modifier) as a ranged touch attack. This charge of electricity can also charge a generator or engine. If it is thrown into a puddle of water, the damage becomes 1d12/Splicer level to everything at least ankle-deep in the water, allowing no reflex save.
Target Dummy
Eve Cost: 10
Save: Will negates
Confuse your enemies with a swift application of the new TARGET DUMMY plasmid from Fontaine Futuristics!
-
As a standard action, a Splicer can create a duplicate of themselves up to 30 feet away. A foe must make a successful Will save (DC 10 + 1/2 Splicer level + Wisdom modifier), or aim their next attack at the duplicate. If they succeed their Will save, they ignore the duplicate.
The Target Dummy lasts 1 round/Splicer level, forcing a new Will save each round.
Initiate Plasmids:
Incinerate! 2
Eve Cost: 15
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d10/Splicer level, and save becomes 10 + Splicer level + Dexterity modifier.
Electro Bolt 2
Eve Cost: 14
Save: Reflex half
-
As Electro Bolt, but the damage rises to 2d8/2 Splicer levels and save becomes DC 10 + Splicer Level + Dexterity modifier.
Hypnotize Big Daddy
Eve Cost: 25
Save: Will negates
In trouble? Call for big daddy with HYPNOTIZE BIG DADDY from Ryan Industries!
-
This conjures a pheremone that smells like a Little Sister, causing a Big Daddy to protect you as if you were one of them. This functions only on Bouncers and Elite Bouncers. This lasts for 1d4 rounds/2 Splicer level. A successful Will save (DC 10 + Splicer level + Charisma modifier) pisses the Big Daddy off, so you better run.
Cyclone Trap
Eve Cost: 10
Save: See text
Want to give your enemies a surprise? Lay a trap for them with CYCLONE TRAP from Fontaine Futuristics!
-
As a standard action, a Splicer can lay a trap in a five-foot square. If anyone enters that square, if they fail their Reflex save, they are launched 20 feet into the air; if they collide with a ceiling, they suffer 1d10 damage. The velocity of the whirlwind causes 2d4/Splicer level damage to anyone who enters it. A succesful reflex save (DC 10 + 1/2 Splicer level + Wisdom modifier) allows them to step around the trap. A Spot Check, DC 20, can spot a Cyclone Trap and gives a +5 circumstance bonus to succeed the save.
Winter Blast 2
Eve Cost: 18
Save: Fortitude negates
-
As Winter Blast, but for 1d4 rounds/Splicer level, and save becomes 10 + Splicer Level + Dexterity modifier.
Telekinesis 2
Eve Cost: See text
Save: See text
-
As Telekinesis, except as follows:
Sudden Thrust 2:
Eve Cost: 12
Save: See text
As Sudden Thrust 2, except the Strength Check rises to DC 20.
Grasp 2:
Eve Cost: 3/second
Save: See text
The Reflex save becomes easier, becoming 5 + 1 per thrower's strength bonus.
Throw 2:
Eve Cost: 1.5/pound of object
Save: None
As Throw, except 20ft/Splicer level, and 1d10/pound of object.
Enrage
Eve Cost: 22
Save: Will negates
Confuse your foes and make them attack their friends with the ENRAGE plasmid from Fontaine Futuristics!
-
Full-round action; Enrage causes a single foe to become Enraged for 1d6 rounds; roll a d% at the beginning of the Enraged character's turn. 01-10, attack the Splicer who inflicted Enrage on them with whatever they can, or close with them. 11-20, attack nearest friendly target. 21-50, scream in rage. 51-70, flee as quickly as possible. 71-100, attack nearest target, friendly or hostile. A succesful Will save negates the Enrage, and they get a new save each round they are inflicted. The Will save is DC 10 + 1/2 Splicer level + Charisma modifier.
Security Bullseye
Eve Cost: 20
Save: Reflex negates
Confuse your foe's security systems and turn them against them with SECURITY BULLSEYE from Ryan Industries!
-
As a full-round action, a Splicer can hurl solidified Adam as a ranged touch attack at an opponent. If it hits, all security systems nearby target the struck foe, with all the bad things associated with it. A successful Reflex save avoids the Security Bullseye.
Apprentice Plasmids
Disintegrate
Eve Cost: 30
Save: None
Clear your way with DISINTEGRATE from Fontaine Futuristics!
-
As a standard action, Disintegrate dissolves 20ft/level of inorganic material, or more specifically, stone, cement and steel, making paths where no paths exist. All windows and tunnels in Rapture are protected against this, to keep angry people from flooding corridors or Rapture in its entirety.
Lurking Death
Eve Cost: 40
Save: None; see text
Sneak up on an unsuspecting opponent and show them why they need to pay better attention to their surroundings with LURKING DEATH from Fontaine Futuristics!
-
As a standard action, a Splicer can coat their weapon in plasmids. On a successful attack against an opponent who is unaware of the Splicer, they deal an extra 1d6/level of sneak attack damage.
Cloak of Mist
Eve Cost: 30
Save: Will negates; see text
Make your opponents forget all about you with CLOAK OF MIST from Fontaine Futuristics!
-
As a standard action, a Splicer using Cloak of Mist becomes invisible, and remains that way for 1 minute/Splicer level or until they attack. If used in combat, all those hostile to the Splicer who can see them must make a Will save (DC 10 + Splicer level + Charisma modifier). If successful, they see through the Cloak of Mist, until they lose sight of the target.
Hypnotize Big Daddy 2
Eve Cost: 50
Save: Will negates
-
As Hypnotize Big Daddy, but the save becomes DC 15 + Splicer level + Charisma modifier. This lasts for 1d4 rounds/level.
Cyclone Trap 2
Eve Cost: 33
Save: Reflex; see text
-
As Cyclone Trap, except the damage from colliding with the ceiling becomes 1d10/level, the velocity damage from entering it becomes 2d6/Splicer level, the save rises to 15 + Splicer level + Wisdom modifier. Spot Check remains DC 20.
Adept Plasmids:
Eve of Destruction
Eve Cost: 40
Save: Fortitude partial
See your foes fall before your fingers with EVE OF DESTRUCTION from Fontaine Futuristics!
-
As a standard action, a Splicer can hurl a plasmid as a ranged touch attack. If it hits, the target must make a Fortitude save (DC 15 + Splicer level + Intelligence modifier) or die. If the Fortitude save succeeds, they take 3d6 damage instead.
Incinerate! 3
Eve Cost: 36
Save: Reflex half
-
As Incinerate!, but the damage becomes 1d12/Splicer level, and the burning lasts 1d6 rounds/Splicer level. The Reflex save becomes DC 13 + Splicer level + Dexterity modifier.
Electro Bolt 3
Eve Cost: 34
Save: Reflex half
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As Electro Bolt, but the damage becomes 2d8/Splicer level and the save becomes DC 15 + Splicer level + Dexterity modifier.
Winter Blast 3
Eve Cost: 38
Save: Fortitude negates
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As Winter Blast, but the helpless state lasts 1d6 rounds/Splicer level and the save DC becomes DC 10 + 1 1/2 Splicer level + Dexterity modifier.
More Plasmids, as well as Engineering Tonics and Combat Tonics, to come!