Welcome to Rapture: The BIOSHOCK RPG
Welcome to Rapture: The BIOSHOCK RPG
Bioshock RPG, Revision 1 Author: Stanton Kirk Potential changes:
Introduction
I am Andrew Ryan, and I'm here to ask you a question. Is a man not entitled to the sweat of his brow? 'No!' says the man in Washington, 'It belongs to the poor.' 'No!' says the man in the Vatican, 'It belongs to God.' 'No!' says the man in Moscow, 'It belongs to everyone.' I rejected those answers; instead, I chose something different. I chose the impossible. I chose⦠Rapture, a city where the artist would not fear the censor, where the scientist would not be bound by petty morality, Where the great would not be constrained by the small! And with the sweat of your brow, Rapture can become your city as well. -Andrew Ryan, Intro to Rapture
The city of Rapture is a technological marvel of another age. Buried down beneath the waves of the Atlantic lies a haven for the greatest minds the world had to offer. A place where scientific innovations were always on groundbreaking levels, where art was made without fear of whiplash from censorship, where you were allowed to follow your passion without fear of a government or ideal holding you down.
Andrew Ryan, along with some of the greatest minds of his time, created this city for the best of his time. He wanted to escape the parasites above who relied on others' altruism to get by, the parasites who tried to constrain the great because of morality or ideals, and to escape the parasites who ruled in the name of a God. For a time, his city prospered. But, as with all great things, cracks appeared and his vision began to crumble.
It all started with the discovery of Adam by Brigid Tennenbaum. Adam was a genetic compound that could be used to rewrite a person's DNA in dramatic fashions. With Adam people such as Tennenbaum were able to create Plasmids, powerful genetic substances that gave humans remarkable abilities. Ever wanted to be able to throw fire from your fingertips? With Adam, now you could! Feats of superhuman strength and powers usually reserved to fantasy were now reality, and people just couldn't get enough. However, Adam was much like a drug and it required repeated use to sustain it's effects and if someone went too long without it they would start to go insane and their body deteriorate. This didn't stop most people, however, and eventually whoever had the Adam became the boss.
This is the world of Rapture. A society of the world's best and brightest, most ravaged by Adam abuse while Ryan desperately tries to keep his city from falling apart. In some places martial law, or something very close to it, has been enacted to keep rebelling sects from causing too much damage. In others smuggling rings and bandit groups attempt to get as much Adam as possible around Ryan and his people. The place is going to Hell in a handbasket, and somewhere in there you have to try and get by. We all make choices, but in the end our choices make us. What will you choose?
Core Mechanics
The Bioshock Tabletop system is based around the D6. Based upon your stats and skills you will pull from a pool of D6 and attempt to get a certain number of successes. A success is a 4, 5, or 6 on a D6 roll. The number of successes you get will be compared to the number required and if you meet or beat that amount then you succeeded the entire roll. If you did not meet the number, then you failed.
To figure up how many D6 you should be rolling, simply take a look at your six core stats. For every one point you have in a stat you will roll one D6. As an example: Susie wants to hack a turret so that it will shoot the enemy. She knows that her hacking skill is based off of her Intelligence and Hacking skill and looks at her Intelligence score, which is 6, and her Hacking skill which she has put 2 points into. She will now roll 6D6 from her Intelligence and 2D6 from her Hacking Skill for a total of 8D6.
Let's take a look at how this will work in combat. Jack is currently defending himself against a Splicer with a Lead Pipe. He goes to swing at the Splicer and to figure out if he hits he takes a look at his Brawniness score, which is 8, and his Melee Proficiency skill which he has put no points into. He then rolls 8D6 and he rolls the following numbers: 1, 5, 3, 4, 6, 5, 3, and 2. He counts up 4 successes. The Splicer must then make a defense roll to see if he is able to dodge. The Splicer rolls an Agility check and only makes 3 successes. Because Jack made more successes, his attack hits and he rolls the Lead Pipe's damage. If you end up with 3 more successes than your enemy or all your rolls resulted in successes then your attack crits and you double any damage you deal. However, if you roll 3 less successes than your opponent OR half your dice rolled a 1, then you critical fail. Critical failures in combat result in an automatic miss and you must roll 1d6 to see how badly you fumbled, with lower results resulting in worse outcomes. These outcomes are up to GM discretion, but a couple examples are a gun jamming or breaking, missing a melee swing and clipping your own leg, or a Plasmid going temporarily haywire and causing mental feedback.
When using a weapon to attack a foe, you can 'call a shot' to attempt to aim for a specific section of the body. These sections are the torso, arms, legs, and head. The torso is where most attacks will land and is the default spot you are presumed to aim for. The arms and legs are slightly trickier to hit, but if you deal 1/3 of a foes maximum HP in damage to an arm or leg that limb is considered crippled. A crippled leg will halve an enemies speed as well as causing them to lose a dice on Dodge rolls and two crippled legs will render them unable to walk. A crippled arm will make using a weapon with that arm much harder and make successes only happen on a 5 or 6 while using a weapon with that arm. When you call a shot to someone's arm or leg you must beat their roll by at least 2 successes or else the shot misses. When you call a shot on someone's head you must beat their roll by at least 3 successes but your attack automatically crits if you manage to hit them, and if you beat their roll by at least 6 successes then you will crit on your headshot dealing quadruple damage.
We will get more in depth about these mechanics in the Skills and Combat sections.
Character Creation
Andrew Ryan would like to remind you that we all make choices, but in the end, it is our choices that make us. -PA message broadcast in Rapture
You are one of the lucky few selected to come to Rapture. You came down in the hopes of a new life in a seeming utopia of knowledge and as a denizen of Rapture, you are one of the best the world has to offer, but so is everyone else.
There are five major stats that every person has, and under each of these are sets of skills influenced by those stats. The five major stats are as follows:
- Brawniness: Shows how much of a bull you are. Brawniness is the primary stat for Melee weapons and is also the primary factor for your total HP, how many active Tonics you can have, your ability to survive the elements, your ability to shake off continuing effects, and can be used to soak damage through Damage Resistance.
- Agility: You always manage to slip out of the way at just the right times. Agility is the primary stat for Ranged weapons, covers your ability to sneak, success in acrobatic feats, ability to squeeze through tight spaces, and all other acrobatic or contortionist actions.
- Intelligence: On the Surface they thought you mad for your scientific revelations, but in Rapture you found kindred spirits. Intelligence is the primary stat for Hacking and Inventing, your Plasmids and how many you can have, and anything that has to do with knowledge on various subjects.
- Leadership: You always know just what to say so that people see things your way. Leadership effects your ability to persuade, intimidate, or otherwise control people with your words. Many of the most powerful people in Rapture rode their way there on this ability alone. Will also add bonuses to Plasmids that effect the target's mind.
As a starting character being thrown into Rapture your stats are base 4. You have 4 points to distribute as you choose. However, no stat can be put at higher than 6 for now. Stat points you get later can raise them above 6 though.
The final three stats to go over are your HP, Eve, and Sanity. The calculation for HP is 2(Brawniness). If your Brawniness stat ever changes, redo the calculation to compensate for that.
The calculation for Eve is 2(Intelligence). If your Intelligence ever changes, redo the calculation to compensate. Eve is what you use to fuel Plasmids.
The Sanity Calculation is your Leadership+3. Sanity checks are made whenever your character witnesses something horrific or experiences a traumatic event. However, the maximum number of dice you will roll is 8. This means that even if your Sanity score is 11, you will only roll 8 dice on a check. To pass a Sanity check you have to get at least 4 successes, if you fail then your Sanity score goes down by one (potentially more depending how traumatic the event is). Your Sanity score is an important number to keep track of as it will greatly effect your characters mental stability and how they act. A Sanity score of 7-9 is considered to be average, 10-11 is someone of notable mental resolve, 12+ is someone with a steel will. A Sanity score of 5-6 is someone who is overly paranoid and may occasionally hear whispers in their head, 4 or less is considered to be insane and you must roll or choose one of the disorders from the Insanity Flaw in the Flaws section without gaining the skill points of the flaw. Your Sanity cannot go below 0, however someone with 0 Sanity has no grasp on reality and they will automatically believe any hallucination or twinge of paranoia in their head. However, Sanity is considered an Leadership skill and you can put points into it.
Skills
We will now outline the skills available to you. Each skill is a subset of one of the five major stats, IE, your ability to haggle a better deal would be part of the Barter skill underneath Leadership. Your character starts with 1 skill point for every 2 points in a stat. This means if Timmy has stats as follows: 6 Brawniness, 5 Agility, 5 Intelligence, and 4 Leadership he would have 3 Brawniness skill points, 2 Agility skill points, 2 Intelligence skill points, and 2 Leadership skill points. You can not mix your skill points, meaning Timmy couldn't decide to put his 2 Leadership skill points into Strength. Those two he got from Leadership has to go into Leadership skills.
You gain a skill point and a stat point, or you could substitute one or both for a perk, when you 'level up.' There is no experience in this, instead you level up once you have reached certain milestones. Examples of such milestones are: defeating a Big Daddy/Big Sister, finding a major clue, finishing a mission, defeating a new type of non-Thuggish/Leadhead Splicer for the first time, killing X number of Splicers (consult DM on this), or if the DM thinks you have done something worthy of gaining a level. When you gain a level you get a point to put into one of your 5 major stats and one skill point to put into any skill. If the point you put into your stat raises that stat to an even number then you get a skill point of that stat's type to put in as well.
Brawniness Skills:
Melee Proficiency:
Your ability to hit and deal damage with melee weapons/grappling. You will add the number of points you have in this stat to your Strength stat to figure up your dice pool. You can put 8 points into this skill. At 1 point, you gain proficiency with Basic Melee weapons. At 4 you gain proficiency with Advanced Melee weapons. At 7 you gain proficiency with Complex Melee weapons.
Tonic Acceptance:
Increases your ability to accept Tonics over your normal bodily limit, however you ONLY add dice at the intervals noted, not for every point in this skill. You can put 10 points into this skill. At 2, 4, 6, 8, and 10 points add a D6 to any Hardiness roll made to accept a new Tonic. Does not effect the following Sanity roll.
Shaking it Off:
Everyone grows tired of those pesky Insects from Insect Swarm or that continual flame from Incinerate. With your Shake it Off skill, you can get rid of them quicker! ONLY add dice at the noted intervals, not for every point in this skill. At 3, 6, 9, and 10 points in this skill add a D6 to any roll made to shake off a continuing effect.
Elemental Resistance:
You've always known how to last in the elements better than your fellow man, now you can really prove it. ONLY add dice at the noted intervals, not for every point in this skill. At 3, 6, 9, and 10 points in this skill add a D6 to any roll made to defend against Elemental damage.
Damage Soaking:
Why dodge when you can just take the hit? Using your Damage Soaking skill you can choose to not dodge an attack to reduce the damage they deal. You choose whether to 'soak' the damage or attempt to dodge before any roll (damage or attack) is made by the attacker. You can put 9 points into this skill. At 3 points you can reduce the damage by 10% or 1 damage, whichever is greater. At 6 points this increases to 20% or 2 damage, and at 9 up to 30% or 3 damage.
Agility Skills:
Ranged Proficiency:
Your ability to hit and deal damage with ranged weapons. You will add the number of points you have in this stat to your Agility stat to figure up your dice pool. You can put 8 points into this skill. At 1 point, you gain proficiency with Basic Ranged weapons. At 4 you gain proficiency with Advanced Ranged weapons. At 7 you gain proficiency with Complex Ranged weapons.
Acrobatics:
What Athletics is to raw power Acrobatics is to gracefulness. Just how skilled of an acrobat you are decides how gracefully you land from falls, your ability to contort your body into difficult shapes, jumping out of the way of debris, and your ability to fit into tight spaces (such as a Little Sister Vent). You can put up to 8 points into this skill.
Stealth:
Maybe there's a bunch of security bots between you and your objective or maybe you just need to sneak past your wife. No matter which it is, Stealth is your skill. You can have up to 8 points in this skill.
Sleight of Hand:
Ol' Jim just bought the last Old Harbinger Beer from the Circus of Values and you really wanted to sit down and sip a bottle tonight. You almost walk away before remembering Ol' Jim owes you a few bucks anyway, so you sneak up behind him and grab it out of his toolbox when he's not looking. Whether you're picking a lock, picking a pocket, or picking someone's card for a magic trick Sleight of Hand is what you'll use. You can have up to 8 points in this skill. Dodging: You've been called quite the scrapper in a fight by most men you come across. Tall, lanky, and impossible to hit you dodge past everything the enemies throw at you. You can have up to 8 points in this stat. ONLY add dice at the noted intervals, not for every point in this skill. At 2, 4, 6, and 8 points add an additional D6 to any check made to dodge an enemy attack.
Intelligence Skills:
Plasmid Proficiency:
Your ability to hit and deal damage with Plasmids. You will add the number of points you have in this stat to your Intelligence stat to figure up your dice pool. You can put 8 points into this skill. At 1 point, you gain proficiency with Tier 1 Plasmids. At 4 you gain proficiency with Tier 2 Plasmids. At 7 you gain proficiency with Tier 3 Plasmids.
Plasmid Acceptance:
Increases your ability to accept Plasmids over your normal bodily limit, however you ONLY add dice at the intervals noted, not for every point in this skill. You can put 10 points into this skill. At 2, 4, 6, 8, and 10 points add a D6 to any Intelligence roll made to accept a new Tonic. Does not effect the following Sanity roll.
Hacking:
Everyone's so quick to trust technology these days that sometimes they forget just how easily it can be turned on them. You use your hacking skills to turn security to your side and to get past technological locks. You can put 8 points into this skill. At 4 and 8 points you can choose a hackable item to specialize in and gain an extra D6 when hacking something of that type. Inventing: With the rise of industrialization people have become too reliant on factories to make what they need. You grew tired of waiting for prepackaged items to come flying off the production line and started building things yourself. What's the harm in making live explosives in your apartment anyhow? You can put 8 points into this skill. At 1 point you can make Basic items. At 4 points you can make Advanced Items. At 7 points you can make Complex items.
Knowledge:
Not content with simple base knowledge about a subject you have decided to delve further than most into your preferred subject. When you take this skill choose a specific field of study (Biology, Engineering, Architecture, Religion, even Martial Arts and etc). Whenever you make a check where that field of study comes into play you can add your Knowledge score to that check. You can have up to 5 points in this skill.
Leadership Skills:
Plasmid Proficiency (Mind):
Your ability to hit and deal damage with Mind Plasmids. You will add the number of points you have in this stat to your Leadership stat to figure up your dice pool. You can put 8 points into this skill. At 1 point, you gain proficiency with Tier 1 Plasmids. At 4 you gain proficiency with Tier 2 Plasmids. At 7 you gain proficiency with Tier 3 Plasmids.
Barter:
No one wants to pay more than they have to, and you've always been good about haggling someone down to a reasonable number. You can have up to 8 points in this skill.
Diplomacy:
A budding Diplomat on the surface, you came down to Rapture in the hopes of representing Ryan's city to surface countries for treaties, trade agreements, and any other relations that came up. Too bad the city is seald now. Your Diplomacy effects and time when you're trying to verbally work something out with someone else and you're not Bluffing or Bartering. You can have up to 8 points in this skill.
Bluff:
What's the harm in a white lie right? You've always been good at telling people just what they want to hear, true or not. Your bluff effects any time you're verbally dealing with someone and not telling the whole truth about it. You can have up to 8 points in this skill.
Perception:
Your ability to notice people and things in your environment. You can have up to 6 points and each point adds a dice to any perception based roll.
Sanity:
See above.
Flaws
Flaws are intentional downsides you can take on that allow for more roleplaying opportunities and generally provide extra skill points to boot.
Crippled Limb:
Choose a limb to be crippled (an arm or leg, right or left side). That limb is now considered to be crippled at all times and cannot be healed. You can take this Flaw up to three times, however that will leave you wheelchair-bound. Each time you take this flaw you gain two skill points.
Insanity:
You came down to Rapture already with what a lot of people would call a broken mind, but it's never stopped you before. You may either choose or roll randomly from the following: Schizophrenia, Severe OCD, PTSD, Split Personality Disorder, Severe Anxiety Disorder. Your Sanity is also capped at a 4.
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If you chose Schizophrenia then you are paranoid and are very prone to hallucinations. Your DM will have you occasionally hear or see things that aren't there which will prompt a Sanity roll. If you fail the roll you don't lose any Sanity but believe the hallucination to be real or telling the truth.
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If you chose Severe OCD then you must pick two things to become the focus of your disorder. These could be things like maintaining your cleanliness, fear of thinking evil/sinful thoughts, a need for symmetry or exactness, fear of making mistakes, etc. Whenever you become faced with one of these situations you immediately get to a point where you can fix it and then make the required rolls until you succeed.
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If you chose PTSD you must choose what caused your PTSD. This could be something like a sexual assault, physical assault, traumatic death of a loved one, natural disasters, and other catastrophes. Whatever it is you chose, you will try to avoid similar situations, have trouble sleeping, hallucinate about the event, be on edge, and often feel detached from others. If you ever run into an event that is very similar to the event that caused your PTSD then you must make a Sanity roll and if you fail then you will enter a state of mind where you believe you are in that same situation again. This could cause you to simply curl up on the ground and cry, to protect your friends with no thought of personal safety, or to break out into a fit of rage and strike at any and all who are close.
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If you chose Split Personality Disorder then you now have one or more extra versions of you floating around in your head threatening to take over control. The most common idea for something like this is a 'Jekyll and Hyde' scenario. However, you could also have a grown up posh lady with a second personality of herself as a child that takes over and runs away when sufficient danger shows up. There's a lot of room for ingenuity here, however you cannot choose this without having at least one of the other personalities having a glaring flaw to it, DM has final say on what qualifies for this.
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If you chose Severe Anxiety Disorder then you now have a triggering event that, when you see it, causes you to be filled with fear, dread, and panic. It is easiest to look at this as an extreme phobia mechanically. You must choose an event that you could reasonably encounter in Rapture. When you encounter the triggering event you must pass a Sanity check or be overcome by your fear and be paralyzed in place or run for your life. Even if you pass you are still afraid of the event, but able to function with penalties set by your DM.
No matter which you end up with, you will gain 2 skill points for taking this Flaw. The max number of times you can take this flaw is up to your DM although it is suggest the max be left at 1 time.
Mute:
You are incapable of any form of verbal speech. You gain 2 skill points. If you choose to start knowing sign language, only gain 1 skill point.
Deaf:
You can choose to be deaf in one ear or both, and will take a heavy penalty to any perception check requiring hearing. Gain 1 skill point for each ear you choose to be deaf in.
Blind:
You can only be blind in ONE eye, not both. This causes you to lack depth perception and, as such, makes it harder to use ranged weaponry. You get a permanent -2 to your Agility based ranged weapon accuracy checks and a penalty to any perception checks made relating to the side you are blind in. Gain 1 skill point. You could also choose to be heavily Far or Near sighted in your vision, discuss with your DM to find if he would allow this and what bonuses/penalties (if any) he would give you.
Starting Gear
Every starting citizen of Rapture starts with 1 Perk and a combination of Adam and Dollars that adds up to 140 to spend on Weapons, Plasmids, and Tonics. This means that Cindy could decide to have 70 Dollars and 70 Adam and Billy could have 20 Dollars and 120 Adam. Just so long as the two numbers together add up to 140. Any of these two that you don't spend becomes part of your gear afterwards. Any Tonics or Plasmids you buy must be Tier 1.
Gear
Med Kit
Eve Hypo
.357 Round
$.20 a round
.44 Round
$.25 a round
.45 ACP Round (Tommy Gun ammo)
$.10 a round
12 Gauge Shell
$.50 a shell
Crossbow Bolt
$1 a bolt
Frag Grenade (Factory)
$3 a grenade
Frag Grenade (Homemade)
$2 a grenade
Meal
$2
Rations
$2
Water (bottle)
$1
Beer
$1.50
Liquor
$2 and up
Weapons
Not all weapons listed are Basic weapons, consult the weapon's stat entry for clarification.
.357 Revolver
$20
.44 Magnum Revolver
$25
.22 Rifle
$35
Colt M1911
$65
Tommy Gun
$60
Pump Action Shotgun
$55
Double Barrel Shotgun
$45
Mechanical Crossbow
$70
Grenade Launcher
$100
Research Camera
$30
Lead Pipe
$20
Brass Knuckles
$20
Baseball Bat
$25
Knife
$20
Plasmids
Not all plasmids listed are Tier 1 Plasmids, consult the plasmid's stat entry for clarification.
Incinerate
70 Adam
Electro Bolt
70 Adam
Telekinesis
60 Adam
Insect Swarm
70 Adam
Decoy
60 Adam
Hypnotize
60 Adam
Enrage
60 Adam
Gravity Well
90 Adam
Cyclone Trap
70 Adam
Security Command
60 Adam
Winter Blast
70 Adam
Houdini
60 Adam
Aero Dash
60 Adam
Tonics
Not all tonics listed are Tier 1 Tonics, consult the tonic's stat entry for clarification.
Armored Shell
45 Adam You resist 10% of all damage
Booze Hound
30 Adam Alcohol restores Eve instead of draining it
Cure All
35 Adam First Aid Stations restore Eve as well as Health
Melee Vampire
45 Adam Heal 1/4 of any melee damage dealt, rounded down
Electric Flesh
40 Adam Add 1D6 to Electric attacks/damage and defenses
Electrical Storm
50 Adam
Elemental Sponge
40 Adam
Elemental Vampire
45 Adam
Elemental Storm
60 Adam
Eve Link
35 Adam Health Kits also restore 1/2 healed to Eve
Eve Saver
40 Adam Reduce the cost of Plasmids by 1 (Advanced)
Extra Nutrition
25 Adam Eating food restores 1.5x Health
Fire Storm
50 Adam
Hacker's Delight
35 Adam Hacking heals 1 HP and Eve
Handyman
35 Adam
Hardy Machines
35 Adam
Ice Storm
50 Adam
Medical Expert
35 Adam Health Kits restore 1.5x
Natural Camouflage
55 Adam
Security Evasion
35 Adam
Short Circuit
35 Adam
Shorten Alarms
35 Adam
Sports Boost
30 Adam Increase movement by 10ft
Vending Expert
40 Adam
Walking Inferno
40 Adam See Electric Flesh but effects Fire
Animal Magnetism
50 Adam
Brain Boost
50 Adam
Acrobat's Aid
50 Adam
Extra Endurance
50 Adam
Strongman
50 Adam
Frozen Field
40 Adam See Electric Flesh but effects Cold
Melee Jockey
40 Adam Increase Melee Proficiency by 1
Perks
Clever Inventor
Requires Inventing have 3 points. Reduce the cost of one require item when inventing something Prolific
Inventor
Requires Inventing have 5 points. Roll a D6 whenever you create something. If you succeed and you made ammo you get 1.5x as much ammo, rounded down. If it was a weapon, you save half the components. If it was something else then ask your DM
Careful Hacker
Requires Hacking have 1 point. You can reroll one D6 whenever you make a Hacking Check.
Deadly Machines
Requires Hacking have 4 points. Your hacked security does an extra 2D6 damage.
Melee Lurker
Requires Stealth have 1 point. You can perform a sneak attack whenever you attack an enemy who isn't aware of your presence with a melee weapon. A sneak attack automatically crits.
Headhunter
Requires Ranged Proficiency have 3 points. Your called headshots do triple damage instead of double. If you crit on your headshot it does 6x damage instead of 4x.
Machine Buster
Deal an extra D6 of damage to machinery.
Scrounger
You can reroll one non-weapon item on an enemy to get a different random non-weapon item instead.
Dual Wielding
You can now wield a weapon in the off hand with no penalty.
Combat
We will now go into more detail about combat. For this example, Frank will be fight a Thuggish Splicer. Frank will be using a .357 Magnum and the Thuggish Splicer will be using a mannequin leg.
To start, everyone will roll an initiative roll, which is made using the Agility stat. Frank's Agility is a 7 so he rolls 7D6 and gets the following: 1, 3, 4, 6, 4, 2, 4. He got 4 successes so his initiative score is a 4 for this combat. The Splicer makes it roll and gets 5 successes.
Since the Splicer got a higher number he gets to go first. Trying to take advantage of his speed the Splicer sprints at Frank and swings with his mannequin leg. Frank hasn't put any points into the Damage Soaking ability so he opts to attempt to dodge it. So the Splicer now makes his attack roll and gets 3 successes. Frank then attempts to dodge and rolls his Agility score, which is 7, with a bonus dice from Dodging because he has 2 points in it. So, with the bonus from Dodging, Frank roll 8d6 and gets the following:1, 1, 3, 2, 5, 6, 5, 4. He got 4 successes, 1 more than the Splicer and he dodges the attack.
Now it's Frank's turn and he attempts to finish this fight in one shot so calls a shot to the Splicer's head, meaning he has to get 3 more successes than the Splicer or else his shot misses. Frank looks at his Agility stat again, which is 7, and adds his Ranged Proficiency skill to that, which is 3. With those two added together Frank will roll the 10D6, and the Splicer opts to try and dodge. So Frank rolls the following: 5, 4, 5, 6, 2, 3, 1, 1, 2, 4. The Splicer rolls to dodge and only gets two successes, so Frank's called headshot hits and he needs to roll damage. He uses the same stats and skills he did for the attack (Agility and Ranged Proficiency) but the .357 Magnum has a limit to the number of dice that can be rolled for damage. That limit is 8 so Frank can only roll 8D6 for his damage, and he rolls: 1, 1, 4, 6, 5, 4, 2, 5. That totals up to 5 successes which would normally mean 5 damage to the enemy but Frank called a headshot so that damage gets doubled to 10. This ends up being just enough to kill the Splicer and Frank takes the Splicer's wallet and leaves.
That is the basics of combat. One thing to cover extra is if someone decides to 'soak the damage' an attack roll still needs to be made to make sure that the attacker doesn't critically fail the attack.
Weapons:
All weapons have a few stats in common. These are: weight, the corresponding Brawniness requirement, whether it is basic, advanced, or complex, and the number of hands required to wield. Each weapon has further specifications that add bonuses (or penalties) based on it's natural characteristics. These are as follows:
Melee Characteristics:
Versatile (melee):
A one handed weapon that can be wielded two handed to raise it's dice damage limit by 1. Versatile melee weapons can not be dual wielded in the off hand.
Cutting:
Whenever you roll two more successes than an opponent on an attack and hit they suffer a Bleed 1.
Bludgeoning:
Whenever you cripple someone's limb with a Bludgeoning weapon you also break that limb.
Piercing:
You are able to ignore one tier of an enemies Damage Resistance. IE, if they ignore 20%/2 of your damage normally that gets reduced to 10%/1 with a piercing weapon.
Throwable:
These are melee weapons that are easily throwable and will cause no penalty to the throw. Any melee weapon can be thrown, but only Throwables cause no penalty.
Lightweight:
Lightweight weapons are ones you can swing around quickly, equal to your Agility/2. Each attack after the first takes a cumulative -1 to the attack roll with no limit to the number of negatives.
Breakable:
These things were not meant to be swung around violently and can break. If you ever roll a critical failure with them the weapon breaks and becomes unusable until it can be repaired.
Ranged Characteristics:
Magazine Fed:
Your weapon is reloaded neatly through a magazine and no Ranged Proficiency check is required to reload.
Revolver:
Your weapon is a revolver style and it requires a Ranged Proficiency check to reload quickly, otherwise you must forfeit your movement or attack for the round to reload it. The check is 3 successes for a Basic, 6 for an Advanced, and 9 for a Complex. This characteristic can be removed with the addition of a quick reloader.
Automatic:
Spray n' Pray in form and function. Automatic weapons can fire a number of times equal to your Brawniness/2 (recoil control) in a round. Each shot after the first takes a cumulative -1 to the attack roll with no limit to how high the negative can go.
Versatile (ranged):
Different from a versatile melee weapon, Versatile ranged weapons are one handed weapons that you can use both hands with to give you an extra dice to hit with. Versatile Ranged weapons can be wielded in the off hand unless they specify otherwise.
Powerful:
High Caliber weaponry very rarely leaves no lasting damage as long as it hits. Any Powerful weaponry automatically does an amount of damage equal to the number next to it.
Accurate:
You can forfeit your move for a turn to give yourself one automatic additional success on an attack roll.
Melee:
Pipe Wrench:
Bludgeoning Versatile Basic 1 Hand 10lbs Max damage dice: 8
Knife:
Cutting Throwable Lightweight Basic 1 Hand 2lbs (varies) Max damage dice: 6
Pickaxe:
Piercing Versatile Basic 1 Hand 12lbs Max damage dice: 7
Hammer:
Bludgeoning Throwable Advanced 1 Hand 6lbs Max Damage Dice: 8
Hatchet:
Cutting Throwable Advanced 1 Hand 5lbs Max Damage Dice 7
Long Handle Shovel:
Bludgeoning Breakable Basic 2 Hand 8lbs Max damage dice: 10
Sledgehammer:
Bludgeoning Piercing Advanced 2 Hand 15lbs Max Damage Dice: 12
Woodsman's Axe:
Cutting / Bludgeoning (depends if you use blade or the 'butt') Versatile Advanced 1 Hand 9lbs Max Damage Dice: 9
Ranged:
.357 Revolver:
Versatile Revolver, clip size 6 Basic 1 Hand 5lbs Max Damage Dice: 8
.44 Magnum:
Revolver, clip size 5 Powerful 1 Basic 1 Hand 6lbs Max Damage Dice: 7
.22 Rifle:
Magazine Fed, clip size 5 Accurate Basic 2 Hand 7lbs Max Damage Dice: 6
M1911:
Magazine Fed, clip size 9 Versatile Powerful 1 Advanced 1 Hand 6lbs Max Damage Dice: 8
Tommy Gun:
Magazine Fed, clip size 20 Automatic Advanced 2 Hand 11lbs Max Damage Dice: 7
Pump Action Shotgun:
Revolver, clip size 5 Powerful 2 Advanced 2 Hand 10lbs Max Damage Dice: 10 if <5ft away, 6 if between 5-10 ft, 3 if 11-15 ft and automatically miss beyond that.
12ga Double Barrel:
Revolver, clip size 2 Powerful 2 Advanced 2 Hand 10lbs Max Damage Dice (per barrel): 10 if <5ft away, 6 if between 5-10 ft, 3 if 11-15 ft and automatically miss beyond that. Can fire both barrels in one attack.
Mechanical Crossbow
Revolver, clip size 1 Powerful 3 Accurate Complex 2 Hand 11lbs Max Damage Dice: 10
Grenade Launcher
Revolver, clip size 1 Powerful 3 Complex 2 Hand 15lbs Max Damage Dice: 12
Plasmids:
Plasmids are powerful abilities that allow you to throw around fire, ice, lightning, move things with your mind, etc. Most all Plasmids have applications outside of combat, so think outside the box when exploring Rapture because you never know when a Plasmid will prove able to get you somewhere you didn't think you could go. Most Plasmids can be 'dual wielded' which will increase damage done by 1.5x, rounded down, and won't increase Eve cost. This doesn't effect ongoing damage. Plasmids have many characteristics in common, notably their Eve cost. Other effects are outlined below:
Ongoing X:
This shows how much damage an opponent will take at the start of each of their turns until they pass their Brawniness check to shake it off or what static effect gets applied to them. The DC of the check is equal to your (Intelligence score + Plasmid Proficiency)/2.
Trap:
This Plasmid is either capable of being charged into a trap on the ground or it is only capable of being a trap on the ground.
Elemental (Type):
Tells you what kind of elemental damage the Plasmid does.
Incinerate:
Ongoing 1 Elemental: Fire Eve Cost per use: 2 Max Damage Dice: 8
Electro Bolt:
Ongoing Stun Elemental: Electric Eve Cost per use: 2 Max Damage Dice: 6
Telekinesis:
Eve Cost: 1 to pick up, 1 to throw Max Damage Dice: 2 per 10lbs of object, up to 50lbs for Telekinesis 1 Immediate Interrupt: If you didn't use Telekinesis during your last turn and an enemy throws something within 50ft of you you can grab that item out of the air and hold it until your next turn.
Winter Blast:
Ongoing Freeze Elemental: Cold Eve Cost per use: 2 Max Damage Dice: 6 While an enemy is frozen they gain a new health bar equal to 1/2 their max HP. If this health bar is emptied the enemy is considered shattered and they provide no loot.
Cyclone Trap:
Trap Only Eve Cost per use: 3 Max Damage Dice: 10