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[BNW] Gadgeteer/Bargainers - I think I figured it out
So this whole Gadgeteer/Bargainer thing has been
bugging me for a while now. Why do Gadgeteers only
get one gadget, and bargainers get several totems?
Well some of you probably alread understand the
answer, but it just came to me today and I wanted to
fish for opinions. First you need to ask what is a
gadget? When I thought of gadgeteers I thought of the
MS's from deadlands. They make flamethrowers, steam
wagons, etc. Nothing too terribly overpowering as
each is a seperate unit. Well they only give one
example in the book (actually there's a second example
which got me thinking about all this, re-read
Deaders), the power suit. It flies (slightly worse
than a flyer), has guns (slightly worse than a
blaster), and has armor and strenght bonuses (slightly
worse that a goliath). One gadget has the abilities
of 3 power packages mixed into one. Maybe that's the
whole one gadget thing. Gadgeteers don't make small
items (like a freeze gun), they throw everything
together (course Mark says that, but I was just
skimming). So what would make a good gadget, simple,
through 3 powerpackages together, slightly reduce em
in ability, and tada, you have a gadget. The
occasionally have the gadgeteer drop a power out, and
retool his gadget with a different one.
Bargainers have several totems, each one is slightly
less powerful than one delta power (actually,
re-reading the rules I guess they are as powerful as a
delta power ... personally I'd drop each by a notch,
like have a broom that grants flying at speed 40 and
no armor bonus plus chance of being knocked off), and
only one totem can be used at a time.
The gadgeteer has the advantage that he can use ALL
his delta mimic powers at the same time with
occasional maintainance.
The bargainer puts all his maintainance in the
beginning and then doesn't need to worry about it.
So what would be some good gadgets/totems?
well, totems are easy, just use a power package. This
should keep your players happy for now.
Gadgets, here are some ideas:
Smartlink power suit- The best defense is a good
offense. Want a flying suit that gives you a bit
better aim than the standard suit? Try this puppy
out. Of course some of the heavier components (armor)
had to be taken out to help insure stability, but when
your a sniper a target that can't shoot back poses no
threat.
Abilities:
Armor: 5/2
Smartlink: Add +5 to shooting attacks
Boosted reflexes: Add +5 to speed rolls for
initative
Flight: Can fly at pace 40
Guns: Wrist mounted Triumph 300's just like in the
book
Bug suit: Want to spy on an important meeting or need
to sneak into someplace you shouldn't be. What would
be better than being a bug on the wall, literally.
Abilities:
Armor: 5*/2
Shrinking: Just like the power package (which is why
armor has an *)
Chamillion skin: +5 to stealth rolls (plus shrinking
bonus)
Night vision goggles: Can see in dark
Flight: Pace 40 (but will probably be lower when
shrunk)
Are there only flying suits? Course not, how about-
Running suit: Flying is great, but it just can't get
the same speed that running hero can (don't ask me
why, I suck at physics).
Abilities:
Armor: 10/3
Guns: Wrist mounted Triumphs
Dash: Add +80 to pace, and +5 to speed rolls for
initative and dodging.
Finally, when combats over what do you need ... yup ..
a good ol' friendly medic...
Docwagon: Not really a vehical, but it is big and
bulky, considering all the medical supplies it
carries.
(actually it probably works better as a non-suit,
stand alone gadget, but hey, let's get crazy)
Abilities:
Armor: 10/3
Powerful: Add a +3 to strength rolls, and a +1 to
user's size.
Repair: Once per 8 hours per person (self or
others) the doc can try to heal the target at a +10.
Just some ideas ... what have other players come up
with?
-Munch Wolf
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