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[BNW] Gadget - Utility Belts
Continuing on the idea of the cheese point system I
suggested, whereas each point of tinking gets you a
point to build your gadgets, I present some ideas for
utility belt type gadgets.
First I'd like to say a point system does seem pretty
lame, but I like some guidelines for structure and I
hope you all find them useful as well. With that
disclaimer out of the way I present the gadgets:
1pt Utility belt- this gives 4 slots that the
gadgeteer can use for 1 shot or reduced power items
(equivilant to 1/4 the power of something already
weaker than a delta power). Now most of the items
listed for slots may seem common place and unusual to
be listed as part of a gadget, but the idea is they've
been miniturized/modified/re-vamped/reduced in weight
to fit on the utility belt for easy removing and use.
It is a 0 action for a gadgeteer to remove an item
from his utility belt, but it requires 2 actions (and
then a successful roll of some kind) for someone else
to remove the correct item from the belt (if they are
grabbing the item off then a successful grapple roll
is needed to remove the item as well). Slot items can
be exchanged when the gadgeteer makes does his daily
tweeking.
Examples of 'Slot' items:
1 day k-rations
1 grenade (10d6+10 damage, burst radius 3, although
these values can be modified during constuction)
1 flash or stun grenade (Stun TN 9, burst radius 3)
1 Goo grenade (radius 3, works like entangle, but no
extra trick is required)
1 flare
1 flare rocket (if used as a weapon does 5d6)
1 parachut (caps damage taken from a fall to 1d6+3)
1 compressed oxygen cylinder with breather (good for
10 minutes of air)
1 medkit (1 use, allows a healing roll at +5 for
wounds, like healing power)
1 universal antidote (1 use, allows a healing roll at
+5 for poisons, like healing poison trick)
1 universal antibiotic (1 use. allows a healing roll
at +5 for diseases, like healing disease trick)
1 stat boosting drug (gives a +3 to predetermined
stat for 1d6 rounds, or do a easy stat roll before the
drug takes affect with each success equalling another
round of use. Botching will cause bad effects, maybe
a -3 for a while)
1 forensics kit (gives a +3 on criminology rolls,
GM's discretion)
1 make-up kit (one use, gives a +3 to a disguise
roll)
1 miniture hacksaw kit (gives a +3 to escaping rolls,
GM's discretion)
1 miniturized lockpicking kit (gives a +3 to lock
picking rolls)
... well truthfully any skill could get a +3 as long
as limitations are applied to it
any other ideas for 'slot' items?
So how does it work? Here's some classic examples:
Batman's Utility belt:
4pt Utility belt with 16 slots.
2 flash grenades
1 flare rocket
1 flare
2 grenades (reduced to 5d6+5 radius 2)
1 compressed oxygen cylinder
1 medkits
1 universal antidote
1 forensics kit
1 make-up kit
1 miniturized hacksaw kit
1 miniturized lock picking kit
1 miniturized electronic lock picking kit
2 battarangs - It's similar to a throwing knife but
if he uses his ricochet trick he can get the weapon to
return.
1pt Grapple gun (or this could be considered 4 slots
on his belt, same dif) - with a successful entangle
shooting trick roll can fire at a nearby target and
use that target to lift you up to it, or pull you
closer.
-Munch Wolf
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