I am playing a gadgeteer in a 250 point champions game, I have a 60 point gadget pool. I have come up with a fair number of gadgets but I am always looking for more. I would love to see some ideas.
Thanks
Wraith
I am playing a gadgeteer in a 250 point champions game, I have a 60 point gadget pool. I have come up with a fair number of gadgets but I am always looking for more. I would love to see some ideas.
Thanks
Wraith
Um what kinds of things are you looking for, weapons, defenses, movement? That's a big order.
It's Time to Bring the Pain.
Wraith... SF Bay area? Where-abouts?![]()
What you're feeling there is the effect of high energy electromagnetic particles obliterating the nuclei of your cellular structure. Sucks to be you, huh?
I am in Concord, out in the East Bay.
But, like mentioned before, what general class of gadgets are you looking for?
Does your character already have a good set of basic defences?
Does he have a good way of getting around?
Does he have any offensive cababilities outside of the Gadget Pool?
What is the 'background' of the character? Is he just a general gadgeteer or does he have a 'theme'? I ran a gadgeteer in a game that was actually a 'baseball player' who used a variety of baseballs and bats with different effects.![]()
With only 250 points I built the character with pretty much skills stats and a gadget pool. I have a gadgeteering skill of 18 so I can manipulate a lot of active points. At the moment I Have no fixed defences, attacks or sences. Everything comes out of the pool. With focus limitaions, charges ect I can have some crummy defences an attack power ect. I like that I can have super disguises, invisibity fields, But the character is a bit of glass jawed hero.
Uh, hello. Another one from the Bay Area...South Bay!
Here's one for you:
15 Multipower (30), OAF - shield
1 u 10/10 Armor, Act 14- (30 Act)
1 u +6 DCV, Act 14 - (30 Act)
1 u Missile Deflection, all ranged, adjacent (+1/2) (30 Act)
1 u +6d6 Hand Attack (30 Act)
I've built it as a MP, but you can take out the individual elements and use them in your Gadget pool.
Tim
Some call me... Tim?
There is always the nice old standby from movement..
The Rocket Pack
Flight 26 inchs, OIF (Jet Pack), 1 continueing fuel charge lasting one hour - No non-combat movement Active cost 54 Real cost 30.
What do you mean I have to pay points for that??????
Deflector Field:Missile Deflection, Uncontrolled, Continious, +5 to Roll, Oif (Belt Generator), +1 Phase Start Up: Active Cost 60 Pts, Real cost: 30 Pts.
It's Time to Bring the Pain.
Armored Jumpsuit (Armor +8 PD / +8 ED, OIF, Activation 14-) 24 active, 12 real
Shield Belt (Force Field 8 PD / 8 ED, Fuel Charge 20 minutes, OIF) 16 active, 9 real
Neural Disrupter (Hand to Hand Attack, 2D6 (4D6 with 10 STR), No Normal Defense, stopped by mental defense, 0 END, OAF, Hand to Hand) 25 active, 10 real
P.O.G.O (+15" leaping, 3 charges, OAF) 15 active, 5 real
Deflection Screen (+4 DCV, 1 hex area effect, OIF) (30 active, 20 real)
I can't say there is any real "must have" among gadgets. Just make sure you have at least one credible attack, enough defense to not go into minutes between recoveries every time you're hit and some way to get to the fight.
Remember you ASKED for this, the Bow and Arrow is from an archer on my Centurions team, while the minor gadgets are small items many of the team caries in UT belts
Contact Lenses, all slots: IIF (-1/4)
4 1) Nightvision (5 Active Points)
4 2) Flash Defense (5 points) (Hearing Group) (5 Active Points)
2 3) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Hearing Group) (3 Active Points)
7 Centurion Radio Link: Mind Link (Specific Group of Minds; Number of Minds (x2)), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)
Padded Centurion Costume, all slots: OIF (-1/2)
10 1) Armor (5 PD / 5 ED) (15 Active Points) (added to Secondary Value)
3 2) Life Support (Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat) (5 Active Points)
6 Medical Kit: +2 Paramedic, Forensic Medicine, Medicine
15 Swinglines: Swinging 10" (Improved Noncombat Movement (x8)), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)
10 Micro Rebreather: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charges lasting 1 Hour each (+0)
7 Flashlight: Sight Group Images, Reduced Endurance (0 END; +1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)
11 Disposible Handcuffs: Entangle 2d6, 4 DEF, 2 Clips of 12 Charges (+0) (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)
5 Micro Recorder: Eidetic Memory, 64 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+1) (10 Active Points); OAF (-1)
3 Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1)
5 Bomb Kit: +2 Demolition (6 Active Points); IIF (-1/4)
5 Micro Computer: +2 All Int Skills (10 Active Points); OAF (-1)
5 Field Lab: +2 Science Skills (10 Active Points); OAF (-1)
3 Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1)
15 Tracking Device: Detect A Class Of Things 13- (Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3)), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]
20 Micro Bombs: Killing Attack - Ranged 1d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)
13 Laser Scalpel: Killing Attack - Ranged 1d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (30 Active Points); OAF (-1), Limited Range: 5" Maximum Range (-1/4)
20 Knock Out Darts: Drain 1d6: Stun, Ranged (+1/2), Delayed Return Rate (5 Points per 5 Minutes; +1/2), Continuous (+1) (30 Active Points); 4 Continuing Charges lasting 1 Minute each (-1/4), Range Based On Strength (-1/4)
15 Wrist Mounted Parachute: Gliding 10" (Improved Noncombat Movement (x4))
20 Flash Pellets: Flash 4d6 (Sight Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)
6 Mini Radio: High Range Radio Perception (12 Active Points); OAF (-1)
10 Suction Cups: Clinging (normal STR)
20 Smoke Bomb: Change Environment 4" radius (-6 PER Roll: Sight Group) (30 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4)
15 Combat Disks: Hand-To-Hand Attack +3d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Range Based On Strength (-1/4), 6 Recoverable Charges (-1/4)
16 Knock Out Pellets: Energy Blast 1d6 (vs. ED), Sticky (Standard; +1/2), No Normal Defense (Standard; +1), Continuous (+1), Area Of Effect (3" Radius; +1 1/4) (24 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4)
20 Glue Pellet: Entangle 1d6, 2 DEF, Sticky (Standard; +1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)
20 Throwing Blades: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. ED), Ranged (+1/2), Autofire (5 shots; +1/2) (30 Active Points); 6 Recoverable Charges (-1/4), Range Based On Strength (-1/4)
15 Pistol: Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 4 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)
11 Collapsible Staff: (Total: 29 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2)
11 Collapsible Tonfa: (Total: 27 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus +1 Combat Skill Level (5 Active Points); OAF (-1) (Real Cost: 2)
Minor Gadgets, all slots: OIF (-1/2)
30 Magical Bow & Arrow: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)
3u 1) Magical Arrows: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1) (60 Active Points)
2u 2) Trick Shots (Magic Arrows II): Telekinesis (20 STR) (Fine Manipulation), Reduced Endurance (0 END; +1/2) (60 Active Points); Only to Simulate Arrows (Very Limited Group of Objects; -1), Can Be Missile Deflected (-1/4)
2u 3) Diamond Tip Arrows: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); Difficult to obtain new Focus (-1/4), 6 Recoverable Charges (-1/4)
2u 4) Ball Headed Arrows: Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4) (50 Active Points); Reduced Penetration (-1/4), 6 Recoverable Charges (-1/4)
2u 5) Bomb Arrows: Killing Attack - Ranged 2d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2) (60 Active Points); 4 Charges (-1)
2u 6) Blast Arrows: Energy Blast 8d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1)
2u 7) Concussion Blast Arrows: Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Double Knockback (2x KB; +3/4) (60 Active Points); 4 Charges (-1)
1u 8) EMP Arrow: Killing Attack - Ranged 1d6 (vs. ED), Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (56 Active Points); Only Vs Electronics (-1), 8 Clips of 5 Charges (-1/4), All Shots must target the same hex, and all Autofire shots must be used (-1/4), No Knockback (-1/4)
2u 9) Gas Arrow: Energy Blast 3d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Sticky (Standard; +1/2), Continuous (+1), No Normal Defense (Standard; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2)
1u 10) Smoke Screan Arrow: Change Environment 8" radius (-6 PER Roll: Sight Group) (35 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2)
2u 11) Flash Arrows: Flash 8d6 (Sight Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1)
1u 12) Glue Arrow: Entangle 3d6, 3 DEF, Sticky (Standard; +1/2), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1), Vulnerable to Fire (Common; -1/2), Cannot Form Barriers (-1/4), Susceptible to Heat (Uncommon; -1/4)
1u 13) Oil Slick Arrow: Change Environment 4" radius (-5 to Dex, Long-Lasting: 1 Hour) (40 Active Points); 4 Charges (-1), Only vs people moving on the ground (-1/4)
2u 14) Camera Arrow: Clairsentience (Sight Group; Additional Sense: Normal Hearing, Increased Arc of Perception: 360-Degree, Telescopic (+3), x8 Range), 2 Continuing Fuel Charges lasting 1 Hour each (+1/4) (60 Active Points); Attack Roll Required (-1/4), Sense Affected By Radio and appropriate Sense (-1/4)
Come talk comics at http://www.kountrykomicsonline.com/forum/index.php
The only thing common about common sense is the common lack of it
...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade
Wow.Thanks for all the stuff guys. I will give some of these a test drive next game. Anymore ideas are welcome.
Wraith
Here are a few gadget Multipowers from a character I have created. Now I will warn that my GM was a bit concerned that some of these powers were a little cheesey, and alarmed that I had three Multipowers, but hey I think Bob Kane and I would see I to eye on this one.
12 Multipower: Tech Shield 24, OAF Tech-Shield (- 1) --
1u 1) Shield Strike: 8d6 HA
1u 2) Shield Block: Missile Deflection all attacks,
+2 to roll
1u 3) Shield Guard: +5 DCV vs. all attacks
1u 5) Shield Slam: +20 PD Only Move By / Thr. (- ½)
5 Multipower: Line Gun 20, OAF Line Gun (- 1),
Lockout on all slots (-1)
1u 1) Swing Line: 20” Swinging
1u 2) Power Winch: 20” Superleap Only Up (10”) (- ½),
no NCM (- ¼), Must have Anchor point (- ¼)
1u 4) Winch and Grapple: 10 STR TK, Only to pull
objects to user (- ½), Aff. entire object (- ½)
26 Multipower: Equipment Belt 60, All slots are
OAF (- 1), Gestures (- ¼)
1u 1 Bolas: 4d6 Entangle, Ent. Takes no Damage (+ ½)
6 Charges (- ¾), Range based on STR (- ¼)
1u 2) Throwing Crescent: 11d6 EB (Physical) w/ 10
STR TK Linked (+ ¼), Only to recover Crescent
(-2), 1 Recoverable Charge (-1 ¼)
2u 3) Laser Torch: 2d6 RKA Penetrating (+ ½),
0 END (+ ½) No Range (- ½)
1u 4) Stun Wand: 6d6 NND (Force Field +1),
6 charges (- ¾) No Range (- ½)
1u 5) Smoke Grenade: 4” Darkness to Normal Sight,
Not in high wind (- ¼), 6 Charges lasting 1 turn
each (- ¼), Range based on STR (- ¼)
1u 6) Flash Grenades: 4d6 Flash vs. Sight, Explosion
(+ ½) 6 Charges (- ¾), Range based on STR (- ¼)
1u 7) Stun Grenade: 1d6 RKA Explosion (+ ½) Loses DC
every 2” (+ ¼), +1 Stun Multi. (+ ½), Double KB
(+ ¾) Stun Only (- ½), 6 Charges (- ¾), Range
based on STR (- ¼)
1u 8) KO Pellets: 4d6 EB NND (LS: SCB +1), AE: 1 hex
(+ ½), 6 Charges (- ¾), Rnge based on STR (- ¼)
1u 9) Acid Pellet: 1d6+1 RKA Continuous (+1)
Uncontrolled (wash off + ½), Penetrating
(+ ½), 6 Charges (- ¾), Rnge based on STR (- ¼)
1u 10) Thermite Pellets: 1 ½ RKA Continuous (+1),
6 Charges (- ¾), Uncontrolled (extinguish –
½), Range Based on STR (- ¼)
1u 11) Smoke Cloud Pellets: 1” Darkness to Sight
Group w/ 10” Teleport, Linked (- ¼), No NCM
(- ½), Not through Solid Objects (-1),
8 Charges (- ½)
1u 12) KO Darts: 6d6 END Drain, 6 Charges (- ¾),
Range based on STR (- ¼)
1u 13) Flashlight: Change Environment, 1” radius,
(provide light), 0 END (+ ½)
1u 14) Handcuffs: 4d6 Entangle, Does not restrict
movement (- ½), Target can still use Foci,
(- ½) 4 Recoverable Charges (- ½)
1u 15) Comm.-Link: HRRL&T
1u 16) Mini-Camcorder: Eidetic Memory
1u 17) Crime Scene Kit: +5 to Criminology Skill
1u 18) First Aid Kit: + 5 to Paramedic Skill
1u 19) Lock Pick Set: +5 to Lockpicking Skill
1u 20) Security Bypass Kit: + 5 to Security Bypass Skill
Do you think it is funny when I say, "You're in luck"?
Question, for all the "Kits," why not by Overall Levels, usable only with Skills Known instead of multiple kits, costs less.
It's Time to Bring the Pain.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks