wraith Posted March 5, 2003 Report Share Posted March 5, 2003 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 Quote Link to comment Share on other sites More sharing options...
Starcorp Man Posted March 5, 2003 Report Share Posted March 5, 2003 Um what kinds of things are you looking for, weapons, defenses, movement? That's a big order. Quote Link to comment Share on other sites More sharing options...
Acroyear Posted March 5, 2003 Report Share Posted March 5, 2003 Wraith... SF Bay area? Where-abouts? Quote Link to comment Share on other sites More sharing options...
wraith Posted March 5, 2003 Author Report Share Posted March 5, 2003 I am in Concord, out in the East Bay. Quote Link to comment Share on other sites More sharing options...
MarkusDark Posted March 5, 2003 Report Share Posted March 5, 2003 howdy from another East Bayer. 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. Quote Link to comment Share on other sites More sharing options...
wraith Posted March 5, 2003 Author Report Share Posted March 5, 2003 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. Quote Link to comment Share on other sites More sharing options...
tgaptte Posted March 6, 2003 Report Share Posted March 6, 2003 Gadget: Shield 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 Quote Link to comment Share on other sites More sharing options...
Tamashii2000 Posted March 6, 2003 Report Share Posted March 6, 2003 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. Quote Link to comment Share on other sites More sharing options...
Starcorp Man Posted March 6, 2003 Report Share Posted March 6, 2003 Deflector Field:Missile Deflection, Uncontrolled, Continious, +5 to Roll, Oif (Belt Generator), +1 Phase Start Up: Active Cost 60 Pts, Real cost: 30 Pts. Quote Link to comment Share on other sites More sharing options...
SkyKnight Posted March 6, 2003 Report Share Posted March 6, 2003 Some Ideas 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. Quote Link to comment Share on other sites More sharing options...
JmOz Posted March 7, 2003 Report Share Posted March 7, 2003 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) Quote Link to comment Share on other sites More sharing options...
wraith Posted March 7, 2003 Author Report Share Posted March 7, 2003 Wow.Thanks for all the stuff guys. I will give some of these a test drive next game. Anymore ideas are welcome. Wraith Quote Link to comment Share on other sites More sharing options...
Dr. Propaganda Posted March 7, 2003 Report Share Posted March 7, 2003 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 (10â€) (- 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 Quote Link to comment Share on other sites More sharing options...
Starcorp Man Posted March 7, 2003 Report Share Posted March 7, 2003 Question, for all the "Kits," why not by Overall Levels, usable only with Skills Known instead of multiple kits, costs less. Quote Link to comment Share on other sites More sharing options...
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