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Crimesolving Gadgets (a la the new CHAMPIONS book)


Deacon Blues

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The new Champions book listed a handful of crimesolving gadgets that all superhero teams would find useful - secure headset radios, tracking devices, power-cuffs, etc. I haven't bought that book yet, and I'm not planning on it (I've run and played Champs for years), but I'd like to spur some ideas on (A) crimesolving gadgets, and (B) alternate ways of writing up the same gadgets.

 

I'll start with (B) for the tracking device, or "homing beacon." From what I recall, the write-up in Champions was wordy and complicated; I'd like to see if it couldn't be simplified. The real power in a homing beacon isn't in the beacon, I figured - it's in the handheld computer that displays the beacon's direction and distance. So I concentrated on that for the write-up. Here's my version:

 

Homing Beacon

Detect Homing Beacon [3], Increased Arc of Perception: 360 Degrees [+5], Telescopic: +20 PER vs. Range [+20], Concealed: -5 to PER rolls against [+5]; Active. [33 active points]. OAF Tracking Computer [-1], 2 continuing charges of 1 hour each [-0], RSR Bugging and Systems Operation [-3/4]. [12 real points]

 

The "2 continuing charges of 1 hour each" are the two homing beacons themselves, tiny little disks no larger than a fingernail that can generate radar pulses for 1 hour before burning out. "RSR Bugging and Systems Operation" means that the user must complete two operations successfully - planting the beacon unnoticed (Bugging) and interpreting the signals correctly (Systems Operation). The tracker scans in all directions (Increased Arc of Perception: 360 degrees) and functions with near-perfect reliability if the target remains within a radius of eight kilometers (Telescopic).

 

If I unintentionally duplicated exactly what the Champions book wrote up, then please let me down gently. :D But I think it's an interesting alternate take.

 

Anyhow, what I'm looking for are crimesolving gadgets. Not weapons, not armor, but the kind of things that any super-team might use to help apprehend criminals. I'll be posting more as they come to me.

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So, let's make a checklist:

Homing Beacon:

Communications Gear:

Super First Aid Kit:

Surveillance Systems: Bugs, Equipment for Enhanced Senses like ir goggles, portable scanners

Protective Uniforms/Armor (ever wondered about superteams with a good relationship that had gadgeteers who didn't hand out some goodies?)

Jet Packs/Jet Cycles, or better?

Basic Utility Belts

Handcuffs

Recording devices: cameras, tape recorders

With mystics on the team you can even go with Lucky Charms :)

 

What else?

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Some common equipment for the centurians

 

Centurian Costume-8 Points

 

5/5 Damage Resistance (IIF), LS: Safe in High Pressure, Intense Heat, Intense Cold

 

Upgrade to Armored Costume (Use Armor instead of Damage Resistance and OIF instead of IIF) for 13 points

 

Most members wear one or the other

 

Centurian Communicator - 8 Points

 

Mind Link: 2 minds, specific Group, radio not Mental (-0), only with others with mind link

 

The two minds are various channels the radio can be set to, but to set them they need to be uploaded with the codes

 

All members have this one

 

Next up

 

Contact Lenses-10 Points

 

All IIF

Night Vision

Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group)

5 pts Flash Defense (Sight Group)

 

Fewer characters wear Contact Lenses, but a few do

 

UT Belt---30 Points

 

(30 point MP, OIF) 20 Points

 

1u Medical Kit: +2 Paramedic, Forensic medicine, Medicine skills, OAF, Burnout 15-, OAF

 

1u Swinglines: Swinging 10" x8 NCM, 0 End, OAF

 

1u Micro Rebreather LS: Need not Breath, 1 1 Hour Fuel Charge

 

1u Flashlight: Sight Group Images, x8 Radius, Cone shaped, no range, Only to create light, OAF, 0 End

 

1u Disposible Handcuffs: 2d6 Entangle, def 4, no range, set effect, can not form barriors, 12 charges, 4 clips

 

The above gadgets are common for those who wear UT Belts, afterwords there are some 20 or so different gadgets made up to customise each character (Artemis carries a Pistol and a Baton, while another character carries a personal computer, and a third carries smoke bombs)

 

I will try to post them in a few minutes

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Here are some more

 

Minor Gadgets, all slots: OIF (-1/2)

11 1) 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)

 

11 2) 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)

 

15 3) Pistol: Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 16 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)

 

15 4) 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 5) 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)

 

12 6) 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)

12 7) 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)

 

15 8) 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)

 

7 9) Suction Cups: Clinging (normal STR) (10 Active Points)

 

6 10) Mini Radio: High Range Radio Perception (12 Active Points); OAF (-1)

 

15 11) Flash Pellets: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)

 

10 12) Wrist Mounted Parachute: Gliding 10", Improved Noncombat Movement (x4) (15 Active Points)

 

15 13) Knock Out Darts: Drain Stun 1d6, 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)

 

13 14) 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)

 

15 15) Micro Bombs: Killing Attack - Ranged 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)

 

15 16) Tracking Device: Detect A Class Of Things 11-, 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]

 

3 17) Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1)

 

5 18) Field Lab: +2 Science Skills (10 Active Points); OAF (-1)

 

5 19) Micro Computer: +2 All Int Skills (10 Active Points); OAF (-1)

 

5 20) Bomb Kit: +2 Demolition (6 Active Points); IIF (-1/4)

 

3 21) Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1)

 

2 22) Micro Recorder: Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)

Powers Cost: 225

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"A little late for Lenny ..."

 

Omni-Goggles

Multipower, 6-point reserve, OIF Goggles (4 real points)

* Flash Defense vs. Sight Group, 6 points (1u)

* Telescopic Sight: +6 to PER vs. Range with Normal Sight (1u)

* Microscopic Sight: 100x magnification with Normal Sight (1u)

* Starlight Scope: Ultraviolet Perception (1u)

* Target Tracking: +1 level with ranged combat (1u)

Total Cost: 9 real points.

 

JetScooter

Flight 10", Reduced Endurance: 0 END (+1/2), Bulky OIF (-1).

Total Cost: 15 real points.

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For the homing device I do it a little differently. Detect Current Location as a radio sense (perhaps with a -1/4 "Depends On Satellite Reception" for a GPS-based model) in an IIF Locator Bug (Recoverable Charges if you like), and a Clairsentience with Detect Current Location and -1/2 or so "Must Plant Locator Bug", Megascaled if you like. I house rule it that you can float your Clairsentience point by paying an Advantage (half your max range for +1/4 or all of it for +1/2) or you can do it for free if you have no control over the location; this would be a case in which you have no control over the location. Alternately you can use the optional adder in the FAQ.

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