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Utility Belt


Wyrm Ouroboros

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No, not 'how should I do it'; I already know that. What I'm looking for are recommendations by people for gizmos on the belt. So: basic ground rules:

 

Utility Belt / Gadgets and Gizmos: Multipower, 25-point reserve, (25 Active Points); OIF Durable (Utility Belt; -1/2): 17 points.

 

All objects bought for the belt must be:

  • 25 actives or less;
  • A focus of some sort, typically OIF or OAF; Inobvious foci should have clear explanations.
  • 0 END, Charges, or other such limitation.
  • No Firearms. A grapple gun is fine; a .45 pistol is not.

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Re: Utility Belt

 

Here are some ideas from one of my own utility belts. You'll have to bring down the costs of the slots or bring up your own MP pool

 

1) Mini Explosives: Killing Attack - Ranged 1d6 +1 (vs. PD), Armor Piercing x1 (+1/2) (30 Active Points); 6 Charges (-3/4) Real Cost: 17

 

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2) Ball Bearings: Change Environment 2" radius, -2" of Running, -3 Dex Roll and all Skill Rolls based on Dex, Long-Lasting: 20 Minutes (30 Active Points); 4 Charges (-1) Real Cost: 15

 

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3) Listening Device: Clairsentience (Hearing Group), x4 Range (30 Active Points); Fixed Perception Point (-1), 1 Recoverable Continuing Charges lasting 5 Minutes each (-1/4) Real Cost: 13

 

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4) Tracking Device: (Total: 22 Active Cost, 22 Real Cost) Tracking (Unusual Group) (Real Cost: 10) plus Enhanced Perception (+12 to PER Rolls for Tracking) (Real Cost: 12) Real Cost: 22

 

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5) Scrambler: Suppress Listening + tracking Devices 4d6, Reduced Endurance 0 END (+1/2) (30 Active Points) Real Cost: 30

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Re: Utility Belt

 

There is another similar thread, but starts at the base of 30 active points instead of 25, here is the link

 

http://www.herogames.com/forums/showthread.php?t=7981

 

Planning on starting to turn some of the gadgets on that list into items in a acouple weeks

 

Hah; thanks. I hereby close this thread, and go to read that one!!

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