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Gadget Pool


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Re: Gadget Pool

 

If it's a tech based 40 allows a lot of stuff....Radio send/receive, detects (RDF, trace elements, etc...) several sense powers are good like night vision googles...

 

If it's magic based it can still do a lot ...just talismans and potions now.....

 

Streaching (Robot arm) Fire extinguiser, LS- No need to breath witha fuel charge....

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Re: Gadget Pool

 

ok that is

+8 damage classes worth of weapons(+5 dc at 0 end cost)

3d6-1 killing attack(2d6-1 at 0 end cost)

+8 targeting

20" flight,running,teleport

40" gliding,swimming,leaping

8"tunneling

desolid

change enviroment

invisibility

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Re: Gadget Pool

 

I'm not sure you are supposed to put senses, skills and life support into frameworks, even things like flash goggles are not allowed - sans special permission. Also, although there is some support int he rules for 1d6-1 being the cost equivalent of 1/2d6, I personally don't allow it as there is a clear advantage in terms of what you cana ctually roll. There are rules in other supplements for cost differentiation between the two.

 

Gadgets can be almost anything. If you want to do damage you are best off with HKA or HtH attack as you can add strength and therefore get a decent total.

 

Good ones IMO are images (to create light), a force field belt (as that allows you to buy flash, power and mental defence, which you can not normally do in a framework), an entangle gun (as it is useful for entangles and also allows you to build permanent barriers), some sort of flight power, be it a simple parachute or a jet pack. A few gas grenades (drain or supress attacks), some flash-bangs (flash, obviously), and, or course a spot of armour, if you are in the mood. Missile deflection can work. Darkness, stretching and even clairsentience (a way to, in effect, get enhanced senses legally in a framework).

 

If your GM is really, really gullible you could even use summon to create vehicles and missiles and an army of robot servants.

 

There is no real limit on what you can do (except no special powers) - it is what you can justify as being in comcept and, to be honest, it isn;t that difficult to justify any power if you really want it.

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Re: Gadget Pool

 

I'm not sure you are supposed to put senses' date=' skills and life support into frameworks, even things like flash goggles are not allowed - sans special permission. Also, although there is some support int he rules for 1d6-1 being the cost equivalent of 1/2d6, I personally don't allow it as there is a clear advantage in terms of what you cana ctually roll. There are rules in other supplements for cost differentiation between the two.[/quote']

 

Bit of an aside here, but 1d6-1 with a minimum of 1 averages 2 2/3 points, while 1/2d6 averages 2 points. A full d6 averages 3.5. 1d6-1 is about 76% of the average of 1d6, so its cost should be commensurate. 1/2d6 is 57% of a full d6 on average.

 

Gadgets can be almost anything. If you want to do damage you are best off with HKA or HtH attack as you can add strength and therefore get a decent total.

 

What we don't know is the character's other abilities. If he already has a decent attack, the gadget pool could add small enhancers which augment his existing attack using MPA's. For example, if the character has martial arts and uses these as his primary attack, gloves with a small Drain would augment that in an MPA. The logic changes if the character relies on the gadget pool for his primary attack.

 

Good ones IMO are images (to create light)' date=' a force field belt (as that allows you to buy flash, power and mental defence, which you can not normally do in a framework), an entangle gun (as it is useful for entangles and also allows you to build permanent barriers), some sort of flight power, be it a simple parachute or a jet pack. A few gas grenades (drain or supress attacks), some flash-bangs (flash, obviously), and, or course a spot of armour, if you are in the mood. Missile deflection can work. Darkness, stretching and even clairsentience (a way to, in effect, get enhanced senses legally in a framework).[/quote']

 

Also, we don't know the nature of the desired gadgets. Is this a Batman-style utility belt (at least plausible gadgetry, including some Swinging, Flash, Darkness smoke bombs, RKA batarangs, LS rebreather, night vision goggles, knockout gas NND's, flashlight, etc. etc. or a SuperScientist sky's the limit ray guns/jet boots/force wall projector concept?

 

There is no real limit on what you can do (except no special powers) - it is what you can justify as being in concept and' date=' to be honest, it isn;t that difficult to justify any power if you really want it.[/quote']

 

With my GM hat on, I'm much more likely to allow in-concept special powers when the player makes an honest effort to restrict the pool to other abilities that REALLY ARE in concept - voluntary restrictions to what can be done within the "no special permission required" parameters.

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Re: Gadget Pool

 

Good points all around from Hugh. The starting point has to be to put some thought into the sort of thing you want the character to be able to do, consistent with the rest of the build and background, and then, perhaps, even try and define the gadgets in plain English (or your chosen language) before Hero-building them. Despite my technical objections I will often allow an appropriate LS or enhanced sense, or special defence, for that matter, in a gadget pool.

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