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The Ultimate Minature Gadget


JmOz

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Hey guys, I noticed on the "What do you want" a lot of people saying gadgets for UT Belts, so I thought it would be fun to see what people can come up with for each other.

 

So let us assume that the normal UT Belt is 30 point MP, and has the OIF limitation on it (Real cost of 20). Let's see what gadgets Herodom Assembled can come up with...

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I will get the ball running with one of my favorites, a different (and cheaper) version of a gadget in Champions

 

Tracking Device : Detect A Class Of Things: Trackers: 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)

 

The Variable advantage is used for 4 advantages: Hard to dispell, Megascale 1":10m; Megascale 1":100m, Megascale 1":1 Km

 

The cost of this device is 15 real points, or u1 in a MP

 

The character is assumed to have up to 6 tracers on his person as well

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One that is surprisingly nasty in play:

 

Gas 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)

 

Okay, what is the sticky for? It is so that someone who comes into the AE gets a "Lung full". The effect lingers in an area, and anyone who is exposed will keep taking damage from it even after they leave the effected area (The lungful lasts until the character either makes a CON roll or 1 turn, the character may make a CON roll on each of their turns), the NND is of course not against Self Sustained breathing and appropriate immunities (This is a Neuraltoxin), and Need not sleep, or very different biologies than human (Robots, etc...)

 

Real cost is 16 or 1u in a MP

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Collapsable Boomerang w/line: 6" Stretching (30 Active Points), Range Modifiers Applies (-1/4), OIF (-1/2) (17 Real or u2 in MP)

 

Swinging: 24" Swinging (24 Active Points), OIF (-1/2), Must do non-combat stretching first (Extra Phase -3/4) (10 Real or u1 in MP)

 

"Back in my day, we didn't have fancy explosive swinglines or web swingers. You toss out your line and you swung like a true hero! Stop hovering and pay attention!"

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Collapsible Bulletproof Shield: Armour (12 PD, 8 ED); OAF (-1), Activates 14- (or you can make it a DEX Roll) (-1/2), No Effect on Area Effect or Explosion Attacks (-1/4).

 

Active 30 Real 11

 

Micro-Laser: RKA 1d6, Penetrating (x2) (+1); 16 Charges (-0), OAF (-1), Beam Attack (-1/4), Reduced By Range (-1/4).

 

Active 30 Real 12

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Signal Flare: 3d6 Sight Flash, Area Effect (+1),

OIF - Signal Flare Rocket (-1/2) , 8 Charges (-1/2)

Active 30 Real 15

 

Of course, you should always fire these straight up, but even heroes get bored or attacked by zombies or something... :D

 

Signal Flare as Weapon: 2D6 RKA Fire

OIF - Signal Flare Rocket (-1/2), 8 Charges (-1/2)

Active 30 Real 15

 

"I thought you had 16 of these, how did you run out?"

"Well..."

 

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  • 4 years later...

Well I am hijacking, and reserecting my own thread...go figure, for a while now I have been slowly writing down a bunch of gadgets from a certain cartoon I have on DVD, End of season 2, which is Vol 3 and the Sub Zero Movie

 

1.1 On leather Wings

1.2 Christmas with the Joker

1.3 Nothing to fear

1.4 The Last Laugh

1.5 Pretty Poison

1.6 The Under-Dwellers

1.7 P.O.V.

1.8 Forgotten

1.9 Be a Clown

1.10 Two-Face, part 1

1.11 Two-Face, Part 2

1.12 It’s Never too late

1.13 I’ve got Batman in

my Basement

1.14 Heart of Ice

1.15 Cat and Claw pt 1

1.16 Cat and Claw pt 2

1.17 See no Evil

1.18 Beware of Gray

Ghost

1.19 Prophesy of Doom

1.20 Feet of Clay pt 1

1.21 Feet of Clay pt 2

BCF Bat Computer files feature

1.22 Joker's Favor

1.23 Vendetta

1.24 Fear of victory

1.25 The Clock King

1.26 Appointment in Crime Ally

1.27 Mad as a Hatter

1.28 Dreams in Darkness

 

2.1 Eternal Youth

2.2 Perchance to Dream

2.3 Cape and Cowl Conspiracy

2.4 Robin’s Reckoning part 1

2.5 Robin’s Reckoning part 2

2.6 The Laughing Fish

2.7 Night of the Ninja

2.8 Cat Scratch Fever

2.9 The Strange Secret of Bruce Wayne

2.10 Heart of Steel pt 1

2.11 Heart of Steel pt 2

2.12 If you’re so smart why aren’t you rich?

2.13 Joker’s Wild

2.14 Tyger, Tyger

2.15 Moon of the Wolf

2.16 Day of the Samurai

2.17 Terror in the Sky

2.18 Almost Got’em

2.19 Birds of a Feather

2.20 What is reality?

2.21 I am the night

2.22 Off Balance

2.23 The Man who killed Batman

2.24 Mudslide

2.25 Paging the crime doctor

2.26 Zatanna

2.27 Mechanic

2.28 Harley and Ivy

3.1 Shadow of the Bat pt 1

3.2 Shadow of the Bat pt 2

3.3 Blind as a Bat

3.4 The Demon’s Quest pt 1

3.5 The Demon’s Quest pt 2

3.6 His Silicone Soul

3.7 Fire from Olympus

3.8 Read my Lips

3.9 The Worry Man

BMP Batman: Mask of the Phantasm

3.10 Sideshow

3.11 A Bullet for Bullock

3.12 Trial

3.13 Avatar

3.14 House and Garden

3.15 Terrible Trio

3.16 Harlenquinade

3.17 Time out of Joint

3.18 Catwalk

3.19 Bane

3.20 Baby-Doll

3.21 Lion and the unicorn

3.22 Showdown

3.23 Ridler’s Reform

3.24 Second Chances

3.25 Harley’s Holliday

3.26 Lockup

3.27 Make ‘em Laugh

3.28 Deep Freeze

3.29 Batgirl Returns

BSZ Batman Sub-Zero

 

 

 

 

 

 

Utility Belt (Batman)

1) Grappler/Swing line, used for swinging, also ranged grab (1.1, 1.3x3, 1.5, 1.6x2, 1.7x2, 1.9, 1.10, 1.12,1.14, 1.15, 1.17x2, 1.19x2, 1.20, 1.21, 1.23x2, 1.24x2, 1.25, 1.26, 1.28, 2.2x4, 2.3x3, 2.4, 2.5, 2.9, 2.11, 2.13x3, 2.14, 2.14, 2.16x2, 2.17, 2.18x2, 2.19x2, 2.20, 2.21x3, 2.23x2, 2.24, 2.25, 2.26, 2.27x2, 3.1x2,3.5, 3.6x5, 3.7, 3.8, 3.9x3, BMPx3, 3.10, 3.11x4, 3.12x3, 3.14, 3.16, 3.17x2,3.18, 3.19, 3.20x3, 3.22, 3.23x2,3.24x2, 3.25x2, 3.26x2, 3.27x3, 3.28x2, BSZx3)

a. Tied to villains wrist to project him away (1.23)

b. Used to project a grenade away (2.13)

c. Punches through the foorboards of the batmobile from the inside (3.17)

d. Ranged attack (3.20)

2) KO Gas Bomb, used to KO guards thrown individually and 4 at a time (1.1 x2, 3.4, BCF, 3.7, 3.10)

3) Aerosol can and Goggles, used to see footprints leading to a clue, used to magnify a clue (Microscopic sight), also low light vision (1.1, 1.25, 3.24)

4) Batarang, Grapling Hook, Bola with rope. Used to swing, also for range grabs, to climb down (1.1x2; 1.2 x3, 1.3, 1.4, 1.10,1.11, 1.12, 1.13,1.14x2, 1.15x2, 1.17, 1.18, 1.19, 1.20x2, 1.21, BCF, 1.23x2, 1.24, 1.25, 1.26x3, 2.1x2, 2.2, 2.4, 2.8x3, 2.9, 2.10, 2.11, 2.21, 2.24, 2.25, 2.26, 3.6, 3.7, 3.8, 3.9, 3.10, 3.13x2, 3.17x2, 3.20, 3.22, 3.28)

5) Radio/Wireless Transmitter (1.2, BCF, 2.9, 3.1, 3.14)

a. Extra radio carried to give to someone else (3.1)

6) Remote control for Bat vehicles (1.2, 1.4, 1.13, 2.14, 2.18, 2.28, 3.20, 3.21)

7) Gas Mask/Rebreather (1.3, 1.4, 1.6, BCF, 1.23x2, 1.25, 2.15, 2.18, 2.22, 2.28, 3.11)

8) Shurikens (1.3, 1.4, 1.17, 1.20, 2.11, 2.13, 2.21,2.23, 3.03, 3.13)

a. Used in group of 3 (1.17)

9) Knife, may be kept in glove not belt (1.5, 1.7, 1.19, 2.1x2, 2.4, 2.12, 3.14, 3.18)

10) Red goggles, may be related to item 3, allowed to see outline of camouflaged door (1.6)

11) Camera (1.6, BCF)

12) Explosives (1.6, 1.13, 2.11, 2.24, 3.13, 3.26)

13) Caltrops used to disable car (1.7)

14) Teaser, used to blow door off of car (1.7,)

15) Batarang, Used as a Ranged attack (1.7, 1.12, 1.15, 1.16, 1.19, BCF, 1.25, 1.28x2, 2.1, 2.3, 2.8, 2.11, 2.13, 2.14, 2.16, 2.17, 2.18, 2.19x3, 2.20, 2.21, 3.6, 3.8x2, 3.9, BMPx2, 3.11, 3.16x2, 3.19, 3.21x3, 3.22, 3.23x2, 3.24x2, 3.26x2, 3.27, 3.28x2)

a. Used as a HA (1.17)

b. Used as Missile deflection at range

c. Uses 2 simultaneous (2.11)

d. Used as a cutting blade

16) Pink Paint spray, crook accidently set it off in his face (1.7)

17) Tracking device, gun fires tracer, hand held device to follow it (1.10, 2.19, 3.9, 3.12, 3.18, 3.20)

18) Net (1.13)

19) Staff (1.13)

20) Smoke Bombs (1.13, 1.17, 1.27, 2.13, 2.14, 2.25)

a. Thrown in group of 3 (2.14)

21) Bola’s (1.13, 2.5x2,2.19, 3.6, 3.15x2, 3.29)

22) Electronic Lockpick (1.14)

23) Binoculars (1.16, 1.23, 1.24, 2.4, 2.10, BMP,3.11, 3.14, 3.16, 3.23)

24) Handcuffs (1.17, BCF, 1.22, 1.28, 2.9, 3.16, 3.26)

25) Flashlight (1.17, 1.28, 2.13, 3.6, BSZ)

26) Dart gun: darts can be loaded with “potions” (1.17, 2.17)

27) Antitoxins/antivenins (BCF, 2.6, 2.18, 3.13)

28) First Aid Kit (BCF)

29) Lockpicks (BCF, 2.9x2, 2.15, 2.26, 3.5, 3.16, 3.19)

30) Miniaturized Tools (BCF)

31) Aerosol can that negates glue (1.22)

32) Flash bangs (1.23, 3.19)

33) Oxy accelerate torch (1.25, 2.11, 3.25, 3.28)

34) Listening bug (2.4, 2.27)

35) Bola/Net gun, fires a bola like net (2.14)

36) Storage compartments for evidence (2.15)

37) DNA Sampler: Takes sample to be examined elsewhere (2.17)

38) Throwing Cuffs: thrown to pin the wrists (2.19)

39) Tear gas (2.21, 3.11, 3.21)

40) Something used to jam a “Sonic drill” to cause it to explode, slipped into barrel (2.22)

41) Freezing Gas (2.24)

42) Acid (2.26)

43) Scalpel (2.28)

44) Rope, used to tie someone up (3.1, 3.12)

45) Wall Spikes (3.6)

46) Device to interfere with Mad Hatter’s Mind Control PBAOE (3.9)

47) Micro Audio Recorder (BMP, 3.19, 3.23)

48) Ultra Sound Imager: Used to detect secret compartments (3.13)

49) Sonic Generator, used to shatter Glass Prison (3.13)

50) Clippers (Part of a bomb defusing kit?) (3.16)

51) Hypo (Used for injections) (3.17)

52) Remote control to set off triggered flashbangs (3.17)

53) Cell phone (3.17, BSZ)

 

 

Utility Belt (Dick Grayson’s Robin)

1) Batarang or Bola/ Rope: Used to swing or tie people up (1.2 x2, 2.4, 3.3x2, 3.3, 3.17, 3.21, 3.25)

2) Explosive Grenade sometimes projected from a sling (1.2, 3.26)

3) Grappler/Swingline (1.24x2, 2.4, 3.1, 3.2x2, 3.15,3.17, 3.21, 3.24x3, 3.26, 3.27, 3.28, 3.29x3, BSZx3)

4) Binoculars w/range finders (1.24)

5) Oxy accelerate torch (2.5)

6) Tracking device: Attaches to phone, then reveals address of person on other side of line (2.5)

7) Batarang (2.7 x2, 3.1, 3.2x3, 3.24, 3.27, 3.28x2, 3.29x3)

8) Sling & Bullet (2.7)

9) Listening device, fired by a gun (3.2, 3.17)

10) Smoke Bomb (3.2)

11) Flashlight (3.2, 3.14, 3.16, 3.25, BSZ)

12) Knife (3.14, 3.24)

13) R Shaped throwing knife (3.15)

14) Harpoon pistol, used to pull things (3.16)

15) Bola (3.22)

16) Aerosol can and Goggles, used to see footprints leading to a clue, used to magnify a clue (Microscopic sight), also low light vision (3.24)

17) Handcuff (3.25)

18) Lockpicks (3.26)

 

Utility Belt (Batgirl)

1) Binoculars (3.2)

2) Grappling hook/Batarang and line (3.2x2, 3.29)

3) Tear Gas (3.2)

4) Swinglines (3.2, 3.29)

5) Batarangs (3.2, 3.29)

6) Flashlight (3.29)

7) Bola (3.29)

 

Utility Belt (Bruce Wayne/pre Batman)

1) Rope and Hook (BMP)

2) Shuriken (BMP)

3) Ball Point Hammer (BMP)

 

Equipment – Alfred

1) Homing beacon tracking device (1.8)

2) Radio (2.9)

3) Umbrella, Used for HtH (3.21)

a. Tripping (3.21)

b. Club (3.21)

 

Bat Mobile

1) Fast car, Rocket Powered engine (1.1, 1.13, 1.16)

2) 2 Seats (1.2)

3) TV Reception (1.2)

4) Autopilot (1.2, 1.25)

5) Find Address (1.2)

6) Ram through door (1.2)

7) Video Conferencing (1.6, 1.27, 2.4, 2.24, 3.16)

8) Disguise of a Trash Dumpster (1.6)

9) Hypnosis screen inside to make passenger sleep (1.6)

10) Listening Bug (1.10)

11) Missile Launcher (1.13)

12) Parabolic Dish, purpose unknown (1.13)

13) Flamethrower (1.13)

14) Scythes (1.13)

15) Rocket Launchers x8 rack (1.13)

16) KO Gas Projector (1.13)

17) Anti Toxins, in visor, (1.13)

18) Cable Grapple-Projects cable, used to stabilize on ice slick, for sharp turns (1.14, 1.25, 3.15)

19) Oil-slick (1.18)

20) Bulletproof (BCF, 2.2, 2.27, 3.15)

21) Back fins fold up to allow using car to stop a trolley (1.26)

22) Reverse thrusters to help stop (1.26)

23) Extra armor (folds out) used as a security system (1.26)

24) Ejection Seat (1.27)

25) Range Finder, including night vision (1.27)

26) Override Batcycle tracking system (2.5)

27) Anti-tampering electrical shock security system (2.27)

28) Airbags (2.27)

29) Bat glider ejection seats (2.27)

30) Grappler Cable, used to grab car (2.28)

31) Cell Phone (3.13)

32) Radio, includes police bands (3.15, 3.27)

33) Drag-chute (3.16)

34) Audio tape player (3.22)

35) Flight Records (3.22)

36) Track other Wayne vehicles (3.25)

37) Mini-Bat-computer (3.26, BSZ)

 

Bat-Cycle

1) 2 wheeled vehicle, Helmet always worn (1.11, 2.4)

2) Track the batmobile/other Wayne own cars (2.5, 2.7)

3) Remote activated (2.17)

4) Studded tires (2.17)

5) Protective over shield while parked (2.17)

6) Robotic chain (like a bike chain) for security (2.17)

7) Jumping (BMP)

 

Bat Boat/Bat sub

1) Speed Boat (1.4)

2) Bat Line, Used to grab and tow (1.4)

3) Submersible (1.4, 1.23, 3.28)

4) Laser Cannon (1.4)

5) Waterproof inside/Out (1.23)

6) Sonar (3.28)

7) SCUBA Masks (3.28)

 

Bat Jet Ski

1) Able to jump out of water

2)

 

Bat Plane/Bat wing

1) Highly maneuverable and fast plane, able to be flown through automotive tunnel (2 lane) (1.8, 1.16, 1.20, 2.5, 2.9)

2) Autopilot (1.8, BMP)

3) Voice Controlled (1.8, 2.14)

4) Track Homing devices (1.8)

5) Radio (1.20, 2.14, 2.17)

6) Voice altering (1.20)

7) Tracking device, used to track car, no sign of “bug” (1.20)

8) Front prongs are used to pierce and hold a car (1.20)

9) “Waldo” arm in center, used to both remove door, and hold individual (1.20, 2.17)

10) External speakers (Probably external mike), able to have conversation with guy on the outside of car (1.20)

11) Spotlight (2.5)

12) Bat-lines use for entry/takeoff (2.9)

13) VTOL/hover capabilities (2.9, 2.17, 3.7, 3.15, BSZ)

14) Radar (2.17, 3.21, )

15) Fires nets (3.3, BSZ)

16) Silent (3.3)

17) Drops a spread of something to bring a helicopter down, by dropping them on rotors, very little damage done to copter however (3.3)

18) Vocal warnings of ship damage (3.3)

19) Sense damage (3.3)

20) Ejection seats (3.5, 3.21)

21) Cable, used to grab things (3.15)

22) Missiles (3.22)

 

Bat Cave

1) Large cavernous area with super computer (See below)

2) Chemistry lab (1.1, 1.21, 1.24, 2.1, 2.22, 3.6)

3) Analyses Fiber (1.3)

4) Detect and analyze gas (1.4)

5) Disguise studio (1.8, 2.3, 2.6x2, 2.9, 2.18, 3.1, 3.10, 3.20)

6) Chemical Bath, used for medical needs (1.14)

7) Radio (2.4)

8) Dissection lab (2.6)

9) Waldo’s (2.10, 2.11)

10) Internal Sensors (2.11)

11) Museum (3.6)

12) Fire Sprinklers (3.6)

13) Electronics lab (3.9)

14) Medical Bay (BMP)

15) Gymnastics Gymnasium (3.21)

16) Maps of the local area (BSZ)

 

Bat Computer

1) Voice activated Input/output (1.1, 2.10)

2) Chemistry analysis (1.1, 1.28, BMP)

3) Analyses/ sounds (1.1, 3.8, BSZ)

4) Hair sample “Checked against all known animals” (1.1)

5) Sound compared to Music (1.1)

6) TV Monitoring (1.2, 2.6, 3.27)

7) Monitoring city Power usage (1.2)

8) Analyze Poison (1.5)

9) Botanical files (1.5)

10) Personal Files to look people up (1.5, 3.6, 3.15, 3.26)

11) Gotham City Maps (1.6)

12) Monitor security in Mansion (1.6)

13) Track personal vehicles (1.8)

14) Access Police Files (1.14)

15) Newspaper Achieve (1.14, 1.23)

16) Criminal Files (1.19, 2.4, 2.28, 3.8, 3.28)

17) Facial Recognition Software (1.20)

18) “Police Artist” software (1.20)

19) Analyze tech (1.28)

20) Computerized Log (2.1)

21) Control Cave Waldo’s (2.11)

22) Trace Link (2.11)

23) Play video games (2.12)

24) Valued at $50,000,000 (2.12)

25) Molecular Analysis (2.24)

26) Soil Analysis (2.28)

27) Case Files (3.6)

28) Search data (3.6)

29) Video Playback, Zoom, analysis (3.8, 3.20, 3.27, 3.28)

30) Electronics Analysis (3.9)

31) Financial Records (BMP)

32) Read Electric Data storage (3.11)

33) Prison Files from around the world (3.19)

34) Find people by phone number (BSZ)

35) Medical Database (BSZ)

 

Unknown

1) Radio Triangulation (1.2)

 

Costume

1) Stealth bonus (1.16)

2) Polarized Lenses (1.23)

3) Cape treated with a Herbivore Antibiotic agent (specially prepared)

 

Miscelanious

1) Hanglider, collapsible into a backpack, may be stored in Batmobile or top of Waynetech building (1.17, 1.27, 2.1, 2.10, 2.11, 2.13, 2.14)

2) Flamethrower (1.18)

3) Bat-signal, on roof of PD (2.3, 2.11, 3.11, 3.12)

4) Palm top computer (smaller than a PDA), kept in Batmoblile

a. Translates Arabic, Morse Code

b. Reprogram other computer

c. Remote control (Used after reprogramming)

5) Device to Track phone calls, gives an address for person on other side of line

6) Extra Armor (To protect from Din Mark)

7) ZVF Device (grants limited sight by radar/sonar)

8) Parachutes (3.5)

9) Cape used to avoid being hit (3.9)

 

Zatanna

1) Wand used as torch (2.26)

2) Smoke bombs (2.26x2)

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Re: The Ultimate Minature Gadget

 

Well, since I *did* grow up watching the Adam West "Batman" TV show:

 

Bat Shark Repellent: 1d6 Mind Control, Telepathic (+1/4), Area Effect: 16" Radius (+1 3/4), Cumulative (8x Max = 48; +2), Continuous (+1), OIF (-1/2), 1 charge of 5 minute duration (-1), Single Command: Stay Away (-1/2), Limited Target: Sharks (-1), Extra Time: Full Phase to disperse in water (-1/4), Mental Power Based on CON (-1/2)

 

Active Cost: 30, Real Cost: 7

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Re: The Ultimate Minature Gadget

 

Seriously, though, I'll have to check some of my characters when I get home. I know a cat-burglar character I made (Diamond Kitty) had a utility belt multipower, though hers was 40 points IIRC. She had an oil-slick bomblet (Change Environment), smoke bomb (Darkness), grapnel line (Stretching / Swinging), pepper spray (Flash + NND EB), as well as tools for breaking into places (Skill Levels with Lockpicking and Security Systems).

 

Since my players are paranoid, my personal favorite is: Images vs. Sight and Hearing Groups, 2" radius, -3 to PER. This device is thrown near a hero (or preferrably several of them) and, upon impact or when triggered by the user, makes a weird hum and bathes the heroes in odd greenish light, then starts to smoke as it self-destructs. That's it, just a one-phase light-and-sound-show. But they'll assume anything from their powers being mucked with, to mental illusions, to mind control, to heaven only knows what else. :D

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Re: The Ultimate Minature Gadget

 

Do you guys think I should update per disk or every 2 disks, other than refrences (the numbers after each item) there are fewer and fewer add ons (disc 3, up to but not including the last episode has about 12 new items over the whole list)

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Re: The Ultimate Minature Gadget

 

For your firearms-based Dark Champions hero:

 

Cornershot: Indirect (Same origin, any direction; +1/2) for up to 60 Active Points of weapons (pistols only), up to 16 Charges (+0) (30 Active Points); OAF (-1), Extra Time (Extra Phase, Only to Activate, -1/2)

 

The Cornershot device is a real device which allows the user to fire around corners with a standard pistol. The pistol is placed in the device resembling a hinged There are also versions (one of which allows antitank rockets to be fired around corners!) but due to the limitation of the points of our MP we will concentrate only on the pistol version. This can accept most modern automatic pistols, up to .45 caliber.

 

http://www.cornershot.com/

 

The extra time is optional, as the pistol or SMG must be inserted into the mechanism for it to work. This normally takes 5-6 seconds in combat for a skilled user, but could be done ahead of time. The resulting weapon is definitely not concealable under anything short of a heavy coat.

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  • 2 weeks later...
  • 2 weeks later...

Re: The Ultimate Minature Gadget

 

Season 1, which is Vol 3, episode 9 is up

 

At the end of season 2 I am taking a break from this (well I will do a couple of the movies first) as I will be switching to SUperman TAS for a couple months, but I will come back and finish what I have started, I also intend to point it all up, but some of the extra's (Car, computer, etc) will be else where

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Re: The Ultimate Minature Gadget

 

One version of my "regular" character, Dr. Archeville, had a VPP that represented his MacGyver-like ability to jury-rig/kit-bash useful things (of up to 30 active points) from available tech (like a laser or hologram projector from a television set). Some included:

 

  • Acidic Mister: Energy Blast 1d6, Area of Effect (5” Cone; +1), NND (defense is LS: Self-Contain Breathing or LS: Immunity to Vesicants/Terrestrial Chemical Warfare Agents; +1) (15 Active Points); 6 Charges (-¾), OAF (-1), No Range (-½) (total cost 5 points) plus Sight Group Flash 1d6, Area of Effect (5” Cone; +1), NND (defense is LS: Self-Contain Breathing or LS: Immunity to Vesicants/Terrestrial Chemical Warfare Agents; +1) (15 Active Points); 6 Charges (-¾), OAF (-1), Linked (-½), No Range (-½) (total cost 4 points). Total cost: 9 points.
  • Air Purity Detector: Detect Air Purity (INT Roll +3 [19- for Archeville]) (Smell/Taste Group), Discriminatory, Analyze [16 Active Points]; OAF (-1). Total cost: 8 points.
  • Brown Noise Generator: Drain CON 1d6-1, Area of Effect (8” Radius; +1¾), Continuous (+1), Ranged (+½) [21 Active Points]; IAF (-½), 4 Continuing Charges lasting 1 Minute each (-¼). Total Cost: 12 points.
  • Crack Stick: Computer Programming 20- [25 Active Points]; 1 Charge (-2), Only for hacking & cracking into a computer (-½), OAF (-1). Total Cost: 6 points.
  • DNA Profiler: Detect DNA Profile (INT Roll +2 [18- for Archeville]) (no Sense Group), Discriminatory, Analyze, Microscopic (x1000) [24 Active Points]; OAF (-1). Total cost: 12 points.
  • Electron Cannon, v1: EB 5d6 [25 Active Points]; OAF (-1), Beam (-¼), 12 Boostable Charges (-0), Does Not Work in Vacuum, In Water, In Magnetic Fields, Or Against Targets Encased In Metal (-¾), STR Minimum (10; STR Minimum Doesn‘t Add to Damage; -1), Two-Handed Weapon (-½) [Total Cost 6 points] plus +1 OCV [5 Active Points]; OAF (-1) [Total Cost 2 points]. Total Cost: 8 points.
  • Electron Cannon, v2: EB 2d6+1, NND (defense is being in vacuum, water, a magnetic field, or a metal casing, or having an ED Force Field; +1) [25 Active Points]; OAF (-1), Beam (-¼), 12 Boostable Charges (-0), STR Minimum (10; STR Minimum Doesn‘t Add to Damage; -1), Two-Handed Weapon (-½) [Total Cost 7 points] plus +1 OCV [5 Active Points]; OAF (-1) [Total Cost 2 points]. Total Cost: 9 points.
  • Glatt, v1: Entangle 1d6, 1 DEF, Area of Effect (2” Radius; +1), Takes No Damage from Attacks (+½) (25 Active Points); Cannot Form Barriers (-¼), 16 Charges (-0), OAF (-1), Range Based on STR (-¼), Vulnerable (to any attack that creates a physical effect which gives the victim something to grab hold of; -½). Total cost: 8 points.
  • Glatt, v2: Change Environment 8” radius (normal hard surfaces to extremely slippery hard surfaces), -4 to DEX Rolls to move on [29 Active Points]; OAF (sprayer; -1), Only Affects Characters Who Are Moving On the Ground (-¼), 4 Continuing Charges lasting 5 Minutes (-0). Total Cost: 13 points. ("Glatt" is German for "slick")
  • Hypnotic Strobe: Mind Control 6d6 [30 Active Points]; OAF (strobe; -1), Hypnosis Only (cannot achieve full range of Mind Control effects; -½), No Range (-½), 4 Charges (-1). Total Cost: 7 points.
  • Prism Blaster: Made form a laser pointer and a kaleidoscope prism. EB 2d6, AVLD (defense is Sight Group Flash Defense; +1½) [25 Active Points]; OAF Fragile (-1¼), Limited Range (60“; -¼), 12 Boostable Charges (-0). Total Cost: 10 points.

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  • 4 weeks later...

Re: The Ultimate Minature Gadget

 

Updated post 9 to include all of volume 3, and Sub Zero.

 

I will now be taking a break from Bats, moving over to the other half of the World's Finest, I do plan on doing volume 4, and even the JL stuff, but It will be a bit

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Re: The Ultimate Minature Gadget

 

Here's a few things from the Utility Belt of my character, Satire. He's only been played once, at a con, so I haven't actually gotten to use most of these...

 

Topical Anestetic Bomb: Touch Group Flash 10d6 (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On

Strength (-1/4), Does not work against Desolid characters (-1/4) [8]

 

Emergency Parachute: Gliding 10", 2 Recoverable Continuing Charges lasting 5 Minutes each (+0), Trigger

(Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire; When

character falls more than 6"; +1/4), Persistent (+1/2) (17 Active Points); OAF (-1) [2 rc

 

Collapsible Impeller: Swimming +10" (12" total) (x4 Noncombat), 1 Continuing Fuel Charge lasting 1 Hour (+0)

(15 Active Points); OAF (-1)

 

Holographic Decoy: Sight and Hearing Groups Images 1" radius, +/-5 to PER Rolls, 2 Continuing Charges lasting

1 Hour each (+0) (30 Active Points); IAF Fragile (-3/4), Set Effect (Holograph of Self doing something; -1/2), Range

Based On Strength (-1/4) [2 cc]

 

28) Collapsible Dish Antenna: +12 versus Range Modifier for Radio Group (18 Active Points); OAF (-1) 0

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