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Dave ST

Aberrant: Mutant High - [UA] Gadgetry Headquarters

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This will be where we create, discuss and disect idea involving the various toys we'll be playing with throughout the UA 'game'. Use this thread as a means of offering up input and adding to our ideas so we can create a final piece of work to include in the UA universe.

Consider this a work bench where we tinker with prototype ideas. smile

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First on the chopping block...

Background: Uniform

Effect: A uniform is some special form of clothing or protection that the character possesses to keep her protected or compliment their abilities in some way. Be it a suit of lightweight carbon fiber or a living, symbiotic suit made from protoplasmic goo.

Each suit is as unique as the character that owns it, and they’re usually designed for that specific character in mind (although nothing prevents someone from using yours). It’s a good idea to have an excellent story set up around how, or why you’ve come into possession of your uniform.

All uniforms are not created equal. A vibranium uniform might store and collect energy, but it doesn’t offer very good protection against physical attacks. Duralumin is strong and resilient to attacks, but is often difficult to hide or can be bulky. Great time and effort is spent crafting suitable uniforms, and their value is represented by three factors that each material possesses, detailed under each material type. Players who choose this background must also choose how to allocate these three factors when spending points. For instance, if you chose three dots for a nanofluidic uniform, two points may be spent on Shape Alteration, with a third spent on Rapid Healing.

‘Uniform’ is an expansive background that goes from 1 – 15 ranks. Each increase in this background is cumulative, so a character with Carbon Fiber Weave (Anti-Scan 2, Armor 3, Unassuming 4) has a total of 9 ranks in this background and increases it as if it had 9 ranks and they were buying the tenth. They may then add that tenth dot wherever they chose among the material’s three traits.

The Materials

Carbon Fiber Weave

High density carbon fiber can be woven into just about any material, from cotton to leather. The most common form of material used for uniforms throughout the military and Special Forces branches.

Carbon fiber is often used for concealing a mutants genetic signature, provides incredible protection and (probably its most useful feature) is that it’s unassuming and most people don’t even know it’s anything other than an outfit (unless it’s gaudy or flashy).

Benefits – Anti-Scan Weave, Armor, Unassuming

Drawbacks – None

Anti-Scan Weave tricks mutant scanning machinery into thinking the mutant is not a mutant at all. Scanners simply read the character as a normal upstanding member of human society, despite how freakish he or she may appear. It provides bonus dice to the wearer’s stealth rolls to evade mechanical sensors or devises. The user does not have to consciously be attempting stealth; the Anti-Scan Weave is a passive utility.

If the wearer is not actively attempting stealth, they may not apply any mega-attribute to their stealth roll. Any offensive action on part of the wearer will reveal them to be a ‘threat’ and the benefit is lost until they can evade the sensors in question.

• +1 dice to evade of fool mutant scanning devices

•• +2 dice to evade of fool mutant scanning devices

••• +3 dice to evade of fool mutant scanning devices

•••• +4 dice to evade of fool mutant scanning devices

••••• +5 dice to evade of fool mutant scanning devices and automatically succeed at any stealth attempt against a sensor whose rating is 5 or lower, no roll needed.

Armor amounts to a thick weave of carbon threads that protect the wearer from most melee and ranged combat. It’s a basic measure of protection but it’s more than enough to keep most soldiers alive. Despite its incredible defensive properties carbon fiber armor generally weighs no more than a standard set of clothing.

• +1L / +1B armor bonus

•• +2L / +2B armor bonus

••• +3L / +3B armor bonus

•••• +4L / +4B armor bonus

••••• +5L / +5B Soak bonus

Unassuming is a property that allows the wearer’s carbon fiber to appear as regular clothing and at higher rating perhaps a complete wardrobe. Rating dots in the Unassuming trait allow the owner to have carbon fiber armor and anti-scan weave in a variety of styles that allow them to move amongst society without looking out of place.

• One outfit. +1 die to evading equipment sensors that detect armor and weapons.

•• Three outfits. +2 die to evading equipment sensors that detect armor and weapons.

••• Five outfits. +3 die to evading equipment sensors that detect armor and weapons.

•••• Seven outfits. +4 die to evading equipment sensors that detect armor and weapons.

••••• A Wardrobe (about 15-20 complete outfits). All of your outfits completely bypass detection systems, welcome to the spy game.

Duralumin

A lightweight, dense metal alloy that often used on aircraft. When specially treated and processed it can create a uniform that offers incredible protection. Although the process for creating ‘refined’ duralumin is only possible in a few of the most advanced labs in the world.

Duralumin armor is difficult to penetrate, even with the most powerful of modern weaponry and with the proper amount of padding the armor absorbs impacts incredibly well allowing it’s wearers to maintain their balance more easily. Although light, its rigid plates woven into another garment can sometimes make the armor encumbering.

Benefits – Armor, Impervious, Resistance

Drawbacks - Bulky

Armor is an understatement for Duralumin. This incredibly dense material provides some of the best protection that science can provide, only a few materials are as lightweight and strong. One thing it’s not though, is subtle.

Each rating dot provides incredible protection, but also comes with a strength requirement and the typical penalty that is associated with wearing heavy armor. Like all penalties the character can offset this by sacrificing a dot from the appropriate mega-attribute. Below you’ll notice that mega-strength is given in parenthesis. This means that a character with that rating of strength can make use of the armor at a reduced penalty (as shown in parenthesis in the ‘Penalty’ section). Despite increases in the character mega attribute the penalties cannot be reduced below what’s listed. Even being incredibly strong and durable doesn’t completely negate the bulk of some of the heaviest armors.

• +3L / +3B armor bonus, Min Strength 3 (Mega 1), Penalty 1 (Penalty 0)

•• +5L / +5B armor bonus, Min Strength 4 (Mega 1), Penalty 2 (Penalty 0)

••• +7L / +7B armor bonus, Min Strength 5 (Mega 1), Penalty 2 (Penalty 0)

•••• +9L / +9B armor bonus, Min Strength 5 (Mega 2, Penalty 3 (Penalty 1)

••••• +12L / +12B armor bonus, Min Strength 6 (Mega 2), Penalty 4 (Penalty 2)

Impervious represents the duralumin armor’s capability to resist and shrug off most minor attacks or, at higher ratings, mortal injuries. Although not as reliable as a true mutants resistance to some attacks, it come awfully close. At the most advanced level of this upgrade nearly every section of the armor is sealed from attacks, leaving almost no vulnerable areas.

In effect it negates the successes from the Armor Piercing Extra. Unlike the Impervious Extra, it does not negate Armor piercing entirely, it simply removes the AP quality from a set number of successes rolled by the opponent. The accuracy of the attack is not affected, it simply reduces the effectiveness of the AP extra.

Example: An opponent scores 10 successes with the AP extra. This means that, normally, they negate 20 points worth of their target’s soak. Their target is wearing armor with Impervious 1, which negates the effectiveness of two of those AP successes. Accuracy is not affected however, so the opponent still adds all 10 successes to their damage pool, but only negates 16 points worth of soak, not the usual 20.

• [2] successes worth of Armor Piercing is negated.

•• [3] successes worth of Armor Piercing is negated.

••• [4] successes worth of Armor Piercing is negated, wearer is practically immune to small arms fire.

•••• [5] successes worth of Armor Piercing is negated.

••••• [6] successes worth of Armor Piercing is negated.

Resistance is the attribute of Duralumin armor that governs experienced wearers ability to best use the armor’s massive bulk to their advantage. With near impervious armor protecting them, tearing through the opposition on front line combat becomes child’s play.

This rating increases the power of the characters knock down attempts and provides incredible resistance against the wearer, in turn, being knocked over, or staggered.

• +2 added to the wearers might pool to determine knock back or knock down.

•• +4 added to the wearers might pool to determine knock back or knock down.

••• +6 added to the wearers might pool to determine knock back or knock down.

•••• +8 added to the wearers might pool to determine knock back or knock down.

••••• +10 added to the wearers might pool to determine knock back or knock down.

Nanofluidic

This material is literally billions of nano-machines working in concert to form a material that resembles liquid metal. Nearly all nonfluidic material is still in its prototype stages and is still producing some amazing and sometimes unpredictable results. Although its sometimes difficult to remember, a nanofluidic uniform is a machine, not clothing and is thus susceptible to electromagnetic pulses, the Cyberkinesis power, and a wide variety of machine affecting ailments.

Benefits – Armor, Customizable Form, Accelerated Healing

Drawbacks - Machine weaknesses

Armor equates to the reaction of the nanomachines anticipating an attacks and hardening at the point of impact to harmlessly dissipate the kinetic energy. More advanced systems are capable of deflecting attacks that would normally kill creatures as large as an elephant.

• +1L / +1B armor bonus

•• +2L / +2B armor bonus

••• +3L / +3B armor bonus

•••• +4L / +4B armor bonus

••••• +5L / +5B armor bonus

Customizable Form means, quite simply, that the nanomachines are capable of changing their shape and making themselves appear as just about any form of clothing or outfit. The only real stipulation on the form is how advanced the programming of the nonmachines is. Keep in mind that the machines must cover a large portion of the wearers body, there are quite literally millions, if not billions of the little nanos.

• 2 outfits in memory. The nanos must cover 90% of the body. Long sleeve shirts/sweaters, pants, shoes/boots are possible. The nanomachines can not change their color, so the entire outfit appears a liquid silver. The head and hands may be covered if the wearer desires.

•• 5 outfits in memory. The nanos can now shrink to cover 70% of the body. Short sleeve shirts/tank tops, pants/shorts, shoes/boots are possible. The nanomachines can not change their color, so the entire outfit appears a liquid silver. The head and hands may be covered if the wearer desires. Short sleeve shirts, and shorts are not possible at this stage the wearer must select one or the other.

••• 7 outfits in memory. The nanos can now shrink to cover 50% of the body. Short sleeve shirts/tank tops, pants/shorts, shoes/boots are possible. The nanomachines can now change their color. The head and hands may be covered if the wearer desires.

•••• 10 outfits in memory. The nanos can now shrink to cover 30% of the body (a pair of shorts with no shirt, a single sleeve, or pant leg).

••••• The nanomachines can reproduce the appearance of just about form of clothing and can shrink down to cover about only 10% of the body (the wearer’s forearm).

Rapid Healing allows the character to recover from the most dangerous of wounds by the nanomachines quickly focusing on the wound and treating the injury swiftly by promoting a rapid increase in white blood cells. This promotes an incredibly swift healing rate.

While the increased healing is useful it does not protect the wearer against inhaled gasses or poisons, or injected toxins. The nanomachines cannot enter the wearer’s blood stream and fight injuries from the inside. The inceased healing rates stack with any mega-stamina boosts in healing rates, however the nanomachines cannot boot a metabolism higher than a multiplier of ten.

• 3 times faster healing rate.

•• 4 times faster healing rate.

••• 5 times faster healing rate.

•••• 6 times faster healing rate.

••••• 7 times faster healing rate.

Vibranium Weave

Vibranium is a rare, naturally occurring metallic substance that possesses the ability to absorb energy in the vicinity as well as energy directed at it. The energy absorbed is stored within the bonds between the molecules that make up the substance. As a result, the energy vibranium absorbs is transferred to the wearer or expelled harmlessly.

Vibranium in it’s raw form is dangerous, but using it as a weave for various articles of clothing provides incredible protect against energy and possesses the ability to store and harness energy for wearer to use. It provides very low, if any protection from physical attacks.

Benefits – Energy Protection, Energy Storage, Swift Energy Regeneration

Drawbacks – Provides no physical protection.

Energy Protection is what vibranium is best known for. When placed within a weave and added to common clothing or industrial suits, it can protect the wearer from high levels of heat or even radiation. This provides no protection against physical attacks, however, only energy sources like heat, cold, kinetics, radiation, etc.

• +3L / +3B armor bonus vs energy attacks only

•• +5L / +5B armor bonus vs energy attacks only

••• +7L / +7B armor bonus vs energy attacks only

•••• +9L / +9B armor bonus vs energy attacks only

••••• +12L / +12B armor bonus vs energy attacks only

Energy Storage is vibranium’s unique ability to power itself off the energy it absorbs. While useless to standard humans, mutants and other super powered humans are able to use the energy it has absorbed and stored once the outfit is attuned to them.

Recharging the suit is a simple matter of the wearer spending their internal energy stores; this process however takes time, usually 10 minutes of uninterrupted rest per point to be restored.

• 3 energy points can be stored and used to either fuel powers or replenish the wearers energy pool.

•• 6 energy points can be stored and used to either fuel powers or replenish the wearers energy pool.

••• 9 energy points can be stored and used to either fuel powers or replenish the wearers energy pool.

•••• 12 energy points can be stored and used to either fuel powers or replenish the wearers energy pool.

••••• 15 energy points can be stored and used to either fuel powers or replenish the wearers energy pool.

Rapid Energy Recovery is a welcome upgrade for those who sacrifice physical protection for an edge against the forced of nature. The vibranium augments the characters ability to recover their energy reserves faster and get back into the fight.

• +1 point recovered every hour.

•• +2 points recovered every hour.

••• +3 points recovered every hour.

•••• +4 points recovered every hour.

••••• +5 points recovered every hour. The wearer always recovers as if they had complete rest and relaxation, regardless of the amount of activity they performed.

Symbiotic

Symbiotic – A living, protoplasmic entity. Symbiotic suits are organic life forms that, while not technically sentient, can still learn and grow once they’ve been attached to a host for an extended length of time. It combines with the hosts DNA and assists its host by augmenting their abilities to ensure it’s continued survival.

The suit is alive, however and must feed from its host in order remain healthy. This usually is represented by the wearer having to ‘commit’ a large amount of energy to keeping the suit fed. This means that the wearer's energy pool is always depleted by an amount equal to their rating in this background. Thus a character with an energy pool of 40 and a rating 10 symbiotic uniform could only use 30 points of energy and and could not refresh their pool any higher than 30 for as long as they wore the suit.

Benefits – Armor, Attribute Boosts, Rapid Healing

Drawbacks – Committed energy

Armor is very similar for a symbiote as it is for a nanofluidic. The suit hardens at the point of impact, and usually ripples or grumbles as it expels the source of the injury a moment later.

• +1L / +1B armor bonus

•• +2L / +2B armor bonus

••• +3L / +3B armor bonus

•••• +4L / +4B armor bonus

••••• +5L / +5B armor bonus

Attribute Boosts come in the form of the symbiote grafting itself to muscle fibers and augmenting the hosts capabilities in order to ensure both its own and its hosts’ survival.

A PC may arrange the attribute bonuses in any manner they choose but once selected the choice is permanent. These bonuses are applied anytime the character is wearing the suit. Previous ranks in background are not cumulative, so a character who raises his Attribute Boost from 2 to 3 has a total +3 attributes to allocate, not +6 (+3, +2, +1).

• +1 to either Strength, Stamina or Dexterity

•• +2 to either Strength, Stamina or Dexterity

••• +3 to either Strength, Stamina or Dexterity

•••• +4 to either Strength, Stamina or Dexterity

••••• +5 to either Strength, Stamina or Dexterity

Rapid Healing allows the character to recover from the most dangerous of wounds as the symbiote swiftly promotes a rapid increase in white blood cells and uses itself to quickly form scabs or wounds and to bind and set broken bones by stiffening itself into splints and casts. This promotes an incredibly swift healing rate.

While the increased healing is useful it does not protect the wearer against inhaled gasses or poisons, or injected toxins. While the symbiote has some control over the characters bodily functions, it cannot enter the wearer’s blood stream and fight injuries from the inside on a cellular level. The inceased healing rates stack with any mega-stamina boosts in healing rates, however the symbiote cannot boot a metabolism higher than a multiplier of ten.

• 3 times faster healing rate.

•• 4 times faster healing rate.

••• 5 times faster healing rate.

•••• 6 times faster healing rate.

••••• 7 times faster healing rate.

There! Now ya see why it took me so damn long!

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Question. Would there possibly be a uniform trait/ability for one of the 4 above listed (or perchance another one) that could grant Josh the ability to walk while wearing it? Maybe the symbiote, but only at rank 6 (the lvl of the flaw)? Or it might be something altogether different, think old TV show M.A.N.T.I.S.

Beyond that, everything you put in seems (at first glance) to be effective and well balanced.

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Excellent work Dave, and I thought of a basic idea for Gadgets:

Background: Gadget

A gadget is a technical device that is unique and invented for the purposes of improving the user's capabilities. A laser gun or mechanical gauntlet or something. Each is unique and specially designed, so a PC purchasing this background must be able to obtain the gadget through some means. This includes, but is not limited to, you or a friend inventing it, taking it off an enemy, etc. This must be shown in roleplaying. Same goes for improving the Gadget.

Gadget is an expansive background that goes from 1 – 15 ranks. Each increase in this background is cumulative, so a character with Gadget (Effectiveness 2, Battery 1, Structure 0) has a total of 3 ranks in this background and increases it as if it had 3 ranks and they were buying the fourth. They may then add that fourth dot wherever they chose among the material’s three traits.

However, Gadget costs 4 xp as a new trait and Current Rating x 4 to increase and requires the first dot to be in Effectiveness.

Effectiveness

For each dot in Effectiveness, the owner of the Gadget gets 15 xp to spend upon traits bestowed by the Gadget, excluding Focus, Energy Pool, other Backgrounds or Willpower. Nothing may be taken 'Tainted.'

Battery

As the devices require a great deal of Energy to maintain function, a more enhanced Battery can reduce the need for the user's own to be siphoned. When the Gadget draws directly from the User, it takes a number of Energy points equal to 2 x Effectiveness dots.

For each dot in Battery, the number of times that the benefits of the Gadget can be used without expending Energy points is increased by one. If the Gadget has no dots in Battery, it draws power directly from the user.

Structure

Gadgets can be independently targeted at the appropriate modifiers, and start out with 2B/0L soak and 4 health levels. Each dot in Structure either increases the soak by +1B/1L or the number of health levels by one. If a Gadget loses all its health levels, it is damaged and will not function until an appropriate roll is made to repair it, as determined by the ST.

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Nice work Curtis, but it's a bit underpowered. I'll bet you never thought I'd say that, huh? Here's my version, lemme know what you think.

Background: Gadgetry

You possess an invention decades ahead of the current technological curve. A gadget may also be an existing mechanism concealed or altered in some way — an autofire cell phone, a boat capable of short flights. These items are rare as hen’s teeth, and you need a good explanation why you have something so esoteric, experimental and/or advanced. A gadget is likely to be the target of thieves and con artists. In the proper circles, the item (and your mastery of it) is nigh legendary, and your enemies will go to considerable lengths to separate you from it. A gadget cannot be destroyed except in the most extreme circumstances, or by killing its owner.

This background is broken down into ‘Options’ and ‘Innovations’. An ‘option’ is when a standard, run of the mill device is enhanced in some way to function far beyond what it was originally designed for. This could include a customized pistol that fire in full-auto and holds far more bullets than it was designed to. It could be a motorcycle that converts into a jet-ski for water travel.

So, what’s an ‘Option’ exactly? Well, it varies based on the device in question. Weapons, Armor, and Vehicles can all be fitted with options. For each option you may spend ‘option points’ (OP) to increase that objects statistics.

Weapons-

Accuracy (+1/2OP)

Damage (+1/2OP or +[1]/3OP)

Strength-Min (-1/1OP)

Strength-Max (+1/2OP)

Range (+50%/1OP, max x2)

Maneuver (+1Mnv/1OP) – It has to make sense for the user or the gadget.

Rate of Fire (+1/1OP)

Clip (+50%/1OP, max x2)

Concealability (-1 step/2OP)

Armor-

Bashing (+1/2OP)

Lethal (+1/2OP)

Penalty (-1/2OP)

Destruction (+1/1OP)

Vehicles-

Safe Speed (+50%/1OP)

Max Speed (+50%/1OP)

Maneuver (+1/1OP)

Passangers (+50%/1OP, only once)

Armor (+1/1OP or +[1]/2OP)

Not on the list or something extreme? Like a laptop that transforms into a sentry gun? Or the afore mentioned motorcycle/jet-ski? These are called ‘Exotic Options’ and most objects only possess one EO. Any modification not on the list generally costs 3OP. This cost may be more or less depending on the STs approval. Adding a small dart launcher on a pistol might only cost 1OP since it’s a relatively small and not a difficult upgrade.

An ‘Innovation’ is a technological advancement so great that the powers of the device almost duplicate the effect the effects of a super power. This could include a harmonizer that generates a ‘Disorient’ effect while it’s activated, or a cannon the hits like a Quantum-Bolt. An innovation always functions with a number of dots in a power equal to the gadgets ranking. So a gadget at rank 2 with a Level 2 Armor innovation will function as the Armor power with 2 dots (or +6L/+6B soak in this case). All Innovative Gadgets have their own energy pool and Focus rating and these are used to determine the effectiveness of the gadget’s range, duration, maintenance, etc. when it’s activated.

If the gadget is an item that requires a skill to use (like a gun, sword, etc.) then the player uses their skill for the dice pool in place of the power’s rating.

• Mediocre Gadget with up to 4 options, or an innovation that duplicates a Level 1 power. Focus 1, Energy Pool 10.

•• Minor Gadget with up to 8 options, or innovations that duplicate two Level 1 powers. Focus 1, Energy Pool 12

••• Major Gadget with up to 12 options, or innovations that duplicate a single Level 2 power or three Level 1 powers. Focus 2, Energy Pool 15

•••• Powerful Gadget with up to 16 options, or innovations that duplicate two Level 2 powers or four Level 1 powers. Focus 3, Energy Pool 20

••••• Artifact Gadget with up to 20 options, or innovations that duplicate either a single Level 3 power, three Level 2 powers or five Level 1 Powers. Focus 5, Energy Pool 30

A note ‘Suite Powers’ – Suite powers are generally considered Level 2 powers, thus a character may purchase a power from a Level 3 suite as if it were Level 2. In the case of a Suite Power being purchased for a Rank 5 ‘Artifact Gadget’ the owner may select 3 powers from the suite that the device may activate as ‘learned’ powers. The rest of the suite powers are activated at double the cost.

Why is that? Some might ask. Simply put it’s to explain, in a game mechanics sense, that no device can function better than natural power, like those possessed within mutants and super beings.

Can I mix an Option and an Innovation together?

Yes. If you’d like to upgrade an object with powers and options you may do so, but the benefit of one or the other (Option or Innovation) is dropped by two complete ranks. This means that you can mix until at least Rank 3. The Energy and Focus of the object are also calculated at the new lower rank. Also all power Levels available options drop by one, so two Level 2 powers available becomes 1 Level 2 power available (making it impossible to make a mixed device with a Level 3 Power).

Example: Dave wants to make an artillery cannon that blasts out pure energy for it’s attack (Quantum-Bolt), but his dice pool stinks so he wants to increase it’s accuracy by adding advanced targeting systems. He creates a Device 4 (1 Level 2 Power (Q-Bolt)) and chooses 8OP worth of options (two ranks lower than 4 on the scale). Once all is said and done he has a cannon that punches like a quantum bolt and has +4 accuracy.

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Originally Posted By: Stargaizer
Would there possibly be a uniform trait/ability for one of the 4 above listed (or perchance another one) that could grant Josh the ability to walk while wearing it?


That would actually be a gadget, since it possess a mechanical interface that would allow him to walk even though he cannot.

The Symbiote would work, since it can't repair nerve damage that was already there before it was introduced, same with the Nanos.

Good question though! It would be cool to see Josh slip into his super mutant Iron Man uniform. smile

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This looks real good, Rev, but if I might suggest one thing: put some limits on certain of the options. I realize you have limits on a few things already, but there are others that I think should have them as well. Accuracy and Damage, for instance, could quickly get out of hand without limits.

And yes, I realize that you as the Mod would shoot down any abusive ideas, but placing some limits on things now can help you avoid frustration-with-munchkiny-player-induced headaches later on. smile

My suggestion would be:

Accuracy: +1 per OP (limit 3lvls)

Damage: +1 per OP (limit 5lvls)

Also, here's a few other possible Options for your consideration:

Disguise: 1OP (make a gun look like a cell phone, or a laser iPod) - I realize that the Gadget background, as currently written, just assumes this sort of thing is possible, but I personally think it's fair to ask players to invest a bit in having a Gadget that does not stand out as such. As opposed to those who have Gadgets that are very obviously something special.

Damage Type: 1OP (change a weapon's damage type from Bashing to Lethal, or vice versa)

For vehicles:

Concealed Armor: 1OP per OP put into vehicle armor

Personal Weapons Mount: e.g. a turret-mounted machine gun (OP cost is equal to the cost of the weapon as a Gadget)

Vehicle-scale Weapons Mount: e.g. a 50mm cannon (OP cost is equal to the cost of the weapon as a gadget)

Conceal Weapons Mount: 1OP per concealed weapon (available for personal and vehicle-scale weapons)

Increased Fuel Efficiency: 1OP per level, doubles fuel efficiency (5lvl limit)

Extra Movement Mode: e.g., a submersible car (1OP per extra mode)

Heavy Industrial-level Equipment: e.g., mining drill, crane, etc (1OP per)

Living Quarters (has to make sense for the vehicle): 1OP per occupant capacity (limit of believability)

Mobile Laboratory: 1OP (or maybe more...)

Support Facility for One Smaller Vehicle: e.g., the semi that carted that car from Knight Rider all over the country (1OP per vehicle - possibly more, depending on the scale of vehicles involved)

Also, might I suggest putting a limit on the number of Option Levels that a given class of Gadget can carry? Adventure!, for example, places a limit of 6 Advancement (Option) Levels on personal-sized weapons, gadgets, etc. One or two passenger vehicles generally have a limit of 10 OPs, up to 12 passenger vehicles can have to 20 OPs, while truly enormous vehicles can have up to 30.

Anyway, there's my suggestions for Gadgets. Let me know what you think.

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Body Mods are Level 1 powers. If the Mod doesn't cost anything then it doesn't cost anything in the Gadget. The main difference is that most Gadgets must be activated even if the body is always 'on'.

For instance you could have an adrenaline injector that grants you extra health levels for a duration.

On the flip side Kazuo could have his bones laced with adamantium (but really, what kinda idiot would do that!?). In this case his gadget could grant him a few permanent health levels.

It's a case by case basis...

Also note that creating gadgets, the really powerful ones requires labs, state of the art research equipment and funding. This is not stuff your PCs should be tossing together in shop class. Some projects could cost way up in the Resources 6+ range (like the Iron Man suit Tony Stark has).

But Tony Stark built a suit out of junk in the movie...

And look how long it lasted him. It was junk and it saved his life but he had to wait until he got back to his lab, had the assistance of an AI, and had the time to rebuild from scratch.

It took money, time, and some of the most expensive equipment the world has seen (most made by him).

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Don't have much time to describe it right now but when I have XP, looking to build something like a singular version of Doc Ock arms, but only one. The key factor is that Curtis uses his own cyberkinesis to control the arm.

Hence, I'm thinking a 2 dot gadget that doubles as a Second Limb and a Tendril, but the tendril has a pool of Wits to hit, and Int to deal damage, but the power to use this device has to come from Curtis himself.

A further tech description is forthcoming, but I want to square away the mechanics first as I thrash this out.

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The Tendril might have it's own strength rating to substitute for Curtis's own lack of strength, but Wits and Intelligence are not generally used as combat dice pools. The exception might be to use Perception in place of Dexterity when your PC is making use of the 'Aim' Combat maneuver. It might use his CK power as it's 'brawl' substitute as well, to reflect how well Curtis controls it.

Mechanical arms do no know martial arts.

Again, it costs more than XP. Curtis will need the equipment, materials, and funding to build something like that. And where is the arm going to go? Just drag behind him all limp until he uses CK on it? Gonna be bulky when he runs out of juice, not to mention silly looking.

Giving it a combat pool derived from the highest attributes you have is not going to fly unless there is an actual reason for it. When you control a turret with CK the combat pool is still Dex + Firearms (or gunnery). When you control a Car it's still your Dex (or sometimes Wits) + Drive skill to drive that vehicle.

I'm usually partial to making the roll (Players Governing Attribute) + (Power Rating). (but the PC must still have some knowledge of the skill or they are stuck rolling just their Attribute or power rating only, whichever is higher).

Using the Arm would require 'Control' which Curtis also does not have. While I understand that he can use it 'untrained' I think it would be awfully silly for him to build a device centered around an ability he has little to know understanding of.

If you'd like some help on making it jive mechanically, I'll assist but these are just a few things to consider.

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After some thought, I realized that I'm having trouble in the scientific area of working out the general way it works. So I'm not going to press this.

On the bright side, provided that Kazuo and V. Vincent get their ends of Inside Tip done, and I make a good roll there... Money, for a least a month, won't be an issue. laugh

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HEy, this thread has been quiet...

What I've been considering is a bodysuit that has Duralumin plating around vital areas (chest/torso, important leg/arm arteries, back). I was thinking of having the plates jointed to optimize mobility, and it's final form should look reminiscent to a motorcycle suit.

But the thing I was wondering, on top of this, is can a gadget be "Incorporated" into the suit? Such as developing a helmet that when connected to the suit it creates a sealed system for life support?

Or perhaps adding other gadgets to locations that make sense, like magnetic soles in the boots of the suit, or a grappling gun in the arm... (I'm speaking generally, not in specific things of interest. This might help others considering their super-suit.)

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Nevermind...

,,

Although it would be interesting to see what sort of gadgetry could be attached to one of my outfits now that I have learned to love the Carbon Fiber. Was thinking since I aleady made the cloak for myself, coming up with some sort of sound dampening gadget would be next. Or, add it to the cloak. Either or.

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