Difference between revisions of "Gadgets (Action)"

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Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Tiny|Tiny]], [[Items_(Action)#Slick|Slick]]
 
Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Tiny|Tiny]], [[Items_(Action)#Slick|Slick]]
  
This can be a pocket or arm watch. Pressing twice on the watch face releases the back plate, revealing two long strands (each about 4 meters) of ultra-thin fuse and two blasting caps. There is a small amount of explosive, enough to open an air vent grille or normal interior door, but not enough to seriously damage anything which could withstand four or five sledgehammer blows.
+
This can be a pocket or arm watch. Pressing twice on the watch face releases the back plate, revealing two long strands (each about 4 meters) of ultra-thin fuse and two blasting caps. There is a small amount of explosive, enough to use the [[Transmute_(Action_Powers_Technique)#Demolish|Demolish]] stunt once as a Basic Action.
  
 
=== Garrote Watch ===
 
=== Garrote Watch ===

Revision as of 22:13, 7 June 2013

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Heroic Action Role-Play

Ancient Gadgets

Assembly Weapon

Basic Action, Create, Slick

A weapon can be constructed so that it can be quickly assembled from parts, each of which is inconspicuous. It is a Basic Action to assemble or disassemble the weapon.

Blinding Egg

Basic Action, Melee, Tiny

A small bird's egg filled with itching and blinding powders, the blinding egg is thrown like a grenade (Short range) and bursts to fill a five meter diameter cloud. Make a Melee vs. Spot check against each tathet, on a success the target is blinded for the rest of the round. On an outcome matching the target's Action the target is blinded for the rest of the scene.

If applied in melee it only affects a single target.

Disappearing Powder

Basic Action, Maneuver, Tiny

This is a colored, glittering powder that can be thrown into the air. While onlookers are distracted by the pretty cloud, you quietly disappear. Variants use smoke or flash powders. Often used as a stage-magician prop, one danger is that onlookers might think you are a genuine magician.

The gadget allows you to use Sneak to disappear from plain sight, as long as you can get under some kind of cover or use some disguise.

Diving Gadget

Basic Action, Maneuver, Medium, Slick

A set of primitive "SCUBA" equipment. This includes a set of flippers, goggles, a simple snorkel, and a weighted "air bag". You can use the air bag to fill your lungs underwater, permitting you to stay underwater for twice as long before having to surface or drown. Several air bags can be used, but they are very bulky and difficult to swim with.

Allows you to move normally underwater, and to hold your breath 50% longer than normal or indefinitely while snorkeling.

Firepot

Basic Action, Create, Small, Slick

The Doka is a small, ceramic pot, lashed shut with heat proof twine. It holds a live coal which it will keep burning for 12 hours. It is insulated so that you may carry it secreted in your clothes. It provides warmth in cold weather. The firepot allows access to fire, which will always succeed in igniting combustibles, as opposed to the vagaries of flint and steel fire making. If thrown it will break, igniting a pool of oil, dry straw, or other incendiary material or causing Body +0 Fire damage if used as a weapon.

Folding Raft

Basic Action, Ride, Large, Slick

A collapsible, 1-man raft. It has room for one person and his personal gear. In collapsed form, it may be carried slung over one shoulder or as a backpack. Assembling or disassembling it is a basic action.

Parabolic Listening Device

Basic Action, Spot, Large, Slick

This is a large metal parabola, usually made of thin brass plates or or waxed paper. It works by concentrating sound from a certain direction, and allows you to hear as if you were one-tenth the distance from whatever you are listening on. In this way, shouted orders can be heart at five hundred meters, a normal discussion can be heard up to a hundred meters away and whispers up to fifty meters away. Halve these ranges under noisy conditions, and halve them again if there is a breeze.

Secret Compartment

Inherent, Create, Slick

There is a number of medium-sized personal items considered ubiquitous in each culture; briefcases in modern society, saddles in the old west, crucifixes and codpieces at certain other times. Such items can be fitted with secret compartments, perfect for hiding small weapons, reserve funds or other gadgets. In hi-tech or magical junctures, they can be fitted with anti-detection gear as well. A secret compartment like this will pass most searches automatically, and only a determined search allows a Spot roll to discover the compartment.

Specialized Intrusion Device

Basic Action, Create, Slick, Medium

As long as you know exactly what traps and alarms you will face during a break-in, it is always possible to create a gadget to take care of each problem. The only problem with this is that it can be an adventure in itself to find out what protects your target.

A skilled techie can build the perfect tool for every situation. Using this device, that particular lock, trap or alarm can be bypassed automatically, as long as no additional complications crop up.

The technology rating of specialized intrusion devices is the same as the Traps or lock it is supposed to bypass. Any tech level can suffice to bypass magical locks and wards.

Water Feet

Basic Action, Maneuver, Slick, Medium

The Mizugumo (literally,"water spider") are outsize pontoons worn on the feet, permitting the Ninja to walk on water. He can move his Move as a basic action. If he falls, it requires a stunt to right himself again. Taking them on or off is also a basic action.

Blacksmith

Caltrops

Basic Action, Create, Small

Four spikes pointing out from a core is such a way that at least one point points up when scattered on the ground. They are sometimes poisoned.

A packet of caltrops is about two dozen and will cover five one-meter squares. They need darkness or some concealment, such as grass, to work.

Caltrops is a Trap. Caltrops whose presence is known are less dangerous, – the difficulty is only 5. Running through a field of caltrops is dangerous even if their presence is known –Spot, forcing the runner to rely on Reflexes alone. Caltrips do Piercing damage, but are soaked using Reflexes. Armor usually does not cover the soles of your feet, but if it does it generally renders you immune. If any damage is inflicted, the victim stops dead in his tracks, losing the rest of his movement for that action.

Combination Weapon

Inherent, Create

This is two weapons built into one. The character can change from one use of the weapon to the other. Any two weapons with similar shape can be combined. Historical examples includes the naginata-staff and pike-longbow. One use of this is to conceal a lethal weapon inside a non lethal (and legal) one. The GM is encouraged to give surprise bonuses when the peaceful staff suddenly turns into a deadly glaive.

Smoke Powder

Basic Action, Create, Tiny, Slick

A small black powder charge detonated to create obscuring smoke. It will fill an area ten meters across with tick smoke, imposing a penalty of -1 per meter of distance on most attacks and stunts and confusing scents as well. It can also be used as a distraction or to sneakin.

Clockwork

Clockwork Cart

Basic Action, Create, Large, Slick

This is a self-propelled cart, concealed as a barrel or other inconspicuous object. It is capable of carrying ten kilos or so over flat floors and perhaps one kilo over rough ground. Variants can be constructed to traverse pipes and other areas humans can't go, climb, float, or even fly or jump very short distances. One use of the device is to carry a bomb into enemy territory. Another use could be to fetch some item in a high-security area or past bars or grilles impassable to humans.

Clockwork carts are built for one specific task and cannot be reprogrammed. It is similar to a Specialized Intrusion Device in that it is designed to solve a very specific problem, and the device is not capable of tacking any unexpected problems that crop up. Under these limitations the device will travel along a predetermined route (Move 3), sneaking and using security with the creator's Create skill.

Clockwork Knight

Basic Action, Create, Large, Slick

This is a suit of medieval full armor powered by a clockwork engine. It fights furiously if blindly, and can be a real danger in an enclosed space or if its nature is not realized. It takes a Spot roll against the creator's Create to identify a Clockwork Knight for what it is.

The device has a number of points to distribute between Body and Reflexes equal to the creator’s Create (minimum 5 each) and 5 points of armor. It's Melee is equal to the creator's Create, and it can use this value to defend from [[Melee (Action)|Melee] from it's front. It is usually armed with a Greatsword, for Body +5 damage. All other skills and attributes are zero. If its nature is known, it is vulnerable to a number of stunts, the simplest of which is simply moving around to its defenseless rear side. A clockwork knight can be placed on a remote-controlled rotating dais to alleviate this problem.

Sword Cane

Inherent, Melee, Small

A sword hidden inside a stout walking stick. The stick itself is a Baton but will become a lethal Rapier or Smallsword.

This is mainly a way to smuggle a blade where they are not allowed, but also a way for a gentleman to be prepared without sacrificing style.

Coal

Barbed Wire

Basic Action, Create, Large

A roll of barbed wire can be quickly spread behind you as you move, creating a barrier along the path you just moved over. A typical roll of barbed wire forms a barrier 5 meters long when uncoiled. Anchoring the barbed wire to the ground makes it a Limit Break to deploy it. It is an automatic Basic Action to move barbed wire aside unless it has been anchored - it takes a Basic Action and an opposed Create or Maneuver check to remove anchored barbed wire.

Barbed wire is a hindrance to Free Running with a difficulty equal to your Create.

Detonator Watch

Basic Action, Create, Tiny, Slick

This can be a pocket or arm watch. Pressing twice on the watch face releases the back plate, revealing two long strands (each about 4 meters) of ultra-thin fuse and two blasting caps. There is a small amount of explosive, enough to use the Demolish stunt once as a Basic Action.

Garrote Watch

Inherent, Melee, Tiny, Slick

Pulling on the time setting stem until it clicks allows the wearer to set the time on his watch as he normally would. Pulling the stem beyond this point releases two finger grips which detach from the watch casing. Holding the watch by the reinforced watchband, the wearer pulls on the finger grips to expose a length of strong, thin wire. This wire can be used as a Garrote, or as a saw wire.

Grappling Cane

Basic Action, Shoot, Medium, Slick

Concealed as a metal headed walking stick is a spring-loaded grappling hook and cable. The cable can be shot to it's full length of 20 meters, and requires heavy gloves or the winding mechanism in the stick to climb on, as it is to thin for bare hands. When using the winding mechanism, the stick is flexed back and forth, pulling the character up the line like a windlass.

Truth Drug

Finisher, Know, Tiny

An injected substance that makes the victim suggestible and easier to question. Allows the use of Know for Good Cop Routine and Bad Cop Routine stunts.