Difference between revisions of "Gadgets (Action)"

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== Combustion ==
 
== Combustion ==
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=== Explosive Belt ===
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Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Small|Small]], [[Items_(Action)#Slick|Slick]]
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 +
Simultaneously twisting and pulling on the belt buckle will release the catch mechanism, opening the compartment in the buckle. Inside the belt buckle are two blasting caps, and a single-charge "burst" battery to provide power to detonate the caps. The back end of the prong is sharpened to provide a minimal cutting edge. The prong is used to cut open the back of the belt, inside of which are 30 feet of very thin wire and enough plastic explosive to allow a single use of the [[Transmute_(Action_Powers_Technique)#Demolitionist|Demolitionist]] schtick. The belt is made to resemble alligator hide or similar material, to help mask its rather thick appearance.
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=== Geiger Counter Watch ===
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Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Tiny|Tiny]], [[Items_(Action)#Slick|Slick]]
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 +
The sweep hand of the watch gives a reading of the radioactivity, 12 o'clock representing no appreciable radioactivity, and any other hour reading indicating the damage value of exposure. The sweep hand would lock at 11 o'clock should radioactivity ever get that high, which is extraordinarily unlikely. Nuclear materials will have radioactivity which range from 1 o'clock to 7 o'clock, depending on how they are stored. The watch is waterproof.
 +
 
=== Marble Grenades ===
 
=== Marble Grenades ===
Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Small|Small]], , [[Items_(Action)#Slick|Slick]]
+
Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Small|Small]], [[Items_(Action)#Slick|Slick]]
  
 
These tiny grenades, each the size of a marble and slightly mold-able like clay, are made of an experimental substance which detonate into a miniature explosion when it impacts on a surface with sufficient force. The common method of use is to scatter on a floor where a pursuing enemy will step on them.
 
These tiny grenades, each the size of a marble and slightly mold-able like clay, are made of an experimental substance which detonate into a miniature explosion when it impacts on a surface with sufficient force. The common method of use is to scatter on a floor where a pursuing enemy will step on them.
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A packet of marble grenades is about a hundred, will cover five one-meter squares and can be spread with a Basic Action. They need darkness or some concealment, such as grass, to work well.
 
A packet of marble grenades is about a hundred, will cover five one-meter squares and can be spread with a Basic Action. They need darkness or some concealment, such as grass, to work well.
  
Marble grenades is a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]]. Marble grenades whose presence is known are less dangerous, – the difficulty is only 5. Running through a field of marble grenades is dangerous even if their presence is known –[[Spot (Action)|Spot]], forcing the runner to rely on [[Reflexes (Action)|Reflexes]] alone. Marble grenades do [[Damage_Types_(Action)#Fire|Fire]] damage equal to your [[Create (Action)|Create]].  
+
Marble grenades is a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]]. Marble grenades whose presence is known are less dangerous, – the difficulty is only 5. Running through a field of marble grenades is dangerous even if their presence is known –[[Spot (Action)|Spot]], forcing the runner to rely on [[Reflexes (Action)|Reflexes]] alone. Marble grenades do [[Damage_Types_(Action)#Fire|Fire]] damage equal to your [[Create (Action)|Create]].
 +
 
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== Electronic ==
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=== Infrared Goggles ===
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Basic Action, [[Spot (Action)|Spot]], [[Items_(Action)#Small|Small]]
 +
 
 +
A bulky apparatus which straps over the head. It allows characters to see by the light of an infrared projector similar to a flaslight negating penalties for darkness up to 30 meters away and larger ones illuminating further out. The illumination is easily spotted up to ten times as far away by infrared sensors or others wearing infrared goggles, but they are rare in this period. Ignore darkness for [[Detect_(Action_Powers_Technique)#Scan|Scan]] and [[Detect_(Action_Powers_Technique)#Keep_Watch|Keep Watch]] stunts in the illuminated area.
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 +
=== Long Range Microphone ===
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Basic Action, [[Spot (Action)|Spot]], [[Items_(Action)#Large|Large]]
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 +
This device uses a parabolic dish to concentrate sound. It can pick up speech at a range of 1,500 meters. This device can intercept even whispered speech at 100 meters. Halve these ranges under noisy conditions, and halve again if there is a breeze.
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=== Umbrella Radio ===
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Basic Action, [[Spot (Action)|Spot]], [[Items_(Action)#Medium|Medium]], [[Items_(Action)#Slick|Slick]]
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 +
The unfolded umbrella works as the antenna, while the rather heavy handle holds the electronics. The transmission microphone is located at the top of the umbrella handle.
 +
 
 +
The umbrella radio has an additional component, — an ear piece which is necessary to amplify the volume of the received transmissions. The ear piece is quite small.
 +
 
 +
The transmission range only a kilometer or so. The equipment is powered by small batteries which have sufficient charge an hour of operation.
  
 
=== Night Sight Lens ===
 
=== Night Sight Lens ===

Revision as of 23:07, 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.

Combustion

Explosive Belt

Basic Action, Create, Small, Slick

Simultaneously twisting and pulling on the belt buckle will release the catch mechanism, opening the compartment in the buckle. Inside the belt buckle are two blasting caps, and a single-charge "burst" battery to provide power to detonate the caps. The back end of the prong is sharpened to provide a minimal cutting edge. The prong is used to cut open the back of the belt, inside of which are 30 feet of very thin wire and enough plastic explosive to allow a single use of the Demolitionist schtick. The belt is made to resemble alligator hide or similar material, to help mask its rather thick appearance.

Geiger Counter Watch

Basic Action, Create, Tiny, Slick

The sweep hand of the watch gives a reading of the radioactivity, 12 o'clock representing no appreciable radioactivity, and any other hour reading indicating the damage value of exposure. The sweep hand would lock at 11 o'clock should radioactivity ever get that high, which is extraordinarily unlikely. Nuclear materials will have radioactivity which range from 1 o'clock to 7 o'clock, depending on how they are stored. The watch is waterproof.

Marble Grenades

Basic Action, Create, Small, Slick

These tiny grenades, each the size of a marble and slightly mold-able like clay, are made of an experimental substance which detonate into a miniature explosion when it impacts on a surface with sufficient force. The common method of use is to scatter on a floor where a pursuing enemy will step on them.

A packet of marble grenades is about a hundred, will cover five one-meter squares and can be spread with a Basic Action. They need darkness or some concealment, such as grass, to work well.

Marble grenades is a Trap. Marble grenades whose presence is known are less dangerous, – the difficulty is only 5. Running through a field of marble grenades is dangerous even if their presence is known –Spot, forcing the runner to rely on Reflexes alone. Marble grenades do Fire damage equal to your Create.

Electronic

Infrared Goggles

Basic Action, Spot, Small

A bulky apparatus which straps over the head. It allows characters to see by the light of an infrared projector similar to a flaslight negating penalties for darkness up to 30 meters away and larger ones illuminating further out. The illumination is easily spotted up to ten times as far away by infrared sensors or others wearing infrared goggles, but they are rare in this period. Ignore darkness for Scan and Keep Watch stunts in the illuminated area.

Long Range Microphone

Basic Action, Spot, Large

This device uses a parabolic dish to concentrate sound. It can pick up speech at a range of 1,500 meters. This device can intercept even whispered speech at 100 meters. Halve these ranges under noisy conditions, and halve again if there is a breeze.

Umbrella Radio

Basic Action, Spot, Medium, Slick

The unfolded umbrella works as the antenna, while the rather heavy handle holds the electronics. The transmission microphone is located at the top of the umbrella handle.

The umbrella radio has an additional component, — an ear piece which is necessary to amplify the volume of the received transmissions. The ear piece is quite small.

The transmission range only a kilometer or so. The equipment is powered by small batteries which have sufficient charge an hour of operation.

Night Sight Lens

Basic Action, Spot, Large

This is a huge lens worn as a faceplate before the eyes. It is an optic light amplification system incorporated in a full helmet. During the darkest night, the Night Sight Lense will give the impression of twilight. Ignore darkness for Scan stunts (0nly).

Phosphorescent Powder

Basic Action, Spot, Tiny, Slick

This dust looks innocuous but glows distinctively under ultraviolet light. It adheres to whatever it touches. Agents use this substance to trap thieves and trace people. For example, a bureau which suspected one of its employees of purloining files might falsely label some document "secret" and sprinkle it with this powder. Later, counterespionage agents would examine the hands of employees under a black light to see who touched the document. Alternatively, one can arrange for surveillance targets to touch this substance, and then use an ultraviolet light to find out what the suspect has touched. When spread on a section of ground, will adhere to the feet of anyone passing through the area.

Assume that a sprinkling of this powder marks all people who touch the contaminated object or document. These people then leave traces on other objects for 2d6 hours. Placed on shoes or tires, this dust marks a trail for up to 1,000 meters. Tracing dust remains on the skin for 1d6 days under normal conditions. However, thorough scrubbing can remove this powder.

Speedline

Basic Action, Shoot, Medium

A line-throwing unit for emergencies such as a man overboard, or perhaps throwing a rope over the Berlin Wall. In appearance, the device is a cylinder with a carrying handle and a trigger housing at the top. Removing the front end of the cylinder reveals the rocket to which is tethered 30 meters of specially prepared rope.