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Re: [BNW] Gadgeteers: toys and trinkets



I must admit I really like this modification.  It would make the Gadgeteer
quite a bit more flexible.  (although I like the Tony Stark suits as well...)

We'll probably see some rules similar to this in the Gadgeteer sourcebook.  (I
remember seeing somewhere that Gadgeteers and Bargainers would eventually get
books of their own)

Chris,
Delta World head honcho, cdekalb.tripod.com

Theo McGuckin wrote:

> Hey all,
>         I personally kinda like the idea of the gadgeteer, maybe I'm the
> only one. But I don't like the idea of him having just one "thing" (his
> powersuit). Personally I would think that someone with his abilities would
> have all kinds of little gadgets and gizmos he was tinkering with (what do
> gadgeteers do in thier spare time?) So I thought of toys and trinkets.
>
> Toys are a lesser type of gadget. Basically they're all the little
> projects that gadgeteers started that never turned into full blown
> gadgets. Some examples would include:
>
> Anything on Batman's utility belt
> For weapons a toy is an item that has had one stat changed:
>         ROF can be increased by 1
>         Ammo can be multiplied by 1.5
>         Range can be multiplied by 1.5
>         On additional feature could be added (laser sight, silenced)
>         A gun can't have more than one mod. as it then approaches
>                 gadget'dem
> An existing piece of equipment that is 1/4th the size (night vision
>         goggles that look like sunglasses)
> etc.
>
> Cost/Time: A new toy not based off something else costs a flat $1000 for a
> starting gadgeteer. Toys that are modifications of existing items cost
> 2x their normal amount.
> A starting gadgeteer can have a number of toys upto his level in tinkering
> (so basically 5)
> Toys are a lot easier to maintain than full blown gadgets. They only
> require about an hour of maintenace a week.
>
> Trinkets are toys what toys are to gadgets. These are all the things that
> the gadgeteer has lying around the house that don't serve any real game
> purpose. Like the frying pan that cooks both sides at once, or the TV
> that's voice activated, or the hair-dryer that cuts out if it touches
> water, etc.
> They serve no real purpose but to ease the gadgeteers life and to spice up
> the gadgeteers home (you would think his place would look different from
> someone else's). The amount of maintenance that a trinket requires is
> negligible (you can count on a couple of them breaking once a month).
>
> Another possibility:
> If a player wants he can start the game with no gadget (i.e. no happy
> suit) but can then take as many toys as he wants (should there be a
> limit).
> I don't know how viable this one is, or if it is too open to abuse.
>
> -Theo McCracken, whose thoughts and ideas are solely his own and do not,
> in any way, reflect those of Jefferson Lab or its staff. Unless of
> course there is any money to made off those ideas, in which case the lab
> says: "Gimme, gimme, gimme!"
>
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