This is the perfect point to consider how characters with multi-faceted gadgets were treated in the published materials.
Blackjack from SuperCrooks & Criminals actually has Gimmicks listed (rather than Special Weapon). Here's an compressed description of his gear. Deck of Cards: When scrambled in an opponent's face, disorientation is created. Two phases are wasted by the victim to recover. Agility save to avoid this. Cost 5" movement, 1" range, attacks as HTH. Sneezing Powder: When blown in a victim's face this power causes uncontrollable sneezing. To recover, an Endurance save is made every turn. 1" range, attacks as HTH, no PR. Grapple and Line: To hit the target, an Agility save is made. There is 50" of cable. Blackjack swings at 26" speed. Pellet Gun: (+3 to hit, 50" range, no damage) includes gas pellets (i.e. paralysis) and sleep pellets (i.e. paralysis) along with Mute Pellets: The pellet effects the victim's nervous system, rendering him mute for 1d10 turns. Slingshot: +1 to hit to hit, HTH +1 damage, Ax2" range, PR = 1 per shot. Blackjack carries 20 stones, which do abovem as well as these special "stones": Flame Bomb: (1d12 flame damage), Flash Bomb: light flash carrier attack (see rules, p. 14), Shadow Bomb: Darkness Control is released upon hit. 2" sphere is created. Low Self-Control: Blackjack cannot resist playing a prank or joke, even if threatened by capture.
Next are two archers with trick arrows. I find the ones that don't duplicate existing powers the most interesting.
Apollo from Organized Crimes. Special Weapon: Long Bow: +4 to hit, HTH +1 damage. a) Incinerary Arrow: Additional 1d12 flame damage from carrier attack. b) Sleep Arrow: Endurance save 1d20. Causes 15 turns sleep without wake-up rolls. c) Anti-Gravity Arrow: Gravity control carrier attack. Multiply victim's weight by - 10 lbs. Duration = 3 turns. d) Paralysis Arrow: Carrier attack of paralysis ray (see rules, p. 15).
Crossfire (Sagittarius) from Most Wanted, vol. 1 has a lot of duplication in her arsenal.
Special Weapon: Crossbow, replaces left hand, HTH + 7 to hit, +1d4 damage, 88" range. Sharpened steel bow usable as an axe: HTH + 1 to hit, +1d8 damage. Special Quarrels: a) Quarrel Grenade: no arrow tip, instead explodes on impact as a hand grenade, HTH +2 to hit, 1d10 damage, 2" blast radius. b) Poisoned Quarrel: carrier Chemical attack, results in paralysis as per a hit from a Paralysis ray. c) Flare Quarrel: 12" radius blinding flash on impact, as per Light Control. Thereafter, continues to burn for 5 minutes (20 turns) lighting the radius of effect as full daylight (no further attacks). d) Venom Quarrel: carrier Chemical attack, results in a death Touch attempt (victim may attempt saving throws, etc.). e) Flaming Quarrel: carrier Flame attack for 1d12 damage, burns for 2 turns. f) Sonic Quarrel: no arrow tip, 12" radius filled with shrill noise, on impact emits an automatic Sonic attack for 1d8 damage (or 28% to destroy a device it hits). g) Tangle Quarrel: no arrow tip, on a hit encases a 1" cube in gooey tendrils; characters may save vs. s on 1d100 or try to break them, at a cost of one action per attempt. h) Cable Quarrel: 12" cable connects re-enforced quarrel to crossbow winch, motor rewinds 1" of cable per phase starting on phase 15 of each turn, with a weight capacity of 500 lbs. i) Ice Quarrel: no arrow tip, on impact emits an Ice attack for 1d12 damage, covers target with one cubic foot of ice per point of damage inflicted. Se Ice rules, p. 13. j) Adhesive Quarrel: no arrow tip, on impact coats a man=sized target in quick-drying glue. As Tangle Quarrel, but worse. k) Smoke Quarrel: on impact, belches out 216 cubic inches of vision-obscuring smoke. Without wind, 1 cubic dissipates per turn. In a stiff breeze, up to 10 cubic inches per turn may be blow away.
Crossfire's quarrel pouch can hold up to 24 quarrels; she will select an appropriate mixture of types for each new mission.
Under Tactics/M.O: She can to a certain extent, deflect her quarrels off walls, ceilings, etc., to get at targets not in a normal line of fire. She cannot deflect a shot more than once and when she does it counts as a special attack. Her calling card is to leave a business card with the symbol of the Zodiac sign of Sagittarius, usually attached to the shot that does her target in.
Trickshot, also from Most Wanted, vol. 1 Special Weapon: modified sixguns with special bullets: Special Bullets: All of Trickshot's bullets can be ricocheted off walls, etc. en route to their target (save vs. A on 1d20 per rebound or the bullet goes off course), without the bullet releasing its special effect until it reaches its final target. Ricochets can be used to achieve attacks from behind, around corners, etc.: a) Explosive Bullet: explodes for 1d12 damage on impact. b) TearGas: 4" cubic cloud released on impact, Chemical attack causes temporary blindness and choking (E save on 1d20 between turns to shrug off its effects, if the character escapes the cloud). c) Smoke: 6" cubic cloud releases on impact, as Darkness. d) Flare: 1d8 damage plus carrier Flame burst for 1d8 more damage. Burns for 2 turns, 3" radius continual Blinding Flash as per Light Control. e) Gun Specifications: HTH +4, standard bullets do 1d10 damage, 230" range, Self-Destruct setting: up to 10 turn timer, explodes as Medium Bomb. Safety: backfires vs. the guns wielder, with whatever in the chamber.
Lastly, in Opponents Unlimited, the criminal ice-cream driver Ben Johmoka has Special Weapon: A coin changer that has a number of functions. One dollar's worth of charges can be used per day. a) Penny: smoke pellet. Range = 20 inches, produces a cloud of dark, irritating smoke that is 10 inches by 10 inches. It lasts for 1d4 +2 turns (less windy conditions). b) Nickel: flash pellet with range of 20 inches. Treat as a blinding light control attack. The burst diameter is five inches. c) Dime: power blast with range of 20 inches. d) Quarter: a jet belt that allows Ben to fly at a rate of 220 mph for 10 turns. e) Quarter: paralysis ray, range is 15".
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