Duroon wrote on Mar 19
th, 2010 at 2:58pm:
Aren't gadgets already covered with V&V using Invention Points?
Inventing points are used to simulate one-off gadgets. But that doesn't touch on a gadgeteer character. Technically, a limited gadgeteer could be simulated just by rolling his powers on the devices tables and saying those are his gadgets.
The archetypical gadgeteer is someone who can make various items for limited uses. They might have a standard set of gadgets, but limiting this kind of character to their inventing points would be like saying a shapechanger would have to use inventing points to change to a new shape.
Here is an example of a character I played in Superheroes Impossible. He was a gadgeteer, but not technological. He dealt with talismans.
Talismancy - Talisman crafts magical talismans that grant him superhuman abilities. At any time, he can have 5 active talismans. It takes a ritual to transfer the active magic from one talisman to another, and the ritual must be done in his lab. The talismans each have limited uses which can be recharged either in the lab, or in a mystic ceremony at dawn, both of which require an hour.
a) Bracelet of Nehebkau - the mystical energies of this bracelet form a shield around the wearer when he is aware of an attack. Uses 3 per day. (provides force field defense on table)
b) Ring of the Elements - the energies bound in this ring allow Talisman to project either fire, ice, or electricity as an attack. Range = 20", damage = 2d6, 3 charges. (use appropriate column on attack table)
c) Necklace of the Cheetah - calling upon the energies invested in this necklace of cheetah claws allows Talisman to enhance his running speed. (speed bonus +100" to ground move for 1 hour)
d) Spectacles of Translation - these simple appearing reading glasses translate any language for an hour
e) Fang of Ti-Lyn - This ring grants the wearer the ferocity of a tiger in combat (natural weaponry +3 / +6 - 3 charges)
That was the power description, but here is how it was worked out with the GM:
Basic Rules: Talisman can maintain magical energies charged in 4 talismans at a time. Talismans either have a 3 charge limit, or a 1 hour duration, whichever makes more sense. The energy can be recharged in his lab or in a mystical ceremony at dawn - both of which require an hour. Talisman could create new talismans with inventing points, or could modify his abilities with talismans with inventing points.
Updated Rules Gained +1 active Talisman as bonus for creating a talisman to destroy the zombie virus.